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[How to] Making kit mods for the EE!

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  • kjeronkjeron Member Posts: 2,368
    Raduziel said:

    As it is for special abilities (ie no scroll and no spellbook) can I just use B and leave the other blank?

    You only need the image if your going to use it. The naming scheme is just for consistency, it doesn't actually matter what you name them.
  • RaduzielRaduziel Member Posts: 4,714
    edited January 2018
    Thank you, both!

    That should make my life a lot easier!

    @JuliusBorisov any legal restriction on taking copyrighted images and using them as icons?

    For example, I intend to take the Nosferatu clan symbol and use it as the icon from my Undead Predator's Deceive Undead.
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  • GwendolyneGwendolyne Member Posts: 461
    kjeron said:

    Raduziel said:

    As it is for special abilities (ie no scroll and no spellbook) can I just use B and leave the other blank?

    You only need the image if your going to use it. The naming scheme is just for consistency, it doesn't actually matter what you name them.
    I don't know if it is different with EE, but in vanilla games, you need xxxxxxxB.bam files for all the LUA abilities. Otherwise, they won't show up in the kit abilities screen. So, it is not a big deal to name them with a B suffix. ;)
  • kjeronkjeron Member Posts: 2,368
    edited January 2018
    Yeah, EE can use any icon filename for icons. Certain screens will however use a -B suffix if one exists, in place of file put in the -C suffix field. So if you want the -C version for that screen, a -B suffix version of file cannot exist.
  • GwendolyneGwendolyne Member Posts: 461
    Good to know, even if I will continue using B and C icons, for compatibility with BGT purpose. ;)

    Thanks, anyway!
  • RaduzielRaduziel Member Posts: 4,714

    You need 3 BMP images (indexed, ie 8 bits with 256 colors) : B (the one you choose in chargen or with the spell select button), C (spellbook) and A (scroll).

    You must create them (or edit game ones), then use NI BAM editor to create your bam files.

    You will find spell palettes (white, blue, red) in miloch and sam's Bambatcher tool.

    Do BAM files for items work the same way?

    Thanks!
  • GwendolyneGwendolyne Member Posts: 461
    edited February 2018
    It depends on the game you play.

    original BG series : you need a bam with 2 cycles and 2 frames (#0 = displayed in your inventory screen - #1 = displayed when you move the item into different slots or when you give it to another character).

    Size of the 1st frame (#0): 32x32 pixels (coordinates : 0-0).
    Size of the 2d (#1): 64x64 pixels (centered : 32-32).

    The associated bam file has 2 cycles:
    Cycle 0: 1 frame (#1)
    Cycle 1: 1 frame (#0)

    EE series only use one frame (64x64) and one cycle. The engine automatically resizes it according to the screen in which the item is displayed.

    Moreover, you need a description icon displayed in the item description screen: this bam file has one single cycle with one frame (usually 160x160. the Height limit seems to be 200 in vanilla games).

    As my mod will be BGT and EE compatible, I wrote a small WeiDU function to convert vanilla item icons to EE engines. Sam used it as a basis for the Bam Batcher new component : Convert inventory BAMs to EE (#15).

    As for their naming, there is no rule, even if the game uses two prefixes: I for inventory icon (IAMUL01.bam) and C for description icon (CAMUL01.bam).
    In terms of modding, I prefer using MyItem.bam and MyItemC.bam, which makes search routines easier when I want to check all the files relatives to MyItem.itm.

    Note that IWD does not use description icons.


  • RaduzielRaduziel Member Posts: 4,714
    @Gwendolyne thanks!

    But... what is a cycle in this context?

    And let me see if I understand this for the EE games:

    I'll need two pictures:

    i) 64x64 pixels for the inventory screen

    ii) 160x160 pixels for the description screen (BG(2)EE only)

    Correct?

    About the description screen: the game automatically converts to that scroll-look or do I need to manually edit it?

    Again, thanks.
  • GwendolyneGwendolyne Member Posts: 461
    edited February 2018
    Consider bam files as animated gif files that would display various animated sequences. For exemple, speaking about creature animations, the first sequence (cycle) of the walking animation is the South direction, the second SW, the third W...

    For vanilla inventory icons, the first cycle (#0) displays the large image, the second the small image. So, your bam file needs 2 cycles to display them properly in game.
    But you need only one cycle in EE games.

