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Class Kit Installation


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#1 ManweTheValar

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Posted 16 December 2007 - 04:21 PM

I have a question throughout the installation the instructions say not to install additional class kits. When do we install those additional class kits? From say TDD for example?

#2 Chevalier

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Posted 16 December 2007 - 06:31 PM

When you like. Just don't install too many additional class kits. Are you installing other mods that change classes and kits?

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#3 Azazello

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Posted 16 December 2007 - 11:18 PM

I'm gonna try to explain this, hoping more ejumacated players will come along with a better description.

If I understand correctly, each class?, of which there are 9?, can each have 9 kits assigned to them. Total 81 slots, if you will.
{Somebody help me out with the question marks}

You got 2 possible goals to installing kits: (1) apply a kit to your main character, (2) apply kits to NPCs, using Level 1 NPCs mod

(2) You can install as many kits as you like in your game. Yup, hundreds, thousands, bajillions. With Level 1 NPCs mod, you'll be able to assign whichever kit you like to certain NPCs.

Although I have not read about kits conflicting, it is possible, so check each mod's ReadMe to be sure.

(1) The tricky bit occurs if you use (2), you might fill up all 81 slots before the kit you want for your character can be applied. What this means is when you go to the character creation screen for classes/kits, the kit you want won't show up. But brother/sister, it's there, just bumped from the display list.

Solution?

Not too hard really. There's a "mod" (not really) that you should (for safety/simplicity sake) "install" just before the mod that has the kit you want.
The "mod" is called (incorrectly) TDD Kit Remover because TDD's kit component will most-definitely fill up all 81 slots. (BTW there's a WeiDU version, but I'm too lazy to find the link.)
It 'refreshes' the classes/kits for the main character to the defaults. The customs kits are still installed in your game, just no longer accessible in classes/kits screen, but are accessible for NPCS if you use Level 1 NPCs mod.

Step 1 - install mods to your heart's content
Step 2 - just before the mod with the kit that you want to assign to your main character...{deep breath}...dump the files from TDD Kit Remover into your override folder.
Step 3 - install mods to your heart's content

If I understand correctly, even if you install a bajillion more kits after Step 3, the kit for your main character will still be at the top of the stack, so it should appear in the creation screen.


In my MegaInstall, I have used this method. I installed both TDD and RoT kits, so I know the 81 slots are filled, but I then used TDD Kit Remover just before adding Wild Jester kit and voila!--contentment.

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#4 ManweTheValar

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Posted 17 December 2007 - 10:52 AM

When you like. Just don't install too many additional class kits. Are you installing other mods that change classes and kits?

Do you need to install before executing the End_Biffer program, I waited until the end of the install to install TDD Kits. The entire game was corrupt, 1 day of work down the drain.

#5 Azazello

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Posted 17 December 2007 - 03:34 PM

What do you mean you game got corrupt?

#6 ManweTheValar

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Posted 17 December 2007 - 03:44 PM

What do you mean you game got corrupt?

The game was corrupted and would not run, I received an error message (didn't write it down), and the game crashed.

Edited by ManweTheValar, 17 December 2007 - 03:45 PM.


#7 ManweTheValar

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Posted 18 December 2007 - 08:32 AM

I'm gonna try to explain this, hoping more ejumacated players will come along with a better description.

If I understand correctly, each class?, of which there are 9?, can each have 9 kits assigned to them. Total 81 slots, if you will.
{Somebody help me out with the question marks}

You got 2 possible goals to installing kits: (1) apply a kit to your main character, (2) apply kits to NPCs, using Level 1 NPCs mod

(2) You can install as many kits as you like in your game. Yup, hundreds, thousands, bajillions. With Level 1 NPCs mod, you'll be able to assign whichever kit you like to certain NPCs.

Although I have not read about kits conflicting, it is possible, so check each mod's ReadMe to be sure.

(1) The tricky bit occurs if you use (2), you might fill up all 81 slots before the kit you want for your character can be applied. What this means is when you go to the character creation screen for classes/kits, the kit you want won't show up. But brother/sister, it's there, just bumped from the display list.

Solution?

Not too hard really. There's a "mod" (not really) that you should (for safety/simplicity sake) "install" just before the mod that has the kit you want.
The "mod" is called (incorrectly) TDD Kit Remover because TDD's kit component will most-definitely fill up all 81 slots. (BTW there's a WeiDU version, but I'm too lazy to find the link.)
It 'refreshes' the classes/kits for the main character to the defaults. The customs kits are still installed in your game, just no longer accessible in classes/kits screen, but are accessible for NPCS if you use Level 1 NPCs mod.

