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And one final thing - the fallen ranger/paladin condition when the rep falls below a certain amount - is it possible to modify/remove this for certain kits?

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I was wondering if the Kit Creation Tutorial can be applied directly onto IWD2?

 

If not, did anyone of the more advanced coders ever review Tioma's added Cleric Domains for IWD2:

 

http://www.sorcerers.net/Games/IWD2/index_mods.php

 

Is his updates "flexible" or does he override anything inflexibly?

 

Is there a possibility of somehow adopting this model for adding just one cleric domain and will such an add-on conflict with Tioma's mod if installed before or after it?

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IWD2 works differently--I remember Tioma's mod on the old Interplay forums before they closed down, and helped them move to FWS (though I think they might have vanished from SHS now).

 

I don't think ADD_KIT would work on an IWD2 game, though I haven't tried. I remember Tioma had to manually replace kits from the existing game to provide his alternates.

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How does one go about altering the spell progression of a ranger, paladin or bard kit? Specifically, adding spell levels greater than 3 for a ranger.

 

The only way to do what you want is to alter MXSPLRAN.2da. This will obviously alter spell progression for the base class and other ranger kits, but you can then add spell slot removing .spls in all the relevant CLABxx.2da's.

 

A word of warning: only use spell slot removing .spls in the CLAB if you're going to remove *all* the spell slots of those levels (e.g. all level 4+ spell slots in your case). Only removing some slots in a level can lead to spells getting unmemorized after loading saved games.

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I was looking for an uber powergaming/solo multiclass with kit's, but i couldnt find what i wanted. (yes, i know bout the Reaver kit :D)

 

I was looking for something like this

 

Kensai/Mage/Assassin/Priest of Helm(cleric)

 

And that levels up separately in each class, wich would be 50 in each of total 200.

 

So, my question is, due to engine limitations, is it eaven possible to make that kind of multiclass kit?

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No.

 

Multiclasses are themselves classes (i.e. FIGHTER_MAGE is a class and not just FIGHTER plus MAGE). There is no Fighter/Mage/Cleric/Thief class - and classes are hardcoded, so there won't be.

 

You could make a kit for a multiclass and assign it by scripting (you won't be allowed to pick kits for multiclasses at character creation, this is also hardcoded) that combines the abilites and restrictions of a bunch of other kits, but that's probably as close as it's possible to get.

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Hi all ???

 

I'm new to BG2 modding, but I have read CamDawg's tutorial multiple times, downloaded lots of mods and reviewed them, etc. Following all of this I have been toying around with making custom kits and I have been able to do most the things I wanted to, or at least I have found posts in forums here and elsewhere telling me I can't do them.

 

However, there is one thing I have been unable to do that I thought could be done, and that was to add Lock Picking to a Bard kit, or even just to a Bard in general. The things I have tried include: adding AP_ type spells in a CLAB to add the Open Locks skill at each level, manually setting the Open Locks skill using ShadowKeeper (this was just for testing purposes, as it obviously not a solution for kit making), adding a new column called "OPEN_LOCKS" in the SkillBrd.2da, changing the usability flag in the WeiDU ADD_KIT to a base of thief, changing the hex code in the usablity flag to a thief kit, creating AP_ type spells in the CLAB that enabled the thieving button, and various combinations of the previous entries in this list. I know the buttons for the classes are hard coded as to which will appear for a character, but since the thieving button exists for the Bard, I hoped there would be a way to add another thieving skill to a Bard kit.

 

So my two burning questions for everyone here are, has anyone added the Open Locks skill to any sort of Bard in a way that the Bard could use the skill? And if so, how was it accomplished?

 

Also, unrelated to the above, I was considering making Immy a multi-class mage/thief instead of a dual class. But I was also thinking to give her both the Swashbuckler kit plus a custom mage kit. As a *dual* class and using the AddSuperKit script action, having the abilities of two kits seems possible. But I wondered if anyone here has tried to do this sort of thing with a multi-class.

 

Thanks in advance!

