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Chars changing classes mid-game


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#1 Lollorian

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Posted 22 March 2010 - 12:34 AM

Heya :cheers:

There seems to be some freakiness going on with the latest Refinements in a BWP install :P If I try to create a wildmage char, it somehow transforms into a touchwood mage once you're in the game for a few secs :(

I found some blocks that were added by refinements to the BALDUR.BCS, blocks that change kits and classes ... into entirely different kits and classes :blink: One of which is this:
IF
	Kit(Player1,WILDMAGE)
	Class(Player1,MAGE)
THEN
	RESPONSE #100
		ActionOverride(Player1,AddKit(BARBARIANtF))
END
I've attached my BALDUR.BCS in this post (in baf mode :)) for checking...

In that same thread, there are reports from other dudes about their wildmages turning into mages :(

Thanks for any help :)

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#2 Jarno Mikkola

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Posted 22 March 2010 - 02:47 AM

'Lollorian', on 22 March 2010 - 10:34 AM, said:

about their wildmages turning into mages :(

That might have something to do with the Kit's having the max of (255 minus few) as the name is replaced with a number, or the installation not checking them right...
As the Barbarian block should have this in the baldur.baf:
IF
        Kit(Player1,BARBARIAN)
        Class(Player1,FIGHTER)
THEN
        RESPONSE #100
                ActionOverride(Player1,AddKit(BARBARIANtF))
END

Edit: ups, what-ever.

Edited by Jarno Mikkola, 22 March 2010 - 04:21 AM.

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#3 Lollorian

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Posted 22 March 2010 - 03:32 AM

EDIT: ^^ Whups aright :D

Or, this: ^_^
IF
	Kit(Player1,WILDMAGE)
	Class(Player1,MAGE)
THEN
	RESPONSE #100
		ActionOverride(Player1,AddKit(WILDMAGEtF))
END

Edited by Lollorian, 22 March 2010 - 04:29 AM.

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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#4 Hoppy

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Posted 22 March 2010 - 07:07 AM

'Lollorian', on 22 March 2010 - 04:32 AM, said:

EDIT: ^^ Whups aright :D

Or, this: ^_^

IF
	Kit(Player1,WILDMAGE)
	Class(Player1,MAGE)
THEN
	RESPONSE #100
		ActionOverride(Player1,AddKit(WILDMAGEtF))
END


I don't know if it is that simple or if Refinements is the one at fault. Some mods may change the IDS file incorrectly. I remember D0 Tweaks or Quest pack having some anomalies produced in my games with Refinements. Restoring to a previous IDS before the D0 Tweak install provided good results and then other mods patched it correctly or was read correctly by the game.

This hasn't been the only time this has come up either.

http://www.shsforums...post__p__373345
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"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
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#5 the bigg

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Posted 22 March 2010 - 07:12 AM

It's the kit.ids being broken.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#6 Hoppy

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Posted 22 March 2010 - 08:15 AM

'the bigg', on 22 March 2010 - 08:12 AM, said:

It's the kit.ids being broken.

Bummer :(
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#7 Lollorian

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Posted 22 March 2010 - 08:23 AM

Atleast we know that the problem lies with something that's installed before Refinements :)

This might not be the problem, but ... since DR was one of the newly updated mods :unsure: It has this:

// fixing kit.ids
COPY_EXISTING ~kit.ids~ ~override~
  REPLACE_TEXTUALLY ~.*\bTRUECLASS\b~              ~0x4000 TRUECLASS~
  REPLACE_TEXTUALLY ~.*\bBERSERKER\b~              ~0x4001 BERSERKER~
  REPLACE_TEXTUALLY ~.*\bWIZARDSLAYER\b~           ~0x4002 WIZARDSLAYER~
  REPLACE_TEXTUALLY ~.*\bKENSAI\b~                 ~0x4003 KENSAI~
  REPLACE_TEXTUALLY ~.*\bCAVALIER\b~               ~0x4004 CAVALIER~
  REPLACE_TEXTUALLY ~.*\bINQUISITOR\b~             ~0x4005 INQUISITOR~
  REPLACE_TEXTUALLY ~.*\bUNDEADHUNTER\b~           ~0x4006 UNDEADHUNTER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ABJURER\b~     ~0x0040 MAGESCHOOL_ABJURER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_CONJURER\b~    ~0x0080 MAGESCHOOL_CONJURER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_DIVINER\b~     ~0x0100 MAGESCHOOL_DIVINER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ENCHANTER\b~   ~0x0200 MAGESCHOOL_ENCHANTER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_ILLUSIONIST\b~ ~0x0400 MAGESCHOOL_ILLUSIONIST~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_INVOKER\b~     ~0x0800 MAGESCHOOL_INVOKER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_NECROMANCER\b~ ~0x1000 MAGESCHOOL_NECROMANCER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_TRANSMUTER\b~  ~0x2000 MAGESCHOOL_TRANSMUTER~
  REPLACE_TEXTUALLY ~.*\bMAGESCHOOL_GENERALIST\b~  ~0x4000 MAGESCHOOL_GENERALIST~
  REPLACE_TEXTUALLY ~.*\bFERALAN\b~                ~0x4007 FERALAN~
  REPLACE_TEXTUALLY ~.*\bSTALKER\b~                ~0x4008 STALKER~
  REPLACE_TEXTUALLY ~.*\bBEASTMASTER\b~            ~0x4009 BEASTMASTER~
  REPLACE_TEXTUALLY ~.*\bASSASIN\b~                ~0x400A ASSASIN~
  REPLACE_TEXTUALLY ~.*\bBOUNTYHUNTER\b~           ~0x400B BOUNTYHUNTER~
  REPLACE_TEXTUALLY ~.*\bSWASHBUCKLER\b~           ~0x400C SWASHBUCKLER~
  REPLACE_TEXTUALLY ~.*\bBLADE\b~                  ~0x400D BLADE~
  REPLACE_TEXTUALLY ~.*\bJESTER\b~                 ~0x400E JESTER~
  REPLACE_TEXTUALLY ~.*\bSKALD\b~                  ~0x400F SKALD~
  REPLACE_TEXTUALLY ~.*\bGODTALOS\b~               ~0x4013 GODTALOS~
  REPLACE_TEXTUALLY ~.*\bGODHELM\b~                ~0x4014 GODHELM~
  REPLACE_TEXTUALLY ~.*\bGODLATHANDER\b~           ~0x4015 GODLATHANDER~
  REPLACE_TEXTUALLY ~.*\bTOTEMIC\b~                ~0x4010 TOTEMIC~
  REPLACE_TEXTUALLY ~.*\bSHAPESHIFTER\b~           ~0x4011 SHAPESHIFTER~
  REPLACE_TEXTUALLY ~.*\bBEASTFRIEND\b~            ~0x4012 BEASTFRIEND~
  REPLACE_TEXTUALLY ~.*\bBARBARIAN\b~              ~0x0000 BARBARIAN~
  REPLACE_TEXTUALLY ~.*\bWILDMAGE\b~               ~0x0000 WILDMAGE~
  BUT_ONLY_IF_IT_CHANGES

APPEND ~kit.ids~ ~0x4000 TRUECLASS~
  UNLESS ~\bTRUECLASS\b~
APPEND ~kit.ids~ ~0x0000 BARBARIAN~
  UNLESS ~\bBARBARIAN\b~
APPEND ~kit.ids~ ~0x0000 WILDMAGE~
  UNLESS ~\bWILDMAGE\b~

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod