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Multiclassed Multikit Builder Mod [experimental]


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#401 Lokisenna

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Posted 02 June 2019 - 04:29 PM

Yet another person running into issues using this on a megamod install. However, the file it's running into problems parsing (specifically, appending column-wise during installation) is the Assassin file, clabth01,2da. The install fails whether or not the multikit in question includes assassin, and even if the multiclass doesn't include thief at all (though an example of this is not included in the attached files from this specific install attempt). I've attached the multikit install debug file, the WeiDU log, and the clabth01.2da file. The specific failure message is "Cannot append column-wise because there are 10 lines in clabth01.2da but I was only given 4 things to append."
 
Near as I can tell from the various logs from using NotePad++ to mass-search, the only mods I've got that touch that 2DA file are EET itself (but only to move it), Rogue Rebalancing, and Song and Silence. I no longer have the files but I did at one point, trying to narrow down the source of the bug, do a simple test install of just EET core files, SCS, RR, and S&S, and then successfully built and installed a multikit using Assassin, which rules out an incompatibility between the mods I really want, but does leave me a bit lost.
 
Any help, whether from Crevs Daak or otherwise, would be appreciated.

 

Attached File  Multikit - Failed Install Refs.7z   16.69K   236 downloads


Edited by Lokisenna, 02 June 2019 - 06:01 PM.


#402 The Imp

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Posted 02 June 2019 - 06:32 PM

Ahh, well, I can definitely say, that your error doesn't comew from any of the mentioned mods, but one of the new EE only mods that cheese your thief01.2da file, just a small look at it from Notepad++ can tell you that, it's full off cheese:

2DA V1.0
****
            1           2          ...          40
ABILITY1    GA_SPCL412  ....       ...          ****
ABILITY2    ****        ....       ...          ****
ABILITY3    ****        ....       ...          **** 
ABILITY4    ****        ....       ...          **** 
ABILITY5    ****        ....       ...          ****
ABILITY6    ****        ....       ...          ****
ABILITY     ****        ****       ... AP_D5_DUAFC  AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC

So, it's like it's intentionally made to reallly F's your MMBM. And quick search reveals the mod being in question, is Tweaks Anthology.


Edited by The Imp, 02 June 2019 - 06:41 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#403 Lokisenna

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Posted 03 June 2019 - 12:05 AM

Ahh, well, I can definitely say, that your error doesn't comew from any of the mentioned mods, but one of the new EE only mods that cheese your thief01.2da file, just a small look at it from Notepad++ can tell you that, it's full off cheese:
2DA V1.0
****
            1           2          ...          40
ABILITY1    GA_SPCL412  ....       ...          ****
ABILITY2    ****        ....       ...          ****
ABILITY3    ****        ....       ...          **** 
ABILITY4    ****        ....       ...          **** 
ABILITY5    ****        ....       ...          ****
ABILITY6    ****        ....       ...          ****
ABILITY     ****        ****       ... AP_D5_DUAFC  AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC

So, it's like it's intentionally made to reallly F's your MMBM. And quick search reveals the mod being in question, is Tweaks Anthology.

 

Thank you for pointing me in the right direction. Digging around with NearInfinity strongly suggests that this "ability" is pointing at a null, because I can't find it defined anywhere, even though it's referenced, a whole bunch of times, in the druid, mage, priest, and thief clabxx01.2da files.

 

And one test later, the offending item in Tweaks Anthology looks to be the "Enforce PnP Proficiency Rules on Dual-Classed CharactersEnforce PnP Proficiency Rules on Dual-Classed Characters" component. I can't tell how it works, so I'm not sure if the execution here could be improved or if they butted up against an engine limitation, but either way, this is getting axed for now.

 

Thank you again, Herra Mikkola!



