Wizardry 8

Wizardry 8

Kriz-Eon Apr 19, 2024 @ 12:46pm
Modding Question: Any resources on how to create new Classes??
There's some Classes I would like to put into the game, but I honestly don't know how... looking to learn tho.
If possible I would like to add Spellthief (Thief-Mage Hybrid); Scholar (Psionic-Gadgeteer Hybrid... wouldn't have Omnigun tho, just be able to do Gadgets and would start with a Gun); Arcane Archer (Ranger-Mage Hybrid); Soulknife (Thief-Psionic Hybrid that can use Katanas); Soulsword (Fighter-Psionic Hybrid); Soulbow (Ranger-Psionic Hybrid) and maybe others...
But I have no clue where to start, lol.
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Showing 1-15 of 37 comments
Frostfeather Apr 19, 2024 @ 1:26pm 
If you want a fast and easy way to get started, you can just add spells, etc to an existing class with the very powerful Wizardry 8 Editor. The menus are even set up like they are in the game.

Like say I want to be a "Fire Domain Cleric" inspired by D&D - I just add fire spells to a Priest.

It's not a perfect solution, but if you base your hybrids on the casting class and add other skills from there, it seems to work decently well.
Last edited by Frostfeather; Apr 19, 2024 @ 1:38pm
Kriz-Eon Apr 20, 2024 @ 12:33am 
Originally posted by night4:
If you want a fast and easy way to get started, you can just add spells, etc to an existing class with the very powerful Wizardry 8 Editor. The menus are even set up like they are in the game.

Like say I want to be a "Fire Domain Cleric" inspired by D&D - I just add fire spells to a Priest.

It's not a perfect solution, but if you base your hybrids on the casting class and add other skills from there, it seems to work decently well.

Can't just add new Classes?? Have to edit an existing Class??
Mardoin69 Apr 20, 2024 @ 8:20am 
Yes, you need to edit a class to 're-create' your own. At least, from what I can tell. Using 'Cosmic Forge' you can open the 'Editors' menu and choose 'Game Info' to access the various Classes. There you can alter a class to be how you want. Now, the catch is... all the items in the game have a list of which classes can use them. So, for example, if you wanted a mage to be able to use certain swords, you'd open the 'Item' editor, find the swords you want and check the box for the Mage to be able to use it. It's not enough to just alter the class and select swords as a skill for them. At least, tbmk anyway. I haven't finished my progress with the Forge to test just yet.

There's a link in here for the 'Forge';
https://steamcommunity.com/app/245450/discussions/0/4139438416060080374/
Last edited by Mardoin69; Apr 20, 2024 @ 8:25am
Kriz-Eon Apr 20, 2024 @ 5:22pm 
Originally posted by Mardoin69:
Yes, you need to edit a class to 're-create' your own. At least, from what I can tell. Using 'Cosmic Forge' you can open the 'Editors' menu and choose 'Game Info' to access the various Classes. There you can alter a class to be how you want. Now, the catch is... all the items in the game have a list of which classes can use them. So, for example, if you wanted a mage to be able to use certain swords, you'd open the 'Item' editor, find the swords you want and check the box for the Mage to be able to use it. It's not enough to just alter the class and select swords as a skill for them. At least, tbmk anyway. I haven't finished my progress with the Forge to test just yet.

There's a link in here for the 'Forge';
https://steamcommunity.com/app/245450/discussions/0/4139438416060080374/
Thanks...

Sounds like then I should stick to just creating one or maybe two Classes... er... editing one or two Classes I mean...
I didn't want to get rid of any of the existing Classes but... thankfully, there are two Classes that don't get any kind of Magic at all in the Rogue and the Fighter that I would probably never use just for that reason... (I'm counting Instruments and Gadgets as a kind of Magic because they kinda mimic certain Spells.)
However... I mean, the Gadgeteer pretty much already has most everything I would want my Scholar Class to have and basically I would only have to add Psionic Spells to it and maybe a few other Skills...

I could turn the Rogue into the Spellthief by simply adding Mage Spells...

Dunno what I would do for the Fighter tho... I know I have Soulsword listed up there, but I only have this one other class to work with and even tho to make Soulsword I would only have to add Psionic Spells to the Fighter... it's not the Class I would pick if I only get three, lol.

Maybe I'd just leave the Fighter alone...

So, because of the having to manually add each and every Individual Weapon to the Class separately, I'm assuming it's easier to add Spell Lists to a Class?? Or would I have to add each and every Spell Individually too??
Last edited by Kriz-Eon; Apr 20, 2024 @ 5:24pm
Mardoin69 Apr 20, 2024 @ 8:51pm 
The spells open up so long as you select their schools of magic. However, the spell books will not be available to them unless you use 'Item Editor' and select their class in the list of who that item is usable by. It's really not hard at all. It's just a bit time consuming scrolling through lists. Plus, you need to 'save' changes often to avoid losing all the work you did. There's two places you'll need to 'save' changes. In the Item editor... for each item you make changes on, you have to hit 'apply changes' before you leave to another item. Then in the main window, before you close editors out, you need to hit the 'save' option there... which then saves the changes to the database files of the game. Yeah... I learned the hard way that you should save often. I did hours worth of work and then 'saved' but, somehow lost a lot of the changes I made... most likely cuz I wasn't saving often enough. So, just a heads up for you.
Kriz-Eon Apr 21, 2024 @ 3:45pm 
Originally posted by Mardoin69:
The spells open up so long as you select their schools of magic. However, the spell books will not be available to them unless you use 'Item Editor' and select their class in the list of who that item is usable by. It's really not hard at all. It's just a bit time consuming scrolling through lists. Plus, you need to 'save' changes often to avoid losing all the work you did. There's two places you'll need to 'save' changes. In the Item editor... for each item you make changes on, you have to hit 'apply changes' before you leave to another item. Then in the main window, before you close editors out, you need to hit the 'save' option there... which then saves the changes to the database files of the game. Yeah... I learned the hard way that you should save often. I did hours worth of work and then 'saved' but, somehow lost a lot of the changes I made... most likely cuz I wasn't saving often enough. So, just a heads up for you.

