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#1 -Barren-

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Posted 25 March 2004 - 10:37 AM

Is it possible to create a dual-class NPC that isn't a valid multiclass combo? Or would I have to alter the 2da?

#2 Andyr

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Posted 25 March 2004 - 11:06 AM

I think they all crash the game at various points of character making if you try.
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#3 Galactygon

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Posted 25 March 2004 - 11:49 AM

I believe you can do any dual-class that has a maulticlass counterpart to it (except perhaps F/M/C or F/M/T).

Give it a try, or if it doesn't work, try modifying the 2DA file.

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#4 Barren Fischa

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Posted 25 March 2004 - 04:02 PM

I know that, but I wanted to create a druid/thief NPC mod and I was wondering if I'd have to create a new class entry for him.
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#5 hlidskialf

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Posted 25 March 2004 - 04:12 PM

Geez people, how many times do we have to repeat this. You CANNOT make a new dual/multiclass. The game regards such a class as a "single" class for it's purposes. Since you can't add new classes, you therefore can't make new multi/dual classes.
What you CAN do is make a kit to resemble a multi/dualclass by adding/modifiying various abilities. In the case of your druid/thief, the best you could do would be to create a thief kit, that has a plethora of innate druid spells. (Although this could be handled with .2da files to resemble a spellbook-type casting and progression.) I believe that there was such a NPC mod in the works in the past. (Chrystra? Something like that.)

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#6 T.G.Maestro

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Posted 29 March 2004 - 01:55 AM

Yes Mr. Jin Kazama ,it was Chrysta, made by Kalthorine ut Wistan :D ...
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#7 -5th_horseman-

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Posted 14 November 2004 - 08:19 PM

"The game regards such a class as a "single" class for it's purposes. Since you can't add new classes, you therefore can't make new multi/dual classes."

This is statement is not quite correct, it can be done, but there are some very strict limitations. I am using the following modded file.

2DA V1.0
0
FIGHTER CLERIC MAGE THIEF DRUID RANGER
MAGE 1 1 0 1 1 1
FIGHTER 0 1 1 1 1 0
CLERIC 1 0 1 1 0 1
THIEF 1 1 1 0 1 0
BARD 0 0 0 0 0 0
PALADIN 0 0 0 0 0 0
DRUID 1 0 1 1 0 1
RANGER 0 1 0 0 0 0
FIGHTER_MAGE 0 1 0 1 1 0
FIGHTER_CLERIC 0 0 1 1 0 0
FIGHTER_THIEF 0 1 1 0 1 0
FIGHTER_MAGE_THIEF 0 0 0 0 0 0
MAGE_THIEF 1 1 0 0 1 1
CLERIC_MAGE 1 0 0 1 0 1
CLERIC_THIEF 1 0 1 0 0 0
FIGHTER_DRUID 0 0 0 0 0 0
FIGHTER_MAGE_CLERIC 0 0 0 0 0 0
CLERIC_RANGER 0 0 1 0 0 0
ABJURER 1 1 0 1 0 0
CONJURER 1 1 0 1 0 0
DIVINER 1 1 0 1 0 0
ENCHANTER 1 1 0 1 0 0
ILLUSIONIST 1 1 0 1 0 0
INVOKER 1 1 0 1 0 0
NECROMANCER 1 1 0 1 0 0
TRANSMUTER 1 1 0 1 0 0
WILDMAGE 1 1 0 1 0 0
BERSERKER 0 1 1 1 1 0
WIZARD_SLAYER 0 1 1 1 1 0
KENSAI 0 1 1 1 1 0
CAVALIER 0 0 0 0 0 0
INQUISITOR 0 0 0 0 0 0
UNDEAD_HUNTER 0 0 0 0 0 0
FERALAN 0 0 0 0 0 0
STALKER 0 0 0 0 0 0
BEASTMASTER 0 1 0 0 0 0
ASSASIN 1 1 1 0 0 0
BOUNTY_HUNTER 1 1 1 0 0 0
SWASHBUCKLER 1 1 1 0 0 0
BLADE 0 0 0 0 0 0
JESTER 0 0 0 0 0 0
SKALD 0 0 0 0 0 0
TOTEMIC_DRUID 1 0 0 0 0 0
SHAPESHIFTER 1 0 0 0 0 0
BEAST_FRIEND 1 0 0 0 0 0
TALOS 1 0 1 1 0 1
HELM 1 0 1 1 0 1
LATHANDER 1 0 1 1 0 1

This file allows me dual a human to any existing multi-class including tri-classes, but you must meet the dual class requirement to dual to next class, you can edit the stat requirement file. I am using the original file as a restriction. Wild mage has been added to list, the game seems to treat it as just a specialist mage.

You may take only one kit for the charactor it can be of any one of the classes, but only in the the first class can the kit be added in game generation, if the kit is of the 2nd and 3th classes the kit must be added using Shadow Keeper.

These changes using the limits described have proved stable.

Futher changes to the above file, should prove stable if you follow this logic:

1/ only one kit to a charactor, and correct kit for one of the classes being used.

2/ Ranger counts as sub-class/Kit for fighter and thief so NO Fighter/ranger or Ranger/thief

3/ Druid as a sub-class/Kit of cleric, anything a cleric can cross with should be safe, but not a cleric/druid

4/ Wild mages trated as a specialist mage, and all specialist classed as kits of the mage class.

5/ Every time I've fooled around with crossing Sorcerers, Barbararians and monks the game thas gone unstable, so now I don't.

