Jump to content

Mike1072

Gibberling Poobah
  • Posts

    3,186
  • Joined

Everything posted by Mike1072

  1. Mike1072

    Bugs...

    The mod did not get to the installing stage, therefore your installation has not been corrupted, nor have you experienced any sloppy coding on behalf of Mur'Neth's author. The PID looping you saw was an attempt to update the installer to the latest version of WeiDU, but it was unable to do so for whatever reason. If you manually run setup-murn'eth.exe from your game directory it should be able to update okay in most cases and continue on to the installing stage, but if not, you can always replace setup-murn'eth.exe with a newer version of WeiDU renamed to setup-murn'eth.exe, so it won't need to update. Get a newer version either from here or by copying the setup-modname.exe of another mod (the mod that appeared during your looping in place of Setup-blahblah.exe in the updating messages "Copying [setup-blahblah.exe] -> [setup-Mur'neth.exe]: false" will definitely be the newest version you have, but usually your other mods will have been updated to the newest version as well).
  2. Yeah, you can. If you're making a mod though, it's best to anticipate the worst. Perhaps some other crazy modder decided (or will decide upon reading this post) that they want to give assassins more abilities, and instead of making a new .spl for these abilities, they decide to just change spcl332. Then your leet swashbuckler might also end up with an unintentional permanent Improved Invisibility and 5 proficiency points in daggers. Edit: For a step-by-step of the THAC0 thing... Step 1: Make a .spl containing a permanent +1 THAC0 modifier. Step 2: Make a .spl containing a permanent -1 THAC0 modifier. Step 3: Add references to these spells to your kit's CLAB file at the appropriate levels to create your desired THAC0 progression.
  3. There's a spell effect that can increase the backstab modifier. I believe the assassin kit uses spcl332.spl for a +1 backstab bonus. If you're planning on making a mod, I'd recommend you make a duplicate of that spell, rename it (with your modder prefix) and stick it in your mod folder, and use the COPY command to copy it over, and add an AP_yourspellname entry to the swashbuckler CLAB file (clabth04.2da) at level one. I'm not sure what Rogue Rebalancing does here. I think you can only affect this by giving them bonuses and penalties to their THAC0 as applied effects in their CLAB file - their base THAC0 will be their parent class's values from thac0.2da.
  4. Warning: off-topic post starts now. To help me remember fishy things I notice in game, I try to take a screenshot whenever I see one. Then, when I get around to looking in the ScrnShot folder a few weeks later, there's a chance I'll see what prompted me to take the screenshot, evaluate whether it's a real problem, and then be able to attribute it to a mod or the vanilla game.
  5. Unless you have an active passion to add lots of AI scripting tasks to your workload (in which case, fine) you might want to consider using either BG1 or BG2's core combat scripts. That saves you a lot of work (it also means SCS can latch onto them and be compatible out of the box, so I've got a vested interest). Ah, yes. I was more referring to area scripts and override scripts and the like. I fully intend on not writing a bunch of combat scripts, so don't worry!
  6. It really depends on the mod and how it is programmed (and not in a "good" versus "bad" way). Some of those mods (like NPCs and quests) will not be compatible simply because of what they're trying to do. Those who can read .tp2 files can take the knowledge that this mod will be using custom area, script, creature, item, dialogue, etc. files and reasonably determine whether certain existing mods would work with it.
  7. Pretty much. The way we have things set up, we don't have to work very hard to 'add' areas. When we decide we are definitely not going to use an area, then we'll remove it. The graphics and physical characteristics (doors, containers, etc.) are the only things I think are staying. The actors will all be brand new, though familiar faces may make an appearance. Thanks for the encouragement! That goes for everyone.
  8. Make a copy of your EasyTutu folder. We intend for the mod be installed on an existing installation. Right now, EasyTutu with TotSC is mandatory. We could potentially just require a BG2 install, but this would mean including the area files in our download and running into both download size and copyright issues, so the Tutu requirement is likely to stay. We will probably be sticking to a subset of BG1 areas. Mostly because BG1 is awesome.
