I wouldn't know without seeing Cahir's current RACETEXT.2da file, but it's most a likely mod-added entry.
The default file has I think only 10 entries (7 PC races, Tiefling, Vampire, and Goblin), that one had 31 entries.
I wouldn't know without seeing Cahir's current RACETEXT.2da file, but it's most a likely mod-added entry.
The default file has I think only 10 entries (7 PC races, Tiefling, Vampire, and Goblin), that one had 31 entries.
@kjeron the installation went smoothly with your fixed version, thank you very much!
@Cahir Thanks.
If you know which mod added the Lycanthrope entry, you could let them know that it's string reference isn't being properly evaluated (or set) before being written, hence the %lycanthropes_ucase% entry that appears in the file.
@Cahir Thanks.
If you know which mod added the Lycanthrope entry, you could let them know that it's string reference isn't being properly evaluated (or set) before being written, hence the %lycanthropes_ucase% entry that appears in the file.
That's a good question. Not sure which mod this might be. Since there is no mods that add races for PC (that I know of) it might be anything. Either way there is not an option for my PC to be of a lycanthropic race, so I guess I'm safe
HI @kjeron, I installed v0.30 on BGEE and I get this error using EEex:
I uninstalled mods and found it is this mod that does it. I went back to v0.29 and the issue is gone.
I can start a game using v0.30 as after I click past the error the game starts, but I am not sure if I will have issues later?
I attached my Weidu.
@Necromanx2 thanks and sorry about that, typo has been fixed.
Yes it will likely cause issue later, but if you don't want to reinstall, the fix is rather small and can be corrected in NI:
line 108 of M_KITPRF.lua should be:
local list = {
instead of
local = {
And delete line 222 (or line 221, as one is a duplicate):
},
edit - Realized these line numbers will likely be higher for you (from more kits), but it's 3 lines like this
New option for primary component - kit to kit dualclassing:
Kit to kit allows everything the former does, but also allows giving up the former kit for a new one.
You'll keep all CLAB abilities from the old kit, but lose any hardcoded and 2da-based aspects.
Bug fix - At some point I added a fix for the proficiency component that resulted in kitted characters LOSING their kit when they dual-classed, this has been fixed, hopefully without breaking something else.
Hey, great work here. Kit to kit is amazing. I have a problem where my Corsair -> Assassin is gaining backstab multipliers at the thief rate, not the assassin rate. It it still using backstab.2da with this mod?
The second class kit does ignore backstab.2da, not sure I can do anything about it.
However, the Assassin's backstab normally increases at the same rate as the unkitted thief through BACKSTAB.2da. It increases further at levels 17 and 21, but those two increases are not handled by BACKSTAB.2da, and still function on the second class.
I can only assume another mod has altered it to run entirely on BACKSTAB.2da.
Assuming this spell has not been altered, you can apply it through the console to increase your backstab multiplier (+1 each time you apply it):
Just finding out about this mod. Tested on BG2EE 2.6.6 and everythink seems to work fine.
From reading the post : (New) v0.34 fixes a typo so it should work on any v2.5/v2.6 game, not just SoD.
Just for confirmation as english is not my native language : is there a way to use in in an EET installation (with SoD) ?
I have juste tested the mod on BGEE/SoD and it was messing with the SoD vanilla UI. I guess the SoD compatibility comes from this problem. So maybe it shouldn't mess with an other UI like Leui ?
I am "a little" confused about the differences between
0 - Enable Dualclassing into Kits - it allows to dual into a kit (but the character loses initial kit, so like an unkitted dualibng into a kit)
3 - Enable Dualing Kit to Kit(*) - it allows (with some limitations) to dual a kit into a new kit (while the character keeps as much as possible from the intial kit)
From reading the post : (New) v0.34 fixes a typo so it should work on any v2.5/v2.6 game, not just SoD. Just for confirmation as english is not my native language : is there a way to use in in an EET installation (with SoD) ?
