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Kit idea: Wild Sorcerer, done right

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  • argent77argent77 Member Posts: 3,478
    My attempt of creating a "Wild Sorcerer" can be found here: https://forums.beamdog.com/discussion/66390/
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  • argent77argent77 Member Posts: 3,478
    I thought about it too, but it would be have been quite an extensive change with the danger of causing compatibility issues, and the requirement to be installed *after* any mods that make additions to the spell system. The current option was much easier to implement and should be good enough (imo).
  • argent77argent77 Member Posts: 3,478
    (sigh) Another hardcoded issue to work around. Wild Mages appear to be hardcoded to use the same CLAB table as unkitted mages and sorcerers (CLABMA01.2DA). Changing resref in KITLIST.2DA doesn't seem to be recognized by the games.
  • kjeronkjeron Member Posts: 2,368
    argent77 said:

    (sigh) Another hardcoded issue to work around. Wild Mages appear to be hardcoded to use the same CLAB table as unkitted mages and sorcerers (CLABMA01.2DA). Changing resref in KITLIST.2DA doesn't seem to be recognized by the games.

    Add a line to CLABMA01.2da with your "AP_(filename)" spells, then use (opcode 177 -> opcode 146), to target the wildmage kit with a subspell that will have the actual effects.
  • argent77argent77 Member Posts: 3,478
    edited October 2017
    Already done so. (Although I'm using opcode 177 -> opcode 171 for it.)

    It appears all specialist mages are using hardcoded CLAB tables. That's also something that could be unhardcoded.
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