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[How to] Making kit mods for the EE!

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  • NoobaccaNoobacca Member Posts: 139
    edited November 2016
    elminster said:


    You can make a script that uses the ChangeAnimationNoEffect, ChangeAnimation, or Polymorph action. That or you could make a kit that has a non-dispellable spell that changes their animation.

    Awesome, thanks for that!
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  •  TheArtisan TheArtisan Member Posts: 3,277
    edited December 2016
    @subtledoctor Why not add to the baldur.bcs script? Check for race + kit, Polymorph appropriately as response, set locals to 1. Does that not work reliably or something else?
  • CrevsDaakCrevsDaak Member Posts: 7,155

    subtledoctor Why not add to the baldur.bcs script? Check for race + kit, Polymorph appropriately as response, set locals to 1. Does that not work reliably or something else?

    It's basically the same process (you would need more than one script block, which makes it take a lot of work as well), besides, it doesn't clutter baldur.bcs that way, and, it is compatible with non-EE games.
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  • BCaesarBCaesar Member Posts: 453
    Noobacca said:

    @elminster, is it possible to change a class's in game sprite? For example, could you give a ranger a thief sprite? Or a bard a Mage sprite?

    I was able to give Monks of different races the Cleric sprites of those races by creating new INI files and copying the Cleric information text into the new file.

    I lay out the details here (Number 2a under stuff I've done already.)
    https://forums.beamdog.com/discussion/62614/help-requested-new-modders-attempt-at-making-monk-mod#latest


    I still can't figure out how to allow classes to use weapons of other classes though.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    BCaesar said:

    I still can't figure out how to allow classes to use weapons of other classes though.

    It's on the items themselves. There's a 4-byte bitfield on every item file that allows the use of that item for certain classes/races. There are more bitfields for the kits as well.

    https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm#Header_Usability
  • BCaesarBCaesar Member Posts: 453
    CrevsDaak said:

    BCaesar said:

    I still can't figure out how to allow classes to use weapons of other classes though.

    It's on the items themselves. There's a 4-byte bitfield on every item file that allows the use of that item for certain classes/races. There are more bitfields for the kits as well.

    https://gibberlings3.github.io/iesdp/file_formats/ie_formats/itm_v1.htm#Header_Usability
    Thanks! I just figured out how to do it with near Infinity. If I click on the Item (in the ITM folder) and click on the edit tab on the top the 8th line down says "Unusable by" and the lists all the classes that can't use it. If I click that there's boxes I can check or uncheck.
  • BCaesarBCaesar Member Posts: 453
    Anyone know how to remove/modify the monks' Deflect Missile ability (the +1 bonus to AC vs. missile attacks they get every three levels)? I thought it would be listed as one of their abilities in the CLABMO01.2DA files but it doesn't seem to be (or in CLABMO02 or CLABMO03)

    So if not then it must be somewhere else but I can't find it.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    BCaesar said:

    Thanks! I just figured out how to do it with near Infinity. If I click on the Item (in the ITM folder) and click on the edit tab on the top the 8th line down says "Unusable by" and the lists all the classes that can't use it. If I click that there's boxes I can check or uncheck.

    Yup!
    BCaesar said:

    Anyone know how to remove/modify the monks' Deflect Missile ability (the +1 bonus to AC vs. missile attacks they get every three levels)? I thought it would be listed as one of their abilities in the CLABMO01.2DA files but it doesn't seem to be (or in CLABMO02 or CLABMO03)

    So if not then it must be somewhere else but I can't find it.

    I believe it's hardcoded; I've just tested and it directly modifies the CRE file's 0x4c (AC vs Missile bonus) field, there are no effects over the CRE that show this particular change. Although you can add a positive AC vs Missile penalization and it'll compensate (I think they get the bonus at levels 3/6/9, but I'm not sure, it might be 4/7/10, check and add a AP_ to the clab file).
  • BCaesarBCaesar Member Posts: 453
    edited December 2016
    CrevsDaak said:

    BCaesar said:

    Anyone know how to remove/modify the monks' Deflect Missile ability (the +1 bonus to AC vs. missile attacks they get every three levels)? I thought it would be listed as one of their abilities in the CLABMO01.2DA files but it doesn't seem to be (or in CLABMO02 or CLABMO03)

    So if not then it must be somewhere else but I can't find it.

    I believe it's hardcoded; I've just tested and it directly modifies the CRE file's 0x4c (AC vs Missile bonus) field, there are no effects over the CRE that show this particular change. Although you can add a positive AC vs Missile penalization and it'll compensate (I think they get the bonus at levels 3/6/9, but I'm not sure, it might be 4/7/10, check and add a AP_ to the clab file).
    Oh thanks! I never would've thought of that, but of course that works. Any bonus or penalty like that can be removed by simply adding the opposite.

    The kit description in game says it's every three levels so I'll just assume that's right. I'll just add something in the CLABMO table for all three monks. I don't even have to create a new spell in the SPL table, I can just modify one of the ones I'm not using now (like immunity to charm which is already at level 9, though currently it's set to do nothing) and stick it every three levels instead going out to the end of the table.

    I realized I should probably make the CLABMO01 table for the normal monk go out to level 50 (for some reason both kits go out to level 50 already) so it'll work in BG2 with a higher level cap. This mod is only for BG1:EE so I won't really need it, but when I make new mods for BG 1:EE with SOD and for BG 2:EE after I get this one all finished I assume most of the files will be the same since all games use the same class system (just some the weapons and creatures should be different).
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I had trouble with the "thiefscl" entry. These are the actual skills in order:

    Pick Pockets
    Open Locks
    Find Traps
    Move Silently
    Hide in Shadows
    Detect Illusions
    Set Traps
    Stealth

    Note that the last one, Stealth, is an unused field for rangers. It should always be set to 0.
  • CrevsDaakCrevsDaak Member Posts: 7,155

    Note that the last one, Stealth, is an unused field for rangers. It should always be set to 0.

