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Multi-Classing


Weiser_Cain

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I've looked at it. That, along with Item Editing (another of Weiser_Cain's requests), got put on the backburner until I had KSE's kinks worked out. I think multi-classing might be the easier to add.

 

I believe there's one more step to the thread that was referenced, and that's to set a certain field so that the game knows which class is your "current" class -- the one you will level up with.

 

Okay then, I think I can do something with KSE about it.

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I believe there's one more step to the thread that was referenced, and that's to set a certain field so that the game knows which class is your "current" class -- the one you will level up with.

When I've edited characters, the game seems to assume that the classlist 0 entry (the original) is the former class, and the classlist 1 entry (new) is the currently active class.

 

One thing that you might note about this method is that any character you add a Jedi class to will have Revan's special Force Sensitive feat, giving a bonus 40 FP to that character. This makes using force powers much easier at low levels, but kind of detracts from Revan's uniqueness.

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When I've edited characters, the game seems to assume that the classlist 0 entry (the original) is the former class, and the classlist 1 entry (new) is the currently active class.

 

Yeah, it seems the field I was thinking of MCLASSLVLUPIN (or something like that) gets autopopulated by swkotor.exe to point to the last struct in the ClassList list.

 

Anyway, after experimenting last night, it seems swkotor.exe does not recognize more than two classes for any character. The 3rd, etc. classes are ignored and are truncated upon saving.

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