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[Solved] Cleric can use bow. why?


Roxanne

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Is this some special type cleric ? Cause in that case usually, their kit might be the thing that's effecting the usability more than the .itm changes. Or it could be EE update, but I have the v2.3...3 and it still has the flag set as not usable by fighter-cleric nor clerics. And there shouldn't be any other mod that can change the file... unless it's a non weidu mod that does this. As the bow05.itm is normally stored in the .bif files, and thus only the spell_rev is the only a mod changing it.. hmm, well yes, the EET could itself edit the .bif files in the other game directory(yeah, you could need to --change-log that one too) and thus cause the change to be invisible in this one. That should count all the possibilities.

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Maybe it was a mod that installs on BG1EE/SoD before EET ports it into BG2EE..

It is nothing that changes the item itself.

It is nothing in the BGEE part of the game

I have played through EET with this constellation already before. This time I added all the big tweak mods in the BG2EE part. Some of the documentation of what these mods do is relatively thin, if existing at all. I looked at the relevant 2da files etc but cannot find anything. Clerics and Fighter/Clerics cannot use bows.

I vaguely remember having seen something about dual classes made to inherit the full set of their parent class - here the fighter/cleric would get all fighter access, including bows. I do not know which mod does that, so I cannot check if I have it installed. In addition, I am not sure which files would be changed to achieve that.

 

I was just asking here for the case that someone by chance knew about such a feature in some mod since I was stuck in my research in the obvious areas.

 

PS - it affects all clerics and fighter/clerics and short + longbows

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Is the characters cleric class active ? Asking as in the case if it's not, the character is only regarded as a fighter, which can use all kinds of things...

How can cleric be inactive for cleric. Understand inactive if you just dual classed an NPC, but not in this case.

it affects all clerics and fighter/clerics and short + longbows
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Is the characters cleric class active ? Asking as in the case if it's not, the character is only regarded as a fighter, which can use all kinds of things...

How can cleric be inactive for cleric. Understand inactive if you just dual classed an NPC, but not in this case.

it affects all clerics and fighter/clerics and short + longbows

 

It is not just a single case but any suitable NPC (Viconia, Branwen etc) with their original class intact.

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You say that documentation is "thin" (which, I find otherwise, most mods are very extensive in their descriptions) but your documentation of your setup is far thinner. How can you ask "which mod is doing this?" without posting so much as your weidu.log? How could we possibly answer without know what miss you have installed? Off the top of my head I can think of about half a dozen that liberalize cleric weapon use. (But, all of those clearly state as much in their readme files...)

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I seem to recall that there was a mod I used that opened up xbows to clerics -- it was one of the Proficiency rebalancing mods. Of course, the results were apparent in the proficiencies.2da (which I then further tweaked the heck out of). If fighter/clerics are still forbidden bows in the 2da, then I don't have much for you.

 

Actually .... I seem to remember in an older very lightly modded vanilla BG2, a dualled fighter-to-cleric -- once cleric became active again -- was able to use all fighter weapons with no consequence. In that install I had G3 tweaks, G3 fix, a couple NPC mods, Item Upgrade, maybe Back to Brynnlaw, and that's about it. I hadn't even started using Shadowkeeper yet.

 

For that matter, in my current heavily modded EET playthrough, Minsc, my multi Ranger/Cleric, can still use bows. I'm very happy with that, as in my mind he's still The Ranger. He just can heal, too.

 

The thread title says <Solved>. What did you find, Roxanne?

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The thread title says <Solved>. What did you find, Roxanne?

I just wanted to check if this was some mod-added variation I need to consider or just a bug in my install.

 

The only issue I had was for a sequnce of *teamwork* quests I have. In those quests, party members contribute to the solution according to their skills (The PC alone cannot win, he/she needs the support of the NPCS etc...). So a cleric has a subtask, a thief another, you need to hitt some targets with ranged weapons, and more.

Before one of the quests starts I check which classes are represented in the group, so the related tasks are selected.

Until now I just had excluded theives which already could *use any item*. Now I added bow (not cross-bow) equipped clerics to the exclusions, i.e. those quests do not trigger for such a party.

 

If a player wants their party.members to have those extra skills, that is fine now. I found a solid solution for what consequences the change had in my mod. Those teamwork quests are optional anyway and simply skipped for some tweaked parties,

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The only issue I had was for a sequnce of *teamwork* quests I have. In those quests, party members contribute to the solution according to their skills (The PC alone cannot win, he/she needs the support of the NPCS etc...). So a cleric has a subtask, a thief another, you need to hitt some targets with ranged weapons, and more.

...

If a player wants their party.members to have those extra skills, that is fine now. I found a solid solution for what consequences the change had in my mod. Those teamwork quests are optional anyway and simply skipped for some tweaked parties,

Hmm, I don't understand the reasoning for this ? There are other ways to contribute towards this goal than just bows, they have slings, spells and more... if it's about team work, then why not allow the user define how to overcome the obstacle you throw at them... yes, you can instruct things... but I bet the necromancer can contribute dead things towards any goal, for example. You can even try to make it extra hard for them. But you don't be stupid and think things only works one way.

 

Example of how you can make things harder... you make the target that needs to be killed surrounded by a fence(impassable area) and so one needs to use ranged attacks to get him. How to make it harder for sling users... you give the creature say 50% blunt damage resistance... BUT YOU WON'T be a dummy and give it 100%.

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I think I have to trash my teamwork quests all together. Next surprise was Jaheira who can use almost any weapon and armour and has lost her druid restrictions.

 

Since neither class nor scropt name of party members can be used (Jaheira may be a druid in one install or she may be an illusionist in the next, and even if she is a druid - she may be druid version 6b or 2a) to evaluate a party's abilities, there is no way to make my concept work.

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