#404 Crevs Daak

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Posted 22 June 2019 - 10:26 PM

Having done some tinkering myself to fix the true class fighter bug, I need to know whether in the Character Record screen actually displays the correct kit names in the information section (not the title). The section I'm referring to is as below:
 
Multiclass
 
<Class I Name> : <Level>
Experience: <Experience>
Next Level: <Next Level>
 
<Class II Name> : <Level>
Experience: <Experience>
Next Level: <Next Level>
 
Does the Multikit Multiclass builder actually change this to reflect the correct names? If not, is there any way? I've tried using opcode 290, but that changes the name for both classes so instead of getting
 
Mage: Etc
Experience: Etc
Next Level: Etc
 
Swashbuckler: Etc
Experience: Etc
Next Level: Etc;
 
I get:
 
Swashbuckler: Etc
Experience: Etc
Next Level: Etc
 
Swashbuckler: Etc
Experience: Etc
Next Level: Etc
 
Thanks for your time!

What's the trueclass Fighter bug you're referring to? I don't think I've heard about that.
And the title issue on the record is an EE bug, I think the EE disallows for multi-classes having custom titles. I've never been able to get it to work. Maybe it could work with some UI patching, but I have absolutely no idea how that would be done.

Yeah, I mean the multikit itself runs fine. Giving them 8 Million XP just doesn't net any HLAs. And when you go the other option, selecting custom table, this code thing happens. Which also doesn't give any HLA to the multiclassed multikit characters.

Do you remember what symbolic name you picked for the kit? I don't have any other clues as for what could be causing this.

I've been trying to install this mod for the past couple of days. And i keep running in to the same error.
 
It's a bgee+sod+modmerge large mod install and every time i try and build a f/m/t kid, i get
ERROR: cannot convert __kit2_clasthac_entry or %__kit2_clasthac_entry% to an integer
ERROR: [clasthac.2da] -> [override] Patching Failed (COPY) (Not_found)
 
I've tried with various versions 27.8, 27.10, and 27.11
 

The kit is usually a base fighter/specialist mage/shadow dancer. 

You're using a mod added kit which I don't know how it modifies clasthac.2da, and it's that entry that's failing. I'll look into this anyway.

Hi!
 
I'm having some trouble using this to create a kensai/wild mage/swashbuckler. Kensai/true class mage/swashbuckler works fine. It seems to be the wild mage that causes the problems.
My debug log can be found here. Any and all help would be greatly appreciated.
Thanks!

 Just from what I gather from the .debug, seems to me like your xpbonus.2da is borked, and WeiDU doesn't like it at all. Unless you still have that around I probably won't be able to fix this one.

Hi there guys, having some trouble with kensai/true mage/shadow dancer after a BigWorld Tactics install, you can find the debug here:
https://pastebin.com/S3bmzx56

Log says 7c#ee_multikit.tph is missing, check if your anti-virus didn't eat it for breakfast, otherwise re-download the mod cause that file should be there.

Hi, is this still being supported? I am trying to get an ee megamod install running, ran into an error on this mod specifically. Here is the debug log.attachicon.gifSETUP-M7MULTIKIT.DEBUG
Hey! Thanks for your very promising work! I'm trying to get it installed but I'm running into an error of SPWI975.spl missing. Any idea how to get past that? Thanks in advance for any help, would love to try multiclassing OP kits

There's a scroll in your games (yes, both of you have the very same issue) that contains a reference to an inexistent spell, SPWI975 in this case. It must be a mod both of you installed.
Even if this is a mod-induced error, I'll add a workaround and throw a warning, since failing to install because of this is too tragic.



#405 harrydresden

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Posted 30 June 2019 - 01:23 PM

Hi, I'm very new to modding BG II EE. After hours of research and multiple downloads and reinstalls, I finally managed to get to the point where you choose an AI script, but when I press K, nothing happens. Any ideas and what should I post to assist?

I originally tried downloading the mod through the EE Mod Setup Master, but that version wouldn't generate an AI script for me to choose from. Then, I downloaded the version of the mod on the first page of this topic, not realizing it was outdated and started having issues with installing because it required the G3 fix pack that doesn't install on the EE version of BG II. Then I found and downloaded the 27.11 version and tried that and got as far as the previously mentioned AI Script point. I do have other mods installed through EE Mod Setup Master, and that may have something to do with it.



