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Abel

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Posts posted by Abel

  1. I have a mod with two components.

    The first component changes a 2DA. The second component changes it as well.

    Each component can be installed separately or together and in that case, I want #2 to remember the changes of #1.

    Each component uses the same copy code: COPY_EXISTING ~file.2da~ ~override~

    Unfortunately, COPY_EXISTING in #2 doesn't get the modified 2DA in the override folder but acts as if nothing's there and modify the normal game file.

    Is it a bug or am I missing something? Any help would be appreciated!

  2. Thanks, subtledoctor, your remarks are useful!

    1 hour ago, subtledoctor said:

    If you're only concerned about the vanillla kits, that's only three kits per class. Honestly I would just do each one manually at that point. Most of it would be copy-and-paste work, only the QD_Multi stuff would really need tailoring to each combo.

    Yes, that's what I've done so far with the mod. The only drawback is that options are fixed and players cannot choose their own multikit options.

    1 hour ago, subtledoctor said:

    There's no good way to circumvent that issue. The QD_Multi function works by creating an .EFF file from each applied kit ability .SPL, with the ' # ' simple appended to the end. Since the .EFF file can only be 8 characters long, that means applied kit abilities can only be 7 characters long. Could you come up with an .EFF naming scheme that works a different way, perhaps by substituting some letters in the filename? Sure... but then you could not be sure the substitution would lead to the same result. (E.g. try replacing the first two letters: "BD_SHADO.spl" and "D5_SHADO.spl would both become "QD_SHADO.spl" and thus it would be wrong for one kit or another.) My advice would be to simply look at the kit ability tables, and if there is some ability that is 8 characters long, clone it to a new file with 7 characters, and replace the reference in the kit table. Then run QD_Multi, and it will work. It would need to be done manually but I can't imagine there are more than a handful of such abilities.

    Good points! I thought renaming would be the solution, in the end. You're right, I only had a problem with the Thief Evasion ability.

  3. Thanks! Yep, my mod was using QDMulti and I was looking into switching to ADD_KIT_EX but what I'm missing is code to generate all combinations from a number of kits. Basically, I've coded every single multikit I wanted which is not ideal. I don't even know what I can achieve with WeIDU because it's been long since I've used it. I need a way to loop through arrays, I think. Wouldn't your code help with that?

    I'm also interested to know if you found a way to deal with the limitations of the library that I mention there and there (internal ability naming length).

  4. On 1/28/2022 at 8:45 PM, subtledoctor said:

    I've been tinkering with a MUCH bigger change to the mod, which will greatly greatly simplify both installation and use in-game. But it's a fair amount of work. Currently working on scripted class changes, and then I need to totally revamp the proficiencies-by-dialogue system, and then I need to write from the ground up a thief-skills-by-dialogue system. No e.t.a. right now.

    I toyed with adding a massive new feature, which would make multiclass versoins of every single-class kit in the game, so you could be a proper multiclass berserker/mage, or fighter/evoker, or whatever, choosing the kitted multiclasses right in the character generation menus. I have working code to generate all the new multiclass kits on the fly, taking into account any/all mod kits that have been added to the game. It's dope. (ADD_KIT_EX is soooo great!) But, on reflection, I think it's not really worth it. There would be problems with HLA tables that I don't have time to code around, and the benefit is pretty small compared to simply being a fighter/mage with the single-class berserker kit, etc. So that code will go on the shelf.

    Hey, subtledoctor!

    Endarire told me you were working on that. That's what I had in mind to improve my Multikits mod. Would you be willing to share the code? You would be credited, of course! I suppose the HLA problem you mention has to do with custom HLAs? I only have the vanilla kits in mind.

  5. Any reason why several of the random treasures are not restored by default in IWDEE? I only checked a few items (Morningstar of Action, War Hammer Defender) but others are probably missing as well. I commented the game requirements to be able to install the component (UB). Hopefully it will work. It could be a good idea to allow it for IWDEE in future versions. Cheers!

    Edit: well, it couldn't work given that it's using IWD 2da names. So here's the updated table:

      u1Ham5a => RNDTRE24 // War Hammer of Phasing +3
      u1Ham5b => RNDTRE24 // War Hammer +4: Defender
      u2Ham4b => RNDTRE62 // War Hammer of Phasing +2 (2H)
      u2Ham5a => RNDTRE24 // Demon's Breath
      u2hAx4b => RNDTRE64 // Two Handed Axe of Resistance +3
      u2hAx5a => RNDTRE22 // Foe's Fate
      uBswd5b => RNDTRE21 // Bastard Sword +3: Incinerator
      uFlal5a => RNDTRE24 // Shocking Flail +4
      uLbow5a => RNDTRE22 // Long Bow +4: Hammer
      uLswd2b => RNDTRE45 // Spiked Long Sword +1
      uLswd5a => RNDTRE21 // Long Sword of Action +4
      uLswd5b => RNDTRE21 // Bhaal's Fire
      uMstr3a => RNDTRE10 // Morning Star +2: Hammer
      uMstr5a => RNDTRE24 // Morning Star of Action +4
      uRing2a => RNDTRE44 // Greater Ring of the Warrior
      uRing4a => RNDTRE54 // Ring of Reckless Action
      uRing4c => RNDTRE54 // Ring of Aura Transfusion
      uRing5a => RNDTRE25 // Ring of Greater Resistance
      uRing5b => RNDTRE25 // Ring of the Warrior Thief
      uShld3a => RNDTRE13 // Reinforced Large Shield +2
      uShld4a => RNDTRE56 // Large Shield of Strength +1
      uSltr3a => RNDTRE08 // Studded Leather +2: Shadowed
      uSltr4a => RNDTRE56 // Studded Leather of Resistance +3
      uSltr5a => RNDTRE23 // Studded Leather +4: Shadowed
      uSpot3b => RNDTRE07 // Potion of Constitution
      uSpot4a => RNDTRE54 // Potion of Arcane Absorption
      uSpot4c => RNDTRE54 // Potion of Aura Enhancement
      uSpot5a => RNDTRE25 // Potion of Dissipation
      uSswd3a => RNDTRE12 // Sloth
      uSswd5b => RNDTRE23 // Short Sword +4: Hammer
      uTswd2b => RNDTRE46 // Two Handed Sword +1: Hammering
      uTswd2c => RNDTRE46 // Two Handed Sword of Resistance +1
      uTswd4a => RNDTRE63 // Two Handed Sword +4: Backbiter
      uTswd4b => RNDTRE57 // Two Handed Sword +3: Bane
      uTswd5a => RNDTRE21 // Static Two Handed Sword +4
      uTswd5b => RNDTRE21 // Two Handed Sword +4: Life Giver

    The 2da looks fine with this change.

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