    And you are right with the two pictures you need.

    For the description screen, you need to recolor your picture to obtain the "sepia" coloration before creating the bam file (again, you will find template description palettes in Bam Batcher tool). But it is not mandatory. You CAN display colored images in the item description screen. It is just a matter of taste, or of continuity with the game files. I myself made the decision to use full colored description bams. ;)

  • RaduzielRaduziel Member Posts: 4,714
    Thanks, you're a life saver. :)
  • RaduzielRaduziel Member Posts: 4,714
    edited February 2018
    How can I restrict an item to everything but a specific kit?

    Opcode 319 apparently only allows me to forbid item to one kit - what is the exact opposite of what I want.

    Thanks!
  • [Deleted User][Deleted User] Posts: 0
    edited February 2018
    The user and all related content has been deleted.
  • RaduzielRaduziel Member Posts: 4,714
    edited February 2018
    Perfect, thanks!

    Once I try it I'll give the feedback if the power should be switched to or from 1.

    This effect (Opcode 319) should go as an equipping effect or as an item ability?

    I'm pretty sure that it is the latter with target = self and timing = permanent after death, but just checking.
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  • RaduzielRaduziel Member Posts: 4,714

    I believe opcode 319 just acts as a marker to trigger pure UI behavior.

    Can you please translate that to stupid? Apparently it is my native language.
  • kjeronkjeron Member Posts: 2,368
    Raduziel said:

    I believe opcode 319 just acts as a marker to trigger pure UI behavior.

    Can you please translate that to stupid? Apparently it is my native language.
    It must be a global/equipped effect directly on the item it is to restrict, it cannot be referenced through opcode 177 for double-filtering.
  • RaduzielRaduziel Member Posts: 4,714
    So I could use...


    COPY "Deities&Pantheons\Itm\RAHSBAER.itm" override SAY NAME1 @714 SAY NAME2 @714 SAY DESC @715

    LPF ADD_ITEM_EQEFFECT
    INT_VAR
    opcode = 319
    target = 1
    parameter1 = (RABaer + 0x4000)
    parameter2 = 9
    timing = 2
    power = 1
    END
    To make this item usable only by this kit?
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  • RaduzielRaduziel Member Posts: 4,714
    edited February 2018

    Yeah.

    Wow is filling kits into parameter1 that easy?? I've been doing it a roundabout way forever.

    You've being Kjeroned.
    Post edited by Raduziel on
  • RaduzielRaduziel Member Posts: 4,714
    edited February 2018

    You need 3 BMP images (indexed, ie 8 bits with 256 colors) : B (the one you choose in chargen or with the spell select button), C (spellbook) and A (scroll).

    You must create them (or edit game ones), then use NI BAM editor to create your bam files.

    You will find spell palettes (white, blue, red) in miloch and sam's Bambatcher tool.

    Every time I use this Bambatcher, the BAM folder ends up empty. Accordingly to the Readme the .bmp files inside the Spell folder should be converted to .bam files and sent to the BAM folder.

    Weird.

    Anyone has the grey background for casting icon so I can manually set things and convert using NI?

    Thanks!

    Edit:

    Just to clarify what I want: is the stone-like background that the spell's icon has



    Like the example above, but without any symbol over it (so I can use my own).

    Thanks again.


    Edit2: Nevermind, I found a background icon that I can use.

    Thanks anyway :)
    Post edited by Raduziel on
  • RaduzielRaduziel Member Posts: 4,714
    I need some help.

    So, I'm currently working on some cleric kits, but I'm having some bad time and I need to know if it is an engine issue or if it's just me being me.

    I have a kit (Tempus) that can put two-pips on any non-missile weapon. The problems are:

    1) Non-cleric weapons won't appear on the character proficiency selection (despite being correctly coded - I triple checked) both on character creations and at level up.

    2) The kit is unable to start with two pips in a weapon (but can add a second normally on an eventual level up).

    3) The kit is not receiving extra-APR despise being flagged as "1" on CLSWPBON.2da (again, I triple checked).

    The game is a clean install of IWDEE. I have a code that removes weapons restriction for clerics (and another that adds some restrictions on top of it, but it is not the case for this kit).

    I'll put the entire content of the .tpa under a spoiler tag here. Be aware that this installation occurs differently for BG(2)EE and IWDEE and that it is packed to be compatible with Faiths and Powers.

