@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.
@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.
@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.
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.
@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.
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.
... 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
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?).
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.
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.
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
Comments
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.
Although I only checked it for Kivan and Montaron...
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.
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.
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.
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. 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. i think this is working throught a script and a simple effect change. But it is easily possible to change a spell/skill
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?).
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.
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.
Alternatively is there an easy way to do this with EEKeeper?
Thanks!
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