Question Posted April 14, 2006 Share Posted April 14, 2006 First of all does anyone have the links to the tools i need?With teambg gone im not sure where to get them anymore. Secondly does anyone have an idea how this could be done? I am thinking of making a class/kit that has the abilities of a fighter, mage, cleric and thief, or such. I assume this would involve (mostly) copying and pasting the class abilities from another class? Link to comment
Andyr Posted April 14, 2006 Share Posted April 14, 2006 You can't make a new class. To make a new kit you'll need WeiDU and some tool to make .SPL files. It's all explained in Cam's excellent tutorial here: BG2 Kit Creation Series - by CamDawg Part One: Limitations of the Engine Part Two: Game Files Involved Part Three: Installing with WeiDU Part Four: Additional WeiDU Functions Link to comment
Question Posted April 15, 2006 Author Share Posted April 15, 2006 What about, say, modifying an existing class?In BG1/2? Link to comment
Grim Squeaker Posted April 15, 2006 Share Posted April 15, 2006 What about, say, modifying an existing class?In BG1/2? <{POST_SNAPBACK}> To a degree. You can change abilities gained at certain levels, but you're not gonna be able to change some more complicated aspects of various classes. Also as a sidenote, unless you are pnp'ifying the classes as we've done in various mods, people might not be too pleased about modifications to the base classes. Link to comment
Question Posted April 15, 2006 Author Share Posted April 15, 2006 Na just screwing around with stuff on my own. As a start im trying to allow all weapons for all classes. Ive edited the .2DA file and placed it in override folder but am not seeing any effects whatsoever? Link to comment
Grim Squeaker Posted April 15, 2006 Share Posted April 15, 2006 As a start im trying to allow all weapons for all classes. Ive edited the .2DA file and placed it in override folder but am not seeing any effects whatsoever? <{POST_SNAPBACK}> Well, Ghrey's Ashes of Embers mod at PPG does that already. Link to comment
NiGHTMARE Posted April 15, 2006 Share Posted April 15, 2006 As a start im trying to allow all weapons for all classes. Ive edited the .2DA file and placed it in override folder but am not seeing any effects whatsoever?<{POST_SNAPBACK}> Are you talking about CLASWEAP.2DA? AFAIK it doesn't actually do anything in BG2; it's just a holdover from BG1. I mean, according to that file, priests of Talos can wield any weapon, cavaliers can use bows, etc. For some reason you still seem to have to include an entry in it for a new kit, though. To accomplish what you want, you have to edit each and every relevant .itm file. That might sound like a daunting job, but actually all it takes is a couple of lines of code in WeiDu . Link to comment
NiGHTMARE Posted April 15, 2006 Share Posted April 15, 2006 Well, you mentioned kits, and since BG1 doesn't actually have those, I kind of assumed... . Link to comment
Question Posted April 15, 2006 Author Share Posted April 15, 2006 Well, you mentioned kits, and since BG1 doesn't actually have those, I kind of assumed... . <{POST_SNAPBACK}> Yes now im trying to edit BG1's weapon allowed to classes for starters. Why isnt the file working? Link to comment
NiGHTMARE Posted April 15, 2006 Share Posted April 15, 2006 You still need to edit the usability flags in all the relevant .itm files. See here: http://iesdp.gibberlings3.net/ieformats/itm_v1.htm Link to comment
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