#406 Crevs Daak

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Posted 22 July 2019 - 07:19 PM

Hi, I'm very new to modding BG II EE. After hours of research and multiple downloads and reinstalls, I finally managed to get to the point where you choose an AI script, but when I press K, nothing happens. Any ideas and what should I post to assist?

I originally tried downloading the mod through the EE Mod Setup Master, but that version wouldn't generate an AI script for me to choose from. Then, I downloaded the version of the mod on the first page of this topic, not realizing it was outdated and started having issues with installing because it required the G3 fix pack that doesn't install on the EE version of BG II. Then I found and downloaded the 27.11 version and tried that and got as far as the previously mentioned AI Script point. I do have other mods installed through EE Mod Setup Master, and that may have something to do with it.

Hello, sorry for not replying earlier, I rarely check SHS. Because of how the EE works, you might not see that much of a change because custom titles don't work for multiclassed characters, which means that even with the multikit your record screen will still read "Fighter/Cleric" or whatever you've picked. Also the script might not have worked, but I'm not going to investigate that for EE games since it's obsolete now.

 

I've been working on this mod today and I think I've probably fixed your issue since I removed the need for the AI script in the EE, since you can pick the multikit at character creation now. It won't show the kit's title past the "pick your kit" screen, but your abilities and such will update correctly.

 

Link to the newest version, 0.28.



#407 Fouinto

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Posted 06 August 2019 - 06:50 AM

Here is a little bug when I try to make a custom HLA.

The message tells me that I have to decrease the HLA table to 24 max but when I have 25 it tells :

The HLA table has 25 entries, and is within the maximum size limit.
You can either enter -1 to finish editing it, or you can continue editing it by entering the number corresponding to the ability you want to remove from, or add back to, the HLA table.

 

I don't know if 25 is OK or not, but I think there is a little error in the test ;)



#408 Jenavee

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Posted 12 September 2019 - 06:39 AM

Windows 10, BG2EE

 

 

 

Is anyone else having problems with v28 of the mod not being able to get past Character Creation with a spec'd mage multikit? I did a Necromancer/Thief and got stuck memorizing spells since it's not recognizing Chill Touch as a Necromancy spell.

 

Also, does anyone know how to get the Script to show up in-game? For the life of me, I can't figure that out. I've created *and* installed the MultiKit. I can see it in-game at Char Selection. Due to above issue, I can't get PAST Char Selection. But I can't get the Script to appear in the list in Records. I don't even know what the script is named.

 

 

EDIT: Turns out, the spell issue was a corrupted BG2 EE install, so neither matters now.


Edited by Jenavee, 16 September 2019 - 08:26 PM.

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c2oJYXg.gif


#409 Crevs Daak

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Posted 13 November 2019 - 09:13 AM

Here is a little bug when I try to make a custom HLA.

The message tells me that I have to decrease the HLA table to 24 max but when I have 25 it tells :

The HLA table has 25 entries, and is within the maximum size limit.
You can either enter -1 to finish editing it, or you can continue editing it by entering the number corresponding to the ability you want to remove from, or add back to, the HLA table.

 

I don't know if 25 is OK or not, but I think there is a little error in the test ;)

If you're on an EE game, it's not an issue, since the EEs support up to 25 HLAs as opposed to the vanilla 24. If you're on vanilla then yes I definitely made a mistake somewhere  :D



#410 Fouinto

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Posted 16 November 2019 - 01:06 PM

It's an EET game, so it should be OK.

But I just discovered that the HLA table has not been created :/

 

Edit : checked luabbr.2da and something is wrong (go to the last line)

Spoiler


Edited by Fouinto, 17 November 2019 - 09:41 AM.


#411 Cahir

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Posted 21 April 2020 - 08:57 AM

Does this mod work for EET? How exactly should I use it?

#412 Fouinto

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Posted 23 April 2020 - 11:05 PM

Yes it works with EET.

