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(Beta 13)(EET) More possible proficiency errors


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Axe doesn't appear in the list of available choices for proficiencies. I created a kit-less lvl1 fighter to confirm. Even if I use EEKeeper to place a couple points there, those points do not show up on the character record in-game. I do, however, receive the appropriate hit and damage bonus.


In addition, my cleric/ranger cannot use scimitars. This may or may not be a TOF, thing. My cleric/ranger CAN place proficiency points in scimitar/wakizashi/ninja-to.  I did install Tweaks Anthology's "loosen restrictions on cleric dual and multi" component, before ToF.  Does ToF do something to overwrite or alter such a loosening? The cleric/ranger does not use one of the new kits, but he did acquire his class through Improved NPC Management. (It's Minsc).

WeiDU.log

Edited by Lightbringer
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According to Near Infinity, only single class clerics are forbidden use of the scimitar. Why is it forbidden to cleric/ranger and cleric/thief in-game? Does that mean I can't even edit it in NI to force usability?

Okay, I figured out the what, if not the why. All scimitars (and I'm guessing other suspect weapons) have an effect RESTRICT ITEM (319) CLERIC UNUSABLE - 151. I don't know if that's normal or if ToF added it. If ToF added it, how do I avoid that happening? I want TA's component to be enforced.

Edited by Lightbringer
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On 8/31/2024 at 9:40 PM, Lightbringer said:

Axe doesn't appear in the list of available choices for proficiencies. I created a kit-less lvl1 fighter to confirm. Even if I use EEKeeper to place a couple points there, those points do not show up on the character record in-game. I do, however, receive the appropriate hit and damage bonus.

It's showing up fine in my clean install of ToF, so I think this is a compatibility problem, though I don't know what from (your modlist is quite complicated). If you like, post weapprof.2da and I'll see if that gives a clue as to what's happening.

On 8/31/2024 at 9:52 PM, Lightbringer said:

According to Near Infinity, only single class clerics are forbidden use of the scimitar. Why is it forbidden to cleric/ranger and cleric/thief in-game? Does that mean I can't even edit it in NI to force usability?

This is definitely a compatibility issue. The details:

1) Because ToF uses the cleric/ranger, cleric/mage and cleric/thief classes as the base for its druid/ranger, druid/mage and druid/thief classes, it needs to work around the fact that druids and clerics have different weapon restrictions.

2) It does this by attaching a 319 block to weapons that clerics can't use but druids can (e.g., the scimitar), tied to a SPECIFICS flag, and then granting that SPECIFICS flag to trueclass cleric/rangers (etc), but not to druid/rangers, at first level.

3) In the base game, any weapon forbidden to a cleric is also forbidden to multiclassed clerics, so there is no need to handle the various multiclasses separately (and I'm not sure it would be feasible to do so).

4) If you install a mod that lets multiclass clerics use weapons forbidden to single-class clerics, ToF won't know about that change, and will continue to apply blocks.

The Tweaks component you are using basically removes weapon restrictions from cleric/rangers entirely, so it would be possible to (mostly) allow for it just by manually detecting it and not applying the specifics flag to cleric/rangers in that case. But I don't want to rush to do that, because I'd want to spend some time convincing myself there aren't second-order effects.

Ultimately, ToF's tweaks to the class and proficiency system just don't play very nicely with other such tweaks, for reasons that are fairly fundamental to the way the mod is designed.

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