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I wanted to comment about the kit creation tutorial - which, by the way, rocks. The only thing I thought I should mention is that the info regarding this section from Part Three:

 ~C!3~

Determines which HLA table to use for the kit. (If the kit is installed on an SoA-only game, the lines delaing with ToB are ignored.) If you use a custom table, you'll need to copy it over separately (covered below).

I had created a custom HLA table and named it LUDT1.2DA. When I got to this part in the .tp2, I had put in ~LUDT1~. I was frustrated when I levelled up my char in-game and he didn't get any HLAs. It wasn't until today when I was browsing LUABBR.2DA with NI that I discovered my kit sticking out with the LU prefix that none of the other kits had. So, I modified my .tp2 to just ~DT1~ and re-installed and everything worked fine. I thought it might be helpful for newbies if you included a small note about this in that section. Also, I think it was mentioned earlier that someone had skipped the ToB-related lines because they only used SoA and it was failing to install because of that, so perhaps it could be stressed that although the lines are ignored if using SoA, it is necessary to have them.

Edited by Mike1072
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Sorry Iondragon, I wish I had seen your post earlier.

 

However, there is one thing I have been unable to do that I thought could be done, and that was to add Lock Picking to a Bard kit, or even just to a Bard in general. The things I have tried include: adding AP_ type spells in a CLAB to add the Open Locks skill at each level, manually setting the Open Locks skill using ShadowKeeper (this was just for testing purposes, as it obviously not a solution for kit making), adding a new column called "OPEN_LOCKS" in the SkillBrd.2da, changing the usability flag in the WeiDU ADD_KIT to a base of thief, changing the hex code in the usablity flag to a thief kit, creating AP_ type spells in the CLAB that enabled the thieving button, and various combinations of the previous entries in this list. I know the buttons for the classes are hard coded as to which will appear for a character, but since the thieving button exists for the Bard, I hoped there would be a way to add another thieving skill to a Bard kit.

 

So my two burning questions for everyone here are, has anyone added the Open Locks skill to any sort of Bard in a way that the Bard could use the skill? And if so, how was it accomplished?

I don't know of any, no.

 

Also, unrelated to the above, I was considering making Immy a multi-class mage/thief instead of a dual class. But I was also thinking to give her both the Swashbuckler kit plus a custom mage kit. As a *dual* class and using the AddSuperKit script action, having the abilities of two kits seems possible. But I wondered if anyone here has tried to do this sort of thing with a multi-class.

Take a look at Idobek's NPC Kit. You can kit both sides of Imoen with it. Also, if it works for a dual-class, it should work for a multi-class.

 

I had created a custom HLA table and named it LUDT1.2DA. When I got to this part in the .tp2, I had put in ~LUDT1~. I was frustrated when I levelled up my char in-game and he didn't get any HLAs. It wasn't until today when I was browsing LUABBR.2DA with NI that I discovered my kit sticking out with the LU prefix that none of the other kits had. So, I modified my .tp2 to just ~DT1~ and re-installed and everything worked fine. I thought it might be helpful for newbies if you included a small note about this in that section. Also, I think it was mentioned earlier that someone had skipped the ToB-related lines because they only used SoA and it was failing to install because of that, so perhaps it could be stressed that although the lines are ignored if using SoA, it is necessary to have them.

Good point; whenever I get around to updating it I'll add this. :)

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Some classes can not be kitted - Sorcerers, monks, barbarians, and wild mages can not be kitted.
This means that these classes cannot be kitted for a PC, correct? NPC only kits for these classes can be made, can't they? (Good to know before I start trying to tinker about)
Err, no. These four really are hardcoded and unkittable. With a custom NPC though, you can grant extra abilities and such with a script that grants extra abilities at level-up.

I believe Sorcerers and Monks can be kitted, but you can't select the kits when creating your character, you have need to edit their kit in-game with AddKit() or by using Shadowkeeper.

 

The final column, CLASS, refers to the parent class of the kit--i.e. Assassins, Bounty Hunters, and Swashbucklers would have the value for thief in this column. Valid values are 1 (Mage), 2 (Fighter), 3 (Cleric), 4 (Thief), 5 (Bard), 6 (Paladin), 11 (Druid), and 12 (Ranger).
The values for Sorcerer and Monk are 19 and 20, respectively, from class.ids.

