[MOD] SG_Multikits v0.19-beta: Full multikits for all classes!
SadieGamer
Member Posts: 24
Like many before it, this mod lets you create multikits. I plan on adding to this mod by implementing ALL the multikits eventually. I'm trying to make it more extensible than CrevsDaak, FlameWing and Abel's versions, so it can have e.g. a Druid/Paladin multi. Thank you so much to you three for teaching me how I don't want my mod to work , and for some helper functions ! Also thanks to Argent77 Subtledoctor and Aquadrizzt for their library ADD_KIT_EX, you guys rock
This is my first mod, so if you have comments on better practices than my current code, let me know! (I know, I know... I use macros too much. Blame Weidu for not allowing arrays as function inputs)
Here's the plan:
Currently working on Druid Pseudo-Clerics.
https://github.com/sg2475962/sg_multikits/releases/latest
This is my first mod, so if you have comments on better practices than my current code, let me know! (I know, I know... I use macros too much. Blame Weidu for not allowing arrays as function inputs)
Here's the plan:
- (DONE v0.1) multikit base multiclasses, with user input
- (DONE v0.13) Auto-merge 2das so you don't have to babysit installs
- Auto-merge HLA tables
- multikit Druids as Pseudo-clerics (and Pseudo-rangers if user wants cleric-druid combo).
- Check mod compatibility with: Kit tomes, NPC_EE, Dual-Kits
- multikit rangers as pseudo-clerics, for more multi possibilities
- multikit Paladins as Pseudo-clerics (and pseudo-rangers for paladin-cleric builds)
- multikit Sorcerers via QD's code, maybe allow for pseudo-fighters via innate spellcasting
- multikit Shamans via Subtledoctor's code
- multikit Monks as pseudo-thiefs
- multikit Bard as thief? - modal abilities for song, thief for pickpocket, and maybe sorcerer-type innate spellcasting?
- or multikit bard as mage - look into if pickpocketting is possible via spells
- More triple-class options: Fighter-Cleric-Thief by creating a Fighter-Thief pseudo-thief
- multikit base multiclasses, create all possible multikit combos and deploy.
Too many multikits, will hit 256 kit limit quickly: 1205 from base game alone.
A possible fix is to create the multikits dynamically thru LUA on character creation...
Currently working on Druid Pseudo-Clerics.
https://github.com/sg2475962/sg_multikits/releases/latest
Post edited by SadieGamer on
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Comments
First of all, congratulations on this release, it looks very cool !!!
I do a quick test, and notice two things...
Trying to multikit with some kits of Morpheus...
- A Cleric / Champion of the wild....
Everything seem to work at creation,( but I do not have level up the character ), I notice that my character got "charm-animal" innate abilities, but the (ranger) champion of the wild, should not get this ability according to his description...
Advantages:
– May use Lay On Hands ability once per day to heal a target for 2 Hit Points per level of the Champion of the Wild.
– 2nd Level: Gains the Elegant Strike passive ability.
ELEGANT STRIKE: The Champion of the Wild becomes able to place attacks where they deal greater damage. The character applies <PRO_HISHER> Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus <PRO_HESHE> may have). Elegant Strike gains the following damage bonuses:
16 Dexterity: +1 bonus to melee damage
17 Dexterity: +2 bonus to melee damage
18 Dexterity: +2 bonus to melee damage
19 Dexterity: +3 bonus to melee damage
20 Dexterity: +3 bonus to melee damage
21 Dexterity: +4 bonus to melee damage
22 Dexterity: +4 bonus to melee damage
23 Dexterity: +4 bonus to melee damage
24 Dexterity: +5 bonus to melee damage
25 Dexterity: +6 bonus to melee damage
– 4th Level: May use the Wrath of the Wild ability once per day and gains an additional use every 4 levels thereafter.
WRATH OF THE WILD: The Champion of the Wild gains the ability to briefly channel the divine power of a wild diety, enveloping <PRO_HISHER> weapons in a veil of incandescent light. The character gains a +2 bonus to Thac0 and deals an extra 2d6 points of melee damage with each melee attack for 10 seconds.
– 6th Level: Gains the Superior Defense passive ability.
SUPERIOR DEFENSE: The Champion of the Wild learns special techniques for making the best use of <PRO_HISHER> natural agility even while wearing restrictive armor. The character gains a +1 AC bonus at 6th level. At 9th level the bonus improves to +2 and at 12th level it increases to +3.
Disadvantages:
– Receives a -1 max strength penalty.
– May not wear armor heavier than studded leather.
– May only assign proficiency points in one-handed swords.
– May not charm animals.
- A Psi warrior / mage / Swashbucler, but the Kit cannot be created...
Here the debug...
I use french language for my game !
Thanks for this new mod !!!
At installation, when asking to merge clasweap for the second class and third class, second class priority is the same as for previous merge clasweap for the first class and second class... (Necromencer)
A screenshot for clarity...
So the install for a Psi Warrior / Necromencer / Swashbuckler work fine, the kit appear, everything is good until the spell selection thing, after select the number of spell for level one, the bouton "next" is grey and I cannot go further...
Same with a Psi Warrior / Savant Artilleryman / Preacher of flamme
And for testing with original game kits a Kensai / Illusionist / Cleric, in this case the problem appear after select the number of spells for level three !
Game BG2EE Beamdog version and weidu.log...