Step 1 - install mods to your heart's content
Step 2 - just before the mod with the kit that you want to assign to your main character...{deep breath}...dump the files from TDD Kit Remover into your override folder.
Step 3 - install mods to your heart's content

If I understand correctly, even if you install a bajillion more kits after Step 3, the kit for your main character will still be at the top of the stack, so it should appear in the creation screen.


In my MegaInstall, I have used this method. I installed both TDD and RoT kits, so I know the 81 slots are filled, but I then used TDD Kit Remover just before adding Wild Jester kit and voila!--contentment.


I found the Mod Kit Remover here:
G3-Mod Kit Remover

#8 Kai Hohiro

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Posted 18 December 2007 - 04:17 PM

Another thing you might want to take into consideration for your install order is if you are using mods that change the HLA tables and use kits that have a custom HLA table(for example the Duskblade from Sword & Fist).
I believe in that case the kit needs to be installed last if you want to use it's custom HLA table, but I'm not 100% sure on this.

#9 ManweTheValar

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Posted 21 December 2007 - 10:48 AM

Another thing you might want to take into consideration for your install order is if you are using mods that change the HLA tables and use kits that have a custom HLA table(for example the Duskblade from Sword & Fist).
I believe in that case the kit needs to be installed last if you want to use it's custom HLA table, but I'm not 100% sure on this.


Can anyone comment on the accuracy of this statement?

#10 Caedwyr

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Posted 21 December 2007 - 01:41 PM

If a mod has a custom HLA kit and uses a custom luxxx.2da file to assign the HLAs, then there should be no intermod incompatibility. If the custom HLA table uses existing game resources without renaming them, then the last mod that changes those existing game resources will take precedence. If the custom HLA table copies existing resources and renames them to its own namespace, then the custom HLA table will only account for any changes made prior to the installation of the custom kit.

For example, the Geomantic Sorcerer kit does the following:


// Clone and modify existing priest spells for this kit as arcane spells

// level 1 wizard spells

OUTER_SET "spell_level" = 1

COPY_EXISTING 	~sppr103.spl~	~override/CA#DS103.spl~	/*cure light wounds*/
		~sppr104.spl~	~override/CA#DS104.spl~	/*detect evil*/
		~sppr105.spl~	~override/CA#DS105.spl~	/*entangle*/
		~sppr109.spl~	~override/CA#DS109.spl~	/*sanctuary*/
		~sppr110.spl~	~override/CA#DS110.spl~	/*shillelagh*/
	 PATCH_IF SOURCE_SIZE > 0x71 THEN BEGIN
	LAUNCH_PATCH_MACRO ~divine_to_arcane~		/*change to level 1 wizard spells*/
		READ_LONG 0x50 "strref"
		PATCH_IF ("strref" > 0x00 AND "strref" < 0x7fffffff) THEN BEGIN
		  READ_STRREF 0x50 ~description~
		  INNER_PATCH_SAVE ~description~ ~%description%~ BEGIN
			LAUNCH_PATCH_MACRO ~priest_druid_english~
			LAUNCH_PATCH_MACRO ~sphere_removal_english~
			LAUNCH_PATCH_MACRO ~level_number_english~
		  END
		  SAY_EVALUATED 0x50 ~%description%~
		END
	  END

What this bundle of code does, is copy a number of existing priest spells and then patches them to be level 1 wizard spells under the CA#DSxxx.spl namespace. There are also patches applied to modify the descriptions so they match their new characteristics. What this means, is that the kit mod will inherit any changes made to these spells prior to its installation. However, because I change the names of the copies to my own namespace, subsequent changes to the initial spells will not be reflected by my mod. However, had I not changed the name of the spells, then any future changes to the initial spells would be reflected by the kit.


So, really the way to make a kit the most compatible is to use all of your own namespace for the files and to rename any copies you want to make. In the case of the Geomantic Sorcerer kit, if you wanted to have the kit reflect the most possible changes to the spells, then install it after any other mods which modify the spells listed in the readme used by the kit. It can work just fine with an install earlier in the install order, but won't reflect all the changes that happen after; slightly inconsistent, but not game-breaking.

In the case of the Duskblade, any changes made to SPCL900, SPCL901, SPCL902, SPCL903, SPCL904, SPCL905, SPCL906, SPCL907, SPCL908, SPCL909 after the installation of the kit will reflect the newest round of changes.

The Duskblade spells based on SPWI612, SPWI815, SPWI715, SPPR113, SPWI104, SPWI116, SPWI412, SPWI206, SPWI212, SPWI311, SPWI314, SPWI405, SPWI415 will only reflect changes made prior to the installation of the kit.
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