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Posts posted by Andyr
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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.
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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!
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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.
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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.
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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:
GHAUNADAN: These vile, intelligent monsters are the loyal servants of Ghaunadaur, the evil deity venerated by oozes, slimes, jellies and some drow. Ghaunadans are similar to oozes, but they are quite intelligent and can form their bodies into the shape of an attractive humanoid. In its natural form, a ghaunadan resembles an oozelike creature such as an ochre jelly or green slime.Ghaunadans lack many of the advantages of thieves, but make up for these with unique abilities of their own, such as their charming gaze and unique resistances.
Advantages:
- May cast Friends once per day per 2 levels.
- Immune to blindness, poison, disease, sleep, paralysis, gaze attacks and stunning. In addition, they have 10% resistance to bludgeoning damage.
- Can make an Ooze Touch attack once per day per 3 levels. This ability lasts for 5 rounds. The attack does d6 damage and the target must save vs. poison or be held for 5 rounds.
- Can shapeshift between ooze and human forms once per day per 5 levels. While in ooze form, all the character's attacks are paralytic. There is no limit to the time spent in either form.
Disadvantages:
- Only gets 15 skill points per level.
- Cannot set traps.
And here's his Bio:
When you ask about his past, MUR'NETH turns towards you and lets out a long, tortured gurgle. Although his true form is that of an ooze, he seems comfortable being referred to as a male.You glean from his words a deep devotion to his deity Ghaunadaur, creator of his race. Mur'Neth reveals this is typical for his kind - they truly live to serve him. Mur'Neth was spawned only recently to investigate the tainting of the ores beneath the Nashkel Mines, which has resulted in the deaths of many of the native oozes and moulds in the area. This displeased Ghaunadaur greatly, though he seems content to permit Mur'Neth to accompany you for now...
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.
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Yes, what Idobek said.
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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.
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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).
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What's a blood druid?
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Oh, I didn't know that. Perhaps I should put one in mine, then... Thanks!
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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.
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R0X!!!!1111 I'll definitely check this out.
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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.
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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...
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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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Hang on... So could you make Edwin a custom Red Wizard kit, for example?
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Though you learning to code could also be a Good Thing.
Don't let Andyr fool you! You'll find an endless array of projects on which you wish to work and you'll play BG2 F0R3V4RR!!!!1111!!!!!.
*Andyr shoots Cam*
Get back on holiday! Stop interfering with my plots!
Discussion: BG2 Kit Creation Series
in Modding How-Tos and Tutorials
Posted
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.