Note: It is impossible for dual spellcasting classes to choose spells know for both classes. The engine is limited and only looks for the first class if it needs new spells. This means that a Mystic Theurge will not get to pick new spells on MT levels, because the engine only looks to the cleric/druid to see if new spells are needed and skips the wizard/sorc. This means that a sorcerer will have to pick a sorcerer level in between MT levelups or edit in the spells using a GFF editor or TLK edit. The game does give you spellcasting progression and it will remember the spells you should have, so as soon as you pick a sorcerer level, you will get to pick all the spells you missed. The bard doesn't have this problem, the bard comes becore the cleric/druid, so he's the one who gets to pick spells. The Ultimate Magus also suffers from this limitation, but since both bard and sorcerer come before the wizard, the wizard is the one who won't get to pick new spells, which isn't a problem since he can memorise scrolls anyway. The Eldritch Theurge also suffers from this. You can only pick warlock spells at warlock levelups.
Small deviations from PnP:
Mystic Theurge: I changed the arcane spell level requirement to level It makes the class more playable with sorcerers, since they have more sorcerer levels to pick in between MT levels.
Ultimate Magus: Spontanious arcane spellcasting has been set to level 4. Because of engine limitations, it's not possible to get seperate spellcasting progression for both classes, so it's either full progression for both or limited for both. I chose to give full spellcasting progression, but the spontanious requirement has been upped to level 2 so you can't achieve level 9 spells with either spellcasting class, which you also can't in PnP. The spell power and bonus feats have also been implemented, but Augmented Casting and Expanded Spell Knowledge were not possible to implement at this time.
Swashbuckler: Acrobatic Charge has been replaced with the Dash feat, Acrobatic Mastery has been replaced with Skill Focus: Tumble. Improved flanking has been replaced with Opportunist and finally Lucky has been implemented as the halfling racial Lucky, so a passive +1 saves.
Eldritch Theurge: The Area of Effect spells with a Cone shape have been changed to Sphere AOE spells when used in the Spellblast feat (the spells themselves have not changed, unless specifically mentioned) because Cones cannot originate from a spot other then the caster. Also, the Spellblast and Greatreach Spellblast feats can only be enhanced with the base spells. When selecting a spell with metamagic, the metamagic will be neglected and the spellblast will use up a spell slot of the spell's base level. This is because the GetHasSpell script cannot identify metamagic and the DecrementRemainingUses script does not take metamagic into account.
Installation:
Override + Dialog.tlk version: The override folder contains the content you need to put in your override folder. The dialog.tlk goes in to the My Documents/Neverwinter Nights 2 folder.
Override + Custom.tlk version: The override folder contains the content you need to put in your override folder. The custom.tlk goes in to the TLK folder and you need to put the custom file (the one without the .tlk) in the installation directory of NWN2 instead of the My Documents directory (in my case C:\games\neverwinter nights 2). Now use the toolset and add the custom.tlk to the module you wish to play the game with. You can set this in the module properties of the module.
Hak + Custom.tlk version: The hak goes into the my documents/neverwinter nights 2/hak directory, the custom.tlk in the TLK directory and the custom tile in the neverwinter nights 2 installation directory (C:\...\neverwinter nights 2.). Now use the toolset to add the hak and tlk to the module properties of the module you wish to play the game with. Then import the .erf files in to your module.
For an overview of what files have been changed for this mod, check my wiki at Link
Final Note:
Have fun and enjoy the class! Be sure to check out the other Vault entry for a merged version with Kaedrin's work! Link
- Draco Rayne on the NWN 2 community boards
- Fuegan on the Vault
The override version with a custom.tlk for use with Mask of the Betrayer (1.10). Not yet compatible with Reeron's or Player 1's fixes, but it will be as soon as they release MOTB compatible versions of their work.
The hak version with a custom.tlk for use with Mask of the Betrayer (1.10). Not yet compatible with Reeron's or Player 1's fixes, but it will be as soon as they release MOTB compatible versions of their work.
The override version with dialog.tlk for use with Mask of the Betrayer (1.10). Not yet compatible with Reeron's or Player 1's fixes, but it will be as soon as they release MOTB compatible versions of their work.
@Dschinny: Only three of the classes in this pack would still be in it, since Obsidian has added the Swashbuckler to the game itself; having said that, I have the other three include in my class pack, which does work on SoZ.
Posted by Dschinny at 2008-11-28 03:34:51 Voted 10.00 on 11/28/08
Clearly awesome. Is there going to be an update for Zehir?
