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AvA

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Essenceweaver

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About this mod

Finally enables Paladins to dual-class - plus some optional tweaks to round off the experience.

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-=Introduction=-

Infamously, Paladins are not able to dual-class in Baldur's Gate due to hard coded engine limitations. Even using save game editors would result in crashing the game. But that changes now - pictures say more than thousand words they say. See the readme for further details and compatibility section for remaining limitations while circumventing the engine limitations.

-=Components=-
[100] Base-class Paladin can dual-class to Cleric
  • At level 2 the Paladin will receive a special ability which upon activation will allow to dual-class by normal means
  • Do not activate without the intention to dual-class or expect strange behavior during continued play

[150] All standard Paladin kits can dual-class to Cleric
  • At level 2 the base Paladin kits will receive a special ability which upon activation will allow to dual-class by normal means

[200] EE Blackguard can dual-class to Cleric
  • At level 2 the Blackguard will receive a special ability which upon activation will allow to dual-class by normal means

[250] Enable NPC Paladin to acquire 17 Wisdom for dual-classing: Keldorn
  • Help Keldorn on his personal quest and he may return just that much wiser to become a Cleric

[300] Enable Paladin/Cleric to use all Paladin items
  • You can keep using every Paladin item and weapon. See next component if you want to play by the rules

[350] Limit Paladin/Cleric to only use Paladin weapons not restricted by the Cleric multiclass proficiencies
  • Detects your rule set (including previously installed mods) and bans those Paladin weapons illegal for Ranger/Clerics
  • A light-weight option for a consistent rule set is SCI - Blades & Bolts

[400] Restrict Ranger/Cleric to use Paladin items by enforcing lawful good alignment on good Paladin items
  • Paladin items require you to be lawful good to use

[450] Prevent Paladin/Cleric and Ranger/Cleric to use opposite class items by banning lawful as well as evil alignment for all Rangers and their items
  • Controversial component: Ban lawful good alignment for all Rangers! But you can get compensated
  • Prevents any wrong item use by Ranger/Clerics or Paladin/Clerics

[500] Allow true neutral alignment for all Rangers to compensate loss of lawful good alignment
  • All Rangers can be true neutral. Shouldn't you be able to dual-class to Druid now?

[550] Prevent Paladin/Cleric to get recognized as a Ranger after Paladin class reactivation
  • Paladin/Clerics will not get addressed as Rangers in the game world, especially not be offered a certain cabin at Umar Hills.
  • WARNING: This component is reported to enter into an infinite loop under special cirumstances I could not replicate so far. Please consider it unsafe until the release of the next version. Until then, simply don't take the bait for the Ranger stronghold.


-=Installation=-

Extract the mod archive directly into your game directory. Launch the WEIDU installer "Setup-SCI-Dualadins.exe" and follow instructions on screen. To change or uninstall the modification start it again and select the corresponding actions.

-=Compatibility=-

This mod is developed for the EE games under windows. It provides native support of English and German.

It will detect the following features dynamically and should be installed after any mod making changes to them:
  • Changes to any Paladin or Paladin kit, required to mirror the exact class features
  • Added Ranger kits, if you apply alignment changes
  • Added class items, if you want to prevent cross-item usage
  • Changes to the Cleric proficiencies
Hence, it belongs into the later parts of the tweaks section of an extended modification.

In general this mod should blend in not only with the vanilla games but also any mods following the same design rules. Please review the item specific components, if you want to combine it with mods overhauling the alignment restrictions for Paladin and Ranger classes, to prevent unintended behavior.

-=Known Quirks=-
To circumvent the engine limitations the Paladin/Cleric is technically implemented as a Ranger/Cleric. This will introduce what I consider as quirks, because it has no relevant impact on game play. This only happens if you activate your new special ability and choose to dual-class. You can always deny the option and run a perfectly normal Paladin for the whole game. The known quirks are:
  • Your character sheet will show the individual Paladin and Cleric classes correctly, but the combined class is set to Ranger/Cleric
  • The Character sheet will show an empty Racial Enemy entry
  • The class UI will be switched to a Ranger based-one, allowing you to Sneak. But with a skill of zero do not expect much success
  • The game will assume you have the free points in two-weapon fighting that Rangers would get. This will lead to a display bug which prevents you to put points into it only during your first Cleric level. Not that I would recommend doing so anyway

-=Incompatibility=-
There currently is an issue on some installs with the final component, please see description above until release of the next version.

The mod is sadly incompatible with the dual-to-kit mod from kjeron, because both are dancing around the same engine limitations. In my testing I found the following:
  • If you dual-class from a Paladin kit into base class Cleric everything works just as intended.
  • If you dual-class from a kit into a kit, your base class will be changed to Ranger. This creates multiple problems: your kit skills will not be deactivated and upon reactivation you will gain skills you never possessed, specifically charm animal and skill points in sneaking.
  • For some reason I do not understand, the base class Paladin is treated different: it always morphs into Ranger creating the above issues
To prevent those issues I removed the previous compatibility patch which allowed to select Cleric kits if boths mods are installed. Use EE Keeper to add kit specific Cleric skills manually if you so desire (it is less trouble than removing any Ranger spillover).

-=Support=-

For general discussion and bug reports of the SCI mod series visit the Beamdog Forum
For technical modding discussion visit the Gibberlings Three
For discussion in German visit Kerzenburgforum
For collaborative work on source files visit GitHub

I use the following alias: AvA in BG forums, Essenceweaver on Nexusmods, DataForInfinity on GitHub.

-=Acknowledgment=-

First and foremost my utmost gratitude to the wonderful modding community which transcended this game into an unparalleled masterpiece over the decades.

Technical inspiration on activating the necessary scripts for this mod was drawn by the impressive "Will to Power" mod from SubtleDoctor.