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Tweak idea-more dual class combos


Fallen_Demon

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I coded dual-classing of Wild Mages for a version of my tweak pack that I never got around to releasing.

 

APPEND ~dualclas.2da~ ~WILDMAGE                1       1       0       1       0       0~
UNLESS ~WILDMAGE~

APPEND ~abdcdsrq.2da~ ~WILDMAGE                0       0       0       17      0       0~
UNLESS ~WILDMAGE~

APPEND ~abdcscrq.2da~ ~WILDMAGE                0       0       0       15      0       0~
UNLESS ~WILDMAGE~

 

I'm sure that's amazingly interesting to everyone. Um, don't let it stop anyone else doing something similar though.

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I remember Grim explaining how more dual class options could be opened up in a fw thread here.  Any chance of a tweak?  I know some combonations couldn't possibly work right. (sorcerer to mage;same class) but some would probably go smoothly, any chance of a component?

Apparently the game crashes if you try to levelup after an illegal dual-class or something. I imagine it could suffer some sort of heartattack when it has no idea what GUI to give you at the bottom of the screen for a new dual-class.

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Dunno if I tested levelling up with Wild Mages or not.

I don't think it'll be a problem for Wildmages as they are just a kit of Mage so the game should treat it like dualclassing any specialist mage.

 

Its where you make a previously unduallable class (like Paladins) duallable that I imagine problems will arise.

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I find half the stuff that's been known for years turns out not to be true anyway. :thumbsup: Although yeh, it's fairly rare for me to bother doing something when somebody else can do it for me.

I understand the "never assume" part. :D

However in this case I was one of the ones who did all the testing-to-crash on the new dual combos way back when. :D

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Didn't we have this stuff all figured out years ago? I could've told you the results of your tests without taking the time to do it.  :thumbsup:

Yeh, I tested it about a year and a bit ago, when I had just started modding.

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