Need help with minor kit mods. (some few remaining issues)
Gel87
Member Posts: 228
in BGII:EE Mods
Hi,
I have like 12-15 kit mods. Some of them have some flaws which I would love to fix.
1. My Sirine kit works perfect in BG1EE, but game breaks if i try to import or start it as new in BG2EE, i would assume i need to copy animations/pictures of the sirine itself from BG1 to BG2?
2. I tried to modify the Plague Insect and Creeping doom to have some level progression by changing damage from 1 to 2, and 2 to 4 etc. I know how to do this usually, but this spell is using effect which again uses resources. So what happened is that i made a simple override mod for my shapeshifter. Where i overrided the spells with progression, and gained 2 x innate of each as well. Kopied the effect and changed damage on it. But the innate spell was availeble, but nothing happened when i casted it. And the priest version i saw no bug with, but i think i was not at enought level to cast it's progression version. Any1 know how to fix this?
3. I would kinda love to make a FMD or TMD or MD or TD kit. But how to i define that its a druid and not a cleric etc? How do i make sure it gain druid spells instead of cleric etc? Been a while since i made kits with weidu. Maby its as simple as that hexadecimal number on kitlist IDS? The last 2 digits?
4. Many of my kits are animation based. I first made mindflayer mage, then mindflayer fighter, then sirine, then banshee, then Ninja Assassin(no animation change), then Demonic werewolf, then Maleficent C/M, then Shadow Lurker Demon Thief, etc... But in the end i kinda felt like building a FMT skeleton kit.
The Banshee kit change animation as a floating female creature, dont remember name, it also has a HLA which is a shapechanger spell which allows here to choose theese 4 animations: Skeleton Golem, Vampire, Skeleton Warrior, Greater Ghast, all with custom wepons and resistances, regen etc... But if i use that spell several times, then the inventory section becomes SUPER SLOW. I fear that it has to do with several overlapping animations, because when this spell is casted i also gives me a new animation to shapechange back to Wailing Virgin creature + remove all stuff from those other classes. But i fear that i have done this wrong and instead cast a new animation on top of a previous one. Do you guys think this is the issue as well?
The skeleton FMT kit is worse, because i basicly trew together: Kensai + Banshe/Mindflayer mage + Ninja assassin thief. And it can be both the orginal skeleton, the Banshee, The mindflayer, And get the HLA of Banshe if correct level when shapechanging to Banshee.... So i guess its like a billion animation bug overlapping eachother, but only displaying the last used xD
I have like 12-15 kit mods. Some of them have some flaws which I would love to fix.
1. My Sirine kit works perfect in BG1EE, but game breaks if i try to import or start it as new in BG2EE, i would assume i need to copy animations/pictures of the sirine itself from BG1 to BG2?
2. I tried to modify the Plague Insect and Creeping doom to have some level progression by changing damage from 1 to 2, and 2 to 4 etc. I know how to do this usually, but this spell is using effect which again uses resources. So what happened is that i made a simple override mod for my shapeshifter. Where i overrided the spells with progression, and gained 2 x innate of each as well. Kopied the effect and changed damage on it. But the innate spell was availeble, but nothing happened when i casted it. And the priest version i saw no bug with, but i think i was not at enought level to cast it's progression version. Any1 know how to fix this?
3. I would kinda love to make a FMD or TMD or MD or TD kit. But how to i define that its a druid and not a cleric etc? How do i make sure it gain druid spells instead of cleric etc? Been a while since i made kits with weidu. Maby its as simple as that hexadecimal number on kitlist IDS? The last 2 digits?
4. Many of my kits are animation based. I first made mindflayer mage, then mindflayer fighter, then sirine, then banshee, then Ninja Assassin(no animation change), then Demonic werewolf, then Maleficent C/M, then Shadow Lurker Demon Thief, etc... But in the end i kinda felt like building a FMT skeleton kit.
The Banshee kit change animation as a floating female creature, dont remember name, it also has a HLA which is a shapechanger spell which allows here to choose theese 4 animations: Skeleton Golem, Vampire, Skeleton Warrior, Greater Ghast, all with custom wepons and resistances, regen etc... But if i use that spell several times, then the inventory section becomes SUPER SLOW. I fear that it has to do with several overlapping animations, because when this spell is casted i also gives me a new animation to shapechange back to Wailing Virgin creature + remove all stuff from those other classes. But i fear that i have done this wrong and instead cast a new animation on top of a previous one. Do you guys think this is the issue as well?
The skeleton FMT kit is worse, because i basicly trew together: Kensai + Banshe/Mindflayer mage + Ninja assassin thief. And it can be both the orginal skeleton, the Banshee, The mindflayer, And get the HLA of Banshe if correct level when shapechanging to Banshee.... So i guess its like a billion animation bug overlapping eachother, but only displaying the last used xD
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