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Old 09-23-2004, 03:23 AM
Ieldra Ieldra is offline
Exalted Member
 
Join Date: Sep 2004
Posts: 65
Problems with using SK to make a dual-class Kensai/Diviner

After playing countless "legal" characters, I'd like to try something different and make a dual-class Kensai/Diviner.

So I made a Kensai, leveled up a bit, then dualed to mage and changed the Kit to Diviner. That didn't work - two problems:

(1) The Kensai kit entry was gone, so the Kensai abilities didn't reactivate when I reached the required level. And it seems I can duplicate and edit affects with SK, but not add an affect if the table is empty, so I couldn't add the Kensai abilities manually.
A second-rate workaround is possible for this: if I wait with changing the kits until the Kensai abilities reactivate, I retain them, but I must play as a true-class Mage until that time. I don't want that. I wonder if there is a way to add affects to an empty table, using any of the available modding and cheating tools. Does anyone know?

(2) I didn't get the additional spell slot for the Diviner kit. Yes, I could adjust the spells table manually, but then I would have to do it again at every level-up where I get a new spell level, maybe even at every level-up. I'd think the data that tells the engine to add the additional spell slot must be somewhere in the character structure, and thus subject to editing. Does anyone know of a way to get those additional spell slots without the need to edit the spells table after every level-up?

Last edited by Ieldra; 09-23-2004 at 03:26 AM.
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