I was able to create a Kensai/Illusionist/Thief though, with no problem.
Yes, it's not that clear, if you can clarify a bit, that would be great.
First, we have to select a specific option ?
And next , we have to select another specific option ?
And not sure about :
[5] Sum
[6] Randomize
[7] Smart Selection (EXPERIMENTAL)
But that's okay, you will probably add more details.... No rush !
I will probably do more testing in the future...
Do you want me to do it with specific kits ?
@JohnBob , with this one, it's because multiclass kits with qdmulti (which I think ADD_KIT_EX uses a version of) include any abilities gained by the base class. I don't think there's a way around this, though maybe others would know. There are other issues like this as well. Thief kits always use the backstab table of the main class (i.e. a multiclass swashbuckler can backstab). For kits that remove abilities, such as Charm Animal or Set Snares, in addition to not learning those abilities, you also need to add effects to the kit itself to remove those abilities at every level.
There is also the m7multikit mod that provides similar features :
http://www.shsforums.net/topic/45258-multiclassed-multikit-builder-mod-experimental/
https://github.com/CrevsDaak/m7multikit
At one point, i was thinking to add that mod to my modlist but i changed my mind. Below you will fing my notes about that mod :
- This mod should be installed after any mods that add new kits or that change kit abilities.
- Not compatible with Refinements
- Issue with HLA
- From @Graion Dilach the m7multikit kits need to fix their HLA entry manually because the entry the mod writes is wrong; these kits will not have HLAs ingame without that - weird graphic when HPs are displayed : for a F/T it will show 11/11 ???
Your mod may go through similar issues (in particular the HLAs).
- this is somewhat the case for my mod - It's compatible with any non-thief kit installed after component #100 (base comonent), but if you install component #100, then a thief kit, and then component #1000, the multiclass version of the thief kit may have the wrong backstab multiplier. Therefore, I'd suggest only ever installing component #1000 directly after component #100.
- Once I get druid pseudo-clerics working, this mod should also be installed after any component that adds druid and cleric spells. This is because my mod will modify how the flag for cleric exclusions works (like Druid's level 5 Iron Skins). - I don't currently have HLAs fully functional yet - right now HLAs are chosen from the base multiclass instead of a combination of the kits and multiclass abilities. However, it should be compatible once those kinks are worked out. - see above. - This is fixed in my version. - I'm not sure I understand, I'll take a look though.
Great initiative. We are missing a multikit mod to complete the "Enable Dual-classing into Kits" mod and NPC_EE mod . Please make sure that your mod is compatible with those two mods !
How does your mod interact with Kit Tomes?
Thankee!
Hey @Endarire, Currently any triple-classed characters get the base multiclass table, so in the vanilla game they shouldn't get HLAs before the XP cap, iirc, but in a modded game with the fixed table and uncapped xp table, they'll get their parent class table. I'll be expanding/restricting the options based on the kits soon, though, don't worry, so refinements compatibility is in the works~!
As for kit tomes, I'm not sure, I've not played with that mod and it predates niceties like ADD_KIT_EX or subtledoc's QDMULTI, so I kind of doubt it would work very well with my mod. It shouldn't conflict, but I'm not sure if, e.g., kit tomes would be able to select multi-kits. I do however want to maintain compatibility with SCS and NPC_EE's components for choosing NPC kits, since these mods are very popular.
Thanks for the update !
On BGEESoD, an error during the installation, just after :
Here is the weidu.log and the debug...
On BG2EE, everything install fine !!!
So I try a Wizard Slayer - Illusionist - Priest of Tyr with a Half-elf, but same problem that before :
Since Half-Elves cannot be Illusionists, this may be the reason for the problem !
So I install the component of tweak anthology for allow all race to have all kits !
Work fine with a Half-elf Deathslayer - Bladesinger - Holy Redeemer
But not for Wizard Slayer - Illusionist - Priest of Tyr, I have tried with Human and Gnome...
The green circle around the spell at selection are not present for Wizard Slayer - Illusionist - Priest of Tyr...
But their are for the Deathslayer - Bladesinger - Holy Redeemer !
Here the files from the two game. (I add the weidu.log of Bg2ee just in case)
Edit : The mod install without problem on a clean install !!!
There seems to be a problem with IHateUndead on SoD...
I tried again only with IHateUndead, same issue...
Do you confirm an issue between IHateUndead and BGSod ?
Wondering what you mean by multikitting Monks as pseudo-thieves- i.e., on the thief platform?
Just to report :
MOof (Monk Overhaul of Faerun) implements monks as thief kits. If i remember well it made specific monk items not usable anymore by MOoF Monks because the engine was considering them as Thiefs.
Oh the common implementation is to do monks as thieves on MCs, I think in part for thieving abilities and in part to keep them from MCing Thief and poaching UAI and going to town. I think my main problem is that I actually want to do a Monk as a backstabber (puncher?) /detrapper/ but also generally fighty guy, so I actually want that Thief MC available.
I'm not sure, I have had trouble with that mod in the past so I'll look into compatibility further. Also, I noticed you don't have DLCMerger installed for you SOD - you should, otherwise I've noticed that classnames and descriptions get corrupted.
DLC merger is not for beamdog version, only for Gog and Steam !
Great ! The installation is successful now !
How fares progress on this mod?
Heya, I started a new job last week so I haven't had time to do much on the modding front.