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Is there a way to change a kit's ability with NearInfinity?

barker262barker262 Member Posts: 83
I downloaded Artisans Bardic wonders mod, specifically for the intriguing changes to the Blade (and the bardic items of course).
However on utilizing the kit, I found that the changes to Offensive spin and to a lesser extent, the bardic song are too drastic to make them useable. Offensive spin has been nerfed somewhat but also ends it's short duration with a 'winded' condition that removes any usefulness from the Bard for three rounds. It makes me not want to activate the ability at all, when I could just use a potion of speed with no negatives for much longer, or cast haste on myself, and still be able to cast or fight when it expires.

I thought I could mearly copy and past the SPCL521 file from BG ee over to the override file in BG2 ee, that obviously failed, such that the ability does nothing at all.

I don't know how to use NearInfinity, other than to be able to look into the text of files like this. It shows that the wording of a file called SPCL521a in the BG2 ee override folder is identical to the Blades original Offensive spin. So I assumed that changing it's file name (which NI allows you to do) back to SPCL521 would do the trick. No, even worse, the ability is named 'Change weapon' and does nothing at all.

Is there any guide to show how to change the file back to the original 'Offensive Spin' or a simple fix that I could apply to Artisans version of offensive spin that would restore the original version?

I'm about to reload all the mods to see if that will reverse the damage I've done and give me my game back, but I really want to make that Blade kit work.

Any advice welcome.

Comments

  • sarevok57sarevok57 Member Posts: 6,002
    probably what the modder did was put the special ability under a different SPCL number hence the reason why it did not change the ability, no doubt to do that to make the mod compatible with other mods

    so to change it you will have to exactly find the new SPCL file that the ability would be under to change it, if you can contact the original mod maker you could ask them either what file name is it under, or if they can give you a quick fix for that ability
  • barker262barker262 Member Posts: 83
    sarevok57 wrote: »
    probably what the modder did was put the special ability under a different SPCL number hence the reason why it did not change the ability, no doubt to do that to make the mod compatible with other mods

    so to change it you will have to exactly find the new SPCL file that the ability would be under to change it, if you can contact the original mod maker you could ask them either what file name is it under, or if they can give you a quick fix for that ability

    Thanks for your reply Sarevok. I worked for about 6 hours recreating the original offensive spin ability and added to back into the override file. Innitially some strange behaviours, but now works as the original. Put my Bard up to 5 million xp, heaps of HLA's, etc still works as intended.
    Now I've created my own monster, because while reading up any information I could, I found a comment where someone here asked to change the spell table for his new class kit. I want that for my Bard! Just one level nine spell, just one, for what could be more thematic than a Bard with a wish.
  • sarevok57sarevok57 Member Posts: 6,002
    ah excellent, good to hear :)
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