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Discussion: BG2 Kit Creation Series


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Guest Biubid_boy

Hello everyone, I am working on my first mod, a dwarven smith type kit. I just want to know what do do when it says

 

~Cleric_Remix/Selune/C!Selune.2da~

This is the path to your CLAB-style 2da file for the kit. If you were to use MYKIT.2da and put it inside the MyMod folder, than this line would be ~MyMod/MYKIT.2da~ instead. The filename can not exceed eight characters.

 

What exactly is the C!Selune.2da file?

Thanks in advance,

Biubid_boy.

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Guest Guest

Now a new problem has arrisen for me. I successfully made my mod! But when I tried to make a theif kit, my game crashes everytime I get to skills on the character creation page. Here's my code:

 

BACKUP ~EnforcerKit/backup~

AUTHOR ~Biubidboy@gmail.com~

BEGIN ~Smith Fighter Kit for BGII~

 

ADD_KIT ~C#Enforcer~

//weapons

~C#Enforcer 1 1 1 1 1 1 1 1~

~C#Enforcer 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1~

// STR DEX CON INT WIS CHR

~C#Enforcer 3 13 3 3 3 3~

~C#Enforcer +1 -1 +1 -2 0 -3~

~C#Enforcer 0 0 0 0 0 0~

~C#Enforcer 0 0 0 0 0 0~

//alingments

~C#Enforcer 0 1 1 1 1 1 1 1 1~

// dualcass

~C#Enforcer 0 0 0 0 0 0~

// 2da

~EnforcerKit/Enforcer.2da~

~K_T_H~

// unusable and class

~0x00008000 4~

// high level abilities

~LuFi0~

//equipment

~~

// description

SAY ~enforcer~

SAY ~Enforcer~

SAY ~Enforcer: An Enforcer is a character less proficient at the finery of theiving. More burly than the the average shady character, they can intimidate most commoners and creatures alike. They may even be referred to as thugs. But the fact remains, the Enforcer is good at what they do.

 

Advantages:

-Gain Underhanded Blow. Gives the Enforcer 1 turn to give the enemy an underhanded blow. The shot deals 1 D10 damage to the next creature the Enforcer hits. A miss will waste the ability.

-Gain Intimidate. All enemy creatures around the Enforcer must make a save-versus-spell or flee. Lasts 1 turn. Undead and other magical creatures are immune.

-Plus 1 to Strength and Constitution.

 

Disadvantages:

-15% skills at level up.

-Minus 2 to Intelligence.

-Minus 3 to Charisma.

-Must be human.

 

~

 

//special abilities

COPY ~EnforcerKit/ENFORCER1.SPL~ ~override/ENFORCER1.SPL~

SAY NAME1 ~Underhanded Blow~

COPY ~EnforcerKit/ENFORCER2.SPL~ ~override/ENFORCER2.SPL~

SAY NAME1 ~Intimidate~

Any help you could give would be great,

Biubid_boy.

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You don't need the + in front of the numbers in that row about stat adjustments, though I don't know if that is the problem.

 

Try replacing your CLAB with another one from the existing game and see if it still crahses--that could help determine whether the problem is there or somewhere else.

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You'd set their kit flag to match that of the Wizard specialism with the relevant opposition school. Take a look at Song and Silence's code--I did it for one of the kits (Gypsy, IIRC).

 

Buttons are disabled using the Disable Button opcode. Look in the IESDP or the coding for the Inquisitor kit for examples.

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Guest Biubid_boy

Hmm.... I tried your advise, except instead of one disallowed mage school, I tried to make it ALL but one. I added all the mage kits unusable/class numbers together (except Abjurer), and tried it out. But there are still a number of schools avainable to me. Here is my number:

 

// unusable and class
~0x00004580 5~

 

What can I do to make all the kits but Invoker be dissalowed?

Thanks,

Biubid_boy.

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Did you add the flags in decimal, or in hex? It makes a difference.

 

(Or at least, when I didn't really understand what I was doing a year or so ago it did.)

 

EDIT: You should be adding them as hex.

Edited by Andyr
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Guest Biubid_boy

Ok thanks. I need to change the bard song effect and I've had a look at song and silence. In the mod they seem to use spells instead of the button. I tried using the 'Change Bard Song' effect, but it doesn't seem to do anything.

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Guest guest

ok real noob question coming up, coming from someone with no modding experience who just wanst to add a kit to the game.

 

I followed all the instructions in your excellent tutorial but, get this, how do I actually put what is at the moment a few lines of text into the game so I can use it?

 

*Shocking silence*

 

Im sure its very simple but I dont know how :p:p

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Guest Guest

I want to add a new theif kit that basically combines all the three kits together into one kit called Grandmaster. unballanced I know but I intend to solo with it and I just want more options.

 

This is ALL the coding Ive done

 

ADD_KIT ~Grandmaster~

 

// appended to CLASWEAP.2da

~Grandmaster 1 1 1 1 1 0 0 0~

// appended column-wise to WEAPPROF.2da

~Grandmaster 0 1 0 0 1 0 0 1 0 1 5 0 0 1 1 1 0 1 0 0 0 0 1 1 0 5 1 1 1 1 1 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~

// appended to ABCLASRQ.2da

~Grandmaster 0 12 0 0 12 18~

// appended to ABCLSMOD.2da

~Grandmaster 0 2 0 -2 0 0~

// appended to ABDCDSRQ.2da

~Grandmaster 0 15 0 0 0 0~

// appended to ABDCSCRQ.2da

~Grandmaster 0 15 0 0 0 0~

// appended to ALIGNMNT.2da

~Grandmaster 0 0 1 0 0 0 0 0 0~

// appended to DUALCLAS.2da

~T!Grandmaster 0 0 0 0 0 0~

~MyMod/MYKIT.2da

~K_T_H K_T_D K_T_G K_T_E K_T_HE K_T_HL K_T_HO~

~0x00040000 4~

~C!4~

~LEAT14 * HELM26 BAG20 RING28 RING36 * BOOT01 AMUL22 BRAC10 BELT06 AROW11,40 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN4,2 POTN14,5 SW1H40 SW1H33 SW1H54~

SAY ~Grandmaster~

SAY ~Grandmaster~

SAY ~Grandmaster: Description cut due to length~

 

COPY ~MyMod/Mykit.kit~ ~override~

 

Basically i dont know how to implemet the mod into my game as all i have at the moment is a bunch of text. So what do I do next to put it into the game.

 

I realise that this is absolute beginer stuff but thats what i am :p

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