Skip to content

[MOD] Multiclass Kits

argent77argent77 Member Posts: 3,576
edited October 17 in General Modding
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:
  1. Fighter / Mage
  2. Fighter / Cleric
  3. Fighter / Thief
  4. Fighter / Mage / Thief
  5. Mage / Thief
  6. Cleric / Mage
  7. Cleric / Thief
  8. Fighter / Druid
  9. Fighter / Mage / Cleric
  10. 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

Comments

  • PriestylePriestyle Member Posts: 19
    This mod sounds very fun, thank you.
    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?
  • argent77argent77 Member Posts: 3,576
    The installation order of the Tweaks Anthology components shouldn't matter. I can't say anything about the SCS component though.
  • PriestylePriestyle Member Posts: 19
    argent77 wrote: »
    The installation order of the Tweaks Anthology components shouldn't matter. I can't say anything about the SCS component though.

    I understand thank you.
    I'll see what comes out with the SCS component and this mod then.
  • hi_im_dafthi_im_daft Member Posts: 6
    After having spent the better part of a week trying to get a Divine Remix cleric kit work properly with Faiths And Powers multi class component, you have my eternal gratitude if this works properly.

    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.
  • argent77argent77 Member Posts: 3,576
    It works for me. Keep in mind that the "Cleric/Thief" multiclass option is only available to gnomes and half-orcs in the vanilla game. (Afaik) Tweaks Anthology has components to remove these restrictions.
  • hi_im_dafthi_im_daft Member Posts: 6
    Yeah, I did try it as a Gnome race and it wasn't showing up for me. I'll give it another try this evening then, thank you!
  • hi_im_dafthi_im_daft Member Posts: 6
    edited October 22
    I did manage to get the kit to work properly, but only when installing it as the last item in my install order. For some reason it didn't want to work right when having it installed prior to Tweaks Anthology, SCS, and a few other mods.
  • argent77argent77 Member Posts: 3,576
    hi_im_daft wrote: »
    I did manage to get the kit to work properly, but only when installing it as the last item in my install order. For some reason it didn't want to work right when having it installed prior to Tweaks Anthology, SCS, and a few other mods.

    Could you attach your WeiDU.log, so that I can try to reproduce this issue?
  • hi_im_dafthi_im_daft Member Posts: 6
    I don't have the weidu log from when I was having the issue (I've done so many mod uninstalls/reinstalls to get my setup working it's long gone), but I have the mod load order saved from Project Infinity I can upload for you after work.
  • hi_im_dafthi_im_daft Member Posts: 6
    Here's my install sequences. The one from the 21st is the one I couldn't get to work (even tried reinstalling with a couple different options), the one for the 22nd is the one I finally got to work.
  • argent77argent77 Member Posts: 3,576
    Thanks. That mod install list is pretty extensive. I did try with cdtweaks and SCS only but couldn't reproduce the issue with only these mods. It's probably a very specific combination of several mod components that causes this issue.
  • argent77argent77 Member Posts: 3,576
    New release: Multiclass Kits v1.1

    Changelog:
    • Added French translation (thanks deratiseur)
    • Added mod order information to readme
    • Fixed issues with the calculation of available weapon proficiencies
    • Lifted the 24-HLA-options limit; not needed anymore for EE games since patch 2.0
  • hi_im_dafthi_im_daft Member Posts: 6
    argent77 wrote: »
    Thanks. That mod install list is pretty extensive. I did try with cdtweaks and SCS only but couldn't reproduce the issue with only these mods. It's probably a very specific combination of several mod components that causes this issue.

    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!
  • ErykErykErykEryk Member Posts: 87
    Hello, created babarian/avenger
    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
  • argent77argent77 Member Posts: 3,576
    ErykEryk wrote: »
    Hello, created babarian/avenger
    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.
  • ErykErykErykEryk Member Posts: 87
    Thank you - no joy though i unpacked it to override and edited hpclass as per instruction. rolled new barbarian/avenger (it's named warden by me - according to the option you gave during installation - to name the kit). Still 16 con gives 11 hp so d10+2/2 + d8+2/2 . if d12 then should be 12hp overall accordingly. I guess i will just adjust it in nearinfinity every few levels..
  • argent77argent77 Member Posts: 3,576
    ErykEryk wrote: »
    Thank you - no joy though i unpacked it to override and edited hpclass as per instruction. rolled new barbarian/avenger (it's named warden by me - according to the option you gave during installation - to name the kit). Still 16 con gives 11 hp so d10+2/2 + d8+2/2 . if d12 then should be 12hp overall accordingly. I guess i will just adjust it in nearinfinity every few levels..

    It seems multiclass kits are hardcoded to use the standard hp table of the base class. Another exception I have to look into.
Sign In or Register to comment.