I hope people find this information helpful, I 'm currentily running solo cleric/wild mage, through SoA, about to enter drow city, I've had no real problems so far, the bigest hicup has been Bhaal would spawn in candlekeep, but that's a bug I keep meaning to patch.

#8 hlidskialf

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Posted 14 November 2004 - 08:27 PM

Actually what I'd said *is* true. What you've done is add the various effects from one class onto another with SK. This isn't creating a new class, just modifying an existing classed NPC. It's very similar to say the Druidic Sorcerer kit. (Which starts as a druid, switches class to a sorcerer, and adds a buttload of druid abilities onto the character.) What you've done in your cleric/wildmage example is make a cleric/mage with a kit. Which is still a valid multiclass combo. ;)

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#9 -Guest-

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Posted 15 November 2004 - 01:32 PM

Actually what I'd said *is* true. What you've done is add the various effects from one class onto another with SK. This isn't creating a new class, just modifying an existing classed NPC. It's very similar to say the Druidic Sorcerer kit. (Which starts as a druid, switches class to a sorcerer, and adds a buttload of druid abilities onto the character.) What you've done in your cleric/wildmage example is make a cleric/mage with a kit. Which is still a valid multiclass combo. ;)

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Yes, your statment is generally true, about totally new classes. The information I have provided, only allows "Humans" to have choices in dualing not normallly available. Even you must admit humans do not normally have access to three classes. Also note that wild mages do normally dual class, if you create a willd mage without using a modded file you a not given the choice to dual.

I am trying for a stable mods, I've noted the more radical the mod, the less stable they are, I wish to streach the limitations in choices in the game, not break the game. But as you have they are not new classes, only choices not normally avilable.

Ps. using that modded allow should allow Druid/thief combo mentioned earlier.

#10 -Guest-

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Posted 15 November 2004 - 01:36 PM

Actually what I'd said *is* true. What you've done is add the various effects from one class onto another with SK. This isn't creating a new class, just modifying an existing classed NPC. It's very similar to say the Druidic Sorcerer kit. (Which starts as a druid, switches class to a sorcerer, and adds a buttload of druid abilities onto the character.) What you've done in your cleric/wildmage example is make a cleric/mage with a kit. Which is still a valid multiclass combo. ;)

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Yes, your statment is generally true, about totally new classes. The information I have provided, only allows "Humans" to have choices in dualing not normallly available. Even you must admit humans do not normally have access to three classes. Also note that wild mages do normally dual class, if you create a willd mage without using a modded file you a not given the choice to dual.

I am trying for a stable mods, I've noted the more radical the mod, the less stable they are, I wish to streach the limitations in choices in the game, not break the game. But as you have they are not new classes, only choices not normally avilable.

Ps. using that modded allow should allow Druid/thief combo mentioned earlier.

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Apoliges. Typo error.

"Also note that wild mages do not normally dual class,"

#11 Bloodtitan

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Posted 21 September 2006 - 12:04 AM

hi,
according to what 5th_horseman said here:

"2/ Ranger counts as sub-class/Kit for fighter and thief so NO Fighter/ranger or Ranger/thief"

fighter-like classes like ranger and paladin should be able to dualclass if setting the proper values in the dualclas.2da. however my game crashes once i try to dualclass my inquisitor into a cleric or mage (the only ones i have set to be possible). i get a dual class button and can pick either mage or cleric. once i pick one, i get a CTD.

second issue. i cannot seem to use ShadowKeeper with a modded (megainstall) BG2. Shadowkeeper fails to read the index and does not start at all. i know shadowkeeper could help me here but i cannot use it somehow. preferable of course would be to simply solve this with .2da editing via NI of course.

any ideas ?

#12 Andyr

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Posted 21 September 2006 - 08:04 AM

The crash to desktop is the reason you cannot make those dualclasses work in BG2. Whatever you set in dualclas.2da, any illegal ones cause a crash. And no, nobody knows a way to get them to work.

Secondly, what do you mean "megainstall"? If this is some Big Picture mod grouping, it might be because Shadowkeeper does not like reading in non-standard kits.
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#13 Bloodtitan

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Posted 21 September 2006 - 08:16 AM

right, i'm running a BP BGT installation.
can you tell me how to adjust SK so that i can read the index ? or is it impossible?

sad to not be able to alter dualclasses ... ah well, back to the icewind dale for multiclass paladins :(

#14 Andyr

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Posted 22 September 2006 - 07:01 AM

I'd suggest using a proper editing tool, like Near Infinity or DLTCEP, to edit. They should be linked on the modlist. Be careful, though--as with all editing, it is easy to mess up your game if you don't know what you are doing.
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#15 Bloodtitan

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Posted 22 September 2006 - 12:41 PM

ok thanks. i know how to use NI, got that since some time. it's just that i found (search function) someone recommended shadow keeper to change classes. NI will do though.

#16 WizWom

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Posted 22 September 2006 - 04:13 PM

I suppose one could make a cleric Kit which got the spheres of a druid; you would not have the druid level progression then. but you'd be able to dual your nature cleric to any of the classes a cleric can dual to, like Mage.

Wild Mage (and Barbarian) are just kits already; and sorcerer is but is loaded with extra engine code.

Paladins and Rangers have Specials which could be kitted to fighters, but then their experience tables would get messed up, I suppose one could just apply a 20% penalty or something. And you'd then be pushing up at the limit of allowed fighter kits just from porting over the existing paladin and ranger kits to fighter.

#17 Bloodtitan

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Posted 23 September 2006 - 10:25 AM

ah, WizWom. it's a small world we live in.

hint: once upon a time on a server far, far away ;)