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Weapons Allowed per Class

Kylan271Kylan271 Member Posts: 33
I am using the IWD-type weapon proficiencies for BGEE and new Kits via Mods. My issue is that I'm trying to modify some weapons allowed by class, but I can't find which files to modify. How do you modify the weapons allowed for a new Kit or existing vanilla class? :s

1. WEAPPROF.2DA Only adjusts weapon PIPS allowed.
2. CLASWEAP.2DA Only affects the vanilla weapons allowed, but I am using modified proficiencies and new Kits.
3. CLAB files, I am aware, but I have no clue where the Kit weapon's allowed are stored?

Cheers
Phil
Post edited by Kylan271 on

Comments

  • dzyngisdzyngis Member Posts: 54
    What mod you r using?
  • sarevok57sarevok57 Member Posts: 6,113
    you need to going into the item properties itself, and either disable or enable if a certain class/ race/ or alignment can use said weapon
  • Kylan271Kylan271 Member Posts: 33
    dzyngis wrote: »
    What mod you r using?

    There are many mods that I am using.
  • Kylan271Kylan271 Member Posts: 33
    sarevok57 wrote: »
    you need to going into the item properties itself, and either disable or enable if a certain class/ race/ or alignment can use said weapon

    No, it is not that which I seek. The issue is in Character creation. I am restricted in weapons allowed, which limits me as I gain levels also. I need the Class file which determines weapons allowed for that class/kit? I can alter the items, but it still doesn't allow me any increase in weapon proficiencies as I gain levels.
  • dzyngisdzyngis Member Posts: 54
    edited April 22
    Kylan271 wrote: »
    dzyngis wrote: »
    What mod you r using?

    There are many mods that I am using.

    Then list them. Which mod is changing proficiencies?
  • Kylan271Kylan271 Member Posts: 33
    dzyngis wrote: »
    Kylan271 wrote: »
    dzyngis wrote: »
    What mod you r using?

    There are many mods that I am using.

    Then list them. Which mod is changing proficiencies?

    Tweaks Anthology:

    The fourth and fifth options, IWD-style proficiencies, implement the Icewind Dale style proficiency system. Like the BG-style option, there are fewer proficiencies, but it's not as concentrated as the BG-style system.
    • Bastard swords and two-handed swords are combined into the Great Sword proficiency.
    • Long swords, katanas, scimitars, wakizashis, and ninja-tos are combined into the Large Sword proficiency.
    • The Flail/Morningstar proficiency is renamed Flail proficiency and morningstars are moved into the Mace proficiency.
    • Darts, and slings are combined in the Missile Weapon proficiency.
    • Long and short bows are combined in the Bow proficiency.

    IWD-style proficiencies also come with the option to keep or remove the weapon style proficiencies.
  • dzyngisdzyngis Member Posts: 54
    edited April 23
    Kylan271 wrote: »
    I I am using modified proficiencies and new Kits.
    3. CLAB files I am aware, but I have no clue where the Kit weapon's allowed are stored?
    Kit's weapon allowed is being kept in kitlist.2da and weapprof.2da, but you need to track proper ID (of the proficiency) after proficiency's mod instalation
    https://github.com/Gibberlings3/Tweaks-Anthology/blob/master/cdtweaks/lib/iwd_style_profs.tpa

    Have u tried to install component of Tweak Anthology univetsal clubs for all classes?
    Post edited by dzyngis on
  • Kylan271Kylan271 Member Posts: 33
    dzyngis wrote: »
    Kylan271 wrote: »
    I I am using modified proficiencies and new Kits.
    3. CLAB files I am aware, but I have no clue where the Kit weapon's allowed are stored?
    Kit's weapon allowed is being kept in kitlist.2da and weapprof.2da, but you need to track proper ID (of the proficiency) after proficiency's mod instalation
    https://github.com/Gibberlings3/Tweaks-Anthology/blob/master/cdtweaks/lib/iwd_style_profs.tpa

    Have u tried to install component of Tweak Anthology univetsal clubs for all classes?

    I have universal clubs installed. But I did not check the files to see what they changed? I will look at your information in detail. Thanks for the heads up, and I forgot the IDs, oops.
  • jmerryjmerry Member Posts: 4,213
    Here's how item usability is handled in these games:
    - Each ITM file has eight bytes worth of (un)usability flags.
    - Four of those bytes, grouped together, are associated with class, race, and alignment. If the character matches that class, race, or alignment, they can't use the item. (In this cluster, mage = sorcerer, druid = shaman, and races outside the standard player options are not addressed.)
    - The other four bytes, interspersed between the stat requirements, are associated with kits. Each kit's "UNUSABLE" entry in KITLIST.2DA tells which flags it uses - usually one per kit. If there are any matches between the item flags and the kit's flags, no using it. (This system is not friendly to adding kits; there's no spare room.)

    And then there are a few other less common methods.
    - In the EE, item_use.2da designates items that can only be used by a specific character.
    - Also in the EE, an opcode 319 effect on an item can block it from being used by some specific category of character, or make it only be usable by some specific category. The difference between druids and shamans is done with op319.
    - An op180 effect on a character can prevent them from using a specific item. This is how the game stops Hexxat from wielding Daystar.

