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BGII: SoA and ToB: Loses "new" innate ability on starting exported/new game

cc_kristoffercc_kristoffer Member Posts: 3
edited December 2021 in BGII:EE Mods
I have created a Weidu mod with an innate ability that I'd like to use in both BGEE and BGIIEE and ToB.
I have installed it on both games and I've added the ability successfully to my BGEE character file via EE keeper. After completing BG I'd obviously want the ability to carry over to BGII and ToB, but it doesn't.

I've tried exporting the save game both to SoA and ToB but the ability doesn't carry over. I can open a saved game from SoA or ToB and add the ability via EE keeper, but I don't want to do that, I want it to carry over without using EE keeper. Other spells carry over, such as Bhaal abilities and class-specific abilities, so why shouldn't this work. I would rather not add the ability to the class (Assassin), since it's more of a race-specific ability and wouldn't make sense.

This is my first mod, and the first time used Near Infinity, so don't know a lot about it. I have tried editing various attributes on the ability itself without luck. Perhaps I need to add the ability to some sort of list (exclusion or inclusion list)? Can someone pls help me figure this out?
Post edited by cc_kristoffer on

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  • cc_kristoffercc_kristoffer Member Posts: 3
    To compliment, I have now also tried to script it but the script doesn't seem to execute, or something about the script is wrong. I've also tried to add the ability in SoA and then exported that save-game into ToB, and that doesn't work either.

    I've attached the files here. It's the innate ability "Venom Spit" I'm trying to get to be added on exporting save-game. The other spell is a defense spell and is only cast on specific conditions (near death), and is already working as it should.
  • cc_kristoffercc_kristoffer Member Posts: 3
    edited December 2021
    If someone happen to be interested, I solved it using a script.

    *The script adds the ability if the global variable "HasVenomSpit" isn't set.
    *I added the script to an existing BCS file.

    .tp2 file:
    BACKUP ~moshay/backup~
    AUTHOR ~kris.wretlind@gmail.com~
    BEGIN ~moshay~
    COPY ~moshay/shvenom.spl~ ~override/shvenom.spl~
    SAY 0x008 ~Venom Spit~
    SAY 0x050 ~You twist your body back then snap forward with a hissing open maw releasing a venomous spit.~
    ADD_PROJECTILE ~moshay/idnaus.pro~
    COPY ~moshay/shnaus.spl~ ~override/shnaus.spl~
    SAY 0x008 ~Nauseating Stench~
    WRITE_SHORT 0x098 ~%idnaus%~
    EXTEND_BOTTOM ~dplayer3.bcs~ ~moshay/moshay.baf~
    
    .baf script file:
    IF
      Global("HasVenomSpit","GLOBAL",0)
    THEN
      RESPONSE #100
    	ActionOverride(Myself,AddSpecialAbility("shvenom"))
    	ActionOverride(Myself,AddSpecialAbility("shvenom"))
    	ActionOverride(Myself,AddSpecialAbility("shvenom"))
    	SetGlobal("HasVenomSpit","GLOBAL",1)
    END
    
    Post edited by cc_kristoffer on
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