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two questions about kit modding


Guest Cippalippa78

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Guest Cippalippa78
Posted

Hello

 

I am working on a kit mod for EET (paladit kits inspired by WH40K grey knights) and would like to know how to do the following.

1. How do one set the level at which a character does turn undead? What if one would like to set it at 75% of its current level, or 125%?

2. How does one make the kit follow a spell progression table from another class?

 

THANKS!

Posted

1. Does or gets? You can change the TURNUNDEADLEVEL stat via an opcode, which will influence the strength of the turning. It's a bonus/malus on top of the strength given by class levels. So you can't change the whole calculation. I'm pretty sure you can't affect at which level they get the ability either.

2. Impossible.

Posted
11 hours ago, lynx said:

2. Impossible.

Not ... in the extreams. One can make a Paladin kit that turns the paladin into a priest(cleric), that then gets the cleric spell progression, acts like a paladin as the priest class, get's more hit points etc and gets their turn undead levels etc but is able to fight like a fighter cause thac0 is just a number. The level progression is that of a cleric though. 
Now, there are some whiggle in the system that make this kinda hard to purposely make, such as weapon proficiency and equipping restrictions, but those can also be gone around, if you take like 10 years in circumventing the current restrictions but give new ones... which isn't really worth it, but it can be done... mostly.
... in the extreams.

Guest Cippalippa78
Posted

Wouldn't it be easier at that point just add via spell at each levelup the missing spell slots? I know it would be A LOT of additional spells to create to match the two spell progressions but probabl;y easier than circumventing everything else...no?

Posted (edited)
1 hour ago, Guest Cippalippa78 said:

Wouldn't it be easier at that point just add via spell at each levelup the missing spell slots? I know it would be A LOT of additional spells to create to match the two spell progressions but probabl;y easier than circumventing everything else...no?

Not really, as it happens that the paladin doesn't get to use the additional spell slots they have without the table having at least 1 for that level... so .. no.

Edited by Jarno Mikkola
Posted
2 hours ago, Guest Cippalippa78 said:

Wouldn't it be easier at that point just add via spell at each levelup the missing spell slots? I know it would be A LOT of additional spells to create to match the two spell progressions but probabl;y easier than circumventing everything else...no?

Spell slot bonuses don't work if the base number is 0. So you can't mess with spell tables - at least, not easily.

Guest Cippalippa78
Posted

ok, got it, I managed to make the first kits.

They appear in the kit selection screen of the character generation but then the game gets stuck when i click past the proficiency selection page. Any idea what the problem might be?

Posted
35 minutes ago, Guest Cippalippa78 said:

ok, got it, I managed to make the first kits.

They appear in the kit selection screen of the character generation but then the game gets stuck when i click past the proficiency selection page. Any idea what the problem might be?

I vaguely recall that can happen if a spell applied in your CLAB file has a problem with it. About that point in character generation (after skills and spell selection) is when all the kit abilities are applied.

Posted
4 hours ago, Guest Cippalippa78 said:

ok, got it, I managed to make the first kits.

They appear in the kit selection screen of the character generation but then the game gets stuck when i click past the proficiency selection page. Any idea what the problem might be?

Where did you test this ? ToB start or SoA start or BG1(EE) start ? If it's only ToB start, you set items(armor) could mess up the animations...

Guest Cippalippa78
Posted

EET start

The kits apply normally if I start a game with an unkitted character and then apply the kit a posteriori with eekeeper and apply the effects the kit through it.

Also it happens with two different kits that have different spells in the clab at level 1. But it is worth double checking!

Guest Cippalippa78
Posted

ok - no the problem wasn't with the DISABLE Button. As far as I can tell it was because the spells I was applying in the CLAB as an AP did not have on opcode 318 (Protection from Resource Stat level=0) in it (???)... have no clue why that fixed stuff. So, for now, only hiccup is the fact I cannot get the GM in the proficiencies...

Posted (edited)
5 hours ago, Guest Cippalippa78 said:

So, for now, only hiccup is the fact I cannot get the GM in the proficiencies...

That's a Fighter only, normally... and in EET, the start cap should also be 2 starts max -too. And 5 on Fighters level'ed up enought to get +3 proficiency'es. This is in the profmax.2da file, and weapprof.2da .. but that last your kit mod should handle for itself. BUT your kit won't be able to get more than the base non-kitted class.. so you need to give the base class that adjustment too, in that file. So just set everything to 5 ... if you are so inclined.

Edited by Jarno Mikkola
Posted
12 hours ago, Guest Cippalippa78 said:

As far as I can tell it was because the spells I was applying in the CLAB as an AP did not have on opcode 318 (Protection from Resource Stat level=0) in it (???)... have no clue why that fixed stuff.

That fixed stuff because your spell has something wrong with it, which caused the game to crash when applied to a character. The op318 effect stopped the spell from being applied, and thus stopped the crash. But your spell is still broken. 

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