Lightbringer Posted August 29 Share Posted August 29 First off, this involves EEKeeper, and obviously ToF can't be held responsible for EEKeeper and save editing shenanigans-- BUT, I'd really like to figure out how to make this work. What I want to do is to have a multiclassed fighter cleric, with one of the new specialty priest kits, and still get the 5 pips to weapon proficiencies of a fighter/cleric (yes I installed the ToF component to allow all warriors/multi to gain grandmastery) I normally use EEKeeper to assign a kit after specifying the multiclass. I changed the NPC in Improved Customization to fighter/cleric. Then, I went into EEKeeper and found that the Kit selection option was greyed out. I could sort of "force" it by manually selecting a value. I did so, but the kit seems to not be applying in-game. It appears that the specialty priest kits aren't operating like traditional kits. In another attempt, I tried avoiding the ToF Class/Kit choice ability, and went directly to EEKeeper. From there, I did what I would normally have done -- changed class to the F/C multi, added the kit. Nothing was greyed out. Then I went back into the game and proceeded to level up the character from 0. All appeared to be well. The specialty priest kit's effects were applied correctly to my F/C multi. HOWEVER, once I gained Fighter level 3 -- and thus my first new proficiency -- I found that I couldn't increase beyond specialization! It appears that selecting the new specialty priest kit is what suddenly prevented more than 2 pips -- even though I had altered the WEAPPROFS.2da table to allow it before ToF install, and even installed the ToF component to grant grandmastery to all warriors and warrior multis. Is the specialty priest kit selection overriding everything else regarding weapon profs? And how can I fix that, if it is? . Quote Link to comment
DavidW Posted August 30 Share Posted August 30 I'm afraid I don't have any particular familiarity with EEKeeper. In general ToF is going to be pretty unfriendly to manual edits post-install, though - it's externalizing a lot of content to the UI in ways that EEKeeper (and Near Infinity, unless you look closely) won't really see. If you want that kind of manual control, ToF may not be for you. Quote Link to comment
Lightbringer Posted August 30 Author Share Posted August 30 (edited) 3 hours ago, DavidW said: If you want that kind of manual control, ToF may not be for you. I've been discovering that, little by little. I do a lot of manual hackery to make the game rules exactly how I want them. Most haven't clashed with ToF, but weapon proficiencies are an exception -- and a pretty big one. It also helps that your and my game philosophies tend to align a majority (maybe super-majority) of the time. I did have some success with avoiding ToF NPC Customization for that character and setting the multiclass/kit in Keeper as normal -- then using Keeper again to add proficiencies beyond 2. The game seemed to take it, hopefully without unforeseen consequences. Helps that it's just one character, regardless. Edited August 30 by Lightbringer Quote Link to comment
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