Pocket Plane Group
BG1 Completed Mods => BG1Tutu General => Topic started by: strontium dog on July 15, 2006, 11:39:52 AM
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I've just encountered a really annoying, so-called "improvement" in the Tutu add-ons. I played BG1Tutu with no such problems last year so this must be due to new coding.
Basically it's like this:- In order to make a more interesting game, I far prefer to use multi-classed characters. I use shadowkeeper so that I can have my Bhaalspawn PC still human, rather than elf, half-elf or gnome, but multi-classed as a fighter/wild-mage(ie putting "fighter/mage in one slot, and in the specialist section "wild mage". Now the latest Tutu versions only allow a fighter/illusionist, though thankfully they allow shadowkeeper to render the gnome PC into a human being. To be more exact, I can still have a fighter/wild-mage but I'm, unlike with previous Tutu versions, unable to buy or use any non-mage specific weapons, such as long swords, helmets etc., making a fighter/wild-mage impractical. I don't mind playing a fighter/illusionist, but it's much more interesting playing a fighter/wild mage given the unpredictability and adverse random effects that can happen. I could just use shadowkeeper to insert the PC's main weapon/armour etc into the right slots when he gets hold of them, but this is long and laborious.
In case, this can't be resolved, I would also be interested in any mod which removes not only all alignment restrictions for items, but also all class and race restrictions as well. I was thinking of using the Shapeshifter paw object for a non-Shapeshifter class, as well, in a future game, though I'll probably have to have Safana be a fighter/druid-shapeshifter specialist for the moment.
I know that some purists will inevitably object and cry "cheater", but I'm annoyed with many AD&D games because they're so unrealistic- they give you a tiny number of useful spells per mage/cleric/druid etc. and then expect you to rest halfway through a dungeon, and then come back, fully rested, on several occasions, without any extra enemy reinforcements. That's why I always like to do things like using Edwin's amulet(via ShadowKeeper) on my PC Bhaalspawn multi-classed wild-mage, it avoids such unrealistic occurrences re resting, and makes mages/spellcasters as powerful as fighters.
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Hello -
To be more exact, I can still have a fighter/wild-mage but I'm, unlike with previous Tutu versions, unable to buy or use any non-mage specific weapons, such as long swords, helmets etc., making a fighter/wild-mage impractical.
Are you using Tutu Tweaks? I'm about 99% sure it is one of their components that is breaking wild mages in this way.
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Hello -
Are you using Tutu Tweaks? I'm about 99% sure it is one of their components that is breaking wild mages in this way.
Yes I am, but which component is responsible for this new alteration? I downloaded all of the TutuTweak's components except for "Rebalanced Weapon Proficiencies", "No Traps or Locks", "Wear Magical Armor and Rings", "Two-Handed Bastard Swords", "Two-Handed Katanas", "Remove Experience Caps", "Reputation Resets", "Gems and Potions require Identification", "Change Avatar", "Disable Portrait Icons", "Avatar Morphing Scripty", "Multiplayer Kickout Patch","Adjust Evil Joinable NPC Reactions" and "International Weapon Description Fix".
OH, just thought I'd mention that I've, rather unsatisfactorily, solved my problem by using a fighter/wild-mage/thief, and changing it via Shadowkeeper to fighter/wild-mage/thief without being prevented from buying weapons not allowed for single-class mages. It'll mean taking much longer to reach higher levels but it can't be helped.
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Hello -
Yes I am, but which component is responsible for this new alteration?
Try heading over to G3 and asking in their Tweaks forum. The most I know about the problem is that I wish it would go away, because people have been reporting screwed up wild mages on and off for months now.
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The expanded dual-class options restricts wild mages from a number of weapons; I've got it fixed locally but not released yet.
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The expanded dual-class options restricts wild mages from a number of weapons; I've got it fixed locally but not released yet.
Ah, I'd actually come to the same conclusion myself and was planning to test it out soon. Will confirm tomorrow whether removing that component solves the problem.