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Mike1072

Gibberling Poobah
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Everything posted by Mike1072

  1. Out of about 500 Tutu area files, there were two that didn't seem to meet the requirements for being a valid area, and you seem to have found one already. (Good job? ) I'll look into what's up with them. Edit: it looks like both areas are missing a .mos file, meaning that clicking on the map icon while in the area shows a blank screen. Both are quite tiny rooms, so the BG1 developers might just have not bothered giving them one. In future versions I'll revise the checks so .mos files aren't required for determining an area's validity. Edit 2: I was able to generate the MOS files in DLTCEP in about 30 seconds by clicking random buttons. We can easily add them to SH, but I might also post them to the BG1 Fixpack (in case it ever gets done) and EasyTutu forums if I don't forget.
  2. I think you can create custom .spl files that use opcode 42 to alter the number of spells you can cast per day, but it wouldn't be able to let you access e.g. level 3 spells before your character was level 5. You'd create the different .spl files to permanently change your kit's number of spells per day, and apply them in your kit's custom CLAB-style 2da file.
  3. If the two kits are for the same class, you should be able to use the scripting command AddKit() to change the kit of the creature. An example use in a script/dialogue to make X into a kensai would be ActionOverride("X",AddKit(KENSAI)). Ideally, you'd check to make sure they're a fighter beforehand. The game may have trouble detecting and changing kits in this manner if the BG2 Fixpack is not installed, because the default kit.ids file that comes with the game is messed up.
  4. This error message is appearing because you forgot one of the lines needed in ADD_KIT. If you use comments, it's easier to see what's missing: // appended to CLASWEAP.2da ~B!Infilt 1 1 1 1 1 0 0 0 ~ // appended column-wise to WEAPPROF.2da ~B!Infilt 0 1 0 0 1 0 0 1 0 3 3 0 0 5 3 3 0 1 0 0 0 0 1 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ~ // appended to ABCLASRQ.2da ~B!Infilt 0 12 0 15 0 15 ~ // appended to ABCLSMOD.2da ~B!Infilt 0 0 0 0 0 0 ~ // appended to ABDCDSRQ.2da ~B!Infilt 0 0 0 0 0 0~ // appended to ABDCSCRQ.2da // ------------------------ // ------- MISSING -------- // ------------------------ // appended to ALIGNMNT.2da ~B!Infilt 0 0 0 1 1 1 1 1 1 ~ // appended to DUALCLAS.2da ~B!Infilt 0 0 0 0 0 0 ~ // path to your CLAB-style 2da file ~Infiltrator/B!Infilt.2da~ // PC races and classes allowed to use this kit, from KITTABLE.2da ~K_B_H K_B_D K_B_G K_B_E K_B_HE K_B_HL K_B_HO~ // usability flags, added to the end of the KITLIST.2da entry ~0x00004000 5~ // HLA table to use; see LUABBR.2da ~Th0~ // list of starting equipment for PCs starting in ToB. Appended column-wise to 25STWEAP.2da ~CHAN09 * HELM07 BAG20 RING06 RING21 * BOOT01 AMUL20 BRAC10 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~ Another thing to note is that you don't need to use END with BEGIN ~Component~ (or with ADD_KIT), and doing so will actually give you an error. If you combine the usability value of your kit with the usability value of the specialist mage from the opposing school of the one you want to forbid, then your kit will gain the restrictions of that kit: no access to spells from opposing schools on creation, unable to use scrolls of those spells, and any other item restrictions specific to that specialist mage. Remember that the usability values can be found in kitlist.2da under the column UNUSABLE. To combine usability values, add them together as hexadecimal numbers. So, if you wanted to make a mage kit who couldn't cast transmutation or divination spells, then you'd take the usability values of the abjurer (who can't cast transmutations) and the conjurer (who can't cast divinations), and add them together: 0x00000040 // abjurer + 0x00000080 // conjurer ------------ 0x000000C0 // new kit Then you would insert that usability value into this part of your ADD_KIT command: // usability flags, added to the end of the KITLIST.2da entry ~0x000000C0 1~ Edit: And if your kit would normally have a usability of 0x00004000, you can leave that out of the usability combination. In other words, to make a bard who can't cast divinations, you should be able to just give him a usability of 0x00000080, like the conjurer.
  5. You could use WeiDU's --traify-tlk command to put all strings that might be used by the game into a text file, translate them, then use WeiDU's --make-tlk command to turn the translated text file into a patch for your language. You'll want to start this on a clean install, as having installed mods previously might leave mod-added strings in your dialog.tlk. Here's more detailed instructions assuming you're a Windows user: Grab this. Extract WeiDU.exe from the .zip to your BG directory (in this example, C:\Program Files\Black Isle\Baldur's Gate II - SoA\) Open a command window (Start Menu -> Run -> "cmd") Navigate to your BG directory: cd C:\Program Files\Black Isle\Baldur's Gate II - SoA\ Run the WeiDU command: weidu.exe --traify-tlk --out new_dialog.tra After translating some or all of the file, you can use this command to create an entire new dialog.tlk from it: weidu.exe --make-tlk new_dialog.tra --tlkout new_dialog.tlk Note that some of strings in this file are probably not used by the game... you'd have to do more digging if you wanted to determine which ones are used and which are not.
