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Druid Multiclasses: Everything from Druid/Mages to Fighter/Cleric/Druid/Mage/Thieves

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  • RaduzielRaduziel Member Posts: 4,714
    @semiticgod Congrats!
  • WarChiefZekeWarChiefZeke Member Posts: 2,651
    I owe you one, @semiticgod. That's two mods you've done I can't see myself playing without now.
  • WarChiefZekeWarChiefZeke Member Posts: 2,651
    I've noticed one minor issue. It doesn't affect gameplay at all but I thought i'd point it out. On character creation, you choose your spells from the cleric spell list rather than the druid spell list.

    Once your character is created, however, your spellbook is the Druid's and any cleric only spells you selected are not in your spellbook, so it's not a big deal. Just thought I would let you know.

    Other than that, works great.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @semiticgod I installed the Druid/Mage kit last in my installs on BGEE. I also use DoF. I start a new game and find these two items at character creation:
    1) I get two mage slots like I'm a specialist instead of 1. Acts like specialist with extra slots even at new levels (EEkeeper to 7/7 to test).
    2) I can only get pips in Quarter staff and sling. No club, dagger, scimitar or any styles as options. Once I level up, I get weapon styles and club shows up. So Club, Quarterstaff, and sling are the only weapons usable?
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Necromanx2: I've uploaded a fix for the extra spell slots. Now the Druid/Mage and Cleric/Druid/Mage only get the regular number of mage spell slots.

    I'm not sure why some proficiencies would only be available after level 1, but all of the kits thus far are restricted to clubs, staffs, and slings--even the Druid/Mage despite its lack of cleric spells. Clerics cannot use edged or piercing weapons and druids cannot use metal weapons besides daggers, scimitars, darts, and spears, which means a Cleric/Druid and Cleric/Druid/Mage have the same item restrictions as a Beastmaster/Cleric.

    As for why Druid/Mages are bound by the same rules, it's simply a function of engine limitations. Druid/Mages are coded as Cleric/Mages, which means they can't use edged weapons unless you do some very intensive and sticky work that could interfere with other mods. The safest option was simply to let Druid/Mages have slightly non-standard item restrictions: they can wear metal armor (though they seldom would due to having mage spells) and use shields larger than bucklers, but cannot use scimitars, daggers, darts, or spears like a regular druid could.

    Testing has found that the kits really are quite balanced. The kits are all very capable, but I wasn't able to push them far beyond the level of similar classes. The Cleric/Druid/Mage in particular is a very fun solo class because it gains levels so gradually that you never really hit a point when the character stops growing.

    I've not tested it, but all of the kits should now have access to the druid stronghold, though the Druid/Mage probably still erroneously has access to the cleric stronghold (but that's something you can just opt out of anyway).
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    We have a new update! Druid Multiclasses should now be fully compatible with Deities of Faerun, the shapeshifting tokens' THAC0 has been appropriately nerfed, and I've added a new kit, the first quintuple-class in the game: you can now create a Fighter/Cleric/Druid/Mage/Thief!

    With XP effectively split five ways, the FCDMT gains levels very slowly, but it's extremely versatile and even has access to Use Any Item (though it'll be hard to maintain good THAC0 with Carsomyr). If you remove the XP cap, you can even get level 9 spells, but it'll take 15 million XP to get a single slot (getting to level 50 with all five classes would take 65 million XP!).

    If you install the mod after SCS v32, you will also have access to IWD priest spells.

    A note for modders: I've created a block of code that duplicates all the priest spells in the game and creates new mage versions with the prefix USCDW instead of SPPR, the FCDMT has 7 custom spells, USCDXX1.spl to USCDXX7.spl, which grant the target all of those copied-over spells. It might be useful for any mods that need priest spells ported to mage spellbooks.
  • RaduzielRaduziel Member Posts: 4,714
    edited November 2019
    Congrats!

    The FCDMT (God that's a lot of letters hahaha) will also need that special treatment if you want it compatible with DoF's sphere system.

    Cheers.

    Edit: and how are you dealing with Saving Throw? When I built the pseudomulti Shaman/Barbarian I had to use Excel to keep track of witch ST should be lowered when - the final result worked but the path to it was a living hell.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Raduziel: I copied over the same blocks of code for the FCDMT, so it should already be compatible... unless it has different needs due to using the mage spellbook to cast priest spells.

    I haven't changed saving throws from the FMT base class, but it looks like they'd have equal saving throws in almost every save except save vs. death, since the wizard, thief, and fighter saving throws are nearly always lower than the priest saving throws and would therefore override them. For saves vs. death, we get the following breakdown by level and XP:

    lljo99u5m15x.png

    Maybe I'll just tack on a +2 to save vs. death at level. That would keep it accurate within 1 point for essentially the entire game and not leave inexplicable shifting minuses in the Record screen.
  • RaduzielRaduziel Member Posts: 4,714
    @semiticgod Cool, I need to do things on my end, then.

    As for the ST, my Shaman/Barbarian have no pluses or minuses - I used the opcode to set the ST instead of increasing/decreasing it, thus emulating with precision how it should be for a real MC.