    What does it all have in common? Every step of the process is subtractive, telling some specific category of character that they can't use an item. There's nothing that goes the other way and enables an item for a character that wouldn't otherwise be able to use it.
    Almost all of this is on the individual ITM files. You can't get at item usability in general by modifying some 2DA tables.
  • dzyngisdzyngis Member Posts: 54
    jmerry wrote: »
    ...
    Almost all of this is on the individual ITM files. You can't get at item usability in general by modifying some 2DA tables.
    So you can't modify every class to have access to every proficiency (at least*).?
  • jmerryjmerry Member Posts: 4,213
    edited April 24
    Proficiency access? That's easier; it's almost* all in WEAPPROF.2DA. Just look at the FIGHTER column, and for every entry that's nonzero, make that row's entries in all other columns nonzero. (Actual numbers range from 1 for basic proficiency to 5 for grand mastery. Choose values appropriate to the class//kit you're looking at.)
    This is a plain text file in a human-readable format; if you already have a copy in your override, you don't need any special tools to edit it. The only caveat is that this table is very wide, with columns for every class and every kit.

    * Except for the bits that are in UI code that I don't understand well enough to mess with. Priest duals don't see the proficiencies their priest type can't take in the base game, even if that multiclass combination has the proficiency allowed in WEAPPROF.
  • Kylan271Kylan271 Member Posts: 33
    jmerry wrote: »
    Proficiency access? That's easier; it's almost* all in WEAPPROF.2DA. Just look at the FIGHTER column, and for every entry that's nonzero, make that row's entries in all other columns nonzero. (Actual numbers range from 1 for basic proficiency to 5 for grand mastery. Choose values appropriate to the class//kit you're looking at.)
    This is a plain text file in a human-readable format; if you already have a copy in your override, you don't need any special tools to edit it. The only caveat is that this table is very wide, with columns for every class and every kit.

    * Except for the bits that are in UI code that I don't understand well enough to mess with. Priest duals don't see the proficiencies their priest type can't take in the base game, even if that multiclass combination has the proficiency allowed in WEAPPROF.

    I have given my classes a 5 in all proficiencies to test if it alters the Class creation weapon proficiencies? It only shows Pips allowed for certain weapon proficiencies during character creation. It does not grant all weapon proficiencies even if I have enabled it in the WEAPPROF.2DA. Logic should say otherwise, but it seems another file is overriding the weapon proficiencies allowed per class.
  • Kylan271Kylan271 Member Posts: 33
    jmerry wrote: »
    Here's how item usability is handled in these games:
    - Each ITM file has eight bytes worth of (un)usability flags.
    - Four of those bytes, grouped together, are associated with class, race, and alignment. If the character matches that class, race, or alignment, they can't use the item. (In this cluster, mage = sorcerer, druid = shaman, and races outside the standard player options are not addressed.)
    - The other four bytes, interspersed between the stat requirements, are associated with kits. Each kit's "UNUSABLE" entry in KITLIST.2DA tells which flags it uses - usually one per kit. If there are any matches between the item flags and the kit's flags, no using it. (This system is not friendly to adding kits; there's no spare room.)

    And then there are a few other less common methods.
    - In the EE, item_use.2da designates items that can only be used by a specific character.
    - Also in the EE, an opcode 319 effect on an item can block it from being used by some specific category of character, or make it only be usable by some specific category. The difference between druids and shamans is done with op319.
    - An op180 effect on a character can prevent them from using a specific item. This is how the game stops Hexxat from wielding Daystar.

    What does it all have in common? Every step of the process is subtractive, telling some specific category of character that they can't use an item. There's nothing that goes the other way and enables an item for a character that wouldn't otherwise be able to use it.
    Almost all of this is on the individual ITM files. You can't get at item usability in general by modifying some 2DA tables.

    Items I am aware of, but thanks for the insight, as you have shed light on other workings I may look at. My issue is the Weapon Proficiency groups allowed per Class. I can not seem to modify the Character Class weapon proficiencies.
  • jmerryjmerry Member Posts: 4,213
    Kylan271 wrote: »
    I have given my classes a 5 in all proficiencies to test if it alters the Class creation weapon proficiencies? It only shows Pips allowed for certain weapon proficiencies during character creation. It does not grant all weapon proficiencies even if I have enabled it in the WEAPPROF.2DA. Logic should say otherwise, but it seems another file is overriding the weapon proficiencies allowed per class.
    That sounds like it's working exactly as I'd expect. So ... what are you looking for, exactly? Of course you still have limited points to assign.
  • Kylan271Kylan271 Member Posts: 33
    dzyngis wrote: »
    Kylan271 wrote: »
    I I am using modified proficiencies and new Kits.
    3. CLAB files I am aware, but I have no clue where the Kit weapon's allowed are stored?
    Kit's weapon allowed is being kept in kitlist.2da and weapprof.2da, but you need to track proper ID (of the proficiency) after proficiency's mod instalation
    https://github.com/Gibberlings3/Tweaks-Anthology/blob/master/cdtweaks/lib/iwd_style_profs.tpa

    Have u tried to install component of Tweak Anthology univetsal clubs for all classes?

    I looked at the files, and weirdly, I found Clubs, Halberds and Crossbows have the wrong text files.
  • Kylan271Kylan271 Member Posts: 33
    jmerry wrote: »
    Kylan271 wrote: »
    I have given my classes a 5 in all proficiencies to test if it alters the Class creation weapon proficiencies? It only shows Pips allowed for certain weapon proficiencies during character creation. It does not grant all weapon proficiencies even if I have enabled it in the WEAPPROF.2DA. Logic should say otherwise, but it seems another file is overriding the weapon proficiencies allowed per class.
    That sounds like it's working exactly as I'd expect. So ... what are you looking for, exactly? Of course you still have limited points to assign.

    I gave 5 pips to all Classes and Kits I tried. The weapon proficiency groups though, which I enabled, did not show in Character creation.
  • jmerryjmerry Member Posts: 4,213
    There's also a secondary cap, in a different table. No 3rd dot before level 3. No 4th dot before level 6. No 5th dot before level 9. So, of course you can't become a grand master in your chosen weapon at character creation when yu aren't level 9 yet.
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