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[mod] giving NPCs classkits [tool version: alpha 6 | MOD version: 1.7]

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Comments

  • tommytommy Member Posts: 401
    @Aquadrizzt
    the tool you show me is just another installing tool whitout a graphical interface. Its much more complicated to install what you want, it seems to be a nice tool and i have planned similar things to my tool.
    But i cant use this sourcecode, because there is no source code.

  • PhyraxPhyrax Member Posts: 198
    @Tommy: just copying the .cre files into the Override folder doesn't give the NPC a kit.
    Although I only checked it for Kivan and Montaron...

  • tommytommy Member Posts: 401
    edited May 2013
    you can try to rename the files whith big letters. And i hope you have start a new game for testing the mods?

  • PhyraxPhyrax Member Posts: 198
    @Tommy: I didn't start a new game, I'll try that.

  • tommytommy Member Posts: 401
    the problem is, if the the npc are loaded ones (if you where in the same area) then they are in the savegame and cant changed by mods anymore

  • PhyraxPhyrax Member Posts: 198
    edited May 2013
    @Tommy: Kivan wasn't in the same area. I'll try a new game with capitals (though I doubt capitals will make a difference).

    EDIT:
    Yup, starting a new game and using capitals for the names (not the '.cre' extension) made Imoen a Bounty Hunter.

    EDIT 2:
    It's starting a new game with the .cre files in the override, capitals don't matter.

    Post edited by Phyrax on
  • tommytommy Member Posts: 401
    edited May 2013
    only to make sure i understand right:

    imoen.cre - doestnt work?
    IMOEN.cre - work?
    IMOEN.CRE - work?

    EDIT:
    i will change this, and make the project mono compatible, so that it will work on Mac OS too.

  • PhyraxPhyrax Member Posts: 198
    edited May 2013
    @Tommy: capitals or not doesn't matter, only that you start a new game with the .cre files in your override folder. Adding them and expecting a saved game to work with them, even when the area has never been visited before, doesn't work. I checked this with Kivan only, but don't expect it to be different for, say, Minsc or Kagain.

  • PhyraxPhyrax Member Posts: 198
    @Tommy: is it possible to also change the paper dolls when changing a multi-class NPC to a single class. For instance, I have Montaron as an assassin now, but he still looks like a fighter.

  • tommytommy Member Posts: 401
    edited May 2013
    yes i think its possible. I have never thought about this, but i can put it on the todo list

    Post edited by tommy on
  • kamuizinkamuizin Member Posts: 3,683
    @tommy, just answer me a question if possible:

    I can manually mod my own game via EE keeper by opening the .cre files, can't i? To do that do you know which .cre files should i change (cos as you said, each NPC has more than one .cre file).

    By the way, apart unique abilities that have to be dealt apart (as minsc personal rage for example), there are any risk in doing each kit improvement manually by EE keeper?


    Ps: Minsc rage is changed in BG2 if you have Keldorn in the party. Each time Minsc end a rage with Keldorn in the party, he lecture a bit to minsc about loyalty, valor, righteous fury, and other morale disgust stuff. Each time minsc ear one of the lectures, his rage become easier to control.

    There are 3 rage end banters between Minsc and Keldorn, after the 3° take place, minsc will not loose control (become yellow circle) anymore in rage, so maybe that rage isn't so hard code if you want to change it.

  • tommytommy Member Posts: 401
    edited June 2013
    kamuizin said:


    @tommy, just answer me a question if possible:
    I can manually mod my own game via EE keeper by opening the .cre files, can't i? To do that do you know which .cre files should i change (cos as you said, each NPC has more than one .cre file).

    there are more the one .cre file for each NPC because they come at different levels. Which .cre file is used in the game depends on the level of your main character.
    So if you want to make sure that your mod is working, you need to change ALL of the .cre Files whit the NPC name.
    kamuizin said:


    By the way, apart unique abilities that have to be dealt apart (as minsc personal rage for example), there are any risk in doing each kit improvement manually by EE keeper?