  9. Going from the title (Shards of Ice / Summon Cow Incompatibility), I was hoping this was going to be a joke post.
  10. What DavidW said, plus maybe this, too: COPY_EXISTING ~xan.cre~ ~override~ ~xan4.cre~ ~override~ ~xan6.cre~ ~override~ PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN // protects against invalid files WRITE_SHORT 0x246 16384 // change mage type to generalist mage // fix spell memorisation info READ_BYTE 0x234 level READ_LONG 0x2a8 mem_info_off READ_LONG 0x2ac num_mem_info FOR (i = 0; i < num_mem_info; i += 1) BEGIN READ_SHORT (mem_info_off + 0x10*i) spell_level READ_SHORT (mem_info_off + 0x10*i + 0x06) spell_type PATCH_IF (level == 2) BEGIN // xan.cre PATCH_IF (spell_type == 1 && spell_level == 0) BEGIN // wizard, level 1 spells WRITE_SHORT (mem_info_off + 0x10*i + 0x02) 2 WRITE_SHORT (mem_info_off + 0x10*i + 0x04) 2 END END ELSE PATCH_IF (level == 4) BEGIN // xan4.cre PATCH_IF (spell_type == 1 && spell_level == 0) BEGIN // wizard, level 1 spells WRITE_SHORT (mem_info_off + 0x10*i + 0x02) 3 WRITE_SHORT (mem_info_off + 0x10*i + 0x04) 3 END ELSE PATCH_IF (spell_type == 1 && spell_level == 1) BEGIN // wizard, level 2 spells WRITE_SHORT (mem_info_off + 0x10*i + 0x02) 2 WRITE_SHORT (mem_info_off + 0x10*i + 0x04) 2 END END ELSE PATCH_IF (level == 6) BEGIN // xan6.cre PATCH_IF (spell_type == 1 && spell_level == 0) BEGIN // wizard, level 1 spells WRITE_SHORT (mem_info_off + 0x10*i + 0x02) 4 WRITE_SHORT (mem_info_off + 0x10*i + 0x04) 4 END ELSE PATCH_IF (spell_type == 1 && spell_level == 1) BEGIN // wizard, level 2 spells WRITE_SHORT (mem_info_off + 0x10*i + 0x02) 2 WRITE_SHORT (mem_info_off + 0x10*i + 0x04) 2 END ELSE PATCH_IF (spell_type == 1 && spell_level == 2) BEGIN // wizard, level 3 spells WRITE_SHORT (mem_info_off + 0x10*i + 0x02) 2 WRITE_SHORT (mem_info_off + 0x10*i + 0x04) 2 END END END END BUT_ONLY_IF_IT_CHANGES The only real difference is WRITE_BYTE -> WRITE_SHORT, and adjustments for the number of spells memorisable when he joins the party (it would auto-fix on level-up, but this will make sure he has the right number from when he joins to his first level-up). (While I was doing this, I noticed that default XAN.CRE does not receive the +1 memorisable spells/level that he should - at level 2, he has 2 level 1 spells, instead of 3 level 1 spells, for being a specialist. It looks like Dudleyfix takes care of this.)
  11. WeiDU's saying that it can't find the .baf file. Double-check that the files Z!EmulAreaCheck.BAF and Z!EmulAreaCheck1.BAF are named properly and in the right folder (this could be an issue with the tutorial - it doesn't include the prefixes when it describes the .baf files).
  12. I'm afraid this is beyond most of us.
  13. Yep. Probably... as long as you made sure that they don't interact destructively with the same files (or just on the same files period). There's a lot of changes... I think most people who use the core component do so in its entirety or near-entirety because they'd prefer that bugs they might encounter in their game had already been discovered and fixed by someone else.
  14. Making a multi- or dual-class sorcerer is impossible, but kitting sorcerers is doable (though the kit will not appear on the character creation screen). I don't think it would be too difficult to create a kit that makes them decent in combat, but you might run into trouble giving them restrictions to balance their new abilities. You should use a program like Near Infinity to extract these files from the game resources.
  15. Glad to hear things are working for you now. If you don't have a custom one, you should change this line to one of the original tables: // HLA table to use; see LUABBR.2da ~G_3~ Just replace G_3 here with Ba0 (the default bard HLA table), forget about COPYing anything, and the mod should work on both SoA and ToB installs.
  16. Aha, figured it out. The name of your CLAB file should have a length no greater than 8, so changing this to G_SplSw.2da or similar should do. While you're at it, there's no need for you to COPY it over at the top of the .tp2, but you will need to COPY over your custom HLA table (LUG_3.2da).
  17. No, those are just the string references for the name of your kit. I meant that you should check the value in the ABILITIES column to see if it shared the same name as the CLAB file you modified. If that looks good, find your CLAB file in the override and make sure that it has what you expect. If you can't find anything wrong, try posting your ADD_KIT information from your .tp2.
