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Mike1072

Gibberling Poobah
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Posts posted by Mike1072

  1. Can I, when using a text editor, instead of doing a //, can I just delete the command? Would that work?

    Yep.

     

    I just want Cernd's high level dialogue fix, nothing else.

     

    On that note, if that is possible (and I do it), can I use Baulderdash to fix other things (especially if they have nothing to do with Cernd.

    Probably... as long as you made sure that they don't interact destructively with the same files (or just on the same files period).

     

    Personally, I wish this fix pack was listed like Baldurdash does it. You can pick and chose what to download/install (or not download/install).

    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.

  2. Hey :)

     

    I've just read the 'Limitations of the engine' part and now I wonder... is it really impossible to make a kit involving a sorcerer? I thought about a multiclass Fighter/Sorcerer, so will this be absolutely impossible?

    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.

     

    Besides this I've got another problem, some of those files you need for the kit creation do not appear in my override (ABDCDSRQ.2da, ABDCSCRQ.2da, ALIGNMNT.2da, CLASWEAP.2da) whereas others do (WEAPPROF.2da, ABCLASRQ.2da). Is this a common problem? And is there a common solution to it? Would be nice if someone could answer these two questions..

    You should use a program like Near Infinity to extract these files from the game resources.

  3. Mike you rock :suspect:. After changing the filename all the abilities are taking effect and the gameplay isn't slowed down anymore.

    Glad to hear things are working for you now. :blush:

     

    One last question though. You mentioned having to copy an HLA table over but im only running SoA (Hoping to get expansion soon). Is this still necessary? and if so then how do I go about doing that because I dont even have a custom HLA table made.

    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.

  4. // path to your CLAB-style 2da file

    ~Gmod/kits/spellsword/G_SpellSw.2da~

    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).

  5. 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.

  6. I have a bar kit that compiles and everything i want for it is working except that the special abilities i assigned are not taking effect.

     

    I used the Clab file for the blade because i wanted the defensive and offensive spin for the kit and i added the ability from the swashbuckler kit to increase hit and damage every 5 levels.

     

    The problem is when i make the character he doesn't start out with the spin abilities and when I increase his level he doesn't gain the +hit and damage bonus.

    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.

     

    The second problem is that when I am playing with the mod installed the game runs a little bit slower until i uninstall the kit.

    I haven't experienced this.

  7. 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.

    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

  8. 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!

  9. 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:

     

    The Geomantic Sorcerer Kit is strongly based on the Druidic Sorcerer Kit by Constant Gaw, and resurrected by hlidskialf and loosely based on the Geomancer presitige (=>prestige) class from the AD&D 3rd Edition Masters of the Wild manual.

    ...

    Requirements:

    - 13 Wisdom, 9 Charisma.

    - Must be of any Neutral alignment. (duplicate line replacing another requirement)

    - Must be of any Neutral alignment.

     

    @102=~GEOMANTIC SORCERER: The cleric reaches out to a higher power. The wizard trust (=>trusts, grammar) only in eldritch tomes. The druid looks to nature for her spells. To the geomantic sorcerer, however (add a comma after 'however') all magic is the same. Geomancy is the art of channeling magical energy from many sources through the land itself. The spells he casts through his connections with the earth are reflections of his own strength of will.

     

    Advantages:

    - Learns druid spells in addition to sorcerer spells and casts them from the sorcerer's spellbook.

    - At level 8, can shapeshift into new druid animal forms, gains an additional use every 3 levels.

    - Gains special High Level Abilities, including Quest Spells and Level 10 Wizard Spells.

    - Can learn high level Quintessence Magic.

     

    Disadvantages:

    - Has a 15% penalty to experience.

    - Strength, Constitution, and Dexterity have a -2 penalty.

    - Has a -1 (shorter casting time is better, so -1 sounds like a good thing - perhaps reword as "Has a penalty of 1 to casting speed.") penalty to casting time.

     

    Requirements:

    - 13 Wisdom, 9 Charisma.

    - Must be of any Neutral alignment.

    - Must have a base class of sorcerer.

     

     

    Restrictions:

    - Sorcerer Item usage.

    - Recognized as a sorcerer.

