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agb1

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Posts posted by agb1

  1. This can be contributed to the Big World Fixpack as a patch, and it will be applied if you use BWS to install these mods for BGEE. Fixpack was recently added to BWS for BGEE and BG2EE.

     

    We have a user on SHSForums who failed to install two other NPCKitpack components on BG2EE:

     

    - Adventurer kit for Nalia

    - Red Wizard title for Edwin

     

    Both failed on weapprof.2da. Might be similar issue.

  2. A suggestion made with no idea of technical feasibility, so feel free to laugh at me:

     

    What if instead of restricting which items can be worn/equipped/wielded by class, we allow any class to use any armor/weapon (assuming stats minimums are met, like enough str/dex), and then use applied bonuses/penalties (THAC0 penalty for unfamiliar weapon, DEX penalty like Item Revisions option for heavy armor, etc.) to discourage using items that aren't "appropriate" for a certain NPC/class/kit?

     

    Would it be more compatible to apply a set of bonuses and penalties to particular NPCs or kits based on what they wear, instead of patching every item/weapon in the game to be equippable or not by a certain class/kit? Could this be done with scripts attached to NPCs in a way that would be ignored by AI mods like SCS?

     

    Edit: thinking about it some more, many armor and weapons have special abilities beyond just AC modification and damage, which might not be appropriate for other classes. Putting a cleric armor that increases level 3 priest spells on a wizard won't actually harm anything, will it? But, an item that has 'usable' abilities (from the action bar) might need to be restricted by class to prevent abusing an 'archmage talisman' to cast spells on a barbarian. I guess you can somehow check for items that have usable abilities and handle them differently...?

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