Looking at the mercenary 2DA the description doesn't seem to mach it. The thac0 and damage bonus is received at level 1 and the extra gold at level 2, but only once, not every 2 levels as described. Also the description doesn't state the fact that they cant put any pips in two handed weapons.
Looking at the mercenary 2DA the description doesn't seem to mach it. The thac0 and damage bonus is received at level 1 and the extra gold at level 2, but only once, not every 2 levels as described. Also the description doesn't state the fact that they cant put any pips in two handed weapons.
Thanks for pointing these out. It took awhile but I've since updated the mod. People using mercenaries from now on shouldn't have these issues (though the fixes won't restore all of the things you've missed).
I noticed if I installed frosty journey with might and guile, classes like Corsair are unavailable. Haven't tested this though since the 2.5 update.
There may be a limit on the number of kits that can appear on the character creation screen at any given time. This is something that also may have been addressed on one of the later patches. I don't remember. The limit was actually one of the reasons I included so many race specific kits in the mod.
They would still be able to get above 16. You could create a spell file that sets their charisma to 16, but that is about the only thing I can think of that would limit it more to what you had in mind.
Comments
How did you do that? I need to do something similar for a kit I'm working on.
Thanks!
// these are the stat modifiers at character creation. Both positive an negative values are accepted.
~k9Merc 0 0 0 0 0 -2~
Mentioned here https://forums.beamdog.com/discussion/34119/how-to-making-kit-mods-for-the-ee/p1
Because what I'm trying to learn to do is enforce a character to always have a stat equal to or less than X.
Thanks @elminster !
People interested in its readme can view it here