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Multiclassed Multikit Builder Mod [experimental]


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#141 -Anon-

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Posted 26 November 2011 - 08:07 AM

Oddly enough, if I do Aerie first (Cleric/Diviner) and then Imoen (Adventurer/Wild Mage), it borks up on Imoen.
But if I do Imoen first (Adventurer/Wild Mage) and then Aerie (Cleric/Diviner), it works, but borks up on Jaheira (Fighter/Totemic Druid) instead.
I've got 7 combos to make, so I don't figure I will find a way through that minefield.

#142 FlameWing

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Posted 26 November 2011 - 08:33 AM

I will be releasing a new version shortly because there are some bugs due to differences between kit ids in kittable.2da and kits.ids. There is also some wrong assumptions about how the data in the generated tp2 is laid out. The next version will properly complain if G3 Tweaks core component is not installed, and it will also bundle TobEx for handling the wild mage spell learning.

With those, I guess I can fix even the problem -Anon- is having. But to be sure: -Anon-, would you mind posting your multikits.tp2 file?

#143 Luckmann

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Posted 26 November 2011 - 09:45 AM

I will be releasing a new version shortly because there are some bugs due to differences between kit ids in kittable.2da and kits.ids. There is also some wrong assumptions about how the data in the generated tp2 is laid out. The next version will properly complain if G3 Tweaks core component is not installed, and it will also bundle TobEx for handling the wild mage spell learning.

With those, I guess I can fix even the problem -Anon- is having. But to be sure: -Anon-, would you mind posting your multikits.tp2 file?

Yes, sure. I took the time to register, so I'm no longer Anon. :)
My multikits.tp2 should be attached to the post, unless I broke something.

Attached Files



#144 FlameWing

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Posted 26 November 2011 - 11:39 AM

Hrm... it errors out on the first multikit you make? Out of curiosity, what OS are you using?

#145 Luckmann

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Posted 26 November 2011 - 01:08 PM

Hrm... it errors out on the first multikit you make? Out of curiosity, what OS are you using?

No, it errors out on the second or third, depending on order, but since it aborts on one of those, it stops the entire installation.

I'm running Windows 7 64bit.

And why yes, I am camping this thread. :3

Edited by Luckmann, 26 November 2011 - 03:29 PM.


#146 FlameWing

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Posted 27 November 2011 - 09:13 AM

I updated the first version with a new version, with the following changes:
Version 0.24:
		* Error messages from v0.23 moved to tra.
		* Improved handling of designation numbers for generated kits.
		* All components depend on the core multikit component (this includes
		  generated multikits, but not the core component itself). If an older
		  multikits.tp2 file is found, it will be upgraded to include these new
		  dependencies.
		* Fixed several parsing errors and omissions when adding, when reading
		  or when deleting multikits to/from 'multikits.tp2'.
		* Includes redistributable TobEx Beta 0021. Wild mage spells known now
		  use TobEx extended learn spell opcode to not give XP.
		* Fixed errors with: mage specialists; original priest kits; bounty
		  hunter kit; wizard slayer kit; totemic druid kit; beast master kit;
		  undead hunter kit.
		* Fixed errors with true classes not being correctly named.
		* Improved weapon proficiency table building -- a kit will only reduce
		  the maximum mumber of stars in a proficiency if the kit forbids a
		  weapon which the base class did not; otherwise, the best value so far
		  (chosen from the selected kits and the base multiclass).
Can you check to see if your troubles go away in this new version?

#147 Luckmann

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Posted 27 November 2011 - 09:32 AM

Yes, just give me a few minutes. :)

Edit: Yes! Made it through the entire installation just fine! :D

Edit 2: However, once in game, I run into a kink. My Wizard Slayer/Assassin kit shows amongst the scripts just fine and runs just fine. Everything is looking picture-perfect. Except that that is the -only- script that is showing. All the others supposedly installed just fine, but they don't appear to be available. D:

Edited by Luckmann, 27 November 2011 - 10:28 AM.


#148 FlameWing

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Posted 27 November 2011 - 12:12 PM

Oops... my mistake here, I added a dumb error. I have updated the file (still same version, 0.24) with the fix. If you don't want to download the whole thing again, then open the 'm7multikit/lib/multikit.tpp' file in a text editor, go to line 755 and change it to read like this:
END ELSE PATCH_IF (("%linestr%" STRING_CONTAINS_REGEXP "^BEGIN[	 ]+~'[^']+'[	 ]+multikit~[	 ]+DESIGNATED[	 ]+[0-9]+") == 0) BEGIN
The regex was too restrictive, and all multikits were using the same component number.

