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How to change a kit for a Joinable NPC


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#1 Sven1982

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Posted 13 September 2005 - 12:19 PM

I know it can be done (TS does it for Imoen (making her a charming rogue)), but the painful part is I'm running BGT-weidu, and guess what, no TS version (at least none availiable) is compatible with that, thus I miss out on that quite nice part of TS (I played TS on BP, and I quite loved that part of the mod).

My question is thus closely related with that problem... My main goal is to make Imoen a charming rogue again (without the TS mod). However due to curious nature, I might as well broaden it up a bit to other NPC's (Minsc pops into my mind). I have found tutorials how to introduce new NPCs, but I really haven't found one (and I searching for 2 days on IE-related forums) on how to change kits on an already existing one...

Does anyone has an idea on this subject.

I'm also aware I'll need to at least get that kit I need (ie at first Charming Rogue) installed before I can change the kits, but I hope (cross fingers) that I'll find a good tutorial on that part of the problem...

I'm very new to modding, and only ask this question to solve a problem, however one can never have too much knowledge on these things :). So if this is for very experienced modders only I might as well sit this one out, and hope that there will come a compatible TS mod with bgt-weidu :P

Anyways, thanks in advance for any useful information I may, or my not, obtain :)

#2 CamDawg

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Posted 13 September 2005 - 12:36 PM

Everything you've always wanted to know about making and assigning a kit. Since the kit is already made in one fashion or another, you may want to skip ahead a bit to parts 3 (making the kit via WeiDU) and 4 (related WeiDU tricks, such as assigning your new kit to an existing creature).

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#3 Sven1982

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Posted 14 September 2005 - 12:34 PM

Thanks :)

I already added the Charming Rogue kit for Imoen, but when I want to change another NPC's kit I get an error :s

My piece of code for Imoen works like a charm :)

BEGIN ~Imoen = Charming Rogue~
COPY_EXISTING ~Imoen.cre~ ~override~
~Imoen1.cre~ ~override~
~Imoen10.cre~ ~override~
~Imoen15.cre~ ~override~
~Imoen2.cre~ ~override~
~Imoen211.cre~ ~override~
~Imoen213.cre~ ~override~
~Imoen4.cre~ ~override~
~Imoen6.cre~ ~override~
~Imoen61.cre~ ~override~
~Imoendrm.cre~ ~override~
WRITE_SHORT 0x244 0
WRITE_BYTE 0x246 ~%CHARMING_ROGUE%~
WRITE_BYTE 0x247 0x40

However when I try the same stuff on Minsc (to change him into an archer (i.e. the FERALAN kit), I get an error :s)

This is my piece of code to change Minsc

BEGIN ~Minsc = Archer~
COPY_EXISTING ~Minsc.cre~ ~override~
~Minsc.cre10~ ~override~
~Minsc.cre12~ ~override~
~Minsc.cre14~ ~override~
~Minsc.cre2~ ~override~
~Minsc.cre4~ ~override~
~Minsc.cre6~ ~override~
~Minsc.cre7~ ~override~
~Minsc.cre8~ ~override~
~Minsc.cre9~ ~override~
WRITE_SHORT 0x244 0
WRITE_BYTE 0x246 ~%FERALAN%~
WRITE_BYTE 0x247 0x40

The error message is:
Error: cannot convert %feralan% or %%feralan%% to an integer
Error: [Minsc.cre] -> [Override] Patching failed <COPY> (Not_found)
Stopping installation because of error.


Any ideas why I can do it with Imoen, but not with Minsc?

#4 SConrad

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Posted 14 September 2005 - 12:39 PM

Look at which files you're copying. I doubt there's a file called Minsc.cre10 anywhere around. :)

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#5 Sven1982

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Posted 14 September 2005 - 12:46 PM

Correction:

~Minsc10.cre~ ~override~
~Minsc12.cre~ ~override~
~Minsc14.cre~ ~override~
~Minsc2.cre~ ~override~
~Minsc4.cre~ ~override~
~Minsc6.cre~ ~override~
~Minsc7.cre~ ~override~
~Minsc8.cre~ ~override~
~Minsc9.cre~ ~override~

But that wasn't the problem since my second error message is about minsc.cre and that one does exist for certain

I have the same problem when I try the same stuff with Branwen (Branwe.cre and Branwe5.cre)

#6 SConrad

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Posted 14 September 2005 - 12:51 PM

Did you install the kits in the same mod?

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#7 Sven1982

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Posted 14 September 2005 - 12:58 PM

Nope, they are already installed in the normal game... (Feralan in basic SOA)

Could that be a problem?

