Do you think it will work together with your mod? Or will it overwrite the shops?
1) The new item locations are listed in the mod's readme. Adoy's Belt is available in the Feldepost's Inn of Beregost.
2) I haven't used that mod. However, it's unlikely that there will be issues since the items are relocated traditionally at install time. There is no functional difference between items from this mod and vanilla game items in that regard.
Is it normal that none of those new items exists in my game?
here's a snippet of WEIDU
"
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #3 // Modify Enhanced Edition NPCs -> Decide for each NPC individually: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #201 // Modify individually: Baeloth -> Make Baeloth passive: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #102 // Disable Dorn: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #104 // Modify individually: Neera -> Disable Neera: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #105 // Modify individually: Rasaad -> Disable Rasaad: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #311 // Allied Caelar Argent in Avernus boss battle -> Joins as controllable follower if no free party slots available: v4.6
...
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
...
"
Given Wilson's recruitment can't be done if Rasaad and/or Neera are disabled, would it be possible to add a component that spawns a recruitable Wilson somewhere appropriate if either of those two are disabled?
Given Wilson's recruitment can't be done if Rasaad and/or Neera are disabled, would it be possible to add a component that spawns a recruitable Wilson somewhere appropriate if either of those two are disabled?
That's an interesting idea. I'll definitely give it some thought.
Argent... I don't get it, what you try to achieve with these new class change features? I see lot's of multi-class combinations on the selection screen, even with multiple class-kits, which I thought to be illegal regarding engine limitations and thus supposed to be game breaking. I'm also getting mostly error messages when trying to set up some of those.
On the other hand all of the NPCs seem to be more limited when changing single classes and kits, which is a bit of a pity for me.
As it is right now, I refrain from using the current versions and switched back to 4.6, because for me, things seem to be too complicated compared to former versions.
Sorry for criticising. Maybe I'm just missing something.
@Kensei_xXx i don't see the problem with providing additional options...? Gives more player freedom, and you can still use it to apply the same "simple" class changes as before, if that is what you want.
I usually just use this mod to disable the EE NPCs and instead distribute their items elsewhere, so maybe i don't really get your point
Argent... I don't get it, what you try to achieve with these new class change features? I see lot's of multi-class combinations on the selection screen, even with multiple class-kits, which I thought to be illegal regarding engine limitations and thus supposed to be game breaking. I'm also getting mostly error messages when trying to set up some of those.
On the other hand all of the NPCs seem to be more limited when changing single classes and kits, which is a bit of a pity for me.
As it is right now, I refrain from using the current versions and switched back to 4.6, because for me, things seem to be too complicated compared to former versions.
Sorry for criticising. Maybe I'm just missing something.
The old class-change feature did set up multiclass kit combinations incorrectly which resulted in missing kit-specific traits. The new version fixed that (among other aspects) by installing true multiclass kits. I agree that the number of potential multiclass kit combinations can be overwhelming, especially if you installed various kit mods before. There is an option in the "A7-ConvenientEENPCs.ini" file that can turn off these entries though.
Could you also post the error messages you're getting?
@Kensei_xXx i don't see the problem with providing additional options...? Gives more player freedom, and you can still use it to apply the same "simple" class changes as before...
No you can't, because that's somehow limited too in the current versions. As for example for Baeloth, there are only mage and sorcerer options for choosing classes.
@Kensei_xXx i don't see the problem with providing additional options...? Gives more player freedom, and you can still use it to apply the same "simple" class changes as before...
No you can't, because that's somehow limited too in the current versions. As for example for Baeloth, there are only mage and sorcerer options for choosing classes.
That's actually intentional. I have restricted available choices to classes that make sense for the character. For instance, I can't really imagine Baeloth being a druid or monk. I could probably add another option to the ini file that removes these class restrictions for NPCs though.
Yeah, I mean, that's easily justified from a lore perspective, but, if there are no technical reasons, why not let players decide themselves?
