MindTyrant Posted September 26 Posted September 26 I need to reduce starting weapon proficiencies for a specific kit. Creating a spell with opcode 233 will not work because I need to have the kit start with two fewer * or "dots" generally, not change a specific proficiency. Yes, profs.2da would work perfectly if you change it for the whole class, but that is not ideal... I tried creating a new row and entered the kit name, it does not recognize any change at character creation. Does anyone have any thoughts? My alternative implementation is creating a new fighting style, and tying certain powers to ranks in the fighting style. So just reducing starting weapon proficiencies would be far easier. Quote
subtledoctor Posted September 27 Posted September 27 I don’t think this is possible by normal methods. Only thing I can think of is a UI modification of the proficiency screen. Talents of Faerun might do something like it, as a reference. Doing it via UI would like cause major compatibility problems, though. Quote
MindTyrant Posted September 29 Author Posted September 29 On 9/27/2024 at 6:46 AM, subtledoctor said: I don’t think this is possible by normal methods. Only thing I can think of is a UI modification of the proficiency screen. Talents of Faerun might do something like it, as a reference. Doing it via UI would like cause major compatibility problems, though. I agree that creating a new fighting style would be dramatic. However, I was hoping just reducing the starting proficiencies and the rate new proficiencies are gained for the kit would be feasible. I tried to just skip over it but it is anti-thematic this kit to have so many weapon choices at level 1. It is so easy to do this reduction for the whole class, just change profs.2da and you are done. I just do not want to cripple certain companions or custom party members. Any ideas would be appreciated. Quote
subtledoctor Posted September 29 Posted September 29 I don’t know if ‘creating a new style’ would actually work. You could reduce proficiencies for the entire class and then give every other kit extra proficiencies. (I wrote a portable function for that purpose.) But that would not be super user-friendly. Honestly I might just try to come up with a different disadvantage that is consistent with your vision. I try to push the limits of the engine when modding, but my concepts are still guided by those limits. Quote
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