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How to remove Geomantic sorcerer disadvantages in the kit


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In the middle of the TP2 file, find the ADD_KIT statement for your game (the second one is for Enhanced Editions). Right below that, find where it says "appended to ABCLSMOD.2da." You'll see the code has a few -2s which correspond the the stat penalties; change them to 0. Look down to see "path to your CLAB-style 2da file", the CLass ABilities file. Find the file and open it. The GA_ entries Give Abilities, and the AP_ entries APply effects. In the 1 column (the stuff that happens when this kit reaches level 1), there are only two AP_ entries, which apply the XP and casting speed reduction. Replace them with the default "no value": ****.

If you want to change the text so they no longer appear in the description, go back to the TP2 file and look a little down from the CLAB path where there is a few SAYs. Look in the druidsor/languages/<your language here> folder. We are looking for the piece of text marked 102. The aataqah file has only a few lines and no 102, so open setup.tra. Scroll down to find 102, delete the Disadvantages lines, and save the file.

If you (re)install the kit now, new characters will no longer have those disadvantages.



For the alignment restriction...


Yes. In the middle of the ADD_KIT block of text, look for "appended to ALIGNMNT.2da". Immediately below that, change all the 0s to 1s.



This was kindly explained by Criosaur (https://forums.beamdog.com/profile/Cryosaur), give him a kudos boys...
 

Edited by Arthas
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How to edit ca#dsor.2da

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More informations....

Question: In the second part, you wrote

If you want to change the text so they no longer appear in the description, go back to the TP2 file and look a little down from the CLAB path where there is a few SAYs.

Look in the druidsor/languages/<your language here> folder. We are looking for the piece of text marked 102. The aataqah file has only a few lines and no 102, so open setup.tra. Scroll down to find 102, delete the Disadvantages lines, and save the file.

What's the point of the first statement, if we are going to look into languages folder?
I mean, the references to setup.tra are only in page 1.



Answer by Criosaur:

I wanted you to understand at least a little what I was telling you to do. You had mentioned removing the restrictions for another kit.

If you look at the TP2 where those SAYs are in the ADD_KIT, you'll see a (partially incorrect) comment about what they are. The third SAY contains the kit's description, which is "@102";. Of course, that's just a reference; you have to find where "@102"; is defined so you can edit the kit's description and remove the part about the restrictions you just got rid of.

The text does not have to be in a TRA file; if a mod author does not care about supporting multiple languages and does not care about separating their code into neat fragments, it can be bare text like SAY "blah blah" instead of SAY @ 12345. Also, it can be time consuming to find the correct text snippet to modify among possibly multiple large TRA files; much easier to know the reference number of the text you are looking for.

If you've looked at a bunch of mods, it is true that most have a setup.tra. However, that file often only contains text pertaining to installing the mod: component names, error conditions, etc. Dialogues, item and character names, text that is actually displayed inside the game is often stored in separate files because they potentially need special handling if a mod supports both the now-ancient game variants and the modern Extended Editions.

Edited by Arthas
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