NiGHTMARE Posted December 11, 2005 Share Posted December 11, 2005 For a while now, I've been wanting to play a druid/mage in BG2, but of course the game engine doesn't allow it. I did have an idea to "emulate" a druid using a cleric kit, but even that would have limitations, and would involve lots of playing around with restrictions, etc. Yesterday, I suddenly thought up an easier method: swap the two classes over. Although I haven't tried yet, it should be remarkably easy: 1) Swap druid and cleric data in ALIGNMNT.2DA where appropriate. 2) Swap druid and cleric kit data in KITLIST.2DA's ABILITIES, UNUSABLE and CLASS columns. 3) Swap druid and cleric kit data in KITTABLE.2DA where appropriate. 4) Replace cleric class name and description with those of the druid, and visa versa. 5) Replace cleric innate abilities, spell access, etc with those of the druid, and visa versa. 6) Detect which items are normally restricted from druids, and restrict them from clerics instead. Do the opposite for items which are normally restricted from clerics. 7) Detect which .cre's are normally clerics, and turn them into druids. Detect and turn those .cre's which are normally druids into clerics. Am I missing anything? The one possible limitation I can think of in all this is Turn Undead. It's certainly possible to disable the cleric's turn undead button, but I'm not sure it's possible to enable it for druids. Still, that's a relatively trivial thing compared to the possibilities it opens up - dwarven, elven, gnomish, halfling and half-orc druids, druid/mages, druid/thieves, druid/rangers, and so on! Link to comment
ronin69hof Posted December 11, 2005 Share Posted December 11, 2005 Try the Druidic Sorcerer out, its a great kit (some say its overpowered tho) ronin Link to comment
NiGHTMARE Posted December 11, 2005 Author Share Posted December 11, 2005 Problem is, I hate sorcerers . Link to comment
ronin69hof Posted December 11, 2005 Share Posted December 11, 2005 Check out how its coded and just change the sorcerer stuff to be mage. Your a coding genius it shouldnt be that hard cheers mate "dont let em get ya down" ronin Link to comment
Avenger Posted December 12, 2005 Share Posted December 12, 2005 this proposed change has a significant chance to break any script/dialog that checks on cleric/druid. I also suggest adding a special kit. Since you want druid/mage, you need only to simulate druids with clerics (which is possible). Link to comment
NiGHTMARE Posted December 12, 2005 Author Share Posted December 12, 2005 Is it not possible to have WeiDU automatically substitute one script check for another? Link to comment
hlidskialf Posted December 12, 2005 Share Posted December 12, 2005 More work than it's worth IMO. It's far easier to just build a new kit. You just need a spell each level that removes all cleric spells, and grants all druid spells. The others are cosmetic. (Disable TurnUndead button, name changes, yadda, yadda.) Link to comment
NiGHTMARE Posted December 12, 2005 Author Share Posted December 12, 2005 There's the issue of item restrictions, however. Link to comment
the bigg Posted December 12, 2005 Share Posted December 12, 2005 There's the issue of item restrictions, however. <{POST_SNAPBACK}> You can try your luck with the 'Use Scrolls Engine'. Items that should be useable by either D/M or C/M lose the C/M flag, all Cleric kits, when dualed to C/M (including trueclass) AddKit() to a dummy copy that gets the EG Berzerker flag, items that should be useable by D/M but not C/M get the Berzerker flag, and the D/M kit gets another unused flag (EG Cleric of X), items useable by C/M but not D/M get the Cleric of X flag. Easy, ain't it ? Link to comment
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