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BG2EE, CLSWPBON.2da, and PROFS.2da

Hello everyone,

Regarding the functionality of the CLSWPBON.2da and PROFS.2da files within BG2EE; do these files even work? From my searches I've found that they were bugged, but are fixed in the 1.3 update. However, this patch is only released for BGEE, and not BG2EE?

Assuming the above was correct, and these files are indeed still bugged for BG2EE, is there any way to accomplish the following in a BG2EE kit:
- Allow a non-fighter kit to gain extra attacks per round from weapon proficiencies.
- Increase the amount of proficiency points granted at character creation.
- Increase the amount of proficiency points granted as a character levels up.

Thank you all very much!

Comments

  • [Deleted User][Deleted User] Posts: 0
    edited October 2014
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  • AmeranthftwAmeranthftw Member Posts: 57
    Thank you! I'll take a look at your APR stuff now--unfortunate for the other two topics, though, changing the base classes for the sake of just one kit is not something I wanted to do.
  • AmeranthftwAmeranthftw Member Posts: 57
    edited October 2014
    Sorry, I didn't get a chance to look at it in-depth until now.

    What I can tell from your APR on Spec mod is that you're appending to every base class/kit's CLAB file to gain 1/2 APR at level 7 and 13. From this, every class gains the 1/2 APR from levels as a fighter would, but (correct me if I'm wrong) this doesn't address that non-fighter's don't gain APR from being specialized (2 prof. pips) or grandmaster (5 prof. pips) with a specific proficiency type.

    You also do override the CLSWPBON.2da file to allow all classes the extra APR from proficiencies, but like I mentioned before, this doesn't seem to work.
  • [Deleted User][Deleted User] Posts: 0
    edited October 2014
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    edited October 2014
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  • AmeranthftwAmeranthftw Member Posts: 57
    edited October 2014
    That's what I did to help balance proficiency points; disabled the player from placing points in styles, and filled them in via the opcode you mentioned. I'll look over your mod again to see how you do APR for weapon specialization, because I clearly didn't understand it :S
  • [Deleted User][Deleted User] Posts: 0
    edited October 2014
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  • AmeranthftwAmeranthftw Member Posts: 57
    Alright, I've looked over it again, please let me know if I got anything wrong.

    You override wspatck.2da to nullify any APR given at level 7 and 13; only APR from proficiency remains.
    You override clswpbon.2da to allow all classes to gain APR from the wspatck.2da table.
    You alter all fighter class CLAB files to gain APR on 7th and 13th levels, through opcodes.

    Doing this means that fighter classes still get the same APR, but other classes now gain APR from the wspatck.2da table, meaning they gain APR from proficiencies.

    The reason you needed to give fighter classes APR from opcodes and not simply leave the wspatck.2da table unchanged (only change clswpbon.2da instead), is because doing that would mean that all classes gain APR from 7th and 13th levels, along with APR from proficiencies.

    If I have all of the above correct, then unfortunately it seems that clswpbon.2da is bugged in BG2EE :(

    Thank you for all of your help by the way, I greatly appreciate it!
  • AmeranthftwAmeranthftw Member Posts: 57
    I saw you mention that your proficiency overhaul works in Irenicus' dungeon in BG2EE; did you manage to test this with a wizard or sorcerer by chance? (I would test it myself, but I need to do a fresh install, seeing as it crashed when I tried to do it in my current setup, and do not have the internet for that at the moment).
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  • AmeranthftwAmeranthftw Member Posts: 57
    Well that is sad news, then :(
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  • AmeranthftwAmeranthftw Member Posts: 57
    I tested SoB on a fresh BG2EE install using the swashbuckler kit, he does not gain extra attacks per round from proficiency points :(
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