     

     

    Quintessence Magic:

     

    Quintessence Magic draws directly upon magic in its basic form, free of intermediaries such as deities, the Weave, or structured spellcasting. It is an inherently intuitive blending of the arcane and the natural forces in the world and cannot be taught or granted.~

     

    @232=~Tracking

    With an intimate knowledge of his surroundings and the creatures that live within them, a ranger (I think this description is for the Dog's tracking ability - if this is seen in game, perhaps the whole sentence should be rewritten?) can use the Tracking ability to give himself a general idea of what creatures are in an area and which direction they are. Red arrows at the edge of the screen will point in the general direction of the creatures in the area.~

     

    @263=~Mordekinan's (is this supposed to be Mordenkainen? If so, it also needs to be replaced in @262 and @264) Multiplicative Magic Missile~

     

     

    @276=~Delayed Blast Explosion (Invocation/Evocation)

    Level: 7

    Range: Visual range of caster

    Duration: Special

    Casting Time: 7

    Area of Effect: 60' radius

    Saving Throw: 3/4

     

    This spell creates a massive fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks too close to it. At which point (this starts a sentence fragment - changing the period into a comma should fix things) it will explode for 15d6 points of damage with a save vs. spell for three-quarters damage. The resulting explosion creates a massive expanding shockwave that stretches out in a 60-foot radius. Its relatively slow expansion gives the caster and his party time to flee.~

     

    @298=~Earthly Planeswalking~

    @299=~(TIER 3 ABILITY)

    Earthly Planeswalking:

    Having mastered the elements, it is now possible for the geomantic sorcerer to meld into any terrestial (=>terrestrial) environment, moving through the ground or air at will, reappreaing (=>reappearing - note, both of these changes also need to be applied to @333) anywhere onscreen in humanoid form.

     

     

    Requires: Elemental Transformation.~

     

    @317=~Essence of the Planes

    (Quintessence Magic)

    School: Any School

    Range: Visual range of caster

    Duration: 20 rounds

    Casting Time: 9

    Area of Effect: Special

    Saving Throw: None

     

    This spell summons an Orb of Pure Energy for 20 rounds. This Orb has many abilities, both offensive and defensive, and its mere proximity to both friend and foe has significant effect. The caster can shape its energy into many different uses, but must remain within visual distance to maintain control.

     

    Close proximity to the orb will result in the following effects, occuring (=>occurring) once each round:

     

    Enemies:

    Horror, Blindness, Ray of Enfeeblement, Remove Magic, Secret Word, Hold Monster, Miscast Magic.

     

    All of these spells are cast identically to their wizard-spell counterparts as though the Orb were a 25th level wizard. In addition, all creatures of 8 hit dice or lower are instatnly (=>instantly) slain, as per the 6th level wizard spell, Death Spell.

     

    Allies:

    All friendly creatures slowly regenerate when near the Orb. In addition, they gain a bonus of 1 to their casting speed, a +1 bonus to all stats, a bonus of 1 to all saving throws, and a bonus of 1 to their speed factor.

     

    The Orb is able to cast the following spells:

     

    Elemental Phasing (four times per day)

    The Orb selects a target and sends 10 magical orbs flying at it. Each of these orbs, upon hitting the target, will phase the victim briefly into one of the 4 elemental planes for a split second before bringing them back. These short forays will result in a small amountof (=>amount of) elemental damage (1d2), although at the end of the journey there is a 20% chance that the target will be level drained (5 levels), feebleminded (4 rounds), or stunned (4 rounds) from the shock of travel. There is a 5% chance tha (=>that) the victim will not be able to withstand the shock and will die instantly.

     

    Energy Shockwave (four times per day)

    This spell sends out (remove?) all enemies near the orb flying backwards, dealing 1d20 points of damage and slowing their movement rate by 75% for 1 round.

     

    Energy Exchange (four times per day)

    All enemies within the selected radius will be struck by lightning bolts, each dealing 5d5 points of damage.

     

    Ball Electricity (twenty times per day)

    This is the Orb's basic attack which deals 3d6 points of electrical damage and 3d6 points of crushing damage to a single target.

     

     

    Requires: Spell Enhancement.~

     

    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.

  10. I kwow how to add spell to a kit in the "spellbook" of a kit but how make sur the kit receive only the spell I whant and not my spell and the spell of the mother class.

    That's what do the "brain crashing" :) add a spell is really simple but add only my spell not at all

    If adding spell needed only one file it would have been more simple :p

    But no :)

    What trouble me is how add only my spell to a kit wich have already the spell of the mother class, that's why you give me the link and that's cause my brain to crash or is there a great misunderstanding ? :)

    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.

