Getting the good old kit mods to run on BGEE and BG2EE - how ?
Darkersun
Member Posts: 398
Hi I read that there needs to be only a script be added and the Kits from old mods should work
(they already install fine, but they cannot be selected in the char generation).
So here is an example what needs to be done: http://forums.gibberlings3.net/index.php?showtopic=25609&hl=&fromsearch=1
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Kits
A lot of the previous hardcoded aspects of kits are now softcoded--for example, monks and sorcerers can now be kitted; you can use a custom HP table for your kit; backstab multipliers can be applied for non-thieves; and all sorts of other goodies. (Yes, I need to write a new kit-making tutorial to explore all of the new possibilities.)
For the purposes of conversion though, WeiDU's ADD_KIT no longer quite adds to every 2DA needed. While I'm sure this will be addressed in future versions, for now you can use the attached library like so:
ACTION_IF GAME_IS ~BGEE BG2EE~ THEN BEGIN
INCLUDE ~mymod/ee/cd_ee_kit_appends.tph~
LAUNCH_ACTION_FUNCTION ee_kit_appends STR_VAR class = "FIGHTER" kitname = "m#ambkit" END
END
class is just the name of the parent class (fighter, cleric, ranger, etc.) and kitname is your kit's internal name. This function will go through all of the new 2das and add an entry for your kit where appropriate with the same values as the parent class. In the example provided, an entry for m#ambkit will be added to any of the new EE 2da files that already has an entry for the base FIGHTER class, and with the same values.
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But it looks like I'm to stupid to make it work. I only need to open the tpa file add this line and replace the placeholders with the right names correct?
If somebody could make an example with an existing mod, that would be awesome.
Thanks
PS I loved some of the KIt mods for example:
http://www.gibberlings3.net/swordandfist/
http://www.gibberlings3.net/sns/
(they already install fine, but they cannot be selected in the char generation).
So here is an example what needs to be done: http://forums.gibberlings3.net/index.php?showtopic=25609&hl=&fromsearch=1
------
Kits
A lot of the previous hardcoded aspects of kits are now softcoded--for example, monks and sorcerers can now be kitted; you can use a custom HP table for your kit; backstab multipliers can be applied for non-thieves; and all sorts of other goodies. (Yes, I need to write a new kit-making tutorial to explore all of the new possibilities.)
For the purposes of conversion though, WeiDU's ADD_KIT no longer quite adds to every 2DA needed. While I'm sure this will be addressed in future versions, for now you can use the attached library like so:
ACTION_IF GAME_IS ~BGEE BG2EE~ THEN BEGIN
INCLUDE ~mymod/ee/cd_ee_kit_appends.tph~
LAUNCH_ACTION_FUNCTION ee_kit_appends STR_VAR class = "FIGHTER" kitname = "m#ambkit" END
END
class is just the name of the parent class (fighter, cleric, ranger, etc.) and kitname is your kit's internal name. This function will go through all of the new 2das and add an entry for your kit where appropriate with the same values as the parent class. In the example provided, an entry for m#ambkit will be added to any of the new EE 2da files that already has an entry for the base FIGHTER class, and with the same values.
-----
But it looks like I'm to stupid to make it work. I only need to open the tpa file add this line and replace the placeholders with the right names correct?
If somebody could make an example with an existing mod, that would be awesome.
Thanks
PS I loved some of the KIt mods for example:
http://www.gibberlings3.net/swordandfist/
http://www.gibberlings3.net/sns/
0
Comments
Edit: also there is currently a bug in the function fl#add_kit_ee, so get the updated version here and replace with it the one inside WeiDU 236.