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Andyr

Retired Gibberlings
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Everything posted by Andyr

  1. AddKit doesn't check for race restrictions, no. I don't think you need to add it to a K_M_X.2DA to use AddKit, I think the line in the .tp2 where you specify the unusability flag and the parent class (eg 0x00004000 1 ) is enough to call it a Mage kit for these purposes.
  2. Sort of, I think, using the AddSuperKit() scripting action. This (I think) changes your kit but leaves you with your old abilities, as opposed to AddKit() which replaces them. Couldn't be used at the start of the game, though.
  3. WeiDU chokes because the K_M_X don't exist. If you copy over a blank file and call it K_M_H.2DA or whatever WeiDU won't choke, and it appends, but the game seems to ignore the file. In short, no joy.
  4. Thanks for your interest. Elven paladins, dwarven sorcerors and the like can only be created properly by patching the .EXE - unfortunately, nobody knows where. So unless someone can find out how then it's unlikely they'll make an appearance, though there will be new kits in the mod, some exclusive to various races (eg the halfling Urchin). Class/Race restrictions are one of the things I'd like to get rid of. About items - yeah, you'd need to back up the .TLK. We're working with WeiDU, which has a great system for things like this. PS I see you registered - welcome to G3!
  5. Hmm, just tested. WeiDU doesn't like to append to K_M_X.2DA, and if you put a dummy one in it doesn't change the kits available. It might be possible to unlock the mage kits for those restricted by race, though, but I haven't tested it. Looks like they can't be added for pic at character generation though.
  6. I had a look, there aren't even any K_M_X.2DA files. Though apparantly if you play like there were then the game doesn't mind and acts as if they always existed... I haven't tested this though.
  7. Andyr

    A FAQ...

    Correct - no singing, and the audio is suitably pitch - shifted to sound barely human. In fact, at times it sounds like vomiting almost...
  8. Andyr

    A FAQ...

    Yes, voicing was provided by a certain JCompton... Thanks very much for it.
  9. Andyr

    Screenshots...

    And talks some more. Well, at least a little.
  10. Andyr

    Screenshots...

    He walks, he talks...
  11. Andyr

    Screenshots...

    And this is what he can do. But you could've read the FAQ to find it out.
  12. Andyr

    Screenshots...

    It would seem this is who we've picked up:
  13. Andyr

    Screenshots...

    Here's some stuff to look at. First, an encounter in the mines!
  14. Andyr

    A FAQ...

    In case anyone has any questions. Tell me about the NPC... Name: Mur'Neth Class: Thief (new kit, Ghaunadan) Gender: None, but appears male Alignment: Chaotic Evil STR: 17 DEX: 16 CON: 16 INT: 11 WIS: 10 CHR: 14 Level: 3 Proficiencies: Club, dagger. Skills: No particular bias. Starting equipment: Club, studded leather, buckler, throwing daggers. He has the following unique kit: And here's his Bio: The portrait (recoloured by Immortality) is at the bottom of this post. And yes, he is voiced, by Jason Compton. OMG R0MANC??//// Uh... No. Do I need TotSC or ToB? You shouldn't do, though I've tested it using both installed. Will it work on my Mac? There is an OS X version available, yes. Look on the Downloads page. This is a mod for Tutu, right? What about BG1 or BGT? The mod now works with Tutu or BGT, and it will detect which you are using. It will not work on plain BG1.
  15. The names should be assigned in the .tp2 as well, eg: COPY ~MyMod/MyCre.CRE~ ~override/MyCre.CRE~ SAY NAME1 ~Name~ SAY NAME2 ~Name~ If it's a copy of a file which already exists, the name won't necessarily need to be reassigned. Could be something from your particular install, I haven't seen the code for v2 yet.
  16. Dodgy names for creatures and so on suggest that either they're not properly assigned in the .tp2, or that a tlk-overwriting mod or patch was installed afterwards (ie dodgy install order).
  17. Oh, I didn't know that. Perhaps I should put one in mine, then... Thanks!
  18. A quick look for now: 1. You've packaged it with a full backup directory (the folder 0). You'll want to have this empty. 2. Why is there a .txt file saying not to delete it in the backup folder? Looks good for now though.
  19. R0X!!!!1111 I'll definitely check this out.
  20. I had some problems with the naming conventions for the LUXXX files - I don't know if the XXX is limited to 3 characters, but it seems it has to start with LU.
  21. I think you should post somewhere that this is possible. I have always been told it is OMG HRADC0DED!!!!!1111111 As for Edwin, because of the Amulet giving him spells I don't think he needs a new kit - although a title change to Red Wizard (Conjurer) could be nice. We could do much more stuff now we know we can make Mage kits...
  22. Hang on... So, you can add new mage kits as long as you don't add them to K_M_X.2DA files? If so, does this mean we can create new mage kits and assign them to the PC with AddKit() or similar?
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