    Feel free to check that mod if you want this sort of trouble.
  • Necromanx2Necromanx2 Member Posts: 1,246
    @semiticgod I have tried installing the Druid/Mage kit with the new build you posted with compatibility with DoF and I keep getting an error. Debug file attached.
    Note that I installed the latest beta of DoF that should have compatibility.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Tagging @Raduziel since he will know better what could be causing the problem.
  • RaduzielRaduziel Member Posts: 4,714
    edited November 2019
    @Necromanx2 @semiticgod
    Invalid kit (USCDW2): not found in KITLIST.2DA
    

    This usually happens when the sphere part of the code runs before the code is being properly added. That is why this:
    ACTION_IF FILE_EXISTS_IN_GAME ~RASPHERE.marker~ BEGIN
    
    	LAF RA_SPHERE_COMPAT STR_VAR kitname = ~RAHUCE~ clabfile = ~RAHUCE~ END
    
    END
    

    Should be after this:
    LAF fl#add_kit_ee
    	STR_VAR
    		kit_name = ~RAHUCE~		
    		clascolr = ~15 20 146 162 7~
    		clsrcreq = ~1 1 1 1 1 1 1~
    END
    

    Example from the Circle Enforcer from the I Hate Undead Kitpack:
    LAF fl#add_kit_ee
    	STR_VAR
    		kit_name = ~RAHUCE~		
    		clascolr = ~15 20 146 162 7~
    		clsrcreq = ~1 1 1 1 1 1 1~
    END
    
    ACTION_IF FILE_EXISTS_IN_GAME ~RASPHERE.marker~ BEGIN
    
    	LAF RA_SPHERE_COMPAT STR_VAR kitname = ~RAHUCE~ clabfile = ~RAHUCE~ END
    
    END
    

    Either it or some typo when writing the kit's internal name.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Raduziel: Also, could you give me a block of WeiDU code to make a spell remove mage spells? I've got a Druid/Thief kit in the works, with the Mage/Thief as a base, and I'd like to remove the mage spells chosen at level 1.

    I'd be taking USCT00.spl and adding remove spell opcodes with SPWI104.spl as a resource. With that block of code, I can just copy it and manually tweak the spell names so it will wipe out all vanilla mage spells and leave the Druid/Thief's spellbook empty save for its druid spells.

    Turns out that the Disallow Item Type opcode overrides Use Any Item, just like the Restrict Item opcode, which means we can't forbid a Druid/Thief from using bows before UAI, but allow it to use bows after UAI, without messing around with item usability flags. Also, longswords and scimitars both share the same item type, so you'd also have to code in item restrictions manually using the Disallow [specific] Item opcode. So, Druid/Thieves will have the same item restrictions as normal thieves: unlike druids, they will be able to use shortbows and crossbows and short swords and longswords, but they cannot use spears.

    I've also put together a simple Fighter/Monk kit, which has slower level progression and lower unarmed APR growth but gains the ability to put 2 pips in any usable weapon and get APR bonuses from that.

    I've considered creating a Paladin/Ranger, but I'm not sure which class to use as the base. Picking the paladin grants access to level 4 priest spells, Turn Undead, and Carsomyr, while picking the ranger class grants access to stealth. Picking the ranger would make the kit more unique, since otherwise you're just getting a paladin with free dual-wielding and Entangle.

    If I did create a Paladin/Ranger, you could have every single character class in one party of 6:

    Fighter/Cleric/Druid/Mage/Thief
    Paladin/Ranger
    Bard
    Shaman
    Sorcerer
    Monk
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Raduziel @Necromanx2: I've uploaded a new update, which hopefully fixes the incompatibility. The order is now:

    1. fl#add_kit_ee block
    2. qd_multiclass block
    3. RASPHERE block

    It also now includes the Druid/Thief kit, and just for the heck of it, the Fighter/Monk kit as well.
  • Necromanx2Necromanx2 Member Posts: 1,246
    The Druid/Mage now installs. Tried a new game in BGEE and see proficiency are correct at character creation now. However, I get the extra mage spell slot like I am a specialist.
  • ThacoBellThacoBell Member Posts: 12,235
    Is Fighter/Thief/Druid a possibility?
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I'm a bit worn out on modding, but it's possible to make a Fighter/Druid/Thief. Any multi-class that includes a mage or cleric can have the mage or cleric replaced with a druid; it's just the item restrictions that get screwed up.

    Testing has suggested that even immunity to opcodes 319 and 181, patched onto UAI, won't make items usable. UAI cannot bypass 319 and 181; 319 and 181 take precedence.

    Item usability flags are crap in this engine. Honestly, weapons and armor should just go to 3E-style restrictions and let any moron pick up a pointy stick and poke people with it.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2019
    The user and all related content has been deleted.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @subtledoctor The DT is an MT kit, and an FDT would be an FMT kit. Item usability would be unchanged and the spells are all genuine mage spells. I had not considered the fact that opcode 206 immunities wouldn't transfer. The kit is less accurate than I thought.
  • The user and all related content has been deleted.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @ArthasII: I think it was @Raduziel who made the mod compatible with Faith and Powers. You'd have to visit him at Gibberlings 3 or something about compatibility issues; I'm not familiar with FP or how it interacts with my mod. @Raduziel provided all that code for me.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Incidentally, this thread and this mod are now obsolete: the Druid Multiclasses mod is now part of the Expanded Classes and Kits mod, a compilation of the various class and kit mods I've made over time.
  • The user and all related content has been deleted.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited January 2020
    Right, it was integrated with Deities of Faerun; not Faith and Powers.

    Incidentally, the druid multiclasses in FnP are also very excellent. I did a solo Druid/Mage run with that mod a while ago and it worked very well.
  • The user and all related content has been deleted.
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