XPCap Remover
mlnevese
Member, Moderator Posts: 10,214
For those who do not want to install a mod just to remove the XP Cap, here is the link for the necessary files already edited.
Place them in your BG EE data/0766/override folder.
http://dc353.4shared.com/download/ELKeZtFp/override.zip
Place them in your BG EE data/0766/override folder.
http://dc353.4shared.com/download/ELKeZtFp/override.zip
5
Comments
I've only tried the mage abilities and the fighter abilities, though.
The energy blades works up to a point for the mage; speeds up movement, changes the weapon, etc. Extra spell slots don't seem to work for the mage but, as best I can tell, things like power attack and whirlwind will work for the fighter. There are probably others that do or don't work, but I can confirm that you should, at the very least, be able to copy over the abilities from ToB.
There are, of course, only a few strings for these abilities.
Might test more later.
Example of how the mages abilities display:
I did, however, get the spell slot abilities working. Some of the slots are missing, some don't work (or don't have any visible affect on the game), and some don't have the correct icon.
And summoning a planetar:
You can find the files here. Just extract the override folder to your game's directory.
(That being
.\Baldur's Gate Enhanced Edition\Data\00766\
and not just.\Baldur's Gate Enhanced Edition\
)@mlnevese, it is possible, yes. I'm still working on it - but unfortunately I can't spare much time on it.
@Peter, that's because the string references don't exist right now; they only exist in ToB, so I'll have to copy them over. This also means that any time you get an update, the string references in the dialog.tlk vanish (I assume, which is also why being able to have a separate string file for each mod (or item, spell, etc.) would come in handy, but probably not very likely to happen). I've only spent about an hour on this in total, but if mlnevese, or anyone else, can give me a hand finding out more information on how to get them working a little better, then I'll copy over the strings and edit the files to correspond with the new references .
It goes up to 5,000,000, so the level caps should be as follows:
Mage: 23
Sorcerer: 23
Paladin: 24
Ranger: 24
Druid: 25
Fighter: 28
Cleric: 30
Monk: 30
Bard: 32
Thief: 32
Edit: Seems that the hardcoded level of 50 is still in affect. Don't suppose Beamdog would consider 100 in future update?
.\[BG Directory]\Data\00766\
Assuming you're using the installer.
'BG Directory' being where the downloader/installer is located, and '00766' being where your game is located.
Example of your game folder (don't worry if it doesn't look exactly like your own):
If the override folder isn't already in this folder (and it most likely is not), then you will need to copy the override folder from the archive into the game directory.
If you're using the Beamdog client, it will likely be different; for example:
.\BeamDog\Games\007766\
Logically, I agree with you, level 50 is too much in most cases. But I also like having the option of going further, for mod-ability sake more than anything. The XP cap itself apparently isn't hardcoded to stop at level 50, so why the level itself? I am sure the reason is to put a logical limit, for example, there needs to be a way to stop in case the next level is not accounted for in the tables (even that isn't actually correct, since if the next level in the list isn't account for, the XP simply go to -1 so you can't advance any more after that point).
An upper limit of 100 (anything <= 255, if you want uint8 max, not entirely sure what type of int they used for the level in this case) but where the tables only go up to level 40, would ensure that only people who want to go further can. Otherwise, it's just going to be the canon level limit for everyone else.
Silly reasoning, I'm sure. Even level 50 isn't necessary, but having the option is always nice .
Also, working on some more in-between work. For those mages of evil intent, your Dark Planetar spell now works.
Comet had to be modified since the spell icon pointed to the wrong one (DLTECP said it was pointing to the Tracking ability icon, so it used a default icon), nor did it appear in the spell book.
The updated archive can be found here, the additions are the BAM files for the icons and the two fixed spells.
I will try and get more done as soon as I can, probably over the weekend. Still no strings, I will get around to that when I can (but I won't be doing translations, so someone else can do that ). If there are abilities not working as they should (not appearing/no icon, etc., excluding the missing strings), please post and let me know.
"I could take down a group of 4 red dragons easier than you could 4 Kobolds! Are you sure you still want to mess with me?"
It would be worth it just to be able to say that to Severok!