BG EE v1.2 and Custom Kits
Keryvian
Member Posts: 14
Disclaimer: I am hardly an expert modder and this is just based on my observations, which may be wrong.
The 1.2 patch has new .2DA files for some things that used to be hard-coded, including some that apply to classes/kits. One of these new files is CLASTEXT.2DA, which includes the name and descriptions for the class/kit. Another is CLSRCREQ.2DA, which lists the valid races for the class/kit. There are others.
Weidu, as of 234, does not cover these files with the ADD_KIT command. Kit mods created before v1.2 will need to be updated to include the new files.
In addition, there appears to be a limit to the number of kits that can be added without getting sql errors. Two kits seems to work fine. A third kit will generate an sql error for the 25STWEAP.2DA file.
The 1.2 patch has new .2DA files for some things that used to be hard-coded, including some that apply to classes/kits. One of these new files is CLASTEXT.2DA, which includes the name and descriptions for the class/kit. Another is CLSRCREQ.2DA, which lists the valid races for the class/kit. There are others.
Weidu, as of 234, does not cover these files with the ADD_KIT command. Kit mods created before v1.2 will need to be updated to include the new files.
In addition, there appears to be a limit to the number of kits that can be added without getting sql errors. Two kits seems to work fine. A third kit will generate an sql error for the 25STWEAP.2DA file.
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Comments
Updating WeiDU itself will probably take more than 3 days, considering the interface change required to specify the new parameters without breaking compatibility with other games (BG II).
@Wisp most probably has a much better insight on what could and should be done.
Edit: oh, yes, ADD_KIT will (eventually) support the new 2DA files etc. Perhaps in the next WeiDU version.
IIRC, this is clastext, one of the new 2DA files.
It is possible (as in, not complicated beyond general 2DA patching), to add a row to the file manually, but saying that makes it sound like doing it yourself is some sort of adequate alternative to having things work like it should.
I wouldn't know what to even add in the row, though, since all I'm seeing is string references, and I have no idea what numbers any given kit's name and description would be anyway!.
If you want to do otherwise, you have adapt the code and do things a bit differently when you want to differentiate from the parent class.
But now I've tried to just append lines from anything that isn't bard for this kit, to no avail. Append the full paladin line, and it tosses me back to bard. Append Blade's line, back to bard.
I don't know if there's a new file that hasn't been taken into consideration or something? =/ I'm definitely getting the 2da file showing up with lines of numbers that don't match up with the vanilla Bard's, but there's no difference in game. Unless my copy has become schizophrenic.
[EDIT] Okay, Liam told me to put 41 as the KITID for the moment, which FINALLY got the appends working properly.
I didn't know this. Is there any reason why you should do this instead of