The typo was causing issues with all games except SoD. It should work with EET as far as I know, but I am unable to directly test or troubleshoot EET compatibility.
I have juste tested the mod on BGEE/SoD and it was messing with the SoD vanilla UI. I guess the SoD compatibility comes from this problem. So maybe it shouldn't mess with an other UI like Leui ?
Not sure what you are trying to say here. You say it breaks vanilla SoD UI, but then you mention LeUI.
I am "a little" confused about the differences between
0 - Enable Dualclassing into Kits - it allows to dual into a kit (but the character loses initial kit, so like an unkitted dualibng into a kit)
3 - Enable Dualing Kit to Kit(*) - it allows (with some limitations) to dual a kit into a new kit (while the character keeps as much as possible from the intial kit)
The former option prevents kitted characters from choosing a new kit when dual-classing, restricting them to select only the base classes.
The latter option allows kitted characters to choose a new kit when dual-classing, retaining only what is possible from their original kit.
Both allow an unkitted/trueclass character to select a new kit when dual-classing.
So it should work with BGEE/SoD, BG2EE and EET (i always have to check to be sure as i am not fluent in english and it may be a little confusing sometimes)
I guess your mod undergoes the same limitations as EEKeeper without all the manipulations ? I have been trying to dual into a thief and the sadowdancer wasn't available as a thief kit choice.
I will test your mod with EET along with npc-ee and "Skills and Abilities". The install order should
...scs / aTweaks / Enable Dual-classing into Kits (3 - Enable Dualing Kit to Kit(*)) / Skills and Abilities
According to Morpheus562, the author of Skills and Abilities : "... there may be compatibility issues since it does some work with proficiencies"
If the other thief kits are displaying, but not the Shadowdancer, it is likely because you don't meet either the ability score or alignment requirements of the Shadowdancer.
The Shadowdancer is more restrictive than other thieves, with 3 ability score requirements (Strength, Dexterity, & Charisma), and they cannot be of any Lawful Alignment.
The proficiency component, if you use it, will have to be installed after "Skills and Abilities", as it alters the proficiency table.
@kjeron It seems that the "give specialist their bonus spells" component of this mod will not be compatible with any mods that make changes to CLABMA01.2da as it will replace CLABMA01.2da, there is no check whether CLABMA01.2da exists before adding the new blank one to override.
@kjeron I think i went through a bug. I was doing some testing on BG2EE with the following mods : LeUI, EEUITweaks, NPC_EE, Enable Dual-classing into Kits.
As soon as i install Enable Dual-classing into kits (with all components) , the game messes up with the weapon proficiencies. It is obvious as soon as you create a PC : you can select up to 4 points in a proficiency for almost any class (fighterr/thiçer mulit, ...) , just putting one point can make the proficiency window to be "blocked" or not record the new proficiency ...
Any idea ?
Below is the log :
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~LEUI\LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 4.4.6
~LEUI\LEUI.TP2~ #0 #2 // lefreut's Enhanced UI - BG2 vanilla fonts for descriptions: 4.4.6
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1000 // Mods Options: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1010 // Hidden Game Options: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1030 // Portrait Selectors -> BillyYank's Multi-Portrait Mod: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #2000 // Transparent Sidebars: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #2010 // Feedback Message Box Re-sizers -> Feedback Message Box Buttons Hack: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #3000 // Leveling Progress Bars Tweaks: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #5020 // lefreut's Box 5 (Dialog Box) Override: 3.9
~NPC_EE\NPC_EE.TP2~ #0 #1010 // Remove dual-class flag from Imoen (warning, see Readme): 5.4.1
~NPC_EE\NPC_EE.TP2~ #0 #1020 // Remove dual-class flag from Nalia (warning, see Readme): 5.4.1
~NPC_EE\NPC_EE.TP2~ #0 #1030 // Remove dual-class flag from Anomen (warning, see Readme): 5.4.1
~NPC_EE\NPC_EE.TP2~ #0 #1200 // Remove dual-class flag from all other NPCs (warning, see Readme): 5.4.1
~NPC_EE\NPC_EE.TP2~ #0 #2000 // NPC class/stat/kit choices: 5.4.1
// Recently Uninstalled: ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #3 // DUAL_TO_KIT_MENU -> Enable Dualing Kit to Kit(*): 0.35
// Recently Uninstalled: ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #1 // Grant second-class Specialists their Bonus Spell Slots: 0.35
// Recently Uninstalled: ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #2 // Grant second-class Kits their Proper Proficiency Selection: 0.35
I'm planning a play through with Morpheus's "Champion of the Wild" ranger kit to start, which has multiple "passive" abilities (for example, adds a DEX modifier to melee attacks). Would these be encoded via 2da files such that they're incompatible with kit-to-kit?
