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Class.ids


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#1 Oldwolf

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Posted 29 March 2008 - 09:41 PM

I'm trying to figure out if I'm the only one that has this problem or not. I was coding in equipment for starting new toons using class.ids to ensure they got equipment useable by class and EVERY time I used MAGE_ALL it would get changed to LONG_BOW ......... I found that in the Class.ids file both MAGE_ALL & LONG_BOW were designated 202. Since LONG_BOW was the first 202 that would be read in the file it was what was being used. I moved LONG_BOW to the bottom of the list and redesignated it as 211 (the next available number). Does anyone know if that will cause problems with other things? Like combat scripts and such?

#2 Azazello

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Posted 30 March 2008 - 07:46 AM

Let me guess: you're using Baldurdash or no fixpack at all?

It interfered with me installing an older version of a mod, way back when. Nowadays, g3Fixpack plus a number of other mods preemptively fix that problem.

#3 -Guest-

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Posted 30 March 2008 - 08:13 AM

It's not actually a problem. Leave both references.

#4 -Guest-

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Posted 30 March 2008 - 09:39 PM

I'm trying to figure out if I'm the only one that has this problem or not. I was coding in equipment for starting new toons using class.ids to ensure they got equipment useable by class and EVERY time I used MAGE_ALL it would get changed to LONG_BOW ......... I found that in the Class.ids file both MAGE_ALL & LONG_BOW were designated 202. Since LONG_BOW was the first 202 that would be read in the file it was what was being used. I moved LONG_BOW to the bottom of the list and redesignated it as 211 (the next available number). Does anyone know if that will cause problems with other things? Like combat scripts and such?

It can if you try to install a mod that uses LONG_BOW in place of MAGE_ALL (will compile as 211 instead of 202 as it should).

You can leave it alone (it's just cosmetic and exists in the default game; BioWare forgot to nix the old 202 when adding the _ALL masks). If you want to change it, you can move 202 MAGE_ALL to the bottom of the list if you're using WeiDU (with WeiDU, the last symbol defined will always be chosen, so as long as MAGE_ALL is last, you'll never see LONG_BOW again); if you're using Near Infinity, just make sure 202 MAGE_ALL comes before LONG_BOW (NI will choose the first symbol). If you want to be extra careful or are using another utility, you can simply add 202 MAGE_ALL both before and after the LONG_BOW entry (which should keep you from ever seeing LONG_BOW); there's no problem doing this (the engine doesn't care at all how many times you try to define a value -- you could stick 100 "202" entries in there to no real effect).

#5 Oldwolf

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Posted 31 March 2008 - 12:06 AM

I'm trying to figure out if I'm the only one that has this problem or not. I was coding in equipment for starting new toons using class.ids to ensure they got equipment useable by class and EVERY time I used MAGE_ALL it would get changed to LONG_BOW ......... I found that in the Class.ids file both MAGE_ALL & LONG_BOW were designated 202. Since LONG_BOW was the first 202 that would be read in the file it was what was being used. I moved LONG_BOW to the bottom of the list and redesignated it as 211 (the next available number). Does anyone know if that will cause problems with other things? Like combat scripts and such?

It can if you try to install a mod that uses LONG_BOW in place of MAGE_ALL (will compile as 211 instead of 202 as it should).

You can leave it alone (it's just cosmetic and exists in the default game; BioWare forgot to nix the old 202 when adding the _ALL masks). If you want to change it, you can move 202 MAGE_ALL to the bottom of the list if you're using WeiDU (with WeiDU, the last symbol defined will always be chosen, so as long as MAGE_ALL is last, you'll never see LONG_BOW again); if you're using Near Infinity, just make sure 202 MAGE_ALL comes before LONG_BOW (NI will choose the first symbol). If you want to be extra careful or are using another utility, you can simply add 202 MAGE_ALL both before and after the LONG_BOW entry (which should keep you from ever seeing LONG_BOW); there's no problem doing this (the engine doesn't care at all how many times you try to define a value -- you could stick 100 "202" entries in there to no real effect).


Thanks I'll put it before and after long_bow then and leave them all 202

Let me guess: you're using Baldurdash or no fixpack at all?

It interfered with me installing an older version of a mod, way back when. Nowadays, g3Fixpack plus a number of other mods preemptively fix that problem.


Nope I'm using bg2fixpack on my normal mega install. I just noticed it using NI to script some equipment things generated by class. Thanks for the feedback.