You will either have to delete and recreate the multikits or edit the 'm7multikit/multikits.tp2' file, replacing '0' in all instances of 'DESIGNATED 0' (except the first) with a unique number.

Edited by FlameWing, 27 November 2011 - 12:13 PM.


#149 -Doctor Improbable-

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Posted 04 December 2011 - 08:19 AM

I am attempting to use this mod, but I am getting an error message saying " cannot append column-wise because there are 54 lines in weapprof.2da but I was only given 55 things to append"

I am trying to make a kensai/wushi ninja.

#150 Lisandro

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Posted 04 December 2011 - 12:39 PM

I'd like to make a wizard/druid... can I make it?

#151 -Doctor Improbable.-

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Posted 04 December 2011 - 02:29 PM

Lisandro: from what I understand, multiclass combos are hard-coded in the game. If there is no basic multi-class (I.e. fighter/thief, fighter/Mage, etc.) then it can't be done. I may be wrong, though.

#152 -PapySilk-

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Posted 11 January 2012 - 01:48 PM

I don't get the HLA with the multikits I installed...

I did a Tempus Battleguard (Priest) + Assassin (Thief), with Rogue Rebalancing and Divine Remix. I don't get any HLA on level up, doesn't matter if I select "use HLA from multiclass" or "use mixed HLA". :(

#153 -PapySilk-

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Posted 11 January 2012 - 03:28 PM

It took me a few hours ( :crying: ) to figure it out, since I'm really bad at this. (It's been 8 years since I last messed with BG2 files)

Instead of the good abbreviation, you have a "%kitclassluabbr%" in LUABBR.2DA. Probably a var not replaced for some reason ?

I replaced the var by the good value and it's now working fine. :)

#154 Jarno Mikkola

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Posted 12 January 2012 - 12:14 AM

Lisandro: from what I understand, multiclass combos are hard-coded in the game. If there is no basic multi-class (I.e. fighter/thief, fighter/Mage, etc.) then it can't be done. I may be wrong, though.

You are not wrong... if you try even to dual ranger to a druid, the game crashes ...

I'd like to make a wizard/druid... can I make it?

Well, there's a way, make a cleric kit that simulate the druid effects, and use this mod... I did this to the Ranger/Druid(a cleric kit) in a beta Kit mod.

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#155 Lisandro

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Posted 12 January 2012 - 04:48 PM

Thank you Jarno... I will test it!
¡Nos vemos!

#156 -PapySilk-

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Posted 15 January 2012 - 08:52 PM

It took me a few hours ( :crying: ) to figure it out, since I'm really bad at this. (It's been 8 years since I last messed with BG2 files)

Instead of the good abbreviation, you have a "%kitclassluabbr%" in LUABBR.2DA. Probably a var not replaced for some reason ?

I replaced the var by the good value and it's now working fine. :)


When multiplaying :
- if you multiclass a thief/cleric and a thief/warrior, both will receive the passive thief bonus of the different kits. This doesn't get corrected with time. (for exemple, my assassin has the bonus of my svirfneblin mate: 20% RM + 2 base CA...)
- Same for the warrior (barbarian) I think, your generic archer will get the HP of the barbarian, but this get corrected randomly (not sure if it gets corrected at all)

#157 Fouinto

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Posted 31 January 2012 - 10:04 AM

Hi,

I've tried your mod but it fails when installing the kit : based on a warrior / mage / thief :

Warrior : Generic Archer (Tactics Mod)
mage : true class
thief : true class

Here is the log :
Spoiler


What did I wrong ?

I tried to apply the script and press K but my spellbook has no more slot for spell !

Edited by Fouinto, 31 January 2012 - 10:09 AM.


#158 Fouinto

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Posted 31 January 2012 - 12:59 PM

Oh, something nasty has happened : it seems that this mod is not compatible with megamod :) I should have asked first :doh:
After installing this mod, my Mage don't get the good number of spell slot neither... It seems that every mage get one slot less than he should.
Fortunately, I have kept a save of my megamod before installing this mod :)

Edit again : what is curious is that mxsplwiz.2da seems to be the same (before and after the mod installation).

Edited by Fouinto, 01 February 2012 - 11:53 AM.


#159 Fouinto

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Posted 02 February 2012 - 11:46 AM

Well, here is more informations : I don't get the error message if I don't use a "true class" Thief (I tried with a bounty hunter and I don't have the error message) but I still have the problem with spell slot.
Hope someone can help me :Tasty:

#160 Usurper

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Posted 18 April 2012 - 07:09 AM

not compatible with a megamod? I tried it earlier on a big world project installation and it gave me a multikit seemed to work fine. you're just having problems with spell slots?
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