    No there is no risk.
    First of all you need to understand. You have to change all skills, spells & innate spells manualy, special skills and spells from classes and kits will be added by the game automatically.
    Minsk is a good example. In an earlyier version of my mod i have maked a beserker mod for minsc. It has worked whitout problems, but in the game misk has get now too different "berserk" skills whith the same name and picture. You can use booth of them whitout problems, but it was very confusing so that i have decited to delete his old "berserk" skill.
    kamuizin said:


    ...
    There are 3 rage end banters between Minsc and Keldorn, after the 3° take place, minsc will not loose control (become yellow circle) anymore in rage, so maybe that rage isn't so hard code if you want to change it.

    i think this is working throught a script and a simple effect change. But it is easily possible to change a spell/skill

    kamuizin
  • kamuizinkamuizin Member Posts: 3,683
    Just to learn, some .cre files doesn't follow an specific order, Xan has for example:

    TTXan.cre
    Xan.cre
    Xan4.cre
    Xan6.cre

    Xan, Xan4 and Xan6 are easly to presume as (vanilla chan, xan lvl 4 and Xan lvl 6) but TTxan would be?

    Other characters are even worse to work around as Baeloth for example:

    A.cre
    B.cre
    Baeloth.cre
    bpbaelot.cre

    By the way, i never took notice that NPCs had to always join in even numbers and never odd numbers the party (xan for what i saw, join the party at lvl 1, 4 or 6, am i correct?).

  • FrecheFreche Member Posts: 473
    The number after the name is what level that npc is in that .cre file.
    Then which .cre file i choosen when you load an area for the first time with a joinable npc is determined by a table based on charname's level (it's not the same for all npc's.).

    You should be able to find it with the modding tools, I don't have access to my own computer atm so can't check.

  • kamuizinkamuizin Member Posts: 3,683
    Just finshed of manually give Kagain the Dwarven Defender kit with EE keeper.

    The bases are ok (Thac0, HP, AC...)

    The special abilities had to be set manually as you told @Tommy, took me a few tries to understand the process, but now it's ok.

    I found that Kagain can hit GrandMaster with Dwarven Defender kit, i thougth i did something wrong, so i make a test game and just created an Dwarf Defender main char and CLUAConsole XP on him, in fact the kit is broken. While the War Hammer is prevented to pass from high mastery (4 stars), the devs forgot to limit the Axe proficience, therefore any Dwarven Defender can hit Grand Mastery in Axe!

    Now that i have an idea of how to do and what to mess and what not, i will later change the .cre files directly instead of edit NPCs per gameplay, thx for the tips anyway dude.

  • KasKas Member Posts: 28
  • DazzuDazzu Member Posts: 939
    edited June 2014
    Nevermind, I fixed that error, but Near Infinity isn't showing the changes. This installer is wierd. It might be better as a Wiedu.

    Post edited by Dazzu on
  • DazzuDazzu Member Posts: 939
    edited June 2014
    Fixed. Somehow I opened BG2EE instead... don't ask.

    Post edited by Dazzu on
  • mwrossermwrosser Member Posts: 1
    The download file doesn't seem to be working, can someone help me out?

    Alternatively is there an easy way to do this with EEKeeper?

    Thanks!

  • thelovebatthelovebat Member Posts: 218
    The kits I'd probably have for the different NPCs are as follows

    Ajantis - Cavalier (change his longbow proficiency to something else like another point in two handed swords)

    Coran - Archer (though with some of the added kits from the Big World Project megamod, that gives him a few other potential fitting kits that allow him thieving abilities)

    Kivan - Archer

    Garrick - Skald

    Eldoth - Blade

    Xan - Fighter/Mage (or Fighter/Enchanter, special NPC multiclass like a Gnome)

    Safana - Swashbuckler

    Minsc - Barbarian or Berserker

    Alora - Fine as Thief

    Dynaheir - Fine as Invoker

    Imoen - Fine as Thief, good fit for dual class

    Khalid - Fine as Fighter

    Jaheira - Fine as Fighter/Druid

    Rasaad - Already a kit

    Dorn - Already a kit

    Neera - Already a specialist mage

    Baeloth - Fine as Sorcerer

    Yeslick - Fine as Fighter/Cleric

    Kagain - Dwarven Defender

    Branwen - Priest of Helm

    Faldorn - Avenger

    Quayle - Fine as Cleric/Illusionist

    Skie - Bounty Hunter

    Montaron - Fighter/Assassin or single class Assassin

    Edwin - Fine as Conjurer

    Shar-Teel - Kensai or Berseker

    Tiax - Cleric/Thief isn't really a good combo, but there's not much to change him to cus of his crappy stats.

    Xar - Fine as Necromancer

    Viconia - Priest of Talos, unless her worshiping Shar would contradict with her having this kit

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