 

First, install the mod (like other mods, launch setup).

At the end, it launch automatically the 2nd part : this is where you can create your customs multikits and install/uninstall them.

Then, you can launch again part 2 anytime you want. In fact, I guess you should stop when you have started to play.

 

The mod guides you at each step of the process. Just try it, it's not that complex.

 

I don't know if the bug I reported above is still happening : generating custom HLA wasn't working but using the one of the "base" kit was.



#413 McConfused

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Posted 25 April 2020 - 12:18 AM

Hi guys, thought I'd play BG again for the 28,000th time before the disappointing DoS clone that will be BG3. 
Found this great mod with will provide a fun experience, however it's failing on final install of the created multikits.

Any ideas on a solution?

Thanks in advance.

 

DEBUG attached.


Edited by McConfused, 25 April 2020 - 12:19 AM.


#414 CaptEHCJ

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Posted 15 June 2020 - 05:15 PM

I am so looking forward to using this Mod.  I am running an EET install and when it goes to install this Multiclassed Multikit builder I get the error:

ERROR: Failure("resource [SPWI975.spl] not found for 'COPY"')

 

EET downloaded and installed version V0.28. 

 

Any way I can work around this?

 

thanks!

 

CaptEHCJ


Edited by CaptEHCJ, 15 June 2020 - 05:15 PM.


#415 The Imp

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Posted 15 June 2020 - 07:24 PM

You have installed a mod kit that referes to a non existing file. The fix is to not use that kit in the combo.. assuming a few things.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#416 CaptEHCJ

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Posted 16 June 2020 - 04:16 AM

When installing EET, I specifically chose to not install any class mod/kits except for this multiclass multiMod.  Now, certainly some of the other addins will likely have added kit changes or even additions - how do I identify what mod added this reference to a nonexistent spell or whatnot?  Does anyone know offhand either what mod might have done so or how to find out?

 

And, as for not using that kit in the combo, that is a non-starter.  I cannot even install multiclass multimod because of the error...

 

thanks!


Edited by CaptEHCJ, 16 June 2020 - 04:17 AM.


#417 The Imp

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Posted 16 June 2020 - 06:51 AM

how do I identify what mod added this reference to a nonexistent spell or whatnot?
Well, you start by volunteering the kit combination you try to make. And switch that to something else.
Then you look up the file reference in your game by starting the Near Infinity for example, and we can try to take it from there. ... you might be able to look the kittable.2da file and find the reference to the flawed clab....2da file that gives the error, and then you erase the reference. I say might, cause there's a bit of knowledge of the games content you need to know do this.
 
When installing EET, I specifically chose to not install any class mod/kits except for this multiclass multiMod. 
This is really unlikely... you might just not be able to know what mods do what... but if memory is correct, the EET for example adds one. Cause it needs to bring the BG1EE's one to the BG2EE...

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#418 CaptEHCJ

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Posted 16 June 2020 - 07:53 AM

how do I identify what mod added this reference to a nonexistent spell or whatnot?
Well, you start by volunteering the kit combination you try to make. And switch that to something else.
Then you look up the file reference in your game by starting the Near Infinity for example, and we can try to take it from there. ... you might be able to look the kittable.2da file and find the reference to the flawed clab....2da file that gives the error, and then you erase the reference. I say might, cause there's a bit of knowledge of the games content you need to know do this.
 
When installing EET, I specifically chose to not install any class mod/kits except for this multiclass multiMod. 
This is really unlikely... you might just not be able to know what mods do what... but if memory is correct, the EET for example adds one. Cause it needs to bring the BG1EE's one to the BG2EE...