  11. From the small part I've understand if I want to add spell to a ranger or a cleric in their "spellbook" without having the ordinary spell I must install clerix remix and do a lot of things that I don't even understant. Cause if I try doing something I risk to mess everythings in the game files and change all the kit using spell table. Maybe I just should supress the button which allow a clerc or a ranger to use spell by their spellbook and add my spell in the inate section, players won't be able to choose what their player will learn but at least it will work whithout crashing the game or my brain :)

    So thanks but I think that I must do what I can do so I just find another way.

    Thanks anyways :) (uh I hope thats the good word :p )

    :) 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.

  12. I don't think that either CLASWEAP or WEAPPROF change which weapons are usable by a kit - they relate to the proficiencies available when creating or levelling up a character.

    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.

     

    It is possible, but a little complicated, from what I've heard. The second paragraph of this thread explains more about doing so.

    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.

     

    First, an overview of how DR creates the sphere system. As we found through several frustrating releases, removing spells from divine casters is unreliable at best. The engine automatically puts spells of the name sppr[1-7][0-9][0-9] into divine spellbooks if the spell is of the correct type, defined by the two bytes at 0x20 in the spell files. DR removes this automatic granting of spells by changing the type of all spells of the name sppr[1-7][0-9][0-9] to invalid for all divine casters. The spells are added manually via the kit's ability tables, aka the CLAB 2da files. Adding to the spellbook through script or spells resulted in the cleric receiving experience points for 'learning' the spell.

     

    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).

  13. Ok I say it again I don't speak english everydays I'm French so sorry when I don't speak corectly.

    Then I have quite a lot of question :

    1 I'm wondering : when we put a 0 or a 1 in the CLASWEAP.2da file we are telling the game if yes or not the kit can use some king of item. So if I do this ~K?ArchSyl 0 0 0 1 1 0 0 0 ~ my kit can use only er raged weapon ? So the "flag" 0x00028000 12 is there to control all item wich aren't weapon ? But stangely in doing this using my kit I can use some melee weapon.

    I don't think that either CLASWEAP or WEAPPROF change which weapons are usable by a kit - they relate to the proficiencies available when creating or levelling up a character. The base class of your kit (in your example, "12" for Ranger) determines which weapons and armour your class cannot use. The UNUSABLE hexadecimal value (0x00028000) puts further restrictions on a kit, such as limiting the type of armour they can wear.

    2 I'd like do make another kit of druid,clerc or even a ranger but using only the spell I'd give him. Is it possible : I mean keep the spell button but in order to use my spell and not the spell that the class ranger or druid will give. Is this possible or will I have to supress the button and add my spell as innate spell ?

    It is possible, but a little complicated, from what I've heard. The second paragraph of this thread explains more about doing so.

    3 And the last one : it's about LUXXX.2DA file. While doing it I just have to copy one in near infinity change what I need and then using the comand copy in put my file in the game and my kit which is link to this file will use it ? It seems that in doing so I've made something wrong so my PC don't get HLA. I am using the right methode ? er sorry I'm pretty that's not how an English speaker would have say that but I not really that skilled in foreing laguage sorry !

     

    Thanks for reading and another thanks for those who try to answer !

    It sounds like you are doing everything right. You will need to make a LUXXX.2DA file and use the COPY command to put it in your game, and then in your ADD_KIT command, you will need to specify it like this:

     // HLA table to use; see LUABBR.2da
    ~XXX~

    So it has the same name as your .2DA file, but WITHOUT the "LU" before it.

     

     

    Your English is quite understandable - certainly it is more understandable than my French! I hope this post was able to help clarify things for you - and maybe someone else can jump in here if I've mistakenly provided any faulty information. ???

  14. NPC that can apply kits when you talk to them
    What do you mean exactly? NPC applies kit to itself, or to the one talking to them? (Or to anyone?)

    I didn't mean a joinable NPC - I meant a regular NPC that anyone in the party can go up and talk to. You can set conditions in their dialogue to provide different options based on the class of the person who initiates dialogue with them (among many other things), and the kit can be directly applied to whoever they are talking to. It is also fairly easy for makers of new kits to insert more dialogue options to allow the choosing of their kit. If you plan to implement this, my biggest tip is to ensure your KIT.IDS has been properly fixed (ie. via BG2Fixpack) before testing.

  15. Would it be possible to add a kit to a character by having them use a special item?

    I ask because I heard about some AddKit() function. Could an item be modified to invoke this?

