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Weidu Updated for Mod Kits?

XavioriaXavioria Member Posts: 874
Hi, been away for quite a while for several reasons, one of which is due to a company's inability to correctly help me fix a computer which otherwise should have been a simple task looking back at what the actual problem was, BUT ANYWHO....

Was just wondering if Weidu had been updated to the recent 1.2 patch that externalized some different kit things so that I can update my Elementalist and Loretheif kits that I created. Just hoping that it has, I tried checking version history but I didn't see any dates so I wasn't sure....

Although I'm blind as a bat so it wouldn't surprise me if I missed it.

Comments

  • AquadrizztAquadrizzt Member Posts: 1,065
    Weidu itself cannot deal with the fact that there are several new things that need to be specified for new kits. However, you can always manually define them or use one of the newly published libraries (I forget where they are) that sets all of the kit values in the new 2das to the values of the parent class.

    Here is an example from my (v1.2 compatible) Monk kit pack. Everything after the "SAY @30" is new and needs to be specified.

    ADD_KIT ~QDHINFIS~
    ~QDHINFIS 0 1 0 0 1 0 0 1~ //clasweap.2da
    ~QDHINFIS 0 1 0 0 1 0 0 1 0 1 1 0 0 1 1 1 0 1 0 0 0 0 0 0 0 0 1 1 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~ //weapprof.2da
    ~QDHINFIS 0 11 11 0 9 0~ //abclasrq.2da
    ~QDHINFIS 0 0 0 0 0 0~ //abclsmod.2da
    ~QDHINFIS 0 17 17 0 17 0~ //abdcdsrq.2da
    ~QDHINFIS 0 15 15 0 15 0~ //abdcscrq.2da
    ~QDHINFIS 1 1 0 0 0 0 0 0 0~ //alignmnt.2da
    ~QDHINFIS 0 0 0 0 0 0~ //dualclas.2da
    ~MonksRemastered/data/hinfist/QDHINFST.2da~ //CLAB
    ~K_MN_HL~
    ~0x00004000 20~
    ~FI0~
    ~* * * * * * * * * * * * * * * * * * * *~
    SAY @28
    SAY @29
    SAY @30

    APPEND ~HPCLASS.2da~ ~QDHINFIS HPMONK~
    APPEND ~CLSWPBON.2da~ ~QDHINFIS 1 3 2~
    APPEND ~NUMWSLOT.2da~ ~QDHINFIS 3~
    APPEND_COL ~CLASISKL.2da~ ~* * QDHINFIS 0 0 0 0 0 0 0~
    APPEND_COL ~THIEFSCL.2da~ ~* * QDHINFIS 0 0 100 100 100 0 0 0~
    APPEND ~THIEFSKL.2da~ ~QDHINFIS 0 10~
    APPEND_COL ~CLASCOLR.2da~ ~* * QDHINFIS 25 28 52 2 24~
    APPEND ~CLSRCREQ.2da~ ~QDHINFIS 0 0 0 0 1 0 0~
    APPEND_COL ~CLASTHAC.2da~ ~* * QDHINFIS 0~

    COPY_EXISTING ~kitlist.2da~ ~override~ //sets kit num
    COUNT_2DA_ROWS ~9~ "rows"
    FOR ( index = 31 ; index < rows ; index = index + 1 ) BEGIN
    READ_2DA_ENTRY "%index%" 5 9 "clab"
    PATCH_IF ("%clab%" STRING_COMPARE_CASE "QDHINFST" = 0) BEGIN
    SET "QDHINFIS" = "%index%"-1
    SET "rows" = 0
    END
    END

    OUTER_SET lower = RESOLVE_STR_REF(@28)
    OUTER_SET mixed = RESOLVE_STR_REF(@29)
    OUTER_SET desc = RESOLVE_STR_REF(@30)
    ACTION_IF GAME_IS ~bgee~ THEN BEGIN
    APPEND ~CLASTEXT.2da~ ~QDHINFIS 20 %QDHINFIS% %lower% %desc% %mixed% 31494 0 32300 ~
    END

    ACTION_IF GAME_IS ~bg2ee~ THEN BEGIN
    APPEND ~CLASTEXT.2da~ ~QDHINFIS 20 %QDHINFIS% %lower% %desc% %mixed% -1 0 102507 -1~
    END

    (As a disclaimer, this might not be the most elegant way to do some of this, but it does work.)
  • XavioriaXavioria Member Posts: 874
    So the third to last and second to last will fix the string references ingame? I always was able to get my kits to work, but I was never able to get the kit to actually be listed passed the character creation screen and was always just listed as a "bard" or "druid" I'm guessing those two states before the last fixes those issues I was having?
  • ErgErg Member Posts: 1,756
    @Xavioria WeiDU >= 235 comes with a folder called lib. Inside there is a subfolder called fl#add_kit_ee containing a function, with the same name, that you can run after ADD_KIT to deal with the newly externalised stuff.

    The folder "fl#add_kit_ee" contains also a ReadMe and an example (i.e. a fully functional minimod adding a kit compatible with BGEE v1.2).

    Also see this.
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