#8 CamDawg

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Posted 14 September 2005 - 03:00 PM

The code there is really for new kits--when you use ADD_KIT ~foo~, WeiDU sets a variable called %foo% to match where the kit gets installed in kitlist.2da. Since you're not installing the feralan kit, the %feralan% variable does not exist.

Easy to resolve, though. Since feralan is in the core game, you know it's always going to be in th same place in kitlist.2da, at #7. So just use

WRITE_SHORT 0x244 0
WRITE_BYTE 0x246 7
WRITE_BYTE 0x247 0x40

on the Minsc patch.

Edited by CamDawg, 14 September 2005 - 03:01 PM.

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#9 Sven1982

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Posted 16 September 2005 - 08:17 AM

Excellent !!!

#10 Sven1982

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Posted 17 September 2005 - 11:50 AM

Another 2 questions (I'm a nag indeed :P)

1/ I have succesfully changed the classes of all characters, but for some reason, they don't seem to get their adequate bonuses for the levels they are (my charming rogue didn't get the additional spells)...

Any ideas how this might come?

2/ If I recall correctly, I think that Jaheira (as a Druid/Fighter) had a kit in the druid department (Justifier). However I thought it was not possible to add kits to a multiclass?!?

Is it possible to add an kit to (at least part of) a multiclass? And of course, how could it be done?

#11 CamDawg

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Posted 17 September 2005 - 04:26 PM

Creature files for joinable NPCs are kept in the save games, so be sure you're checking the NPCs in a game where you have not met them yet.

You can force a kit on anything--I know Userunfriendly has turned a FMT into a Kensai/Sorcerer/Assassin with Shadowkeeper--but I've never tried it myself so I'm not sure the best methodology to try and force this.

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#12 Sven1982

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Posted 18 September 2005 - 04:35 AM

I did start a new game...

It's very strange, because in the CLAB file says it for lvl 1

2DA V1.0
****
1
ABILITY1 AP_SPCL817
ABILITY2 GA_SPCL412
ABILITY3 ****
ABILITY4 GA_SPIN162
ABILITY5 ****
ABILITY6 ****

Now if I'm not mistaken the GA_SPCL412 is the trap ability, and that is the only one I get (as in normal thief classes)

The other ones don't show up :s

Are those ability markers standard ones, or have they to be implemented also in the weidu install (in some 2da file?)

Edit:

I tried to search those terms in NI, but with no results... which I find very odd, since the set trap ability was found (I checked the different CLABTH** files and the GA_SPCL412 ability was listed in the base thief class (01), with no other abilities added... And a search in the SPL directory gave me the Set Snare ability

Edit2:

Problem partially solved :)
Looks like BP changed the spell numbers :s, so I'll have to use the BGT-weidu number on this one... easily solved :)
But on the SPCL*** - stuff I keep getting "No such index" stuff... The files is availiable, but no description/effects ?!?

Can anyone explain me what those CL***- actually do? the SPIN are spells, but what are the SPCL?

From the description of the Charming Rogue kit, it appears that at least one of those SPCL*** is an increase in movement speed...

Oh, and another question what is the difference between the GA_**** and the AP_****?

Edited by Sven1982, 18 September 2005 - 05:15 AM.


#13 Sven1982

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Posted 18 September 2005 - 06:18 AM

Edit3:

Nope, changing the CLAB-codes does not works... Probably because they are listed as spells, and not as abilities I guess... On to my next attempt...

#14 hlidskialf

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Posted 18 September 2005 - 06:59 AM

These answers, and more like them, can be found at IESDP.
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#15 Sven1982

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Posted 18 September 2005 - 07:41 AM

Yeah, I found that the difference between the spells and the ability was a simple type (the were Wizard (1) and they should be Innate (4) I guess... well that is the only difference I detect between the TS files and the core files...)

But now it seems that BGT (or other mods I installed), already have created those SPIN*** files... So I'm simply going to use another name for those so that I can clearly remove them later on :P

And the question is not whether I will succeed or not, but when I will succeed...

Just like in my job: Failure is not an option ;)

And that IESDP stuff seems useful but awfully big too :D

#16 Sven1982

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Posted 19 September 2005 - 12:21 PM

Bloody hell...

I don't understand it anymore...

1/ I copied the spells into the override folder with NI
2/ I changed the spells into 'Innate Abilities'
3/ I changed the CLAB file so the names are the ones I created in the override folder

But still no buttons when I level up :s

My current question is:
Do you have to tell the game somehow that those files are in the override folder? Or does it automatically checks there when it can't find them?

I'll put the CLAB file and one of the SPL-files with this post...

If anyone can point me out what is wrong, cause I'm clearly missing it :s

(I had to rename the clab file... just remove the .doc at the end)

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