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Multiclassed Multikit Builder Mod [experimental]

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This one is tricky. Often I wanted (and saw that I wasn't the only one) to play as a multi-class character with multiple concurrent kits. Naturally, it wasn't possible due to engine limitations, and even though you could use AddKit/AddSuperKit to have a dual-classed dual-kit character, it just isn't the same. Well, this mod comes to change that.

Want to play that Holy Warrior/Wild Mage/Adventurer you always wanted? Or maybe that Anti-Paladin/Necromancer/Assassin? Go ahead and have fun.

There are some kinks still -- the kits cannot be removed normally, as the abilities granted do not 'belong' to the kit (due to the indirection used to filter them); barbarian hit points and thief skill points are not retroactively applied (but work as expected afterwards, or in BGT if you start at level 1), and wild mage spells have to be specifically granted; and multikitted characters with true class mage component still get one extra spells as if he/she were a specialist. The true class and wild mage issues are easily dealt with; and everything else seems to work: you get thief kit abilities when you gain a thief level, fighter kit abilities when you gain a fighter level and, if you have any mage kits that grant abilities based on level, you also gain those when gaining mage levels. (edited)

Also, the kit must be granted in-game; I added code to generate AI scripts to grant them.

I need testers (or people knowledgeable in the innards of the Infinity Engine) to see if using specific.ids like this doesn't break anything. And also to test the TP2 code until it breaks... Instructions are in the readme, and instructions on how to make predefined multikits are in the tp2 and in the tpp; but if you just run it will prompt for details on the kit you want to create. (edit: I see that Auril's Bane mod uses specifics in a similar way to grant 'kits' in IWD1; so it may not be an issue after all. Also, I finished the entire game from BGT with a multikit and found no problems)

How did I come to the idea? Luck: this Sunday I had two random ideas. The first one was a crazy thought of adding a kit to a multiclass. As in, the base class of the kit being a multiclass, instead of being a class. That worked somewhat -- the names, description, usability flags, weapon proficiency column and hla table were all used. But the clab file was completely ignored -- which makes sense, as you don't gain levels in the multiclass, but in the base classes.

At that point, the second idea came in: you still get the abilities from the base classes. Let that sink in for a bit.

I realized that the clabs for the base classes could include the abilities for the kitted multi-class components, if I found something to filter by. I decided to try using specific.ids, and after some furious coding, the attached file is the result.

Edit: attached a new version. I am keeping the 0.23 version, but deleted the 0.22 version.
Changelog:
Spoiler


Warning: I recommend uninstalling all of the multikits before upgrading to the new version. If you copy the file "m7multikit/multikits.tp2" file (or if you avoid overwriting it), it will be silently upgraded and you can keep your existing multikits. I still recommend that you uninstall them before the upgrade, though.

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