Problem with BG:EE kit mod (and two smaller issues)
semiticgoddess
Member Posts: 14,903
First, the minor issues:
1. I just did a clean install of BG:EE to fix a problem that prevented the game from launching. I can start up the game now, but I see leftovers from some custom kit mods that I already uninstalled before the clean install.
The invalid reference is the Shaman kit. To fix the Shaman strings, I think I just need a clean dialog.tlk file. But since this is a clean install with no mods, I'm not sure how to fix it.
2. I've gone through all of the relevant .2da files to delete all references to custom kits I was using, since I thought that was what was causing the extra classes with wrong strings, but that didn't change anything. I'm not sure how to get rid of the extra classes.
The main problem:
I can't properly install a kit mod for mages on BG:EE. It works fine in BG2:EE, installation and everything. But when I try to install it in BG:EE, all it seems to do is screw up the Wild Mage kit's strings. The new kit, the Alchemist kit, appears in the KITLIST.2da and other tables, and all the other files are in place, and some of the kit's custom strings appear correctly (potions but not grenades), but when I go to character creation, all I see is some wrong strings where the Wild Mage kit should be, and selecting it gives the Wild Mage kit instead of the Alchemist kit.
Does installing kits on BG:EE require any different steps from installing kits on BG2:EE?
1. I just did a clean install of BG:EE to fix a problem that prevented the game from launching. I can start up the game now, but I see leftovers from some custom kit mods that I already uninstalled before the clean install.
The invalid reference is the Shaman kit. To fix the Shaman strings, I think I just need a clean dialog.tlk file. But since this is a clean install with no mods, I'm not sure how to fix it.
2. I've gone through all of the relevant .2da files to delete all references to custom kits I was using, since I thought that was what was causing the extra classes with wrong strings, but that didn't change anything. I'm not sure how to get rid of the extra classes.
The main problem:
I can't properly install a kit mod for mages on BG:EE. It works fine in BG2:EE, installation and everything. But when I try to install it in BG:EE, all it seems to do is screw up the Wild Mage kit's strings. The new kit, the Alchemist kit, appears in the KITLIST.2da and other tables, and all the other files are in place, and some of the kit's custom strings appear correctly (potions but not grenades), but when I go to character creation, all I see is some wrong strings where the Wild Mage kit should be, and selecting it gives the Wild Mage kit instead of the Alchemist kit.
Does installing kits on BG:EE require any different steps from installing kits on BG2:EE?
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Comments
In BG2EE, string 45856 is "Sorcerer"
In SoD, string 45856 is "Say your farewells and be quick about it. I would be about our business sooner than later."
In BG2EE, string 45858 is "Monk"
In SoD, string 45856 is "I'll help you find peace. You have my word on that."
In BG2EE, string 103061 is "Shaman"
In SoD, string 103061 doesn't exist.
I don't know how those BG2EE string reference got into either your BG:EE or SoD dialog.tlk, but that's what they are. Mod's certainly shouldn't be doing that, I would have an easier time believing you got the wrong file in the download.
Any idea how I could get my dialog.tlk file back in order? If a clean install from Steam won't do it, is there another method?
Dialog.tlkClastext.2da you got from Steam when you did the clean install.Edit, wrong file
There is another, SoD-only file you should check, SODCLSTXT.2da, just in case:
The game remains playable even with a few wrong strings on character creation, but this situation means I won't be able to use my kit mods in BG:EE, or test them so other people can use them.
Do you think it would be safe to start with a new, empty override folder and try to install things from there?
If not, is there a specific file in the override folder that might be causing the problem besides those .2das? I definitely don't have a dialog.tlk file anywhere in that folder. If I could delete only the files that were responsible for the string issues, then I could keep the rest of the override folder.
Is that override folder or any of its files from a BG2EE game?
There's a section in my TP2 file that refers to BG2 specifically (I borrowed a lot of code from a tutorial), but it's commented out, so I'm not sure why it's working differently in BG1.
/*
* This mod does not use any chapter checks
*
ALWAYS
ACTION_IF GAME_IS ~eet~ BEGIN
OUTER_SET bg2_chapter = 12
END ELSE BEGIN
OUTER_SET bg2_chapter = 0
END
OUTER_FOR (i=1; i<=10; i=i+1) BEGIN
OUTER_SET bg2_chapter = bg2_chapter + 1
OUTER_SPRINT name_source ~bg2_chapter_%i%~
OUTER_SET EVAL ~%name_source%~ = bg2_chapter
END
END
*/
Did you forget to run Modmerge after reinstalling the game?
If not, do the abilities have correct strings? The mod may have an outdated "fl#add_kit_ee.tpa" file.
1. SOD and BGEE both have wrong strings. The same wrong ones.
2. I've never used Modmerge. I've never attempted to mod SOD, so I wouldn't think Modmerge would be necessary to make the kit work with SOD, but I will need to use it anyway to make the kit compatible with SOD. Shall I run Modmerge and try installing the kit once more?
3. The kit's items, spells, creatures, and dialogs also have incorrect strings, in addition to the kit name and description.
4. I don't know about my fl#add_kit_ee.tpa file. I tried to download a fresh version online, but the WeiDu website gives a 404 for the download link. Instead, I used an old .tpa file that I believed to be fresh from WeiDu 236, but I don't believe it's fresh or suitable--using that file and installing the kit mod produced more incorrect strings for separate classes, forcing me to rename the override folder once more.
Thank you so much for your help. I never would have thought of most of the solutions you've proposed. I really appreciate it; it's saved me a tremendous amount of trouble and allowed me to do something I really wanted to do.
Thanks!