    Thanks!

    //__________________________________________________________________________________
    //__________________________________________________________________________________
    //
    // Battleguard of Tempus
    //__________________________________________________________________________________
    //__________________________________________________________________________________

    ACTION_IF GAME_IS ~bgee bg2ee eet~ BEGIN

    ADD_KIT ~RATemp~
    ~RATemp 2 2 1 2 2 2 2 1~
    ~RATemp 2 2 1 2 2 2 2 1 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 2 2 2 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
    ~RATemp 14 3 3 3 12 3~
    ~RATemp 0 0 0 0 0 0~
    ~RATemp 14 3 3 3 12 3~
    ~RATemp 14 3 3 3 12 3~
    ~RATemp 0 0 0 0 0 0 1 1 1~
    ~RATemp 1 1 1 1 1 1~
    ~Deities&Pantheons\Tables\OHTEMPUS.2da~
    ~K_C_H K_C_HE K_C_D K_C_HO~
    ~0x04000000 3~
    ~Cl0~
    ~PLAT18 SHLD23 HELM07 * RING09 RING31 CLCK20 BOOT04 AMUL27 BRAC10 BELT04 * * * * * * SW1H30 HAMM09 *~
    SAY @201
    SAY @202
    SAY @203

    LAF fl#add_kit_ee
    STR_VAR
    kit_name = ~RATemp~
    clascolr = ~205 83 65 41 93~
    clswpbon = ~1 0 3~
    hpclass = ~HPWAR~
    END

    ACTION_INCLUDE ~%MOD_FOLDER%/lib/fnp_compat.tpa~

    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_ROWS 1 rows
    READ_2DA_ENTRY (%rows% - 1) 5 1 mod_clab
    BUT_ONLY

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 1
    u_plate_armor = 1
    u_club_staff = 2
    u_hammers = 2
    u_maces = 2
    u_flails = 2
    u_axes = 2
    u_daggers = 2
    u_short_swords = 2
    u_long_swords = 2
    u_scimitars = 2
    u_katanas = 2
    u_bastard_swords = 2
    u_2hand_swords = 2
    u_halberds = 2
    u_spears = 2
    u_darts = 1
    u_slings = 1
    u_bows = 1
    u_crossbows = 1

    STR_VAR
    clab_name = EVAL ~%mod_clab%~
    class = ~cleric~
    s_Life = ~major~
    s_Death = ~x~
    s_Benediction = ~major~
    s_Destruction = ~major~
    s_Protection = ~minor~
    s_War = ~major~
    s_Exploration = ~x~
    s_Knowledge = ~x~
    s_Deception = ~x~
    s_Thought = ~x~
    s_Dread = ~minor~
    s_Vigor = ~major~
    s_Affliction = ~x~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~x~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~x~
    s_Light = ~x~
    s_Shadow = ~x~
    s_Magic = ~x~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END

    END

    //A thank you to Subtledoctor for helping me out in the entries and giving me the string-related part of the code.

    ACTION_IF GAME_IS ~iwdee~ BEGIN

    ACTION_IF (FILE_EXISTS_IN_GAME ~clastext.2da~) BEGIN
    COPY_EXISTING ~clastext.2da~ ~override~
    COUNT_2DA_COLS cols
    READ_2DA_ENTRIES_NOW rows cols
    FOR (row = 1; row < rows; ++row) BEGIN
    READ_2DA_ENTRY_FORMER rows row 0 ~text~
    PATCH_IF ~%text%~ STRING_EQUAL_CASE ~OHTEMPUS~ BEGIN
    SET tempus_row = %row%
    END
    END
    SET_2DA_ENTRY %tempus_row% 3 cols RESOLVE_STR_REF (@201)
    SET_2DA_ENTRY %tempus_row% 5 cols RESOLVE_STR_REF (@202)
    SET_2DA_ENTRY %tempus_row% 4 cols RESOLVE_STR_REF (@203)
    BUT_ONLY
    END