    Welp, you're right. Fixed and thank you.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    OK, after two years of postponing the update for this guide, I finally got my shit together and did it. I hope now it is easier to read and it explains a bit more.
  • WarChiefZekeWarChiefZeke Member Posts: 2,651
    Thanks for the update! I will be sorely needing this as the next portion of my current mod project will be introducing a kit.
  • WarChiefZekeWarChiefZeke Member Posts: 2,651
    edited March 2017
    I guess I should ask, is it possible to get a cleric kit to use a modified version of the monk unarmed attack table and animations or a monk kit to cast cleric spells?
  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited March 2017

    I guess I should ask, is it possible to get a cleric kit to use a modified version of the monk unarmed attack table?

    Actually, what that does is give the monk an extra 1/2 unarmed apr every X levels. I've just tested it. Updating OP. Sorry for thinking it was something else lmfao.
  • WarChiefZekeWarChiefZeke Member Posts: 2,651
    :D that's good cause i want that too but I meant the damage table :D

    also, it is possible to use a modified table of that to make the level progression slower, right?
  • CrevsDaakCrevsDaak Member Posts: 7,155

    also, it is possible to use a modified table of that to make the level progression slower, right?

    Nope. You'll need to mess with the base class table for that.

    :D that's good cause i want that too but I meant the damage table :D

    Nope, it only does that. You could create droppable copies of the fists and give those to the player (not the most classy solution but it works).

  • WarChiefZekeWarChiefZeke Member Posts: 2,651
    edited March 2017
    Fist (er, claw) weapons that replace with level would work fine long as they are non removable or dispelable...
    Post edited by WarChiefZeke on
  • CrevsDaakCrevsDaak Member Posts: 7,155

    Fist (er, claw) weapons that replace with level would work fine long as they are non removable or dispelable...

    I was suggesting you gave the player the item, and then let the player do whatever they want with it, like they would with a staff, and then replace it when the player levels up. It's not elegant, but it works.
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  • WarChiefZekeWarChiefZeke Member Posts: 2,651
    That sounds like exactly what i'm looking for! I'll keep an eye out for it.

    Scouring through old source books for lore, I stumbled upon the RuneClaw of Luthic from an ancient tome which is a cleric/monk multi that can not use ANY weapons except, well, their RuneClaws.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I have a problem with my Alchemist kit.

    I made the kit a Transmuter kit by using the class usability flag 0x00002000 in KITLIST.IDS, which should give it the same restrictions as a Transmuter. Problem is, whenever I try to create an Alchemist character, I can't select any Transmutation spells for my spell picks, even though I'm required to memorize at least one Transmutation spell in order to finish creating the character.

    This means character creation can never be completed, because I have to pick spells as if I was an Abjurer, but memorize spells as if I was a Transmuter. The only way to create an Alchemist is to create a normal mage and then use EEKeeper to switch to the Alchemist kit, but I don't want everyone who downloads the mod to have to deal with the extra steps--and I don't know how to use dialogues or scripts to change a character's kit, which would also be kind of user-unfriendly for the player.

    I've noticed that, when I successfully created an Alchemist via EEKeeper, the Alchemist didn't get the spell scribing bonuses and penalties that a specialist mage should, which would suggest that the kit isn't actually treated as a Transmuter. But it still couldn't learn any abjuration spells, and it was able to scribe transmutation ones, just like a Transmuter.

    If I change the usability flag from 0x00002000 to 0x00000000, the Alchemist can get through character creation just like a generalist. But I made the Alchemist a Transmuter because losing abjuration spells kept the kit balanced. I'd need to make big changes to keep it from being overpowered.

    Is there a way of restricting spell schools from custom mage kits without making them unable to finish character creation?

    Tagging @subtledoctor yet again.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @semiticgod try using 0x2000 instead... If that doesn't work I'm out of ideas. I never messed with Mages' kit usability in my life.
  • kjeronkjeron Member Posts: 2,367
    @semiticgod
    I only see this issue when creating your Alchemist in ToB, since L5 Transmutation spells do not exist in an unmodded game, there is nothing to memorize.
    Other games I do not see this issue.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    edited April 2017
    @CrevsDaak: 0x2000 is the one I was using to begin with; it's the same one that Transmuters use. I can fix the issue by switching to 0x0000, but that makes Alchemists into generalist mages, which is a little too powerful.

    @kjeron: I'm afraid the problem is also with Shadows of Amn and BG1; not just ToB. It's not actually the same issue you're thinking. The normal problem was choosing what spells were in your spellbook; this one is choosing what spells to memorize at the start of the game, an EE-exclusive problem.

    The Alchemist for some reason can't pick any Transmutation spells at any level, but is nonetheless required to memorize at least one Transmutation spell for each spell level.

    It's a little confusing, but hopefully I've explained it okay.
  • kjeronkjeron Member Posts: 2,367
    @semiticgod How many other kits do you have installed before it, what KITID number is it getting assigned?
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @kjeron: The number is 0x000040b4.

    There are about 140 kits in KITLIST.IDS, not counting the vanilla and EE ones.
  • kjeronkjeron Member Posts: 2,367

    @kjeron: The number is 0x000040b4.

    There are about 140 kits in KITLIST.IDS, not counting the vanilla and EE ones.

    Okay, no clue then. KITID 0x4040/0x00004040 would cause the exact problems your describing, so it was worth a shot.
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