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Profience point for kits, is there any way to solve this?

Gel87Gel87 Member Posts: 364
Yo, lets say i want a custom FMC kit to start with 2 profience in dual wep. Im not able to do this in a good way.

Method 1: Spell via clab table or script
- Issue: If i have 2 point, then put 3rd point i will get 4 in total, if i click -1 point in level up/charcreation window it will stay at 4 and give 1 extra point to use, if i click - again it will give me yet another point to spend. So buggy.

Method 2: Alter Proofs.2da, from profs ~4 3~ into profs ~6 3~ it will not work, because this is for class, so the FMC class will overwrite it with ~4 3~.

Method 3: Give bonuses(the stats the profience actually adds, via clab table). This limits free choice, it and you have to enable 2 free slots in Weapprofs.2da to waste remaining points.

Method 4: Is it possible to build a new class? Or is this way to advanced or restrictioned?


I finally found a epic way to assign both hide in shadows, disarm traps, open locks, pickpocket etc in a clean way via spells, shame theese profience stuff is limiting me.

And while we are at it, is it possible to forexample enable wizard spell book for lets say a shaman?

Comments

  • GrammarsaladGrammarsalad Member Posts: 2,590
    Gel87 wrote: »
    ....

    And while we are at it, is it possible to forexample enable wizard spell book for lets say a shaman?

    The easiest way would be to create a custom spell that functions like each wizard spell and then assign them to the shaman by clab. There are ways to automate this, though it can be tricky to not be over inclusive
  • Gel87Gel87 Member Posts: 364
    Gel87 wrote: »
    ....

    And while we are at it, is it possible to forexample enable wizard spell book for lets say a shaman?

    The easiest way would be to create a custom spell that functions like each wizard spell and then assign them to the shaman by clab. There are ways to automate this, though it can be tricky to not be over inclusive

    Assigning with spells makes very buggy level up functions.
    But i found a way.
    My new Fighter/Shaman/Thief kit(built upon shaman class) will be like this:
    Remove possibility to put into: Dart, Club, 2 handed, 2 wepon, s&s, Singlewep.
    That saves: 6 stats on level up.
    Make 2 profience points availeble for shortbow, sling, knife, quarterstaff and 3 for axe. (new places to put those 6 we saved)
    Give Dual/2hand/single/shield on level ups, it wont bug if i dont have them availeble for putting free points into.

    So based on that i start with 2 free of choice in any wepon style in level 1.
    I also on the side gets 1 dual wep and 1 single wep. on lvl 1.
    Then i get the regular profience points to spend in wepons on level ups.
    On level 3 i get 1 to sword and shield, and 1 to 2 handed.
    On level 6 i get 2 to dual, and 2 to 2 hand.
    On level 9 i get 2 to sword and shield, and 2 to singlewep.
    On level 12 i get 3 to dual wep.
    On level 15 i get 2 to club.
    On level 17 i get 2 to dart.

    Meanwhile i got 1 point to spend on level 4, 8, 12.
    So on level 12 it may look like this:
    2 staff
    1 sling
    1 knife
    1 axe
    2 to two handed wep style
    2 to sword and shield
    2 to single wep
    3 to dual wep

    Mind you the kit acts as a tripple class in a singleclass, so -66% XP nerf added by clab.

    Level 12 is 750k xp, but this require you to gain 2,25mill xp solo to reach level 12.
    So i think its kinda balanced.
    It will have a thaco bonus via clab once in a while, shaman taco table is very close to fighter ones.
    It will have thievery skills, 10% per level(to all)
    Backstab as regular thief, but ends up at 6x if you can reach super high level.
    And it will have the attackspeed bonus fighter class gets on level 7 and 12.
    I will add a selfmade tornado spell from other kit, as well as DUHM for fun.

    HLA table will look something like:
    All shaman stuff
    All thief stuff except the scribre scrolls/alchemy.
    Im am in a little struggle with myself if im going to allow both Hardiness and Spiritual Immunities, as that would add 90% physical res for 4 rounds.
    And it will have greater wirlwind, greater deathblow, power strike, critical strike, smite, hardiness.

    Its a strong combi, but will level up dreadfully slow, and it wont get as many HLA's as a tripple class which gets for all 3 classes level ups. Due to use all items it can use robe of vecna to speed up those slow shaman spells, and it can also use the leather armor from chosen of cyric from the RR mod which shamans always can use.

    I made something simular once, which was Monk/Shaman/Mage/Thief.
    But that thing had crucial bugs:
    1. Monk fists sometimes dissapeared, but seemed to be more stable suddenly. They did come back also.
    2. The mage had certain mage spells availeble via innate abilities, but one of them was find familliar which i used for thievery, i could party up and use it to steal from stores as well. But it would sometimes bug and main char would just disspapear xD Espesially if it entered buildings. Not a very big issue if loading was personally allowed, still annoying xD And i made it Thief/Mage so it could use wands as well xD

    I love shamans, but a lot of mods is not built for them:
    I had to change the level 3 spell "Spiritual Clarity". Its set up to remove spell effects from known vanilla spells such as horror, spinXXX etc. And it works vs every single confusion/fear/stun/hold/paralyze/feeblemind in the vanilla game, but once forexample SCS is installed it will work in 5% of situations, basicly making it a waste of casting time and casting slots. So i added: Remove Effects op code to all relevant.
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