 

Heh, I had only tested this on Imoen and Nalia and assumed the problem to be universal, it is not. Adding a kit to trueclass or multiclass mage gives the extra spells. Adding a kit to a dualclass mage (or a mage/thief, at least) doesn't.
I did a bit of testing with this yesterday and discovered that for trueclass, multiclass, and dual classes whose ORIGINAL class is Mage, the spells are added properly (upon gaining a level in any class). Dual classes who start as something other than mage seem to never gain the extra spells. Also, going from specialist to trueclass will reduce the number of spells to the proper amount on levelling.
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Guest Landr

PLEASE HELP

 

this is my first time making a kit, and i have been having trouble, getting rather confused, but finally I almost installed my kit, but at the end it says

FATAL ERROR: Sys_error("dialog.tlk: Permission denied")

 

anyone know why this is happing?

thanks in advance.

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Hi, I have installed my kit, but the game crashes when I get to the select skills in character creation. Why would this be happening?

 

here is my code:

 

BACKUP ~MyMod/backup~ // so WeiDU can uninstall

AUTHOR ~blah@hotmail.com~ //

BEGIN ~Ninja Kit~ // name of this component

ADD_KIT ~Ninja~

// appended to CLASWEAP.2da

~C!Selune 0 0 1 1 0 1 0 0~

// appended column-wise to WEAPPROF.2da

~C!Selune 0 0 0 0 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~

 

// appended to ABCLASRQ.2da

~Ninja 11 15 13 0 11 0~

// appended to ABCLSMOD.2da

~Ninka 0 0 0 0 0 0~

// appended to ABDCDSRQ.2da

~Ninja 13 12 14 0 11 0~

// appended to ABDCSCRQ.2da

~Ninja 15 15 15 0 11 0~

// appended to ALIGNMNT.2da

~Ninja 0 0 0 1 1 1 1 1 1~

// appended to DUALCLAS.2da

~Ninja 0 0 0 0 0 0~

 

// path to your CLAB-style 2da file

~NinjaKit/nin2da.2da~

 

// PC races and classes allowed to use this kit, from KITTABLE.2da

~K_R_H K_R_E K_R_HE~

 

// usability flags, added to the end of the KITLIST.2da entry

~0x00010000 12~

 

// HLA table to use; see LUABBR.2da

~Ra0~

 

 

// list of starting equipment for PCs starting in ToB. Appended column-wise to 25STWEAP.2da

~CHAN09 * HELM07 BAG20 RING06 RING31 * BOOT01 AMUL19 BRAC16 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN4,5 POTN14,5 HAM07 SW1H27 STAF08~

 

 

 

// Lower, mixed, and help kit names and descriptions, added to KITLIST.2da

SAY ~NINJA~

SAY ~NINJA~

SAY ~NINJA: Description cut due to length~

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Hi, I have installed my kit, but the game crashes when I get to the select skills in character creation. Why would this be happening?

I tested this with an empty CLAB file and it made it through character creation, so your error might be in there - however, there are a number of things here that should probably be fixed.

 

// appended to CLASWEAP.2da
~C!Selune 0 0 1 1 0 1 0 0~
// appended column-wise to WEAPPROF.2da
~C!Selune 0 0 0 0 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~

 // appended to ABCLSMOD.2da
~Ninka				0	   0	   0	   0	   0	   0~

The first entry of all of these should be changed to match your internal kit name, Ninja.

 

You should also try to fill in the Backup and Author fields appropriately. Optionally, you might want to change the kit names and descriptions. Changing the Lower name to ~ninja~ is very marginally useful - it will change the size of the text to match most* of the other kits on character creation. Changing the mixed name to ~Ninja~ will make it not stand out as much compared to the other kits and classes on various screens but is a matter of taste. To be clear, the help text/kit description is the spot to place the full description of the kit including advantages and disadvantages - it was merely cut for length in the tutorial to save space.

 

 

* For whatever reason, the cleric kits seem to be "special" in this regard - their lower string capitalizes the name of the deity, making it look slightly strange. I would recommend this for inclusion in some fixpack - if anyone actually cared about it. :(

Edited by Mike1072
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