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[Bugs] Classes restrictions removal


Guest Paul F.

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Hi,

First of all thanks for this mod :)

 

This morning I tried to remove all classes restrictions for a new BGEE/BGEE2 play-through , and I detected some bugs/unwanted behaviours (I think) :

1. [Remove Racial Restrictions for Single Classes] Prevents the Gnome from using the Illusionist mage kit, and as a consequence Illusionist multi-classes are replaced by Mage multi-classes. Maybe we could have 2 options :

    - Allow the Gnome to be a pure Mage, but keep the Illusionist kit as a single-class option : Illusionist multi-classes will be replaced by Mage multi-classes

    - Do not allow the Gnome to be a pure Mage : vanilla behaviour is kept for single/multi-class Mage Gnomes

2. [Remove Racial Restrictions for Single Classes] Missing Mage & Sorcerer Halfling animations (Human Fighter is used instead) + Monk animations for non-Human races (game crashes)

    - Solution for EE games : use Cleric Halfling animations to implement Mage animations, use the Cleric animations to implement Monk animations for each non-Human races + enable Monk class access for all races. See this mod for the involved animation files : forum link

    - Solution for non EE games : do not allow Mage & Sorcerer Halflings, the same way Monk non-Humans are not allowed

3. [Remove Racial Restrictions for Single Classes] & [Alter Dual-class Restrictions] It is impossible to make a Half-Orc dual-class to a Mage, due to the Intelligence penalty

    - Solution : when the 2 modifications are enabled, reduce the Intelligence penalty of Half-Orcs to -1 (like you did for the Dwarf to allow Paladin Dwarves)

4. [Remove Racial Restrictions for Kits] Wild Mage kit is missing for Gnome, Dwarf, Halfling & Half-Orc, and Monk kit is missing for all non-Humans

    - Solution : allow Wild Mage and Monk kits for all races

5. [Remove Racial Restrictions for Single Classes] & [Remove Racial Restrictions for Kits] Pure Mage single-class is missing and Illusionist multi-classes are replaced by Mage multi-classes. We could have 2 options if the 2 modifications are enabled (maybe it will just work if 1. is fixed and Remove Racial Restrictions for Single Classes gives us a choice ?) :

    - Allow the Gnome to be a pure Mage and Illusionist multi-classes will be replaced by Mage multi-classes

    - Do not allow the Gnome to be a pure Mage in order to keep Illusionist multi-classes (I don't know if it is possible, not sure I understand the mechanism to keep Illusionist multi-classes)

 

Cheers,

Paul F.

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47 minutes ago, Guest Paul F. said:

5. [Remove Racial Restrictions for Single Classes] & [Remove Racial Restrictions for Kits] Pure Mage single-class is missing and Illusionist multi-classes are replaced by Mage multi-classes. We could have 2 options if the 2 modifications are enabled (maybe it will just work if 1. is fixed and Remove Racial Restrictions for Single Classes gives us a choice ?) :

I missed some details : this bug affects only Gnome classes.

PS : This is my post but I have not found how to edit it or how to follow it as a guest, so I created an account...

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OK, so progress:

  • Cleric animations are cloned into monk animations, opening the class for all races. This works on EE or TobEx-enabled oBG2 (which is a requirement for the component anyway)
  • Same for halfling mages; they now use their cleric animations as mage animations.
  • Remove racial restrictions for kits now enables wild mages and barbarians for mages and fighters, respectively. EEs also allow for sorcerer and monk kits; oBG2 does not support these.
  • I'm unwilling to bump down the half-orc's INT penalty, especially if it's just for dual-classing. I only changed the dwarf penalty because you get crashes otherwise and lowering the paladin CHR requirement was even worse. I'm willing to add it as a configuration option, but not as a default.

I'm looking into the gnome/illusionist stuff. It's been a while since I looked but IIRC this is all hardcoded, even on the EEs.

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Nice, I just tested this ! This is great, thanks !

For the gnome/illusionist stuff, we are in a mixed state with these tweaks installed on EE :

  • Expanded Dual-Class Options
  • Alter Multiclass Restrictions -> Install options one and two (everyone can multiclass anything)
  • Remove Racial Restrictions for Single Classes
  • Alter Dual-class Restrictions -> Allow non-humans to dual-class
  • Remove Racial Restrictions for Kits

The gnome multi-class options are with Mage instead of Illusionist, but we can't select the Mage single class.

I think we should have 2 options (for EE at least it seems doable) :

  • Mage single class accessible + Mage in multi-class options : k_m_g.2da should be modified and be the same as the other races (add line "1 0"). Maybe in 'mgsrcreq.2da', in the GNOME column, all the lines should be set to 1 for consistency, but I don't see any difference with only Mage + Illusionist set to 1.
  • Mage single class inaccessible + Illusionist in multi-class options : mgsrcreq.2da GNOME column should only have 1 set for Illusionist. However k_m_g.2da should not have the line "1 0" because it causes Illusionist to be duplicated (Mage seems to be replaced by Illusionist in position 0 with this conf in 'mgsrcreq.2da', so yeah some things are definitely hardcoded...).

I even managed to allow any specialist mage in multi-class options (see attachment).

What seems to be impossible is : Mage single class accessible + Specialist mage in multi-class options.

abjurer.png

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Yeah, we're working more or less in parallel.

  • On oBG2, gnome multi-classes are always Illusionist. So we'll simply offer the option to enable all of the specialist mage kits for single-class gnome mages. Done.
  • On EEs, it comes down to the configuration of mgsrcreq.2da:
    • If the mage line = 1, all of the gnome multiclasses become the base mage class. Kits can be made available for single-classes by enabling other lines and listing them in k_m_g.2da.
    • If the mage line = 0, then the first specialist kit = 1 becomes the base kit for their multiclass. Note that the file can be re-ordered, so you can actually have gnomes have the option of being a thief/necromancer while still enabling all other kit options for single-class gnomes. Kits can be made available for single-classes by enabling other lines and listing them in k_m_g.2da.

I think I'm going to break the gnomes into their own component. There's simply no way to present these options that is clear and consistent on both oBG2 and EEs while also presenting all of the options within the two existing components. I've got working code for everything, it's just that the presentation makes no sense in the installer.

Edited by CamDawg
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Yes, I also think a separate component would be a more user friendly solution.

I will test this as soon as it is available on GitHub, thanks again for your time and support :)

PS : there is a small mistake in the CLI description for the 'Alter Dual-class Restrictions', option 3 : "everyone can multiclass anything" should be "opposite of the normal rule", or something like that.

dual.PNG.dcc5b952c90ba0f0cb6a0dd59977d67e.PNG

 

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I played with the new component and the 3 options are indeed working !

However these options are not regrouped into 1 component (as was intended ?) but are divided into 2 components that can be installed simultaneously (which is confusing for me) :

image.png.dfbb237bed092fa59fc1c72c6cf9d4d7.png

I found the following line commented out in the code, and removing the // restores the behaviour I expected (for EE at least). Did I miss something ? Is this for oBG2 compatibility ?

Spoiler

gnome-mage-kits.thumb.png.5c7b1872564d2e902b302183df7bb909.png

 

Edited by BlackSpart
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I've been playing with these components since last week, and everything is working as expected. I also saw that a variable was added to change the half orc INT penalty for easier dual to mage, so thank you for everything :)

Not sure how this forum work, but you can mark the topic as solved or resolved if this is something you do here. Sorry, I can't do it myself because my first post was as guest...

Cheers !

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