Restore Bag limits to old BG system
kamuizin
Member Posts: 3,704
In Baldur's Gate 2 of old, the scroll case limits were set to 20 scrolls per case, same with gems. Part of the challenge that time, was to manage your inventory and to know and get all the cases you could get to make this.
Nowdays just 1 case/bag solve all the space problems (and the game now have even MORE cases/bags to sell).
I would like to see the old limits again on the game, be it by mod or vanilla change.
Nowdays just 1 case/bag solve all the space problems (and the game now have even MORE cases/bags to sell).
I would like to see the old limits again on the game, be it by mod or vanilla change.
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If you just prefer your own game to be that way though, it's an easy manual edit to set the storage capacity of containers to whatever you want them to be.
I took the program from this source that was meant for the old BG2 game, if there's an updated version of Near Infinity compatible with BG2:EE i would appreciate being pointed to it.
https://github.com/NearInfinityBrowser/NearInfinity/releases
But since you asked, i'm thinking in find a way to give level 7, 8 and 9 spells slots to my Haer'Dalis (and make him keep the slots, cos if i do that by EE keeper, at each level up the character lose the spell slots, probally in reason of system structure).
However, the modified 2da will affect all bards (not just Haer'Dalis). It will also work for ongoing games, but only after the next level up.
Above the MXSPLBRD.2DA file, there is the MXSPLDD.2DA file that i presume belong to the Dragon Disciple kit.
In the pattern of the table there it is:
2DA V1.0
0
1 2 3 4 5 6 7 8 9
1 1 0 0 0 0 0 0 0 0
2 2 0 0 0 0 0 0 0 0
3 3 0 0 0 0 0 0 0 0
4 4 1 0 0 0 0 0 0 0
5 4 2 0 0 0 0 0 0 0
6 4 3 1 0 0 0 0 0 0
7 4 4 2 0 0 0 0 0 0
8 4 4 3 1 0 0 0 0 0
9 4 4 4 2 0 0 0 0 0
10 4 4 4 3 1 0 0 0 0
11 4 4 4 4 2 0 0 0 0
12 4 4 4 4 3 1 0 0 0
13 4 4 4 4 4 2 0 0 0
14 4 4 4 4 4 3 1 0 0
15 4 4 4 4 4 4 2 0 0
16 4 4 4 4 4 4 3 1 0
17 4 4 4 4 4 4 4 2 0
18 4 4 4 4 4 4 4 3 1
19 4 4 4 4 4 4 4 4 2
20 4 4 4 4 4 4 4 4 4
21 4 4 4 4 4 4 4 4 4
22 4 4 4 4 4 4 4 4 4
23 4 4 4 4 4 4 4 4 4
24 4 4 4 4 4 4 4 4 4
25 4 4 4 4 4 4 4 4 4
26 4 4 4 4 4 4 4 4 4
27 4 4 4 4 4 4 4 4 4
28 4 4 4 4 4 4 4 4 4
29 4 4 4 4 4 4 4 4 4
30 4 4 4 4 4 4 4 4 4
31 4 4 4 4 4 4 4 4 4
32 4 4 4 4 4 4 4 4 4
33 4 4 4 4 4 4 4 4 4
34 4 4 4 4 4 4 4 4 4
35 4 4 4 4 4 4 4 4 4
36 4 4 4 4 4 4 4 4 4
37 4 4 4 4 4 4 4 4 4
38 4 4 4 4 4 4 4 4 4
39 4 4 4 4 4 4 4 4 4
40 4 4 4 4 4 4 4 4 4
However, my DD at level 9 has already 5 casts of level 1 spell. In this sorcerer (kit) case, are these numbers then the spell slot (casting ability for sorcerer) list or they're the know spells a DD can get? Exist any other variation to define how much spells are going to be cast by a character? Cos something is wrong if my DD has 5 casts (in the vanilla and not changed game) and the list allows only 4 spells.
Another thing, there is some way to change the files to make charisma give proper extra spell bonus? Wisdom i believe is ruled by the file MXSPLWIS.2DA with the following table:
2DA V1.0
0
1 2 3 4 5 6 7
13 1 0 0 0 0 0 0
14 2 0 0 0 0 0 0
15 2 1 0 0 0 0 0
16 2 2 0 0 0 0 0
17 2 2 1 0 0 0 0
18 2 2 1 1 0 0 0
19 3 2 1 2 0 0 0
20 3 3 1 3 0 0 0
21 3 3 2 3 1 0 0
22 3 3 2 4 2 0 0
23 3 3 2 4 4 0 0
24 3 3 2 4 4 2 0
25 3 3 2 4 4 3 1
Can i create for example an... MXSPLCHA.2DA and link it to sorcerers and dragon disciples (and bards also maybe, but not too important for me at least). Is that possible?
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I retreat the changes and the game is opening normally now. I'm starting to believe that to give bards spells in levels they doesn't have normally (thus creation 3 new columns) i need to change more than MXSPLBRD.2DA file.
Should i throw it on the override folder?
The 2da file you attached in the post above is malformed. If you open it in a text editor (anything but Microsoft Notepad will do; I normally just use Microsoft WordPad; most people here prefer the more advanced Notepad++), you'll see that there are several problems
1) there are some additional empty lines
2) there are too many (or not enough) carriage returns (you must have a new line for each character level, and all the spells for a given character level are supposed to be on the same line)
If you fix these issues it will work.
About your remaining questions:
1) MXSPLDD.2DA contains the number of spells per level that a Dragon Disciple can cast (the known spells are the same of Sorcerer and stored in SPLSRCKN.2DA)
2) it looks like you are right and there is something wrong however. The number of spells your DD can cast in game is correct as per Kit description (i.e. one less than sorcerer), but it doesn't match the content of MXSPLDD.2DA. This maybe is an oversight of the developers. I don't know if the game uses or not MXSPLDD.2DA for the DD. It may just use the table for sorcerers and subtract one, or use MXSPLDD.2DA and for some reasons have to add one. Maybe one of the developers could clarify how this works and even better if they could update the IESDP site with information on the new (EE only) 2DAs.
3) I don't think it will work to create a MXSPLCHA.2DA for bonus spells based on Charisma, unless the game engine is changed by the developers to account for that. AFAIK this has not been done yet, so maybe you can make a feature request.
I just have created a custom race, works hell awesome.
So it's not to be in order when i made the final save on the file, it's to be this way? Shoudn't the spell levels be under their respective levels columns?
I fixed the 2DA table for you. Try using the one I'm attaching, it should work. I kept the values as in yours and just fixed the formatting.
Which program are you using to edit the 2DA files? If you are using the wrong program (e.g. Microsoft Notepad, Microsoft Word, etc.), it will look fine even when it isn't.
Try using Microsoft WordPad or Notepad++, there is also a portable version that doesn't require installation.
Just to show you, this is how your original file looks in Microsoft WordPad:
and this is how it should look like:
By the way, thx @Erg for your help and your patience with my issues.