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DregothofTyr wrote: »
In my installation Edwin has an extra spell that he shouldn't have, and it looks like it's from this mod. This is in BG2, does anyone else have this or is it just me? At level 12, he has 8 1st-level spells when he should have 7 (4 for level, 1 for kit, 2 for amulet).
QueenFiona wrote: »
@kjeron Thanks! Quick question, is this compatible with m7multikit? I don't know how you're implementing things. It looks like it should be if I install it first, but I figured I'd ask explicitly.
Raduziel wrote: »
@globocide DoF and Divine Remix will probably conflict.
kjeron wrote: »
@globocide It sounds like EET is adding an entry to CAMPAIGN.2da, but not directly specifying a 2da file for class and or race text (resulting in "*.2da"). I was missing two sanity checks needed to deal with such cases.
Updated first post (v.27), let me know if it still doesn't work.
kjeron wrote: »
Any mod that assigns unkitted characters a hidden kit to function, may prevent this mod from detecting them as unkitted (since they technically aren't).
Priest overhauls usually need to do this (Dieties of Faerun, Faiths and Powers) for clerics, rangers and druids. I don't think RR does this for thieves though.
Ability score minimums are still required for a kit to appear (though less likely the issue if none are appearing).
This mod doesn't summon any invisible creatures.
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2450 // Enforce PnP Proficiency Rules on Dual-Classed Characters: v9
subtledoctor wrote: »
Suggestion: allow kitted characters to choose a kit in their new class, but use AddKit so that they must give up their existing kit.