I'm planning a play through with Morpheus's "Champion of the Wild" ranger kit to start, which has multiple "passive" abilities (for example, adds a DEX modifier to melee attacks). Would these be encoded via 2da files such that they're incompatible with kit-to-kit?
I tried to use this mod with Infinity UI++ mod, but it seems incompatible unfortunately. When I try to create a new character on BG2EE, it doesn't progress after selecting Class. I can't progress into kit selection, and I haven't even come to dual classing yet.
there's a very simple way to dual to a kit, and you don't need a mod, just EEkeeper. Example: I start with a berserk and set my dexterity to 17. When I want to dual to thief, I save, open EEKEEPER and my savegame and at "kit" I set "Swashbuckler". I load my edited savegame, dual to thief, and tada ! i'm Berser' ->Swashbuckler. Easy, no mod required.
Best character tried : Swashbucler 10 (+3 AC, +2 to hit and damage) dual to Morituri. Killer machine.
Comments
The default file has I think only 10 entries (7 PC races, Tiefling, Vampire, and Goblin), that one had 31 entries.
@kjeron the installation went smoothly with your fixed version, thank you very much!
Attaching RACETEXT.2da file.
If you know which mod added the Lycanthrope entry, you could let them know that it's string reference isn't being properly evaluated (or set) before being written, hence the %lycanthropes_ucase% entry that appears in the file.
That's a good question. Not sure which mod this might be. Since there is no mods that add races for PC (that I know of) it might be anything. Either way there is not an option for my PC to be of a lycanthropic race, so I guess I'm safe
Thankee!
@kjeron
I uninstalled mods and found it is this mod that does it. I went back to v0.29 and the issue is gone.
I can start a game using v0.30 as after I click past the error the game starts, but I am not sure if I will have issues later?
I attached my Weidu.
EDIT: I am using BGEE v2.5.17.0
Yes it will likely cause issue later, but if you don't want to reinstall, the fix is rather small and can be corrected in NI:
edit - Realized these line numbers will likely be higher for you (from more kits), but it's 3 lines like this The middle one needs to be deleted.
- Kit to kit allows everything the former does, but also allows giving up the former kit for a new one.
- You'll keep all CLAB abilities from the old kit, but lose any hardcoded and 2da-based aspects.
Bug fix - At some point I added a fix for the proficiency component that resulted in kitted characters LOSING their kit when they dual-classed, this has been fixed, hopefully without breaking something else.How 2.6 compatible is this newest version?
Thankee!
(New) v0.34 fixes a typo so it should work on any v2.5/v2.6 game, not just SoD.
However, the Assassin's backstab normally increases at the same rate as the unkitted thief through BACKSTAB.2da. It increases further at levels 17 and 21, but those two increases are not handled by BACKSTAB.2da, and still function on the second class.
I can only assume another mod has altered it to run entirely on BACKSTAB.2da.
Assuming this spell has not been altered, you can apply it through the console to increase your backstab multiplier (+1 each time you apply it):
From reading the post : (New) v0.34 fixes a typo so it should work on any v2.5/v2.6 game, not just SoD.
Just for confirmation as english is not my native language : is there a way to use in in an EET installation (with SoD) ?