  6. Yes, 5/1 on lvl 8 means she had 3/1 on lvl 1, which is not possible for any legitimate character. Ah, I get you now. I'd like to see the Anomen issue corrected in the Fixpack since it was introduced by the Fixpack, but there's nothing that really indicates Mazzy's proficiencies are a bug. The NPCs break all sorts of rules that PCs have to follow, and the maximum-of-two-stars-in-a-weapon-at-level-one rule isn't even enforced in BG2 character generation. Let's see... I don't know if anything needs to be done with Viconia in this matter - when she changes alignment from evil to neutral, she should still be allowed access to the "evil" versions of spells (Unholy Blight/Unholy Word) that she has and she should gain the "good" versions of spells (Holy Smite/Holy Word) upon her next level-up automatically if she doesn't do so sooner.
  7. A superlative suggestion, sir. With just two minor flaws. One, pure clerics can't have two proficiency stars. And two, pure clerics can't have two proficiency stars. Now I realise that technically speaking that's only one flaw but I thought that it was such a big one that it was worth mentioning twice. The line "She gets a star in sword and shield at all levels, and a second star in flails at levels greater than 12" is trying to say that her level 12+ versions are missing 2 proficiency points, and this is corrected by placing the first one in S&S Weapon Style and the second one in Flails, where she previously had no points in either. Before (Levels 8-13): Mace * Sling * War Hammer * After: Mace * Sling * War Hammer * Sword & Shield * Flail * [Level 12+] An excellent and inventive suggestion, sir, with just two tiny drawbacks. A, You don't have any right to bump this proficiencies to two stars. And B, There's no such thing as figter7-dual-cleric with 5 proficiencies each two star outside the fictional universe "Baldur's Gate 2 with G3 Fixpack". True. The least-intrusive way to correct this would be to move one of the points from either S&S Style or War Hammer into Staff for his versions that are pre-level 12 cleric. Then at level 12, it would appear that he had specialised in the old proficiency instead of adding quarterstaff. This is a suggested tweak, I'm assuming?
  8. If you can find an artist who really wanted to do it, perhaps. I'm pretty sure that there's a lot of things that would need changing, a lot of different files to track down, and a lot of time you'd need to put into this if you wanted it to 1) look good and 2) be comprehensive. But if there's someone out there... I think a dark theme would go well with the mod.
  9. That's the current plan. The alternative would be to have a download that's a number of MB larger and contains a lot more non-original content.
  10. This is Caedwyr's mod, are you sure you haven't confused this with Cirerrek's AI Scripts?
  11. The cause of this is the melee ability of the monadic deva's weapon, CA#MONRD.ITM, being set to require identification before use. It looks like the name field for CA#PLANW.ITM was going to be set to @300, but it was forgotten. I noticed that some of these item names are quite long, and so they don't end up fitting into the tooltip. I think it might look nicer if the name of the celestial was removed from the front (and I would also remove the space near the enchantment level). @300=~Planetar Vorpal Sword~ -> ~Vorpal Sword~ @301=~Astral Deva Mace of Disruption + 2~ -> ~Mace of Disruption +2~ @302=~Movanic Deva Flame Tongue + 1~ -> ~Flame Tongue +1~ @303=~Monadic Deva Rod of Smiting + 3~ -> ~Rod of Smiting +3~ Yeah, this was spitting out the entire Mauler's Arm item description for me on each hit.
  12. Yes, if you want to uninstall or re-install a mod in the middle of your mod load, all of the mods that were installed after it will need be uninstalled and re-installed. This is an important part of the way WeiDU works and is required for the way we design mods. Feel free to post modding questions unrelated to kits in the Modding Q&A forum, where you'll likely receive better attention than here.
  13. Yep. The IESDP sums it up well - they have info on all the 2DA/IDS files, along with information on spell effects, file formats, scripting, and random other stuff.
  14. That sounds like it'd work. You might be stuck with repeating dialogue regardless, since a lot of it is controlled in global variables (which would be reset when starting a new game) instead of ones local to the creatures. They are effects, so they'll probably be listed under "affects". I haven't used Shadowkeeper in a while, I stick with NearInfinity for most everything now.
  15. There's nothing wrong with that, but if you're making systematic changes for a class/kit and run into unanticipated items from mods, things could look weird. (I'm not sure of what situations you're going to be using the kit in, whether it's for one targeted installation or if you might want to release it for more general use.) There's a flag on .cre files for 'export allowed' at offset 0x10. It sounds like you'll want to modify the .cre files stored within your savegame. *shrug* Don't know what'll happen, never tried. It's possible some things might be wonky if it keeps their local variables (LoveTalk) - you may need to do some manual fixing after bringing them in to see if you need to deal with this or any script/dialogue changes.
