Jump to content

Discussion: BG2 Kit Creation Series


Recommended Posts

In the Kit Creation series, it says to "see below for more details on HLA tables (custom, etc). I looked through all 4 parts and couldn't find anything more on them. Is there a tutorial out there for assigning and constructing a custom HLA table?

 

And further on the same question, I'm looking at the luxx0.2da file structure and there are a few things that I'm not sure what to do with them

 

luxx0.2da

Controls the high-level abilites available to each kit.
In BG2 ToB we have (luba0.2da):

2DA V1.0
*
	   ABILITY	ICON	   STRREF	 MIN_LEV	MAX_LEVEL  NUM_ALLOWED PREREQUISITE EXCLUDED_BY ALIGNMENT_RESTRICT 
1		  GA_SPCL910 *		  *		  1		  99		 16		  *			*		   *				  
2		  GA_SPCL911 *		  *		  1		  99		 16		  *			*		   *				  
3		  GA_SPCL912 *		  *		  1		  99		 16		  *			*		   *				  
4		  GA_SPCL913 *		  *		  1		  99		 16		  *			*		   *				  
5		  GA_SPCL914 *		  *		  1		  99		 16		  GA_SPCL913   *		   *				  
6		  AP_SPCL915 *		  *		  1		  99		 1		   *			*		   *				  
7		  GA_SPCL917 *		  *		  1		  99		 16		  *			*		   *				  
8		  GA_SPCL918 *		  *		  1		  99		 16		  *			*		   *				  
9		  GA_SPCL919 *		  *		  1		  99		 16		  *			*		   *				  
10		 AP_SPCL920 *		  *		  1		  99		 1		   *			*		   *				  
11		 GA_SPCL921 *		  *		  1		  99		 1		   *			*		   *				  
12		 *		  *		  *		  *		  *		  *		   *			*		   *				  
13		 *		  *		  *		  *		  *		  *		   *			*		   *				  
14		 *		  *		  *		  *		  *		  *		   *			*		   *				  
15		 *		  *		  *		  *		  *		  *		   *			*		   *				  
16		 *		  *		  *		  *		  *		  *		   *			*		   *				  
17		 *		  *		  *		  *		  *		  *		   *			*		   *				  
18		 *		  *		  *		  *		  *		  *		   *			*		   *				  
19		 *		  *		  *		  *		  *		  *		   *			*		   *				  
20		 *		  *		  *		  *		  *		  *		   *			*		   *				  
21		 *		  *		  *		  *		  *		  *		   *			*		   *				  
22		 *		  *		  *		  *		  *		  *		   *			*		   *				  
23		 *		  *		  *		  *		  *		  *		   *			*		   *				  
24		 *		  *		  *		  *		  *		  *		   *			*		   *

 

I assume the first column is just a number on the list for the abilities. The ABILITY column is obviously the GA_SPELLFILENAME or AP_SPELLFILENAME. I don't know what the ICON, STRREF, MIN_LEV, MAX_LEVEL do, NUM_ALLOWED I'm guessing is the number of times the HLA can be picked. PREREQUISITE is likely the ability needed before getting any others, though looking at several kit's Luxx0.2da files this seems to be a bit more complicated. EXCLUDED_BY is for either/or HLAs (you'd want the two HLAs to exclude each other). And ALIGNMENT_RESTRICT is what restrictions alignment place, though I'm not sure what are valid tokens to use here, or where exactly to look them up.

Edited by Caedwyr
Link to comment

This probably isn't the place to post this but, I'm working on an NPC and I

want to give him the Blade Master kit that's part of SPStuff. I am new to all this

and have no idea how to do it. Is the instructions given here the best way?

If not, is there a tutorial that can help me as I haven't been able to find one.

Also, I am a bit confused as to how to assign the kit to the cre. I assume

with NI but again, at a loss. Any help, advice would be greatly appreciated.

Link to comment
Guest Deathmaster

Hi, I've been trying to create my own kit. Read your guide, and it was all going well untill part 4 and I got quite lost. So I need some help.

 

All I want to do is create quite a simple paladin kit.

 

Kit is called "Fiend Overlord"

 

Adv.

Has permament protection from evil.

 

Level 9: Gains mage spell "Find Familiar" which is added to his level 1 priest spellbook.

Level 11: Gains mage spell summon "Cacofiend" and is added to his level 2 priest spellbook

Level 15: Gains mage spell "Summon Fiend" and is added to his level 3 priest spellbook

Level 19: Gains mage spell "Gate" and is added to his level 4 priest spellbook

 

Also thinking about giving him an innate ability which can instantly kill a Fiend once a day (which he gains another one every 5 levels), but I am unsure how to do that.

