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[How to] Making kit mods for the EE!

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  • AbelAbel Member Posts: 785
    Some advice: be careful with the kit naming.
    If you name one XYZ and another one XY, for some reason XY won't show. To fix that, name it XY# instead, for example.
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  • GwendolyneGwendolyne Member Posts: 461
    Never checked with kits, but maybe it comes from the appending process, because I had the same issue trying to add NEW_ANIMATION_CREATURE slot after NEW_ANIMATION_CREATURExxxx. I circumvented it by switching the order of appending slots.
    Did you try to add new kit CLERIC_TALOS_F after CLERIC_TALOS_FC?
  • [Deleted User][Deleted User] Posts: 0
    edited February 2020
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    Post edited by [Deleted User] on
  • CrevsDaakCrevsDaak Member Posts: 7,155
    ArthasII wrote: »
    Hey crevsdaak, how hard would it be to make a monk with

    -1ac every level, every 5 level gets -1ac
    Critical hit immunity
    Fighter hp

    ?
    Shouldn't take much longer than a bunch of minutes, since all there is to do is edit a bunch of 2da tables. If you want I can put it together tomorrow first thing in the morning, although -1 AC per level is pretty huge, getting -1 every 3 levels would be alright on top of the other, already existing bonuses I think.
  • [Deleted User][Deleted User] Posts: 0
    edited February 2020
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  • Dern. Way too hard for me to do. I fail right here:

    "First, you'll need to a little about WeiDU and have some skills in using NearInfinity (or DLTCEP), I am
    not going to give an introduction to any of this things, I assume you do know how to make custom spells (.spl), items (.itm) and tinkering with effect (.eff) files and tables (.2da). (Also, I refer all the time to using NearInfinity, but if you use DLTCEP it's the same. It is just that I use NearInfinity and wrote it that way because I'm dumb.)"

    I have ideas for lots of kits and NPCs but they will have to remain ideas. Still for those who can make heads or tails of this, it is waaayy cool.
  • lroumenlroumen Member Posts: 2,538
    Question. I want to make a bard kit that can only memorise transmutation and invocation spells. Would it then be easier to fiddle around with summing of kit usability flags (see spoiler tag), or is it better to patch all spell scrolls with the op-code that makes them unusable to a certain kit (which op-code would it be, 319?)?

    How is this generally done?
    Gwendolyne wrote: »
    0x04200020 for the Unicorn Rider = Undead Hunter (0x00000020) + Blade (0x00200000) + Lathander (0x40000000)
    Flag Undead Hunter = paladin (used to make it different from the Diamond Knight).
    Flag Blade = used to remove plates, splint, chain mails, large shields and composite bows usability ; and to add medium shields usability.
    Flag Lathander = used to remove halberds, two handed swords and crossbows usability ; and to add medium shields and katanas usability.
    I guess I need to combine the tags for transmuter, Invoker and some other specialists I think

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  • lroumenlroumen Member Posts: 2,538
    Thanks Doc. That is very clear. I will use the first method. Seems easy enough and specific to what I would like to do without impacting other mods.
  • lroumenlroumen Member Posts: 2,538
    Is it also possible to use a different mxspells 2da file or do I need to extend the bard version with it? A separate one would be so nice.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2020
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  • lroumenlroumen Member Posts: 2,538
    edited March 2020
    Ah, but the catch is that it needs a slot to begin with, so it cannot invent a spell level 7 slot from nothing unless I define it in mxsplbrd. Maybe I can devolve the other bard kits and the vanilla version if I use 42 to reduce them. Buy them I need to first check if mxsplbrd is already changed or not...
  • GwendolyneGwendolyne Member Posts: 461
    @Gwendolyne I confess I'm a but confused - kit flags that are unused in the base game are quite rare. I think there are only ~7? And you are using 3 for a single kit, where 1 would suffice.

    Sorry. I totally missed your question. I will answer in a couple of days with an example. But I need to gather my code and re-write it in an understandable way easily readable in this forum. ;)
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  • lroumenlroumen Member Posts: 2,538
    Yes I was also wondering how you were adding and subtracting item usage via those additions. I thought one you use shapeshifter you are banned from armor altogether.
  • ithildurnewithildurnew Member Posts: 277
    edited July 2020
    Specific to the BG1 portion of the game with an EET install: are there things that might override clastext.2da so that a custom kit's title and descriptions do not show up ingame until BG2 portion? i.e. The custom title and description show up correctly during character creation, but once the character loads and the game is underway they both default to the vanilla class descriptions in the Records/character sheet screens. It seems to work fine in the BG2/SoA portion, which leads me to wonder if clastext.2da is by design not working in the BG1 portion of an EET install... if so, how does the game engine make this distinction in regards to this particular 2da file?
    Post edited by ithildurnew on
  • RotoRoto Member Posts: 3
    Is there a way to make a kit for a non-warrior class that pulls the con mod for the warrior table? From what I was reading through the guide, just doing a hp*.2da wouldn't be enough.
  • DraziusDrazius Member Posts: 6
    edited May 2021
    One question - I have my kit all set up, everything works (It's a fighter/mage kit) but when I select it, instead of it giving me my custom kit name, it says Fighter-Mage on the character screen.

    Anyone know which variable I'm missing?

    *Found it, it was the BGCLATXT.2DA file. In case anyone else has the same problem.
  • TygaranTygaran Member Posts: 41
    I've created a custom kit for personal use, but something is wrong with the installation or something. The kit installs, and my character does get all the abilities form it, so it's working in that respect. During character creation, the kit text is correct, however in-game and while importing the text displays the default for the class rather than my text.

    I've checked KITLIST and CLASTEXT 2DA's, those seem to have the correct string numbers, so I'm at a loss as to why this occurs. Other custom kits I've installed from mod work just fine.

    Any thought?
  • jmerryjmerry Member Posts: 3,881
    edited April 2022
    A belated answer: your actions were incomplete. In addition to KITLIST and CLASTEXT, there's ENGINEST. And for games with SoD, sodcltxt. That should be everywhere that the descriptions show up; 3 or four total times, plus one or two for Paladin and Ranger kits that can fall.
    Post edited by jmerry on
  • mashedtatersmashedtaters Member Posts: 2,266
    Hello, I'm looking to make my own kit mod.

    I'm a little confused about the LU*.2DA files. They are listed as "optional".

    Can someone please clarify what "optional" means?

    If I do not include LU*.2DA files, does that mean my kit will not get any HLAs? Or does it mean that my kit will get the HLAs of the parent class.

    There is also a comment about "or you can just give WeiDU the name of the vanilla LU*.2DA file you want to use."

    How do I do this? Am I exporting the file and then including it in the mod?

    Or is there a command that I type out to tell it to look at a specific file?

    Thanks.
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