  16. Yeah, this stuff is controlled in .itm files. You may want to look at some mods that patch usabilities for all items. I think the 'no helmets for druids' component from Item Revisions should be a fairly straightforward example: INCLUDE ~item_rev/lib/macros.tpa~ INCLUDE ~item_rev/lib/description_updates.tpa~ COPY_EXISTING_REGEXP GLOB ~^.+\.itm$~ ~override~ PATCH_IF (SOURCE_SIZE > 0x71) BEGIN READ_SHORT 0x1c item_type READ_BYTE 0x21 usability4 PATCH_IF (item_type == 0x07) BEGIN // headgear PATCH_IF ((usability4 BAND 0b00100000) == 0b00100000) BEGIN // if unusable by monks (ie. only helmets, not ioun stones) WRITE_BYTE 0x21 (usability4 BOR 0b01000000) // make unusable by druids // update description PATCH_IF (~%LANGUAGE%~ STRING_COMPARE_CASE ~english~ == 0) BEGIN // if english SPRINT text_update ~druids_cant_wear_helmets_english~ LAUNCH_PATCH_MACRO ~update_item_descriptions~ END END END END BUT_ONLY_IF_IT_CHANGES The description updates rely on regular expressions and are done in an external macro.
  17. These are controlled by the usability field. Aside from managing item restrictions, there are a few hidden things the usability field decides for kits, like arcane spell school restrictions, thief skill point allotment, and the Inquisitor's restriction from spellcasting. You'll want to combine the usabilities of 3 different kits for each of your mage specialists. Take the usability of the kit opposed to one of the schools, and add it to the usabilities of the kits opposed to the other 2 schools. For example, if you wanted to restrict the Diviner from casting invocation or necromancy in addition to their normal restriction from conjuration, you'd do the following: Find out which kits have opposing schools to invocation and necromancy: Enchanters and Illusionists. Get the usabilities of these kits from kitlist.2da: 0x00000200 and 0x00000400. Add the value of these usabilities to the Diviner's current usability value (0x00000100). These are hex numbers, indicated by the '0x' in front, and generally the easiest way to do operations on them is to use the Calculator program that comes with Windows. First make sure it is in scientific mode, then click the button in the top left called 'Hex' to change the number system to hexadecimal. Now you can copy the usability values you found earlier into here, and add them together. Make sure to leave out the '0x', though. If all goes well, adding 0x00000100 + 0x00000200 + 0x00000400 should give you 0x00000700. Note that it is possible that some of your combinations will produce a hex number that includes letters from A-F, so don't be worried if this happens.
  18. Yes, if you give a multi-class character a kit like the Wizard Slayer, they will gain all AP_ and GA_ abilities per the character's level in the kit's parent class (Fighter).
  19. Yeah, I'm not sure why a cleric/mage multi-class wouldn't be desirable for this, unless it's relating to casting-in-armor or not wanting to lag behind single classes in levels. Multi-class characters (and sorcerers/monks/mages) can have one kit, there's just no way to make kits for them show up at character creation, so to add it you either have to mess around with an editor or mod something in-game that will apply the kit via a script. Well, the conversion process can be 95% automated, the time consuming part would be choosing which spells to convert and making a kit that learned these spells. If you counted how many free slots are available at each level (I think a maximum of 24 spells can be shown, don't quote me on that), then you'd be able to only add that many spells at that level. Alternately, if it was done as a mage kit, the player would have the option to erase spells they don't need from their spellbook.
  20. Not in the normal sense, no - the mage/cleric and F/M/C multi-classes are the only way to give access to both spellbooks. You could do something like convert arcane or divine spells over to the other type, and make a kit that learns these spells, but you'd probably have to limit the number you give them because there's a fixed number of spell slots at each level. Another possibility is to convert specific spells into innate abilities usable a certain number of times per day.
  21. Hmm, I forget what sort of things might cause this. If you post the contents of your .tp2, there's a chance someone might spot something.
  22. If you've made your own finished .itm/.spl files, you just need to tell WeiDU to copy them over to where the game can use them. Stick them somewhere in your mod folder, perhaps within itm/spl subfolders. Then in your .tp2 somewhere before or after you add your kit, do: COPY ~mymodfolder/spl/spell01.spl~ ~override~ COPY ~mymodfolder/itm/item01.itm~ ~override~ If you wanted to give them unique names and descriptions, you'd do it like this instead: COPY ~mymodfolder/spl/spell01.spl~ ~override~ SAY NAME1 ~Your Spell's Name~ SAY UNIDENTIFIED_DESC ~Your Spell's Description~ COPY ~mymodfolder/itm/item01.itm~ ~override~ SAY NAME1 ~Your Item's Unidentified Name~ SAY NAME2 ~Your Item's Identified Name~ SAY UNIDENTIFIED_DESC ~Your Item's Unidentified Description~ SAY DESC ~Your Item's Identified Description~
  23. The default kits use files named clabXX##.2da for these - you can check which kit maps to which file in kitlist.2da. And while browsing through them, you might also find this page useful.
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