jmerry Posted April 11, 2023 Share Posted April 11, 2023 (edited) That code has 16-bit kit ID numbers for everything. The kit ID field is actually 32 bits, at least in the EE. The 16 bits shown there are half of it, and barbarians and wild mages use the other half. After applying that code to a previously unmodified version of kit.ids (BGEE 2.6), it would look like this: Spoiler IDS 0x4000 0x4000 TRUECLASS 0x4001 0x4001 BERSERKER 0x4002 0x4002 WIZARDSLAYER 0x4003 0x4003 KENSAI 0x4004 0x4004 CAVALIER 0x4005 0x4005 INQUISITOR 0x4006 0x4006 UNDEADHUNTER 0x0040 0x0040 MAGESCHOOL_ABJURER 0x0080 0x0080 MAGESCHOOL_CONJURER 0x0100 0x0100 MAGESCHOOL_DIVINER 0x0200 0x0200 MAGESCHOOL_ENCHANTER 0x0400 0x0400 MAGESCHOOL_ILLUSIONIST 0x0800 0x0800 MAGESCHOOL_INVOKER 0x1000 0x1000 MAGESCHOOL_NECROMANCER 0x2000 0x2000 MAGESCHOOL_TRANSMUTER 0x4000 0x4000 MAGESCHOOL_GENERALIST 0x4007 0x4007 FERALAN 0x4008 0x4008 STALKER 0x4009 0x4009 BEASTMASTER 0x400A 0x400A ASSASIN 0x400B 0x400B BOUNTYHUNTER 0x400C 0x400C SWASHBUCKLER 0x400D 0x400D BLADE 0x400E 0x400E JESTER 0x400F 0x400F SKALD 0x4013 0x4013 GODTALOS 0x4014 0x4014 GODHELM 0x4015 0x4015 GODLATHANDER 0x4010 0x4010 TOTEMIC 0x4011 0x4011 SHAPESHIFTER 0x4012 0x4012 BEASTFRIEND 0x40000000 0x0000 BARBARIAN 0x80000000 0x0000 WILDMAGE 0x4020 Blackguard 0x4021 SHADOWDANCER 0x4022 DWARVEN_DEFENDER 0x4023 DRAGON_DISCIPLE 0x4024 DARK_MOON 0x4025 SUN_SOUL 0x4028 OHTYR 0x4029 OHTEMPUS I can't imagine adding an extra column to parts of an IDS file would do anything good. That whole block of code looks useless at best for the EE (the kit ID numbers are right there already) and potentially actively harmful. Most of what a kit does is handled through kitlist.2da; that needs to know what class the kit is associated with, which isn't in the IDS. That includes item usability, so the wild mage only items from Neera's content should work fine. So, then, what would those changed numbers in the IDS file do? It would break any script-based checks for those kits. For example, when you create a new character in SoD, there's a script that runs a bunch of complicated class and kit checks to generate starting equipment. With that kit check broken due to the 0x0000 value, a barbarian would get heavy armor (enchanted plate or full plate) that they can't wear rather than the enchanted chain mail they're supposed to get. Similarly, there are some kit-specific bits of dialogue; a barbarian wouldn't get the chance to tell Bartleby "When the haze of battle consumes me, I destroy all who stand before me. Would you join the fallen?" That's not incompatibility with EET. It's incompatibility with the EE as a whole. Edited April 11, 2023 by jmerry Quote Link to comment
Aryene Posted April 11, 2023 Author Share Posted April 11, 2023 Well then, I suppose that might be something folks installing this mod on EE might want to know . I can't fix it on my own, cause I haven't the foggiest what can stay and what cannot. I also haven't the foggiest what is the purpose of that file in this mod. Quote Link to comment
megrimlock Posted April 13, 2023 Share Posted April 13, 2023 I just looked at other mods by the same coder - it looks like Arath has the same bit of code. Quote Link to comment
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