I, for instance, like to play him as a jester from time to time. Or give Rasaad Artisans enlightened fist Kit, which is a Monk/Sorcerer crossover, Sorcerer Kit.
It just feels like a step back for me and I was a bit confused by those restrictions when testing the latest version.
But after all, it's your mod and your decision, so, to each their own.
Thanks. As I suspected, one of the previously installed mods installed crippled kit definitions which usually happens if a mod has not been made compatible with EE games. It'll be fixed in the next relase.
I have decided to add an ini option that removes the class restrictions for NPCs. However, they will still be restricted based on their class, alignment and attributes. So Baeloth won't be able to become a bard unless you installed tweaks that allow elves to become bards.
Yeah, I mean, that's easily justified from a lore perspective, but, if there are no technical reasons, why not let players decide themselves?
I, for instance, like to play him as a jester from time to time. Or give Rasaad Artisans enlightened fist Kit, which is a Monk/Sorcerer crossover, Sorcerer Kit.
It just feels like a step back for me and I was a bit confused by those restrictions when testing the latest version.
But after all, it's your mod and your decision, so, to each their own.
Options to ignore race, alignment and attribute restrictions have been added as ini options as well. With the next release it should be possible to recreate the same (legal and illegal) class/kit combinations as in older mod versions.
Comments
Is it normal that none of those new items exists in my game?
here's a snippet of WEIDU
"
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #3 // Modify Enhanced Edition NPCs -> Decide for each NPC individually: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #201 // Modify individually: Baeloth -> Make Baeloth passive: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #102 // Disable Dorn: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #104 // Modify individually: Neera -> Disable Neera: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #105 // Modify individually: Rasaad -> Disable Rasaad: v4.6
~A7-CONVENIENTEENPCS/A7-CONVENIENTEENPCS.TP2~ #0 #311 // Allied Caelar Argent in Avernus boss battle -> Joins as controllable follower if no free party slots available: v4.6
...
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
...
"
These items are made available by the mod component "Make NPC-specific items available for everyone". I don't see it in your WeiDU.log.
oh I see. thanks for clarifying
That's an interesting idea. I'll definitely give it some thought.
Changelog:
Changelog:
On the other hand all of the NPCs seem to be more limited when changing single classes and kits, which is a bit of a pity for me.
As it is right now, I refrain from using the current versions and switched back to 4.6, because for me, things seem to be too complicated compared to former versions.
Sorry for criticising. Maybe I'm just missing something.
I usually just use this mod to disable the EE NPCs and instead distribute their items elsewhere, so maybe i don't really get your point
The old class-change feature did set up multiclass kit combinations incorrectly which resulted in missing kit-specific traits. The new version fixed that (among other aspects) by installing true multiclass kits. I agree that the number of potential multiclass kit combinations can be overwhelming, especially if you installed various kit mods before. There is an option in the "A7-ConvenientEENPCs.ini" file that can turn off these entries though.
Could you also post the error messages you're getting?
No you can't, because that's somehow limited too in the current versions. As for example for Baeloth, there are only mage and sorcerer options for choosing classes.
Thanks. Could you also look in the override folder for the file "kitlist.2da" and upload it too?
That's actually intentional. I have restricted available choices to classes that make sense for the character. For instance, I can't really imagine Baeloth being a druid or monk. I could probably add another option to the ini file that removes these class restrictions for NPCs though.
I, for instance, like to play him as a jester from time to time. Or give Rasaad Artisans enlightened fist Kit, which is a Monk/Sorcerer crossover, Sorcerer Kit.
It just feels like a step back for me and I was a bit confused by those restrictions when testing the latest version.
But after all, it's your mod and your decision, so, to each their own.
Kitlist is attached.
I have decided to add an ini option that removes the class restrictions for NPCs. However, they will still be restricted based on their class, alignment and attributes. So Baeloth won't be able to become a bard unless you installed tweaks that allow elves to become bards.
Options to ignore race, alignment and attribute restrictions have been added as ini options as well. With the next release it should be possible to recreate the same (legal and illegal) class/kit combinations as in older mod versions.