[MOD] SCI - Dualadins (EE Games)
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Welcome to SCI - Dualadins
At last, Paladins can now dual class into Clerics by using the standard game interface. It keeps the spirit of the vanilla games while also detecting any modifications to blend in almost seamless with any install. I did my best to iron out any bugs with the latest release, but at this level of complexity even a full playthrough may not be enough to find them all. If you stumble about any more please share, so I may chase them away.
Should you need more reasons to install this mod:
![tq4hp2oj1u1n.bmp](https://forums.beamdog.com/uploads/editor/c7/tq4hp2oj1u1n.bmp)
- Do I have to mention he has not only access to turn undead, but also casts lvl 7 spells?
If you wish theory craft away:
- Which kit is the best for dual-classing?
- What are the optimum break points?
- Can it actually compete with a Zerker/Cleric?
- Does the single class Paladin still stand a chance?
- Will you take Anomen in your party ever again?
Post edited by AvA on
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Comments
It works, but :
The "Prevent Paladin/Cleric to get recognized as a Ranger after Paladin class reactivation" component overloads my pc, which can't do anything, forced to ctrl+win to turn it off.
The "Sacred Vow" ability is not deleted after use, it can be reused at will, even if it no longer does anything.
Hlas: the paladin/cleric has only cleric hlas: no Whirlwind, no Summon Deva (once per level, the most op of paladin hlas-> what a waste!).
I understand your frustration, but do not lose all hope yet! I am planning to release a patch this month based on user feedback. The Sacred Vow not disappearing is a thing I encountered previously as well, but thought was gone for a while. I definitely investigate a fix for this!
Only on the HLA part I am sorry to disappoint, as this remains unchanged by the mod and is exactly how the game handles dual-classes. I don't find it intuitive either, but you can have a look for a discussion on the topic here:
https://forums.beamdog.com/discussion/3336/dual-class-vs-multiclass-pros-and-cons-for-those-of-us-who-are-new
The non-ranger component may be a different case, and I would value some background information of your system. Just remember that all components past enabling the paladin items are really just quality of life features but never game braking. The WeiDU function it is running came with a warning that it is resource hungry - but in my testing more like really slow but never system crashing... I have added some checks to loop only through the really necessary files and it now installs in under a minute for me. The system I use is almost 5 years old, so nothing high end by current standards. Yet an office laptop may face challenges I did not anticipate. If you like, you could open up "setup-SCI-Dualadins.tp2" in the main folder with any text editor and serach for "PATCH_PRINT ~RANGER", remove the double slash in front of it and save. The installer will then show which files it is working and potentially crashing on. This will show you if it is really hung up or only working quitely but slowly though the fiels. I can ship this as standard in the next release, but without further information on the problematic file I have a hard time replicating the issue nor has any of my other play testers reported this so far.
Great idea for a mod! I hope to give it a try soon.
Just one question for now: Will I still be able to get the paladin stronghold after dual classing?
I encountered a similar problem trying to install the non-ranger component on my relatively new model HP laptop - it caused my hard drive to instantly gain 20 gb of used space (and growing) and set my laptop's fans in motion until I exited the install program.
That sounds like the installer could get stuck in a recursive loop. Which I still find odd, as it does not happen in any of my EE installs. Of cause, I can't exclude some form of incompatibility with other mods at this point. If you could identify the file in question and send me a copy at time right before installing my mod I would investigate further. This can be done either by looking into your override directory for that 20GB file or by editing the tp2 file as explained in the last post (next version will have this as default). But I understand this may be much to ask. For now I will immediately add a warning that this component can result in such problems.
For future versions I will consider an alternative component using none of the dynamic functions and simply uses a direct edit to deactivate the ranger and activate the paladin stronghold to bring it in line with standard dual-classing. It would conflict with any other mod using the same approach but eliminate the install risk.