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Lamey

dual-class pc and xp matching

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For a dual classed pc, the npcs match only the players active class xp. (as opposed to original class xp + active class xp)

 

For a particularly extreme example - if you pick up an npc right after dual classing they will be brain drained right down to a piddling few thousand xp.

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For a dual classed pc, the npcs match only the players active class xp. (as opposed to original class xp + active class xp)

 

For a particularly extreme example - if you pick up an npc right after dual classing they will be brain drained right down to a piddling few thousand xp.

Well, unfortunatly the project lead coder left and this is one of the corrections that weren't fixed before the beta became a public version... you can Console yourself the amount of XP you should have, for now... Nythrun is a hero in the coding of this stuff, and this was hard for her too, so it's not really easy to correct this.

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Sounds like a challenge :blush:

 

But no, not bloody likely to be fixed any time soon. I have an idea, though...

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Making an NPC join as a dualclassed with the second class inactive requires lots of Refinements-style kit duplication (and everybody hates you because then they can't install the TDD kits). Making him join as a full dual class (like Nalia/Imoen/Anomen) is feasible, but requires users to spend ten minutes specifying which abilities he's choosing for every individual level up. Overall, using cheats like Jarno suggests is the easiest approach.

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bigg: I think he means that the xp matching component malfunctions on joining (not considering the xp sunk in the first class), when the protagonist currently has an inactive dualclass.

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I have an idea, though...
Hum, what? Some seriously nasty script using CheckStatGT(Level2|Level3), Class() and other hackery perhaps... But not like there's not already some nasty scripting going on.

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