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Unearthed Arcana presents Might & Guile: tweaks and kits for warriors and rogues


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2 hours ago, Guest JPag said:

Question - are some multiclasses (i.e. cleric/thief) not intended to receive feats? Or is that possibly a result of installing FnP Multiclass after M&G?

Only unkitted multiclasses are intended to get feats. Faiths & Powers wants every cleric to have a kit; so you get kit abilities instead.

2 hours ago, Guest JPag said:

I used the SCS NPC customization option, so Anomen started as a level 1 Fighter -> eventual dual to Cleric. He received feats, but they didn't do anything when activated

Dunno. But a fighter dualled to cleric is not meant to get feats. Doesn't SCS quickly advance the NPCs to their ultimate XP value/level? If you can quickly use the feat-choice abilities while he is still a 1st-level fighter, then I assume they should work.  But if he has a kit - like cleric of Helm or whatever - then they probably won't, which is by design. Also, I don't know what SCS does to the .CRE file. It's possible he still has an errant OriginalClass flag, which could (theoretically?) get in the way of those feats working.

2 hours ago, Guest JPag said:

It seems like it's possible to re-select one time feats after dual classing - i.e., I selected "Luck" when initially leveling Imoen as a thief, left a few unused feats for post-leveling, and the option appeared again once she had dual classed to Mage.

Yeah, the engine does some crazy stuff like clear your spellbook when you dual-class. Why? I don't know, have to ask Beamdog. For what benefit? None that I can see. But it messes with the feat system's method of detecting via the UI which feats you already have. At this time, I don't know a workaround for this, short of going back to a dialogue-based system. [shivers]

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Guest JPags
28 minutes ago, subtledoctor said:

Dunno. But a fighter dualled to cleric is not meant to get feats. Doesn't SCS quickly advance the NPCs to their ultimate XP value/level? If you can quickly use the feat-choice abilities while he is still a 1st-level fighter, then I assume they should work.  But if he has a kit - like cleric of Helm or whatever - then they probably won't, which is by design. Also, I don't know what SCS does to the .CRE file. It's possible he still has an errant OriginalClass flag, which could (theoretically?) get in the way of those feats working.

I wasn't able to use them at all as a level 1 fighter - SCS starts them at "Level 0" to allow class/kit changes, then you level them up, and are locked into dualing at the appropriate level. Strangely, it did work fine for Imoen, which makes me think it might be the FnP multiclass install order.

Do you mean he's not supposed to receive any more past his dual-class, or any at all? (setting aside the possible OriginalClass flag issue for a moment)

Assuming it's the former, I'll try reinstalling again and see if that solves it.

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I'm not inclined to think a reinstall will improve it. I mean, your order is wrong - FnP should go before MnG - but flipping them the proper way won't change this. (It might not change anything... your order might be fine.) If things are otherwise working well, I would not spend the time to reinstall.

The feat choice ability filters by kit, so if Anomen has some kind of residual kit or some value other than trueclass (16384) in the kit field of his .CRE file, then the ability won't work. I think MnG's "apply FnP kits to NPCs" gives him a kit, so that would prevent him getting feats.Or, like I say, something from SCS could be blocking it. Hard to say. I haven't done any testing with that component of SCS, and I haven't taken Anomen into a party in probably over a decade. I can't stand that guy.

My advice: the system seems to be fighting against you here. Anomen is a priest and therefore has a kit with kit abilities and therefore is not supposed to have feats. Just go with it. Trying to work around what the system wants is more likely to cause glitches and annoyance, than to give you that little bonus.

Edited by subtledoctor
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23 hours ago, Thacobell said:

The Agent bard kit isn't able to use any bard specific items. On version 4.12.6

Huh. It's so hard to deal with (and tbh, to remember to deal with) triple-classes.

I've made a change to the mod that should hopefully fix this in the next release. But I'm not sure it's the kind of thing that would be amenable to a hotfix. For a game-in-progress, if you're not talking about too many items, the best bet is probably to just modify them individually with Near Infinity.

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There's uh, quite a few bard items.  I was planning on just working around the good ones in ToB with UAI HLA, but for some reason, my last 3 modded installs have had thief HLAs completely broken. I need to find out what's going on with that. Its been distressingly consistent. You haven't noticed any issues on your installs, right? As of right now, I only use your big three kit mods for any kind of class modding. Maybe I should start using Rogue Rebalancing again. What install order do you recommend with Rogue Rebalancing and Refinements? Not sure how they will interact with Might and Guile, etc.

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Refinements removes UAI. If you want it, I would 1) install thief HLAs from Rogue Rebalancing, and 2) install HLAs by class in Refinements, and skip the thief HLAs.

42 minutes ago, Thacobell said:

You haven't noticed any issues on your installs, right?

I haven't actually played to the point of seeing TOB content in probably a decade. So I can't speak to that stuff.

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54 minutes ago, subtledoctor said:

Refinements removes UAI. If you want it, I would 1) install thief HLAs from Rogue Rebalancing, and 2) install HLAs by class in Refinements, and skip the thief HLAs.

I haven't actually played to the point of seeing TOB content in probably a decade. So I can't speak to that stuff.

Okay, thanks. Do these go before or after your kit mods? 

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Guest Alkaid

The Bladesinger's "Bladesong" ability is severely broken (in a technical sense, though it's a pretty insane ability in its own right.)

At level 13, it changes to instead grant permanent improved ability instead of what it's listed to doing. The problem is specifically with file D5BD51B.
It has also been providing an undocumented 2AC buff to pierce/slash/crush along with the effects the kit lists.

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Guest Alkaid

D5BD51B.SPL*, rather.

I've confirmed that deleting the (I have to imagine unintentional) second ability makes it work properly at levels past 12.

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Whoa. That’s the level 13 effect from the Blur Aura. (And intended, there - the tradeoff is, you can’t cast spells while it’s active. It’s kind of an alternative version of Defensive Spin.)

That header must have mistakenly been copied into the Bladesong .SPL. Your fix is indeed the correct one. I’ll fix it in the mod. 

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Guest Alkaid
23 hours ago, subtledoctor said:

Whoa. That’s the level 13 effect from the Blur Aura. (And intended, there - the tradeoff is, you can’t cast spells while it’s active. It’s kind of an alternative version of Defensive Spin.)

That header must have mistakenly been copied into the Bladesong .SPL. Your fix is indeed the correct one. I’ll fix it in the mod. 

Yeah, it seems to be a pretty cool ability, Bladesingers as a whole are really cool. (Though it's a bit odd they can use 2H style but not dual wielding.)

One thing I might mention is that I'm pretty sure Weapon Focus is partially broken with your Scales proficiency overhaul. I couldn't get focus for Scimitars for instance, and picking Katanas would bug it out by putting a star into the "..." category. 

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