Amazingly, it works.. I am very curious as to how this was done, and whether this can open up other possibilities such as the Ultimate Magus.
I did the same on my NWN1 PW so I suspect this was being done the same or similar way.
What I did in NWN1 was a few tweaks via nwnx to actually make a character with extra spells valid - this is not neccessary in SP as you can just disable ELC. Then after level up, I show you a “fake” spell selection UI where you select the spells you should have received and I store them to your toon via nwnx (which is probably not neccessary in NWN2 - it is about native scripting functions available).
The only problem of my solution is that levelling up is client side and while server knows that you have level X spellcasting, client doesn’t so players are unable to take feats that requires X level of spellcasting such as metamagic feats. That can be workarounded though.
My solution works for all prestige classes granting spells, so with a few tweaks this NWN2 fix should work for other classes as well.
Basically the levelupUI’s .xml files were editted to check whether the class you’re levelup is a Mystic Theurge. And if so, display a custom spell levelup UI for the spellcasting class that the vanilla levelup UI would have skipped.
Ultimate Magus or any dual spellcasting class could be implemented in the same way.
I am curious why this is the first successful implementation after all these years.
I actually made something similar a while back. And I recall there being talk about implementing it this way in the ye olde original Bioware forum days.
There’s also the magic system replacer from the BGTSCC persistend world, which is a complete overhaul of the game’s magic system.
As for why it didn’t happen sooner. For one working with the UI .xml files isn’t the easiest thing in the world.
And probably more importantly, back when NWN2 modding was at its peak the PRC modding stuff was pretty much dominated by folks like Kaedrin whose main focus was more the multiplayer/persistent world side of things. And implementing it this way opens up annoying exploits with how the game handles respeccing, that would require a lot of scripting to fix. So for a long time the stance from the big boys in the modding scene was “not going to happen”.
What happens is that the mod detects what class you’re leveling, and if it detects it’s Mystic Theurge and you’re supposed to get new spells for the second class that level, once you get to the summary screen, it will hide the summary and bring up the extra spell menu.
What was more complicated was getting an accurate list of spells known, which took a lot of awkward workarounds to reach what I considered an acceptable level of functionality, leading to this adorable little monstrosity:
OnAdd33=UIObject_Misc_ExecuteServerScript("gui_get_class_spells","9")
As far as other dual spell progression classes go, I structured the mod so that it would be relatively easy to add other classes. That’s just half the problem though, as most dual spell progression PRCs tend to have special abilities that aren’t so easily implemented.
Amazing work. This has been an issue since the release of NWN2. Its a feather in your cap that you have solved it.
I may be misremembering, but isn’t the eldritch theurge also in the game just not accessible like the mystic theurge?
No.
Mystic Theurge actually was planned by Obsidian. But was cut at some point during development.
Eldritch Theurge is actually a good example of what Akhacha mentioned with class abilities that are difficult to implement. You can get the dual-spellcasting progression. But the main class features like Spellblast, Eldritch Spellweave & Greatreach blast would all be exceedingly difficult to implement.
I can see some ways you could get close using the magic system replacer as a base, but it would still be a hacky solution.
I see. That is unfortunate, but perhaps there is a paired down solution. Dual progression and a couple of feats as a stopgap measure until the full solution can be worked out.
It is the first time it was made public. Also, in NWN1 we could not do that until very recently because previously we didn’t have custom GUIs. And yes, I did not posted it publicly when I did that either. Lately nobody is sharing their stuff (despite they are spamming screenshots and videos of it to brag off, so me neither… It is as it is.)
This is definitely the first instance of this working on NWN2. There have been other attempts, but they have been workarounds and not fully functional.
Well I don’t know. I don’t watch NWN2 modding scene. What I meant is more amongst line of the fact that anytime I published something unique and original on vault that wasn’t there yet, there was always this guy in comments that claimed he had this on his (often no longer running) PW years before me.
So just as well, I bet everyone had this for years on their NWN2 PWs too