     

    If you can, this could overcome the usual 9-kit limitation by adding a vendor that sells "kits" in the promenade. These "kit tome" items maybe could be set to be usable only by a corresponding trueclass that has the prerequisite stats.

    The AddKit() function is for scripts. There may be a way to set up things as you suggest but I think it might be a little cumbersome compared to just creating an NPC that can apply kits when you talk to them.

  16. Hi, I have installed my kit, but the game crashes when I get to the select skills in character creation. Why would this be happening?

    I tested this with an empty CLAB file and it made it through character creation, so your error might be in there - however, there are a number of things here that should probably be fixed.

     

    // appended to CLASWEAP.2da
    ~C!Selune 0 0 1 1 0 1 0 0~
    // appended column-wise to WEAPPROF.2da
    ~C!Selune 0 0 0 0 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 1 1 1 0 0 0 0 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~

     // appended to ABCLSMOD.2da
    ~Ninka				0	   0	   0	   0	   0	   0~

    The first entry of all of these should be changed to match your internal kit name, Ninja.

     

    You should also try to fill in the Backup and Author fields appropriately. Optionally, you might want to change the kit names and descriptions. Changing the Lower name to ~ninja~ is very marginally useful - it will change the size of the text to match most* of the other kits on character creation. Changing the mixed name to ~Ninja~ will make it not stand out as much compared to the other kits and classes on various screens but is a matter of taste. To be clear, the help text/kit description is the spot to place the full description of the kit including advantages and disadvantages - it was merely cut for length in the tutorial to save space.

     

     

    * For whatever reason, the cleric kits seem to be "special" in this regard - their lower string capitalizes the name of the deity, making it look slightly strange. I would recommend this for inclusion in some fixpack - if anyone actually cared about it. :(

  17. Some classes can not be kitted - Sorcerers, monks, barbarians, and wild mages can not be kitted.
    This means that these classes cannot be kitted for a PC, correct? NPC only kits for these classes can be made, can't they? (Good to know before I start trying to tinker about)
    Err, no. These four really are hardcoded and unkittable. With a custom NPC though, you can grant extra abilities and such with a script that grants extra abilities at level-up.

    I believe Sorcerers and Monks can be kitted, but you can't select the kits when creating your character, you have need to edit their kit in-game with AddKit() or by using Shadowkeeper.

     

    The final column, CLASS, refers to the parent class of the kit--i.e. Assassins, Bounty Hunters, and Swashbucklers would have the value for thief in this column. Valid values are 1 (Mage), 2 (Fighter), 3 (Cleric), 4 (Thief), 5 (Bard), 6 (Paladin), 11 (Druid), and 12 (Ranger).
    The values for Sorcerer and Monk are 19 and 20, respectively, from class.ids.

     

    Heh, I had only tested this on Imoen and Nalia and assumed the problem to be universal, it is not. Adding a kit to trueclass or multiclass mage gives the extra spells. Adding a kit to a dualclass mage (or a mage/thief, at least) doesn't.
    I did a bit of testing with this yesterday and discovered that for trueclass, multiclass, and dual classes whose ORIGINAL class is Mage, the spells are added properly (upon gaining a level in any class). Dual classes who start as something other than mage seem to never gain the extra spells. Also, going from specialist to trueclass will reduce the number of spells to the proper amount on levelling.
  18. I wanted to comment about the kit creation tutorial - which, by the way, rocks. The only thing I thought I should mention is that the info regarding this section from Part Three:

     ~C!3~

    Determines which HLA table to use for the kit. (If the kit is installed on an SoA-only game, the lines delaing with ToB are ignored.) If you use a custom table, you'll need to copy it over separately (covered below).

    I had created a custom HLA table and named it LUDT1.2DA. When I got to this part in the .tp2, I had put in ~LUDT1~. I was frustrated when I levelled up my char in-game and he didn't get any HLAs. It wasn't until today when I was browsing LUABBR.2DA with NI that I discovered my kit sticking out with the LU prefix that none of the other kits had. So, I modified my .tp2 to just ~DT1~ and re-installed and everything worked fine. I thought it might be helpful for newbies if you included a small note about this in that section. Also, I think it was mentioned earlier that someone had skipped the ToB-related lines because they only used SoA and it was failing to install because of that, so perhaps it could be stressed that although the lines are ignored if using SoA, it is necessary to have them.

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