Posted by issacjr at 2008-08-18 16:22:02 Voted 8.50 on 08/18/08
Strike that comment i missed it the first time Voted now.
Posted by issacjr at 2008-08-18 16:21:03 Voted 8.50 on 08/18/08
Can you please create a custom .tlk?
Posted by Kalach-Cha at 2008-05-14 11:51:14 Voted 10.00 on 05/14/08
I voted on the merged one, so I better vote here too. 10 _________________________ For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential.
Posted by Glaucus at 2007-12-12 22:08:31 Voted 9.50
Ever since the update to MoTB, I've found that while the override version works like a charm, the hak version does not; everything appears to be functional, but neither spell or caster levels are gained (in either arcane or divine classes) when leveling up as a MT. I haven't checked the other classes for problems, so I'm not sure if it is confined to just the MT or general to all dual-spell classes.
Can anyone replicate this problem, and if so, suggest a workaround to get the hak version functional?
Dos-x: you need to put the dialog.tlk for the override version into your My Documents\Neverwinter Nights 2 directory (not My Documents\Neverwinter Nights 2\tlk folder or anywhere else). Or if you use the hak version you have to add the custom.tlk file reference using the module editor to whatever module you want to play.
Posted by nicethugbert at 2007-12-10 18:12:38 Voted 10.00 on 12/10/07
posting here on the newer page:
is this not basegame compatible?? i've downloaded it twice and the same problem (no other haks or tweaks installed)
several unknown classes show up without descriptors with Neon Blue and Green icons :/
Posted by Taudruw at 2007-11-18 12:40:51 Voted 9.75 on 11/18/07
First off, fantastic work here! I'm new to NWN2 Mod community so bare with me. I see mention in previous posts about Swash's IStrike INT bonus going away after 1 hit and I am experiencing this as well. It does does successfully add the INT bonus on a +1 weapon as well. Anyone have any suggestions on how to fix this? I've d/l'd and installed the following in this order:
Dracos_CAP__override_dialog.tlk.zip
insightfulstrike_fix.zip
Not a programmer but I attempted to edit the IStrike's NSS file to change the DURATION to PERMANENT instead of TEMPORARY but that didn't seem to fix. Thanks in advance for any feedback.
Actually, I think I may write up a PrC webpage for it-- it seems like an interesting idea. I don't have any reference material on the warmage, so I will call it something else and do my own version.
I would think it wouldn't work with metamagic, since warmages wouldn't require arcane casting levels as a pre-req. Instead the only reqs would be something like Skill Focus (Concentration), ability to use a Longsword (Martial Weapon Skill or Elven Weapons), and Lore 4. This would allow a highly intelligent level 1 any-class Elf or level 1 Human Fighter/Ranger/Paladin to become qualified, or a level 2 fighter/ranger/paladin of many different races.
Posted by Dragoon001 at 2007-11-08 10:41:32 Voted 9.75 on 11/08/07
Swashbuckler - Offline a hit, online now too.
Thx
Kunikos
Your Warmage idea sounds interesting. Especially since Warmages have anyway a very limited set of spells. But would it would not work with Metamagics or?
You could do something "like" a Warmage in PrC form and give them specific spells as class abilities, I suppose. It's not really the same, but given NWN2's limitations...
Just posted a reply in the other topic :). Anyway, Acolyte seems like a great class, so I might seriously look at implementing it in the future. Warmage is not possible I think, at least not if it's a spellcasting base class which, I think it was. Could be mistaken with another class though :)
Posted by Dragoon001 at 2007-10-31 14:40:59 Voted 9.75 on 11/08/07
Are you Draco or Fuegan planning to include Warmage and/or Skin of the Acolyte?
If it was just a matter of adding a few lines, it would have been done looooong ago. The MT class was probably 90% done by Obsidian, but since they couldn't get the dual spellcasting progression to work properly, they decided to cut the class. So maybe we'll see something like it in the future, but personally I doubt it. Though maybe, just maybe we'll see custom spellbooks supported in the future. Obsidian has mentioned that that's something they're interested in doing if they have enough time to do it. (since that's also one of those things which would take a tremendous amount of time recoding the engine).
I don't suppose there's any way we could petition for a fix for dual spell progression classes, is there? It would seem like it would only be a couple lines of code. :P
Thanks for the report. Fortunately that bug has been fixed allready, so you won't have that problem with the next update. It's because one of the old MT feats had the same row number as what has since then become the shashbuckler dodge feat and I forgot to remove that line from the cls_feat_mystc.2da.