 

Disadv.

Lose Paladin skills to lay on hands and Turn Undead.

 

I think I have to make new spells, so he can get them in his priest spellbook correct? Should I use IEEP for that?

 

Also how do i turn off lay on hands and Turn Undead? By not adding them to his

CLAB-style 2da file?

 

I tried to see if I could get the kit in the game by just copying everything the cavalier had, but Weidu failed to install the files. And I am really lost as to why as I did everything that was said in the tutorial.

 

Anyway any help would be appreciated. Thanks

Link to comment
Hi, I've been trying to create my own kit. Read your guide, and it was all going well untill part 4 and I got quite lost. So I need some help.

...

I tried to see if I could get the kit in the game by just copying everything the cavalier had, but Weidu failed to install the files. And I am really lost as to why as I did everything that was said in the tutorial.

 

Anyway any help would be appreciated. Thanks

If you could copy and paste the error message(s) you received while trying to install it along with the contents of the .tp2 file you made, that would help us track down where the problem lies. The only section of Part 4 of the tutorial that's probably imperative to understand for what you're trying is Basic file transfers: the COPY command.

 

All I want to do is create quite a simple paladin kit.

 

Kit is called "Fiend Overlord"

 

Adv.

Has permament protection from evil.

 

Level 9: Gains mage spell "Find Familiar" which is added to his level 1 priest spellbook.

Level 11: Gains mage spell summon "Cacofiend" and is added to his level 2 priest spellbook

Level 15: Gains mage spell "Summon Fiend" and is added to his level 3 priest spellbook

Level 19: Gains mage spell "Gate" and is added to his level 4 priest spellbook

 

Also thinking about giving him an innate ability which can instantly kill a Fiend once a day (which he gains another one every 5 levels), but I am unsure how to do that.

...

I think I have to make new spells, so he can get them in his priest spellbook correct? Should I use IEEP for that?

You will have to make new versions of the mage spells, with their types changed to Priest, and levels changed. The fiend killing ability would be done similarly, except with type changed to Innate and level set to 0. If you're most familiar with IEEP, you can use that, or something newer like DLTCEP or NI. You'll put all of these in the CLAB file using GA_SPLNAME for their appropriate levels to be received. You'll also need to make a version of Protection from Evil that's permanent and use AP_SPLNAME in the CLAB in a first level slot. You'll have to COPY all of these spells over in the .tp2.

 

Disadv.

Lose Paladin skills to lay on hands and Turn Undead.

 

Also how do i turn off lay on hands and Turn Undead? By not adding them to his

CLAB-style 2da file?

You don't need to worry about the kit receiving Lay on Hands if you haven't specifically put it in your kit's CLAB file. Turn Undead can probably be disabled by creating a spell that uses the effect #144 "Disable Button" with Parameter 2 set to '6' and a permanent duration. You'd add this to the CLAB at first level using AP_SPLNAME the same way you did Protection from Evil.

 

Hope this helps!

Edited by Mike1072
Link to comment

If I'm not mistaken a practical Permanent Protection from Evil is not possible. You can add Protection from Evil and set the duration to permanent but afaik it still expires. Even Protection from Evil applied by an item wears off. Someone correct me if I'm wrong.

 

Find Familiar might take some tweaking to get it to work with as a paladin spell. Probably as well off making it an innate that he gets at level 1 because you only need cast this once in the game. Why waste a spell slot?

Link to comment

Hail

 

After a few years of light modding (items, the odd spell and such) I've finally decided to take the plunge and try something rather more indepth (an NPC, necessitating creation of a custom kit). CamDawg's tutorial on kit creation with Weidu got me off to a great start, its a fine piece of work. I basically have the kit up and running, but I've hit a roadblock. Starting with the basics, here is the relevant information -

 

This is a paladin kit.

Rather than modify a paladin CLAB file, I substituted in a (slightly modified) cleric CLAB, thinking this would get me the spell progression I was going for. Well, it didn't - all the spells are properly added to my spellbook (I have DR, so these are done through the CLAB) however my slots for spells castable aren't there - they follow the normal paladin progression.

 

I read a ways back that to alter spell progression you need to change the base table in MXSPLxx.2da, but I really don't want to alter other paladins, only my kit. I'm about ready to try perma-adding the proper spell slots through the CLAB, but I'm wondering about something first - does anyone know what the spell CDLV1NA does? For clerics and paladins, they receive AP_CDLV1NA everytime they should gain spell slots, but giving more of these to my kit doesn't change anything, nor does removing them all. Delving into the spell itself reveals several inscrutably named extended effects, all of which run into their own IDS files.... :)

 

<EDIT> And upon investigation of these effects, everything runs into align.ids?? *uber confusion*</EDIT>

<EDIT2> Upon further, painstaking investigation (tgf DLTECP) it would seem that CDLV1NA is removing certain divine spells (I saw things like cause serious wounds, poison, and alicorn lance)...possibly based on alignment? I'm wondering now if this is something DR whipped up to deal with spheres...and thus of little help to me here</EDIT2>

 

 

And before the fairly logical suggestion that I just run a fighter/cleric rears its head, this is *not* what I'm after - the differences will become more pronounced when I begin to refine the class.