Thanks... I guess I'll just have to actually play around with it... I reckon some things about it just kinda need to learn by doing, ya??
Mardoin69 Apr 22, 2024 @ 7:01am 
I never looked for a real detailed guide on using the 'forge' but, there maybe some out there. Most of it is pretty easy to figure out. There are some things regarding spells, charges, and items that are not real obvious though. Took me some forum digging to find out what they did.

Edit: So... before you go digging into the 'forge' creating your own classes, I encourage you to check out some of the mods... where they did this very thing--altering classes. CC's mod is a good one for checking out. You might get a better idea of how you'd prefer altering them. Like maybe play a little ways into CC's mod just to get a feel for it. Me... I really liked CC's mod but, felt some class changes were lacking and / or unneeded. Now, I'm making my own class changes mod that sticks a little more closer to the original game along with some item, wpn, gear changes to help balance out a little for the other classes which get lousy gear / item choices.
Last edited by Mardoin69; Apr 22, 2024 @ 7:26am
Horpner Sneed Apr 22, 2024 @ 8:01am 
I never understood CC's class changes until I tried Wizardry 7 a month or so ago. He seems to have tried to put a Wizardry 7 class system in.
Mardoin69 Apr 23, 2024 @ 7:47am 
I feel like CC's mod was designed to make it so you could mix n match ANY class into your party and forego having a traditional 'Rogue' class. Maybe they were thinking it would be fun to have mostly spellcasters and / or fighter types. Then, any of them could fill the Rogue's role. The hide in shadows additions I don't really get. Sure, it enables some extra AC bonus but, that's not balanced with the fighter classes since they already get great armor choices. Magic user's... sure. The rest I didn't get it. Traditional ADnD would throw it in for the Ranger but, they already get some great cloaks in this game so.... not needed imo.
Kriz-Eon Apr 23, 2024 @ 5:23pm 
Originally posted by Mardoin69:
I never looked for a real detailed guide on using the 'forge' but, there maybe some out there. Most of it is pretty easy to figure out. There are some things regarding spells, charges, and items that are not real obvious though. Took me some forum digging to find out what they did.

Edit: So... before you go digging into the 'forge' creating your own classes, I encourage you to check out some of the mods... where they did this very thing--altering classes. CC's mod is a good one for checking out. You might get a better idea of how you'd prefer altering them. Like maybe play a little ways into CC's mod just to get a feel for it. Me... I really liked CC's mod but, felt some class changes were lacking and / or unneeded. Now, I'm making my own class changes mod that sticks a little more closer to the original game along with some item, wpn, gear changes to help balance out a little for the other classes which get lousy gear / item choices.

Thanks
Kriz-Eon Apr 23, 2024 @ 5:23pm 
Originally posted by Mardoin69:
I feel like CC's mod was designed to make it so you could mix n match ANY class into your party and forego having a traditional 'Rogue' class. Maybe they were thinking it would be fun to have mostly spellcasters and / or fighter types. Then, any of them could fill the Rogue's role. The hide in shadows additions I don't really get. Sure, it enables some extra AC bonus but, that's not balanced with the fighter classes since they already get great armor choices. Magic user's... sure. The rest I didn't get it. Traditional ADnD would throw it in for the Ranger but, they already get some great cloaks in this game so.... not needed imo.

Wouldn't Hide in Shadows just be the same thing as Stealth is in this game?? Lol.
Kriz-Eon Apr 23, 2024 @ 6:01pm 
Opening up the Cosmic Forge, I see Item Editor, Monster Editor, Loot Editor, Location Editor, NPC Editor, Spell Editor, Encounter Table Editor, Missile Editor and Fact Editor...
I see no Class Editor... not sure what to do, lol.
Last edited by Kriz-Eon; Apr 23, 2024 @ 6:02pm
Mardoin69 Apr 23, 2024 @ 9:38pm 
Originally posted by Kriz-Eon:
Opening up the Cosmic Forge, I see Item Editor, Monster Editor, Loot Editor, Location Editor, NPC Editor, Spell Editor, Encounter Table Editor, Missile Editor and Fact Editor...
I see no Class Editor... not sure what to do, lol.

Yes--Hide in Shadows is = 'Stealth' in this game.

The method to edit classes is to click on the menu at top 'Editors' and select from the list 'Game Info.' I know, it's not real intuitive... took me a bit to find it. All the other editors seem to be selectable down in the main window... except that one.
Kriz-Eon Apr 23, 2024 @ 11:12pm 
Originally posted by Mardoin69:
Originally posted by Kriz-Eon:
Opening up the Cosmic Forge, I see Item Editor, Monster Editor, Loot Editor, Location Editor, NPC Editor, Spell Editor, Encounter Table Editor, Missile Editor and Fact Editor...
I see no Class Editor... not sure what to do, lol.

Yes--Hide in Shadows is = 'Stealth' in this game.

The method to edit classes is to click on the menu at top 'Editors' and select from the list 'Game Info.' I know, it's not real intuitive... took me a bit to find it. All the other editors seem to be selectable down in the main window... except that one.

Ah, thanks... I see now... not able to edit the name of the Class tho??
Mardoin69 Apr 24, 2024 @ 1:27am 
Originally posted by Kriz-Eon:
Ah, thanks... I see now... not able to edit the name of the Class tho??

Nope, don't think so.
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