[MOD] Sword-Coast-Infinity Mod Series (BG:EE, BG2:EE, IWD:EE and EET)
AvA
Member Posts: 3
Welcome to SCI or Sword Coast Infinity
What started simply as the name for another attempt to create my definitive mega mod project is now turing into a modding experience! Why? As fantastic as Baldur's Gate modding got at this point, I can't help but see some gaps and edges I have to fix for my personal gain. And why not share with this wonderful community?
Every series starts somewhere. This one does by giving the previously rather one-dimensional Paladins the option to dual-class. I like to keep the spirit of the vanilla games. If you do so too this mod should blend in almost perfectly. I did my best to iron out any bugs, but at this level of complexity even a full playthrough may not be enough to find them all. If you stumble about any please share, so I may chase them away.
Should you need more reasons to install this mod:
- Do I have to mention he has not only access to turn undead, but also casts lvl 7 spells?
If you wish this series to be continued, leave a heart warming comment should you like the mod. Or 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
0
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.