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NiGHTMARE

Discussion: BG2 Kit Creation Series

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I had a look, there aren't even any K_M_X.2DA files. Though apparantly if you play like there were then the game doesn't mind and acts as if they always existed... I haven't tested this though.

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Hmm, just tested. WeiDU doesn't like to append to K_M_X.2DA, and if you put a dummy one in it doesn't change the kits available. It might be possible to unlock the mage kits for those restricted by race, though, but I haven't tested it. Looks like they can't be added for pic at character generation though.

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Let me just clarify - when I'm making my kit with Weidu, what do I put in the section for race restrictions? Will Weidu choke at that point if the 2da's don't exist? Do I need to put the K_M_X stuff even though the files aren't present or do I leave it blank? I'm not worried about it not being selectable at character generation, but I would rather not have to do a stupid jester dance (pun intended) just to apply a mage kit.

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WeiDU chokes because the K_M_X don't exist. :groucho:

 

If you copy over a blank file and call it K_M_H.2DA or whatever WeiDU won't choke, and it appends, but the game seems to ignore the file. ??? In short, no joy.

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Guest Guest

is it possible to have more than one kit active at a time? like a multiclassed conjurer/priest of lathander?

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Sort of, I think, using the AddSuperKit() scripting action. This (I think) changes your kit but leaves you with your old abilities, as opposed to AddKit() which replaces them.

 

Couldn't be used at the start of the game, though.

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Only one kit can be active at any one time. You will only gain kit abilities at level up in the active kit, the other half of a multiclass would be treated as a trueclass. However, in the case of specialist mages it is probably possible to fudge something so the other kit gives the appropriate bonuses/restrictions.

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WeiDU chokes because the K_M_X don't exist. :groucho:

 

If you copy over a blank file and call it K_M_H.2DA or whatever WeiDU won't choke, and it appends, but the game seems to ignore the file. ??? In short, no joy.

But the kit would still be available by using AddKit() wouldn't it? You just couldn't select it at character creation. Or does AddKit() also check for race restrictions?

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AddKit doesn't check for race restrictions, no.

 

I don't think you need to add it to a K_M_X.2DA to use AddKit, I think the line in the .tp2 where you specify the unusability flag and the parent class (eg 0x00004000 1 ) is enough to call it a Mage kit for these purposes.

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Please, post anything you find. :groucho:

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Guest Corvin/ddr/

Greetings.

 

Is ther a way to get turning and casting ability away from a paladin kit?

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Short of a scripting solution, you could try applying a spell via CLAB that uses a permanent Disable Button opcode (144). Alternatively, you could try removing all of their spells via CLAB, though we've had issues removing spell slots with Cleric Remix.

 

A scripting solution would be a bit more work (and not nearly as elegant), but would likely offer a lot more methods to accomplish this.

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I'd suggest using Disable Button, as Cam suggested. :(

 

The problem with this comes with the spell casting - the spell slots would still be there to memorise, though you'd not actually be able to cast them, so it's not perfect. This is what I did for the Justifier kit in Unfinished Business.

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Not quite as elegant as the "Disable Button" solution, you could try making your kit a fighter kit and just change the proficiencies to a max of 2 stars for your kit (WeiDU's ADD_KIT does this pretty well).

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