Drew Posted July 26, 2005 Share Posted July 26, 2005 Thanks, Andyr. It actually works properly now. Quote Link to comment
Rabain Posted August 7, 2005 Share Posted August 7, 2005 I get this error when installing a kit: Copying and patching 1 file ... [bwgrey/cre/bwgrey8.cre] loaded, 944 bytes ERROR: cannot convert %BW#DAWG% or %%BW#DAWG%% to an integer (yields: %%BW#DAWG%% %BW#DAWG%) ERROR: [bwgrey/cre/bwgrey8.cre] -> [override/bwgrey8.cre] Patching Failed (COPY) (Failure("int_of_string")) Stopping installation because of error. This is the code from the tp2: COPY ~bwgrey/cre/bwgrey8.cre~ ~override/bwgrey8.cre~ WRITE_SHORT 0x244 0 WRITE_BYTE 0x246 ~%BW#DAWG%~ WRITE_BYTE 0x247 0x40 Can anyone tell me what is going wrong here? Thanks in advance. Rabain Quote Link to comment
Grim Squeaker Posted August 7, 2005 Share Posted August 7, 2005 That kind of error is given sometimes when the variable in question hasn't actually been read in at all. Quote Link to comment
Andyr Posted August 12, 2005 Share Posted August 12, 2005 Sounds like you could be assigning the kit to a creature earlier in the .tp2 than you actually create the kit, yeah. Make sure the ADD_KIT is first. Quote Link to comment
Rabain Posted August 12, 2005 Share Posted August 12, 2005 Nah the Add kit is always at the top of the tp2. I did notice that this seems to happen when the kit in question is already installed. Would that have an effect on the assigning of the kit to the cre? The only way I could get around this was to remove the kit from the ids files and re-install. I didn't have to change the tp2 at all...weird... Quote Link to comment
Andyr Posted August 14, 2005 Share Posted August 14, 2005 If the kit already exists it might have problems, yeh. But I don't see why you'd want to be installing a kit which already exists... Quote Link to comment
CamDawg Posted August 14, 2005 Share Posted August 14, 2005 Yeah, the variable is only set on a successful ADD_KIT--if the kit is already present then ADD_KIT never gets executed and the variable is not set. This is also potentially a problem if ADD_KIT and the assignment of the kit are in different components. If the kit is added in one component and then the user quits the variable is lost. If they then begin setup again, the value is null and you'll get the same 'variable not set' error. You should be able to check the 2das and determine the value through other means if the kit is already present. Quote Link to comment
Rabain Posted August 14, 2005 Share Posted August 14, 2005 I was attempting to re-install a mod after making some changes. I guess it is not a good idea to re-install a changed tp2 before un-installing the version you have installed! Quote Link to comment
Guest DreamingxAshley Posted September 3, 2005 Share Posted September 3, 2005 I would like to have a Bard Skald, with the ability to open locks and disable traps, dont really care about the pickpocket ability... so how would I go about doing this? is it possible? Im on the Sorcerers Place forums under the same name. Quote Link to comment
CamDawg Posted September 4, 2005 Share Posted September 4, 2005 I would like to have a Bard Skald, with the ability to open locks and disable traps, dont really care about the pickpocket ability... so how would I go about doing this? is it possible? Im on the Sorcerers Place forums under the same name. The biggest issue is that the buttons on the bottom menu (spellcasting, thieving skills, etc.) are hardcoded and can not be changed. So while you could grant a bard thieving abilities, the corresponding buttons would not appear--he already has the thieving button--he could disarm traps and open locks, but there's no detect traps button. Similarly, trying to recreate a skald via a thief kit would mean no spellcasting or bardsong. There's no kittable class that has spellcasting and a full range of thieving skills. You couls write a script that would allow your character to do various actions via hotkey, but's it's probably overkill for what you're trying to do. Quote Link to comment
NiGHTMARE Posted September 4, 2005 Author Share Posted September 4, 2005 You could apply a kit to a mage/thief multi-class, as long as you're willing to live with a couple of minor things (like it not having its own description). Quote Link to comment
Guest Guest Posted September 4, 2005 Share Posted September 4, 2005 hmmm... so how would I add open locks and disable traps? Since theres alredy the thieving skills button. I can live without the pickpocket skil... so we could get rid of that so that shes not basically a bard-thief. Quote Link to comment
Guest DreamingxAshley Posted September 4, 2005 Share Posted September 4, 2005 hmmm... so how would I add open locks and disable traps? Since theres alredy the thieving skills button. I can live without the pickpocket skil... so we could get rid of that so that shes not basically a bard-thief. <{POST_SNAPBACK}> That was me btw.. ^_^ Quote Link to comment
ScarletLemur Posted September 19, 2005 Share Posted September 19, 2005 Say, does anyone happen to know how I could create a kit that applied Wisdom bonuses to hit and damage, or perhaps armor class a la monks in NWN? I just downloaded WeiDU earlier today and I'm a complete noob when it comes to this sort of thing, so you'll have to speak verrry sloooowly. Quote Link to comment
Andyr Posted September 19, 2005 Share Posted September 19, 2005 I don't think it is possible (and if it is, it would be very hacky and something that would give the most veteran modder a pause for thought). One of the problems is you'd have to keep checking the stat to account for changes, such as from boosting items, spells, or drains from being attacked by certain creatures, curses etc. Quote Link to comment
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