    ACTION_IF (FILE_EXISTS_IN_GAME ~kitlist.2da~) BEGIN
    COPY_EXISTING ~kitlist.2da~ ~override~
    COUNT_2DA_COLS cols
    READ_2DA_ENTRIES_NOW rows cols
    FOR (row = 1; row < rows; ++row) BEGIN
    READ_2DA_ENTRY_FORMER rows row 1 ~text~
    PATCH_IF ~%text%~ STRING_EQUAL_CASE ~OHTEMPUS~ BEGIN
    SET tempus_row = %row%
    END
    END
    SET_2DA_ENTRY %tempus_row% 2 cols RESOLVE_STR_REF (@201)
    SET_2DA_ENTRY %tempus_row% 3 cols RESOLVE_STR_REF (@202)
    SET_2DA_ENTRY %tempus_row% 4 cols RESOLVE_STR_REF (@203)
    BUT_ONLY
    END

    COPY "Deities&Pantheons\Tables\OHTEMPUS.2DA" override

    COPY_EXISTING ~HPCLASS.2DA~ ~override~
    SET_2DA_ENTRY_LATER ~RAHPCLASS~ 62 1 ~HPWAR~
    SET_2DA_ENTRIES_NOW ~RAHPCLASS~ 1
    PRETTY_PRINT_2DA
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~CLSWPBON.2DA~ ~override~
    SET_2DA_ENTRY_LATER ~RACLSWPBON~ 63 1 ~1~
    SET_2DA_ENTRIES_NOW ~RACLSWPBON~ 1
    PRETTY_PRINT_2DA
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~CLASCOLR.2DA~ ~override~
    SET_2DA_ENTRY_LATER ~RACLASCOLR~ 3 59 ~205~
    SET_2DA_ENTRY_LATER ~RACLASCOLR~ 4 59 ~83~
    SET_2DA_ENTRY_LATER ~RACLASCOLR~ 5 59 ~65~
    SET_2DA_ENTRY_LATER ~RACLASCOLR~ 6 59 ~41~
    SET_2DA_ENTRY_LATER ~RACLASCOLR~ 7 59 ~93~
    SET_2DA_ENTRIES_NOW ~RACLASCOLR~ 1
    PRETTY_PRINT_2DA
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~ABCLASRQ.2DA~ ~override~
    SET_2DA_ENTRY_LATER ~RAABCLASRQ~ 62 1 ~14~
    SET_2DA_ENTRY_LATER ~RAABCLASRQ~ 62 2 ~3~
    SET_2DA_ENTRY_LATER ~RAABCLASRQ~ 62 3 ~3~
    SET_2DA_ENTRY_LATER ~RAABCLASRQ~ 62 4 ~3~
    SET_2DA_ENTRY_LATER ~RAABCLASRQ~ 62 5 ~12~
    SET_2DA_ENTRY_LATER ~RAABCLASRQ~ 62 6 ~3~
    SET_2DA_ENTRIES_NOW ~RAABCLASRQ~ 1
    PRETTY_PRINT_2DA
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~ALIGNMNT.2DA~ ~override~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 1 ~0~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 2 ~0~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 3 ~0~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 4 ~0~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 5 ~0~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 6 ~0~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 7 ~1~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 8 ~1~
    SET_2DA_ENTRY_LATER ~RAALIGNMNT~ 62 9 ~1~
    SET_2DA_ENTRIES_NOW ~RAALIGNMNT~ 1
    PRETTY_PRINT_2DA
    BUT_ONLY_IF_IT_CHANGES

    COPY_EXISTING ~WEAPPROF.2DA~ ~override~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 3 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 4 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 5 62 ~1~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 6 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 7 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 8 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 9 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 10 62 ~1~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 11 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 12 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 13 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 14 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 15 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 16 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 17 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 18 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 19 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 20 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 21 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 22 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 23 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 24 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 25 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 26 62 ~1~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 27 62 ~1~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 28 62 ~1~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 29 62 ~1~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 30 62 ~1~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 31 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 32 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 33 62 ~2~
    SET_2DA_ENTRY_LATER ~RAWEAPPROF~ 34 62 ~3~
    SET_2DA_ENTRIES_NOW ~RAWEAPPROF~ 1
    PRETTY_PRINT_2DA
    BUT_ONLY_IF_IT_CHANGES