I have juste tested the mod on BGEE/SoD and it was messing with the SoD vanilla UI. I guess the SoD compatibility comes from this problem. So maybe it shouldn't mess with an other UI like Leui ?
I am "a little" confused about the differences between
0 - Enable Dualclassing into Kits - it allows to dual into a kit (but the character loses initial kit, so like an unkitted dualibng into a kit)
3 - Enable Dualing Kit to Kit(*) - it allows (with some limitations) to dual a kit into a new kit (while the character keeps as much as possible from the intial kit)
The former option prevents kitted characters from choosing a new kit when dual-classing, restricting them to select only the base classes.
The latter option allows kitted characters to choose a new kit when dual-classing, retaining only what is possible from their original kit.
Both allow an unkitted/trueclass character to select a new kit when dual-classing.
I guess your mod undergoes the same limitations as EEKeeper without all the manipulations ? I have been trying to dual into a thief and the sadowdancer wasn't available as a thief kit choice.
I will test your mod with EET along with npc-ee and "Skills and Abilities". The install order should
...scs / aTweaks / Enable Dual-classing into Kits (3 - Enable Dualing Kit to Kit(*)) / Skills and Abilities
According to Morpheus562, the author of Skills and Abilities : "... there may be compatibility issues since it does some work with proficiencies"
The Shadowdancer is more restrictive than other thieves, with 3 ability score requirements (Strength, Dexterity, & Charisma), and they cannot be of any Lawful Alignment.
The proficiency component, if you use it, will have to be installed after "Skills and Abilities", as it alters the proficiency table.
As soon as i install Enable Dual-classing into kits (with all components) , the game messes up with the weapon proficiencies. It is obvious as soon as you create a PC : you can select up to 4 points in a proficiency for almost any class (fighterr/thiçer mulit, ...) , just putting one point can make the proficiency window to be "blocked" or not record the new proficiency ...
Any idea ?
Below is the log :
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~LEUI\LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 4.4.6
~LEUI\LEUI.TP2~ #0 #2 // lefreut's Enhanced UI - BG2 vanilla fonts for descriptions: 4.4.6
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1000 // Mods Options: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1010 // Hidden Game Options: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1030 // Portrait Selectors -> BillyYank's Multi-Portrait Mod: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #2000 // Transparent Sidebars: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #2010 // Feedback Message Box Re-sizers -> Feedback Message Box Buttons Hack: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #3000 // Leveling Progress Bars Tweaks: 3.9
~EEUITWEAKS\EEUITWEAKS.TP2~ #0 #5020 // lefreut's Box 5 (Dialog Box) Override: 3.9
~NPC_EE\NPC_EE.TP2~ #0 #1010 // Remove dual-class flag from Imoen (warning, see Readme): 5.4.1
~NPC_EE\NPC_EE.TP2~ #0 #1020 // Remove dual-class flag from Nalia (warning, see Readme): 5.4.1
~NPC_EE\NPC_EE.TP2~ #0 #1030 // Remove dual-class flag from Anomen (warning, see Readme): 5.4.1
~NPC_EE\NPC_EE.TP2~ #0 #1200 // Remove dual-class flag from all other NPCs (warning, see Readme): 5.4.1
~NPC_EE\NPC_EE.TP2~ #0 #2000 // NPC class/stat/kit choices: 5.4.1
// Recently Uninstalled: ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #3 // DUAL_TO_KIT_MENU -> Enable Dualing Kit to Kit(*): 0.35
// Recently Uninstalled: ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #1 // Grant second-class Specialists their Bonus Spell Slots: 0.35
// Recently Uninstalled: ~DUAL_TO_KIT\SETUP-DUAL_TO_KIT.TP2~ #0 #2 // Grant second-class Kits their Proper Proficiency Selection: 0.35
May we get this uploaded to GitHub for posterity?
Thankee!
The passive is assigned via the .2da.
Best character tried : Swashbucler 10 (+3 AC, +2 to hit and damage) dual to Morituri. Killer machine.