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ShadowKeeper Question about DC PC

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Blades of Vanatar, Jun 24, 2013.

  1. Blades of Vanatar

    Blades of Vanatar Vanatar will rise again Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    My PC has been Dualled From Fighter(7) to Mage to start a game. But, I want him to be Specialize in Inv/Evo spells. When editing the PC in SK, I have changed his kit option from True Class to Evoker. Teh Kit addition shouldn't change anything but his spell allotment per day, and determine which spells he can add to his spellbook and which are barred. If I go back into the game and level him, will they automatically update to the proper levels for a Specialist Mage or do I have to make the changes manually in SK? If manual changes are required, where in SK can I make the changes to refelect the barred schools?

    ---------- Added 2 hours, 47 minutes and 3 seconds later... ----------

    Can I change his Mage class level to 0, chagne Kit to Invoker/Evoker and the game will reset to the proprer Specialist requirements?
     
  2. Ishad Nha Gems: 7/31
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    "If I go back into the game and level him, will they automatically update to the proper levels for a Specialist Mage or do I have to make the changes manually in SK?"
    Try it and see what happens, I don't know.

    "If manual changes are required, where in SK can I make the changes to reflect the barred schools?"
    In the Wizard tab, you will have to manually remove the spells one at a time.

    Another approach is to create him as an Invoker, then add the Fighter abilities via ShadowKeeper or Near Infinity. Change the class to Fighter Mage. I don't know if this will work or not.
     
  3. SlickRCBD Gems: 29/31
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    As illustrated with Minsc, yes, your spells per day should get reset to the proper levels listed in the 2da files for his/her rank.

    What you are thinking of applies primarily to other non-mage kits, in that leveling will never provide the special abilities gained at level 1 on character creation. Remember you can never dual to a kit, so it was never addressed in the leveling engine. You will gain any advances granted for your new levels, but even Shadowkeeper's "grant kit abilities" fails to grant the bonuses like the wizard slayer's magic resistance or the swashbuckler's bonuses to hit. It's only good for granting the special limited times per day abilities of a kit.
     
  4. Ishad Nha Gems: 7/31
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    You can possibly add the abilities if you can find the relevant Innate spells.
    You can also temporarily alter the relevant class 2DA file to give you all of the initial powers on your next level-up. For example, Wizard Slayer has CLABFI03.2DA as its relevant file.
     
  5. henkie

    henkie Hammertime Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    What I usually do when I create a multi- or dualclass character with a kit, is to add the kit (lvl 1 abilities will normally not be added, even if I have a lvl1 multi-class character), and then re-import the character. The game will then automatically add the normal lvl1 abilities. I know for sure this works for a Fighter dualled to Assassin.

    I normally do this at the beginning of a game (just restart the game), but you can also add the kit, export the character, move the save game to the mpsave map and when you load the game in multiplayer, delete your PC and then import him again. Save game once it's been loaded and move it back to the regular save map and you should be all set.

    You may still have spells in your spellbook that you shouldn't be able to use, I'm not sure how the game handles this, but you can always delete them from your spellbook to have the same spell selection as a normal evoker.
     
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