Thanks for implementing these cool classes. I encountered a bug though when i tried to make a Favored soul / Sorceror Mystic Theurge. When I get first level of MT, 3 feats appear
I assume it stacks with Practiced Spellcaster, I see no reason why it shouldn't (though from the description, I would assume Spell Power only increases the variables such as damage and duration, not your actual caster level). But since it's the same Spell Power as the Red Wizard's, those 2 won't stack.
As for removing Spell Power, that won't be necesarry. There are allready 2 great abilities of the Ultimate Magus that can't be implemented, so the little bit of extra power is a nice compensation for it.
If Ultimate magus spell power does stack with practiced spellcaster, should one of the four spell powers be removed? This would compensate some for the full spell progression the UM gets.
Another question. Does spell power stack with practiced spellcaster?
I'm curious to know that if I do a 5 Sorcerer, 15 Wizard, 10 Ultimate Magus with practiced spellcaster for both Sorcerer and Wizard if my final spellcasting levels would be CL23 for Sorcerer and CL33 for Wizard. That would give an epic +1DC for Sorcere and +4DC to Wizard.
@ Necroman: Unfortunately it's not possible. The problem is not in the spellcasting feats. You can use any feat you want and dub it as a spellcasting feat. For example, if I say that Light Armor proficiency should give spellcasting progression for the sorcerer, it will.
The spellcasting progression for a PRC is defined in the cls_bsplvl_** files. The values here are defined to ALL spellcasting progression feats you have. So if I take 1 level of Ultimate Magus, the game will look to see if I have the feats that should give me spellcasting progression (whether that is palemaster, eldritch knight or ultimate magus, doesn't matter) and then it will improve all those classes by one level (since the spell progression is listed as +1 for each level of UM).
Hope that gave you an idea of how it works. I hope it's not too confusing :)
I was reading the complete mage in reference to the ultimate magus. Is it possible to have the two classes go up with Palemaster/Eldritch Knight spell progressions? This would still provide one extra level of spell casting for one class, but is better then the 2 extra/1extra for the two classes that is currently in play.
Is this possible? Then the sorcerer spell level requirement could be dropped to 1st level per the book and the sorcerer still can't reach 9th level spells (given the 2nd level spell requirement for mages), but the mage could reach 9th level spells if desired.
Overall, this would bring the class more into alignment with the book.
1) Unfortunately, the function which has to remove a use of the spell cannot distinguish between metamagic or normal spells. It has been requested many times to add this feature, so who knows, maybe that'll work in the future.
2) As for Spellweave. It seems the spellbook metamagic is hardcoded or something. Even though Vitriolic Blast is an official 'metamagic' spell, it is not possible to memorize something with it. I hadn't seen this before, because it worked normally with the sorcerer (it is possible to use the quikcast menu and simply apply vitriolic blast as a metamagic). However, I have since then changed a few things. It will no longer be necessary to set the spells for greatreach spellblast and spellblast in the spellbook (it can now be done via quickcast menu) and I added a Spellweave feature to the warlock buddy which makes it possible to select which essence to use as a metamagic. This means that you can set the essence you want to use and if you cast a spell without any other metamagic, then the essence you set will be used as the metamagic. This gives wizards also the possibility to use this function. This will all be included in the next update, which should be ready soon. I'm currently working on finishing the last pieces of the Champion of Corellon Larethian PRC and working on getting everything merged so it is compatible with Kaedrin and Reeron's work. But I hope to get it ready this weekend. Haven't had much time to work on the update since it's a busy week for me, but this sunday I finally have a day off :)
*Ranged Spell Specialization is a custom feat which Kaedrin implemented. It is also supported in the few spell changes I made.
Posted by Chippei at 2007-10-25 06:53:24 Voted 10.00 on 10/25/07
Fantastic - this mod completely changed the Warlock class for me. The Eldritch Theurge genuinly made me think about allocating xp and building my class - which is what its all about.
I've got 2 questions though:
1. If I have 2 fireballs memorized (wizard) and 1 quickened fireball at level 7 - why does the spellblast use up all 3?. Does it treat the 7th level quickened fireball as normal?.
2. Under Class feats as an Eldritch Theurge, there is a Spellweave feat which mentions adding Vitriolic Blast to an equivelent ranged/melee spell - is that possible? I have'nt quite worked it out yet.
I just selected Spellblast + Greatreach Spellblast at a Warlock level up and used them with appropriate spells...
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone