Enable Dual-classing into Kits (now with Proficiency Fix)
![kjeron](https://forums.beamdog.com/uploads/userpics/305/n01K0RDY9VE9V.png)
Dual-class into Kit
Installation Order:
* This mod should NOT be installed BEFORE any mod that adds new kits.
* This mod should NOT be installed BEFORE any mod that alters race (MGSRCREQ.2da/CLSRCREQ.2da) or dualclass (DUALCLAS.2da/ABDCDSRQ.2da) restrictions.
* This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da.
* This mod should NOT be installed BEFORE any mod that alters alignment (ALIGNMNT.2da) restrictions.
* The third component(proficiency) should also NOT be installed BEFORE any mod that alters or reads (WEAPPROF.2da).
Limitations(primary component):
* Class/Kit description in the record screen will display the description of the unkitted second class.
* Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.)
* Level-up proficiency selection is still dictated as if an unkitted second class. (Potential fix included in thrid component.)
(These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity)
* (NEW) If installed, Kit-to-Kit dual-classing will replace your current kit with the new one. Abilities gained through the old kit's CLAB will be retained, but any aspects that come from 2da-files or are hardcoded will be lost, nor will the old kit be detectable by scripts or dialog.
Limitations(proficiency component)
* This component is still experimental, I would urge you to save being clicking "Level-up".
* All (kit or not) dual-classed character's proficiency options will be strictly enforced. Reactivating their original class will not expand their proficiency limitations, they still regain any proficiency that had from that class, they just cannot add to them beyond what their second class normally allows.
* Level requirements for proficiency will continue to follow PROFSMAX.2da.
* Mods that replace a Base class with a kit, should utilize the mods base-class kit proficiency options for the unkitted class, provided the kit and class share the same name. Any character with the base-class kit will use that kits proficiency options as expected.
* Mods that add a Multi-class kit and Single-class kit under the same name will attempt to differientiate them by their kit description. If it fails they might end up using the others proficiency options.
* If it fails to identify class/kit, it should default to FIGHTER or NONE proficiency options, to avoid being stuck during level. This should only happen if their current kit(or trueclass) has been disabled / made invalid by other mods.
* Original WEAPPROF.2da values will be copied to WEAPPROF_backup.2da for reference.
Compatibility:
* v2.3+: BGEE, BGSOD, BG2EE
* v2.5+: IWDEE
* Should work for any language. Only installation prompts are in English.
* Supports multiple campaign files, as read from CAMPAIGN.2da.
* UI edits have been reworked, should be more compatible with other UI mods.
![](https://forums.beamdog.com/uploads/editor/r3/rso6od351eyb.png)
![](https://forums.beamdog.com/uploads/editor/kt/obfqvtfy9ad8.png)
![](https://forums.beamdog.com/uploads/editor/t3/cl6bwyrbg998.png)
Installation Order:
* This mod should NOT be installed BEFORE any mod that adds new kits.
* This mod should NOT be installed BEFORE any mod that alters race (MGSRCREQ.2da/CLSRCREQ.2da) or dualclass (DUALCLAS.2da/ABDCDSRQ.2da) restrictions.
* This mod should NOT be installed BEFORE any mod that alters string references in CLASTEXT.2da, KITLIST.2da, or RACETEXT.2da/SODRACE.2da.
* This mod should NOT be installed BEFORE any mod that alters alignment (ALIGNMNT.2da) restrictions.
* The third component(proficiency) should also NOT be installed BEFORE any mod that alters or reads (WEAPPROF.2da).
Limitations(primary component):
* Class/Kit description in the record screen will display the description of the unkitted second class.
* Specialists Mages will not recieve their bonus spell slots. (Fix included in second component.)
* Level-up proficiency selection is still dictated as if an unkitted second class. (Potential fix included in thrid component.)
(These are all the same issues that occur when you manually change the second-class kit through EEkeeper/Near Infinity)
* (NEW) If installed, Kit-to-Kit dual-classing will replace your current kit with the new one. Abilities gained through the old kit's CLAB will be retained, but any aspects that come from 2da-files or are hardcoded will be lost, nor will the old kit be detectable by scripts or dialog.
