Aller au contenu

Photo

Dual classing into specialist mage with Shadowkeeper


  • Veuillez vous connecter pour répondre
11 réponses à ce sujet

#1
Squidmaster

Squidmaster
  • Members
  • 227 messages
I need some help successfully creating a specialist mage as the second class on a dual classed character. This character has no kit for the first class, and I can set the mage kit easily enough in Shadowkeeper, but the character doesn't get any bonus spells. I've even tried reducing the current class's level to 0 and then giving them enough experience to advance whatever amount, but this doesn't work either despite what Internet searches claim.

I guess what I need is the right information to create an asset for the character that gives them one bonus spell for every spell level. I can't even figure out a way to create a new asset. All I can do is copy one that already exists. I'd love some help on this, because I'm sure other people do this all the time.

Thanks a bunch!

#2
ussnorway

ussnorway
  • Members
  • 2 349 messages
Assets are for kits and specialist mage is not a kit m8... the best one would be illusionist since that state is already in the game.

If it were me, I'd start with a Gnome mage/ something multiclass but this is beyond what shadow can do on it’s own... I'd use near infinity as well.

#3
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 179 messages
What you need is the imoen conjurer mod.
The problem is that even if you add extra spells now, you will have to keep doing that when you level up.
The Imoen conjurer mod allows you to add the extra spells in Shadowkeeper at the start so you no longer have to do so during the game. I think that it is found at Sorceror's Place

Posted Image

You copy and paste the affects from the *.cre file to your own character.

The mod is not weidu, so if you put the files they give you in the override folder, create your character and then delete them, you have effectively reverted to the un-modded game. If however you want Imoen as a thief who has dualled to conjurer, you leave the files there.

Full instructions are given with the mod. :)

Modifié par Grimwald the Wise, 13 juin 2013 - 09:00 .


#4
Squidmaster

Squidmaster
  • Members
  • 227 messages
Can I install that mod in an existing game without causing problems? If so, this is just what I need.

#5
ussnorway

ussnorway
  • Members
  • 2 349 messages
No but you can copy the added affects from the *.cre file to your own character with near infinity as Grimwald the Wise already said... I would do that anyway to remove issuses with other weidu mods.

p.s. it is at Sorceror's Place.

#6
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 179 messages
You can also add the effects with Shadowkeeper if you are more familiar with that.
In a way it is not really a mod as you don't install it, you just put files into the override folder and take them out when you don't want them any more. All in the read me

#7
Squidmaster

Squidmaster
  • Members
  • 227 messages
 Now I'm catching on. :-) Before I posted here, I ran across another site that included information for adding bonus spells, but without the context that I needed. If I'm reading the other site correctly, I don't need to copy all nine of the memorization affects if I use the correct number that will catch all of the spell levels at the same time (511.) Is this correct?

#8
ussnorway

ussnorway
  • Members
  • 2 349 messages
The nine effects on the character files each add a bonus spell of that level but they will not show up until she can cast normal spells of the same level.

So to answer your question, yes you do need the nine of them. There could be a work around but I don’t see it... besides 9 times copy and paste with NI (near infinity) is a viable option.

A bit off topic;

Character files are only used by the game until you talk to that npc for the first time at which point the game copies all their data into your save game files and uses that instead... this is why you normally have to restart a new game after adjusting your files.

I looked at the other posts and the details there are also correct so you could set a spells/effect to cover all nine levels but (as I see it) this is more for effects added by items e.g. this ring will cast a spell that removes 2 spells of level 8 or higher from the targets selection.

#9
Squidmaster

Squidmaster
  • Members
  • 227 messages
Thanks for the info. By the time you had replied, I had already tried out the one-size-fits-all solution, and it seems that it is working correctly. The character does not have any bonus spells at levels not yet unlocked, yet all available spell levels have one bonus spell.

#10
ussnorway

ussnorway
  • Members
  • 2 349 messages
Good to know... thanks.

#11
Ishad Nha

Ishad Nha
  • Members
  • 321 messages
Another approach is to create Imoen as a Conjurer, then add the abilities of the first class via ShadowKeeper. This only requires one lot of alteration for any dual classing.

#12
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 179 messages
That's the way I do it and it works fine.
If I then don't want Imoen as a conjurer, all I have to do is rename those files in the override folder and she reverts to being a thief/mage. That way, simply by renaming those files, I can change her to conjurer or not depending on my whim.