  18. One possibility is that the CLAB file you modified didn't get assigned properly. Check in kitlist.2da to see which file is assigned to your kit, and check the override to make sure it has the abilities you specified. I think I've also had some of my kits install successfully but fail to receive their abilities, acting as though they weren't kitted. I can't remember now what the exact cause was, but it was an error on my part that I ended up fixing. I haven't experienced this.
  19. A CLAB file designates what special abilities and characteristics each kit gains when reaching certain levels. Your best bet is to extract one of the original CLAB files for the class you're making a kit for, and adjust it as needed. For details, check this out: http://iesdp.gibberlings3.net/2da/2da_tob/clabxx00.htm
  20. 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. 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. 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!
  21. Decided to do a typo-hunt since I had too much free time this morning. Starting on those that are only on the project page here at G3: Phew! Good job remaking this, by the way. It seems a bit overpowered for me to use regularly, but I might try it once with a small party sometime. Balancing it with the regular classes is probably an impossible task, but after some ToB testing, you could probably tone down the HLAs a bit. I agree that Gorion would be an excellent choice for BG1 placement - not only would it be reasonable to assume that he might have some knowledge of this, but he knows you better than most everyone else and therefore would have noticed any special talents you may have demonstrated. It's also a good time for him to encourage you to develop these talents, with your life soon being in great danger.
  22. You would have to do it the same way it is done in Divine Remix for it to work properly. This would be much harder than just adding the spells, but it is probably possible to finish it in a day or two (depending on your familiarity with WeiDU and learning speed) if you used their code as a reference.
  23. Forgive me for misdirecting you with that link earlier. For what we're talking about now, you won't need to bother with it. Your kit will automatically gain all the spells that its parent class knows. It is difficult to remove those spells from the kit but it is easy to add new ones. Use WeiDU to COPY over the new spells, and name them with your own prefix - not SPPR###. As long as you do this, the spells will not get automatically added to any spellbooks. You let your kit learn them by adding GA_ entries in their CLAB file. Make sure the spells have their Spell Type set to 2 (Priest). I just tested all of this and it seemed to work fine.
  24. You don't need to install Divine Remix. Also, I completely overlooked something (even though I quoted it) in my last post. If you only want to add a small number of spells (8 extra per level should fit in the default spellbook for everything except level 7 because of HLAs) and not remove any, it should be very easy. You just have to create the divine spell and use GA_SPLNAME in the kit's CLAB file (the same way you'd add the innate spells). Then only your kit will have it, and other kits and classes will be unaffected. Sorry for any mumbo jumbo in my last post that might have caused your brain to crash.
  25. Ok so there are a flile wich control if yes or not there is the button to add proficiencies and the other how many you can put ? You can fully control how many proficiency points can be put into which proficiencies with WEAPPROF.2DA. I don't believe CLASWEAP.2DA does anything in the BG2 engine, but you still need to include the line that appends to it when using the ADD_KIT command. That's quite a mess don't really know where to begin. But in order to add only my spell I have to install divine remix first ? So what I have to do is with this : *snip* What a mess Sorry I wasn't more clear - I meant the second paragraph of the first post, not the second post. Here's the relevant information. So, if you want to have a properly working custom divine spell list that doesn't interfere with the normal classes and other kits, you might want to see how Divine Remix does it. If you don't mind that the spell lists of your base class and all of its kits will be changed, it probably isn't too much work to create or edit a spell so that it fits the naming scheme of "sppr[1-7][0-9][0-9]" and has the correct Spell Type and Priest Type value set (or remove a spell from the list by changing these values).
×
×
  • Create New...