Limitations(proficiency component)
* This component is still experimental, I would urge you to save being clicking "Level-up".
* All (kit or not) dual-classed character's proficiency options will be strictly enforced. Reactivating their original class will not expand their proficiency limitations, they still regain any proficiency that had from that class, they just cannot add to them beyond what their second class normally allows.
* Level requirements for proficiency will continue to follow PROFSMAX.2da.
* Mods that replace a Base class with a kit, should utilize the mods base-class kit proficiency options for the unkitted class, provided the kit and class share the same name. Any character with the base-class kit will use that kits proficiency options as expected.
* Mods that add a Multi-class kit and Single-class kit under the same name will attempt to differientiate them by their kit description. If it fails they might end up using the others proficiency options.
* If it fails to identify class/kit, it should default to FIGHTER or NONE proficiency options, to avoid being stuck during level. This should only happen if their current kit(or trueclass) has been disabled / made invalid by other mods.
* Original WEAPPROF.2da values will be copied to WEAPPROF_backup.2da for reference.
Compatibility:
* v2.3+: BGEE, BGSOD, BG2EE
* v2.5+: IWDEE
* Should work for any language. Only installation prompts are in English.
* Supports multiple campaign files, as read from CAMPAIGN.2da.
* UI edits have been reworked, should be more compatible with other UI mods.
![](https://forums.beamdog.com/uploads/editor/r3/rso6od351eyb.png)
![](https://forums.beamdog.com/uploads/editor/kt/obfqvtfy9ad8.png)
![](https://forums.beamdog.com/uploads/editor/t3/cl6bwyrbg998.png)
Post edited by kjeron on
27
Comments
We all know Shar Teel is meant to be an assassin.
I moved the setup-DUAL_TO_KIT.exe and DUAL_TO_KIT folder to my game directory and ran the exe, choosing to install both components. I ran the game, and tried to dual-class my Kensai, but only got regular Mage and Thief options.
The only other mod I'm running is the Gibberlings Tweaks Anthology, which I installed first. My game is up to date, and I've run modmerge.
Any insight as to what might be the problem?
Edit - This is working as intended. This mod only opens up options allowed by the original BG1 engine (dualing an unkitted character into a kit for their second class), it does not allow creating characters with multiple kits. This is a limitations of the engine, as creatures can only possess a single kit.
It should work now, but it can only occur when you dual-class, it will not kick-in at later level-ups if you have already dualclassed. I haven't found any way to accurately detect the differences between a single-class and a still-inactive dual-class beyond the first level, as both register as a single class mage.
Edit: Nevermind, those are 2 different issues, well the potential issue from the Wildmage is fixed, I'll look into the other (which also happens to be complicated by the Wildmage).
Opcode (Type) = 42
Target = 1 (Self)
Parameter1 (Slot Amount Modifier)= (-1)
Parameter2 (Spell Level) = 511 (all levels = 1 + 2 + 4 + 8 + 16 + 32 + 64 + 128 + 256)
Timing (Flags) = 9 (Instant, Permanent)
Other = default
- Kit's will now only be displayed if they are allowed to dual into the original class, as listed in DUALCLAS.2da.
- Graphics fixed for BGEE/BG2EE, should now display the proper background while selecting a class/kit.
Edit - Done button doesn't light up in BGEE/BG2EE, but is clickable when appropriate. WIP.
- Added alignment checks for kits.
- If you no longer see any dual-class options, I will need to know game/platform/version. Alignments are given to the UI in a very strange, yet specific manner, and I don't know if it varies (I can only test what I have).
- Added support for IWDEE (v2.5+)
- Added experimental component for proficiency selection (specifics in first post).
Edit: It even fixes the issue I was having with Anomen's proficiencies. Damn good.
Also, it does not see a Shadow Adept (Artemius_I mod) as a specialist wizard as I don't get the extra spell per level of specialist.
- Latest DoF version does not allow installing Myrkul on BG2EE (IWDEE only).
- Even after overriding this, I still cannot reproduce the issue in BG2EE.
Specialist issue was a simply looping error, and has been fixed(v.17).