 

Thanks in advance for your time.

 

-Bryll

Edited by Bryll
Link to comment

Hrm. I've attempted to manually(sort of) force the spell progression I want by editing the CLAB file to add the proper spell slots on level up. I attempted to implement this in the same manner as the adjustments to hit, damage, AC, etc. for the Kensai class, through the use of opcode 62 (Priest spell slot modifier). The game, however, blissfully ignores my attempts at ordering it around and goes on its merry way keeping my spell progression at that of a normal paladin -.-

 

I seem to recall now from experiments long past that on level up, the game will reset your spell slots to what it thinks they should be if it finds them incorrect - logic then dictates that that script runs after the ability update, yielding my present results. At this point I'm not at all sure what to try next, short of cooking up some dialog with an embedded script to fix her spell slots to where I want them to be...highly inelegant, to say the least.

 

Am I attempting the impossible here?

Link to comment
Can you give your paladin some item that will bonus spell slots by level...like the clerics Symbol?

 

Well, I *could* do that, I suppose...its rough, and the bonus spells would never change on level up (unless I scripted something in to upgrade the item every now and then) but it could work, and would be somewhat logical for the NPC as well. On the other hand, I'm thinking of giving up on increasing spell slots - since most of her spells will be custom made anyway, I've been thinking of increasing the quality in exchange for the desired quantity - would probably work better for my purposes anyway.

 

Although I still want to figure out if there's a more direct solution to the problem, somewhere...

Link to comment
Guest rlilewis

Hey people.

 

Would it be at all possible to have a druid with hide in shadows and a backstab ability?

 

Or perhaps shapeshift into a creature which had these abilities?

Link to comment

Well - the short answer is no, at least not in the way you are likely looking for.

 

A better answer would be, it depends on how hacky you're willing to get with things.

 

Interface buttons (Stealth, Cast, Quickslots for weapons/spells, etc) are tied as sets to their respective class/class combinations. So as a druid, you cannot have an interface button for stealth. You should, however, be able to work around this.

 

I don't see an opcode that will cause your character to hide in shadows, so unless I'm missing it somewhere, adding innates to take care of it is out, as are items. This basically leaves scripting; you could rig up a script to allow, for instance, yourself to enter, leave or toggle stealth mode by pressing a key.

 

So now you can control your new abilities - all well and good, and quite useless as well without modifying your hide in shadows, move silently, and backstab attributes.

 

Backstab is hidden and the only way I know to modify it is through opcodes - you have a few options here, either make an item that for example modifies the backstab multiplier on equip, or you could be brave and try to code up a kit that modifies this on level up (take my advice and use an item to get things off the ground, if you decide to dive off the deep end into kit creation after you know everything works, feel free). The opcode for stat:Backstab is 263.

 

Hide in Shadows and Move Silently could be modified through an editor, such as ShadowKeeper, or through the same method as backstab - the opcode for Hide in Shadows is 275, and Stealth(Move Silently?) is 59.

 

 

 

So there you have it - unless you run into a hardcoded limitation that I'm not aware of, the above should work. Some of it is fairly complicated though depending on your level of modding skill - If you need something clarified, I'll be happy to do so.

 

-Bryll

Link to comment

The easiest thing to do would be to to edit the MXSPLWIZ.2da file using NearInfinity or something similar so that a mage gets 9 spells of each level. It should apply to all mages and kits equally, but non-party NPCs get most spells assigned directly or by script, so most of them should recieve no benefit.

 

 

For how to put that into a specific kit, you'd have to hunt about a bit on this sub-forum to see how to package things up.

Link to comment
Guest Stinger

Hey I am new to modding and WeiDU is driving me insane but i had a question on the tutorial that confuses me.

 

On the 3rd part of the tutorial the code fragment is supposed to be a

"path to your CLAB-style 2da file for the kit."

 

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

 

Now i thought that the information that the tutorial showed adding to the tp2 file was enough for the creation of the kit.

 

Obviously though i need a CLAB style 2da file for the kit...

so i was wondering what exactly the CLAB 2da file does and what kind of information

it uses in relation to the kit.

 

Any help would be great.

Link to comment

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...