[MOD] Multiclass Kits
argent77
Member Posts: 3,576
Multiclass Kits
Download from GitHub
Readme
Overview
This is a little side project I came up with when I coded the class-change library for Convenient Enhanced Edition NPCs. It allows you to install all kinds of true multiclass kits from any combination of single-class kits which allows unusual combinations such as Kensai/Assassin or Berserker/Wild Mage/Swashbuckler. Custom kits from mods are considered as well if detected.
The mod supports any Enhanced Edition games at patch version 2.0 or later, except PsT:EE.
Components
The mod contains 10 individual components, one for each available multiclass combination:
Each component offers two options how to install kits:
All kit combinations
This option installs all compatible multiclass kit combinations based on existing single-class kits. Some combinations may be skipped because of mutually exclusive race or alignment restrictions. For instance, the multiclass kit "Dwarven Defender / Wild Mage" may be unavailable as the Wild Mage kit is not available to dwarves.
It is strongly recommended to install this option after any other mods that install kits. Since true multiclass kits don't count against the hardcoded kit limit of the game engine it won't cause any further issues in that regard.
CAUTION: The number of potential kit combinations, as well as potential installation time, grows exponentially with the number of available single-class kits.
Choose manually
This option provides an interactive menu that allows you to install one or more multiclass kit combinations. Selected kits can be named individually by the user.
Download from GitHub
Readme
Overview
This is a little side project I came up with when I coded the class-change library for Convenient Enhanced Edition NPCs. It allows you to install all kinds of true multiclass kits from any combination of single-class kits which allows unusual combinations such as Kensai/Assassin or Berserker/Wild Mage/Swashbuckler. Custom kits from mods are considered as well if detected.
The mod supports any Enhanced Edition games at patch version 2.0 or later, except PsT:EE.
Components
The mod contains 10 individual components, one for each available multiclass combination:
- Fighter / Mage
- Fighter / Cleric
- Fighter / Thief
- Fighter / Mage / Thief
- Mage / Thief
- Cleric / Mage
- Cleric / Thief
- Fighter / Druid
- Fighter / Mage / Cleric
- Cleric / Ranger
Each component offers two options how to install kits:
All kit combinations
This option installs all compatible multiclass kit combinations based on existing single-class kits. Some combinations may be skipped because of mutually exclusive race or alignment restrictions. For instance, the multiclass kit "Dwarven Defender / Wild Mage" may be unavailable as the Wild Mage kit is not available to dwarves.
It is strongly recommended to install this option after any other mods that install kits. Since true multiclass kits don't count against the hardcoded kit limit of the game engine it won't cause any further issues in that regard.
CAUTION: The number of potential kit combinations, as well as potential installation time, grows exponentially with the number of available single-class kits.
Choose manually
This option provides an interactive menu that allows you to install one or more multiclass kit combinations. Selected kits can be named individually by the user.
Post edited by argent77 on
0
Comments
I'm looking forward to try it in my next install.
Any idea if it works with these components?
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v18
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v18
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v18
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multi-Class Restrictions -> Install options one and two (everyone can multi-class anything): v18
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2552 // Alter Gnome Mage Kit/Multi-Class Options -> Generic mage multi-class, enable all kits for single-class: v18
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customization and management: 35.21
If it does should it be installed before or after these mods?
I understand thank you.
I'll see what comes out with the SCS component and this mod then.
With that being said, I tried this mod last night using just the manual selection to try and make a Cleric/Thief dual class using the DR Selune kit with a vanilla Thief, and the class option didn't show up when I selected the multi class C/T option. Should this be showing as an option under the vanilla multi class, or should it be showing up on the main class selection list? Because it wasn't in either spot, but I want to make sure where it's SUPPOSED to be.
Could you attach your WeiDU.log, so that I can try to reproduce this issue?
Changelog:
Yeah you're telling me, I'm also running into a weird issue where every single character with Thief levels had a flag applied explicitly preventing any arrows from being equipped, with a message saying something like "this item can't be used by clerics". I'm going to do an extensive dive to see if I can figure out what's causing that, and will also let you know if I figure anything else out with the Multi class mod while I'm at it. Thanks for taking a look though!
additional spells : yes
strenght and constitution restriction/penalty : no
armor restriction : yes
proper calculation of health : nope - its calculated as if it's with d10 fighter not d12 of barbarian. d10+2/2 + d8+2/2
any advice?
for penalty in stats i just restricted myself during character creation
but the health thing? Its crucial perk for barbarian - i can add 1 point every level up in nearfinity i guess but its rather inconvenient
Thanks for the report. True multiclass kits apply only a subset of kit-specific features automatically. There are several hardcoded restrictions and other exceptions I have to apply manually. The missing STR/CON penalty seems to be a bug. HP calculation for mc kits with a custom HP progression (e.g. Barbarian, Dwarven Defender) isn't implemented yet. They'll currently use the standard multiclass hp table instead. There are also some thief kit exceptions that aren't correctly implemented yet. I'll try to fix these and possibly more shortcomings in the next release.
I have attached an adjusted HP table for a Barbarian/Druid multiclass. Unpack it into the override folder of the game. Then open the file HPCLASS.2DA in the override folder and look for a line that contains "A7_MK_BARBARIAN_BEASTFRIEND" or a similar name. Replace the second entry in the line with HPFC01.
It seems multiclass kits are hardcoded to use the standard hp table of the base class. Another exception I have to look into.