    OUTER_SPRINT mod_clab ~OHTEMPUS~

    ACTION_INCLUDE ~%MOD_FOLDER%/lib/fnp_compat.tpa~

    LAF ~DEFINE_FNP_KIT_INFO~
    INT_VAR
    u_leather_armor = 1
    u_chain_armor = 1
    u_plate_armor = 1
    u_club_staff = 2
    u_hammers = 2
    u_maces = 2
    u_flails = 2
    u_axes = 2
    u_daggers = 2
    u_short_swords = 2
    u_long_swords = 2
    u_scimitars = 2
    u_katanas = 2
    u_bastard_swords = 2
    u_2hand_swords = 2
    u_halberds = 2
    u_spears = 2
    u_darts = 1
    u_slings = 1
    u_bows = 1
    u_crossbows = 1

    STR_VAR
    clab_name = EVAL ~%mod_clab%~
    class = ~cleric~
    s_Life = ~major~
    s_Death = ~x~
    s_Benediction = ~major~
    s_Destruction = ~major~
    s_Protection = ~minor~
    s_War = ~major~
    s_Exploration = ~x~
    s_Knowledge = ~x~
    s_Deception = ~x~
    s_Thought = ~x~
    s_Dread = ~minor~
    s_Vigor = ~major~
    s_Affliction = ~x~
    s_Animal = ~x~
    s_Plant = ~x~
    s_Earth = ~x~
    s_Water = ~x~
    s_Air = ~x~
    s_Fire = ~x~
    s_Light = ~x~
    s_Shadow = ~x~
    s_Magic = ~x~
    s_Perdition = ~x~
    END

    LAM ~READ_FNP_KIT_INFO~

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_spheres.d5~ BEGIN
    LAM apply_fnp_spheres
    END

    ACTION_IF FILE_EXISTS_IN_GAME ~d5_fnp_usability.d5~ BEGIN
    LAM apply_fnp_usability
    END

    END

    COPY "Deities&Pantheons\Spl\RAHSTEMP.spl" override
    LPF ALTER_EFFECT INT_VAR match_parameter1 = 1 match_opcode = 139 parameter1 = RESOLVE_STR_REF (@3) END

    ACTION_IF GAME_IS ~bgee bg2ee eet~ BEGIN

    COPY "Deities&Pantheons\Itm\HolySymbols\RAHSTEMP.itm" override SAY NAME1 @208 SAY NAME2 @208 SAY DESC @209
    LPF ADD_ITEM_EQEFFECT
    INT_VAR
    opcode = 319
    target = 1
    parameter1 = (OHTEMPUS + 0x4000)
    parameter2 = 9
    timing = 2
    power = 1
    END
    END

    ACTION_IF GAME_IS ~iwdee~ BEGIN

    COPY "Deities&Pantheons\Itm\HolySymbols\RAHSTEMP.itm" override SAY NAME1 @210 SAY NAME2 @210 SAY DESC @211
    LPF ADD_ITEM_EQEFFECT
    INT_VAR
    opcode = 319
    target = 1
    parameter1 = IDS_OF_SYMBOL (~Kit~ ~OHTEMPUS~)
    parameter2 = 9
    timing = 2
    power = 1
    END
    END

    COPY "Deities&Pantheons\Spl\RATEMP1.spl" override SAY NAME1 @204 SAY NAME2 @205 //Prayer

    COPY "Deities&Pantheons\Spl\RATEMPG.spl" override //Prayer Good
    LPF ALTER_EFFECT INT_VAR match_parameter1 = 1 match_opcode = 139 parameter1 = RESOLVE_STR_REF (@208) END

    COPY "Deities&Pantheons\Spl\RATEMPB.spl" override //Prayer Bad
    LPF ALTER_EFFECT INT_VAR match_parameter1 = 1 match_opcode = 139 parameter1 = RESOLVE_STR_REF (@209) END

    COPY "Deities&Pantheons\Spl\RATEMP2.spl" override SAY NAME1 @206 SAY NAME2 @207 //Enrage

    //EoF
  • The user and all related content has been deleted.
  • [Deleted User][Deleted User] Posts: 0
    edited February 2018
    The user and all related content has been deleted.
  • RaduzielRaduziel Member Posts: 4,714
    @subtledoctor Thanks :)

    About the proficiency points:

    I fill all the fields because there is a component from Tweak Anthology that gives the player the option to use BG1's proficiency system. I always test all my kits in IWD all the way to XP Cap (Lv 30) and never got locked - but I'll do a test in ToB to level 40 and will give you a feedback.

    About the 2da you told me to check out: got those from BG2 using NI and I couldn't understand them.

    PROFSMAX.2da

    [spoiler]
    2DA V1.0
    0
    FIRST_LEVEL OTHER_LEVELS 3 6 9
    MAGE 2 5 3 4 5
    FIGHTER 2 5 3 4 5
    CLERIC 2 5 3 4 5
    THIEF 2 5 3 4 5
    BARD 2 5 3 4 5
    PALADIN 2 5 3 4 5
    FIGHTER_MAGE 2 5 3 4 5
    FIGHTER_CLERIC 2 5 3 4 5
    FIGHTER_THIEF 2 5 3 4 5
    FIGHTER_MAGE_THIEF 2 5 3 4 5
    DRUID 2 5 3 4 5
    RANGER 2 5 3 4 5
    MAGE_THIEF 2 5 3 4 5
    CLERIC_MAGE 2 5 3 4 5
    CLERIC_THIEF 2 5 3 4 5
    FIGHTER_DRUID 2 5 3 4 5
    FIGHTER_MAGE_CLERIC 2 5 3 4 5
    CLERIC_RANGER 2 5 3 4 5
    SORCERER 2 5 3 4 5
    MONK 2 5 3 4 5
    SHAMAN 2 5 3 4 5
    [/spoiler]

    WSPATCK.2da

    [spoiler]
    2DA V1.0
    0
    LEVEL1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
    0 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
    1 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
    2 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2
    3 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2
    4 -1 -1 -1 -1 -1 -1 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2 -2
    5 1 1 1 1 1 1 -2 -2 -2 -2 -2 -2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
    [/spoiler]

    What was I supposed to see and edit?
  • CamDawgCamDawg Member, Developer Posts: 3,438
    Raduziel said:

    I fill all the fields because there is a component from Tweak Anthology that gives the player the option to use BG1's proficiency system. I always test all my kits in IWD all the way to XP Cap (Lv 30) and never got locked - but I'll do a test in ToB to level 40 and will give you a feedback.

    That component works by repurposing the existing BG2 prof slots, as it's not possible to enable the BG system.

    @subtledoctor's half right. The EXTRA2-20 profs at the bottom can trap the player at the level-up screen in vanilla games (it truly is an ancient bug), but the old BG profs won't. They're still pointless, though.
  • RaduzielRaduziel Member Posts: 4,714
    Do you guys know who I should tag here to humble humiliate myself ask if there's a forecast for fixing this on 2.5?

    @kjeron Told me that both the CLSWPBON and this proficiency thing are bugs packed with the 2.0 patch. And if He-Who-Helps told me it is true.
  • RaduzielRaduziel Member Posts: 4,714
    Ok, messing with some .2da files I was able to fix some of the issues, but I created another:

    Battleguard of Tempus now works as intended (extra APR, specialization right from level 1, d10 as HD)

    ...but every cleric is now receiving extra APR at levels 7 and 13.

    Anyone knows a way around it?

    I'm thinking about forgetting the CLSWPBON thing and using an AP_Spell to Tempus-like kits that raises the APR at levels 7 and 13, but @subtledoctor told me that it may conflict with other mods.

    I'm open to ideas.
  • kjeronkjeron Member Posts: 2,368
    edited February 2018
    Only the proficiency part is new, actually since v1.3 BG2EE, CLSWPBON has I think always worked as such, but they share some of the same limitations.
    They are at least both on Redmine:
    https://support.baldursgate.com/issues/33773
    https://support.baldursgate.com/issues/31771
  • RaduzielRaduziel Member Posts: 4,714
    Raduziel said:

    Ok, messing with some .2da files I was able to fix some of the issues, but I created another:

    Battleguard of Tempus now works as intended (extra APR, specialization right from level 1, d10 as HD)

    ...but every cleric is now receiving extra APR at levels 7 and 13.

    Anyone knows a way around it?

    I'm thinking about forgetting the CLSWPBON thing and using an AP_Spell to Tempus-like kits that raises the APR at levels 7 and 13, but @subtledoctor told me that it may conflict with other mods.

    I'm open to ideas.

    Ok, fixed it.

    What I observed is that now every single cleric kit that I install automatically gains an 1 in CLSWPBON.2da

    So I used the part of @CrevsDaak manual that ensures that the kit will gain a "1" on that .2da and altered to make sure it gains a "0".
    clswpbon = ~0 0 3~
    It works :)
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