 

 

Ok, I need to apologize because I have clearly miscommunicated.  I never get to the kit definition because the Multiclass MultiKit never installs.  When I run setup-m7multikit.exe from the root of the BG2 install directory (after having successfully run EET installation where this multikit installation already failed once), I get the following during installation: 

 

ERROR locating resource for 'COPY'
Resource [SPWI975.spl] not found in KEY file:
        [./chitin.key]
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Core Multikit Files], rolling back to previous state
Will uninstall  10 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 10.
Uninstalled     10 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 10.
ERROR: Failure("resource [SPWI975.spl] not found for 'COPY'")
PLEASE post the file SETUP-M7MULTIKIT.DEBUG on http://www.shsforums...d-experimental/
Using Language [English]

Install Component [Core Multikit Files]?
[I]nstall, or [N]ot Install or [Q]uit?

 

At this point I can choose to [I]install, where it simply loops around and gets the same error, or I can Not install or Quit, resulting in the same thing.  

 

I guess my question is - does anyone know how to fix this error or does anyone know what mod causes this interaction with MultiClass MultiKits?

 

thanks!

 

 

P.S. - it seems that farther up in the discussion here, the author says:

There's a scroll in your games (yes, both of you have the very same issue) that contains a reference to an inexistent spell, SPWI975 in this case. It must be a mod both of you installed.
Even if this is a mod-induced error, I'll add a workaround and throw a warning, since failing to install because of this is too tragic.


Edited by CaptEHCJ, 16 June 2020 - 05:25 PM.


#419 CaptEHCJ

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Posted 17 June 2020 - 07:48 AM

So, continuing saga:   I complete delete all BG install directories, uninstall all games, delete the EE-Mod-Setup-Master directory.  Complete clean start.  I start an EET install again, choosing only the "green" options except for MultiClass MultiMod.  Install works except for MultiMod that fails differently.  From the Setup-m7multikit.debug:

 

BP-BGT-WORLDMAP/SETUP-BP-BGT-WORLDMAP.TP2  0  0 Installed
EET_END/EET_END.TP2  0  0 Installed
EET_GUI/EET_GUI.TP2  0  0 Installed
ERROR: Sys_error("./m7multikit/lib/multikit.tpp: No such file or directory")
Please make a backup of the file: SETUP-M7MULTIKIT.DEBUG and look for support at: http://www.shsforums...d-experimental/
Automatically Skipping [UNDEFINED STRING:   @1300032] because of error.
Using Language [English]
[English] has 1 top-level TRA files
ERROR: No translation provided for @1300000
Continuing despite error.
ERROR: No translation provided for @1300033
Continuing despite error.

SKIPPING: [UNDEFINED STRING:   @1300000]
UNDEFINED STRING:   @1300033
ERROR: No translation provided for @1300026
Continuing despite error.
ERROR: No translation provided for @1300018
Continuing despite error.
ERROR: No translation provided for @1300033
Continuing despite error.

SKIPPING: [UNDEFINED STRING:   @1300018]
UNDEFINED STRING:   @1300033
Saving This Log:
SETUP-WEIDU.TP2  0  0 Installed
EET/EET.TP2  0  0 Installed

 

Attached is the whole debug file.  

 

any thoughts as to what went wrong? 

 

 

 

Follow-up - I extracted the contents of the CrevsDaak-m7multikit-v0.28-0-g8f0698e.zip that EET downloaded, and copied them manually to the m7multikit folder in my BGII directory.  I then manually ran the Setup-m7multikit.exe and got the following error:

 

ERROR locating resource for 'COPY'
Resource [SPWI975.spl] not found in KEY file:
        [./chitin.key]
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Core Multikit Files], rolling back to previous state
Will uninstall  10 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 10.
Uninstalled     10 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 10.
ERROR: Failure("resource [SPWI975.spl] not found for 'COPY'")
PLEASE post the file SETUP-M7MULTIKIT.DEBUG on http://www.shsforums...d-experimental/
Using Language [English]

Install Component [Core Multikit Files]?
[I]nstall, or [N]ot Install or [Q]uit?

 

Same error as before... Grrr!  

Attached Files


Edited by CaptEHCJ, 17 June 2020 - 07:55 AM.


#420 The Imp

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Posted 17 June 2020 - 07:52 AM

Well, the archive was probably wrongly extracted... aka, can you find this file: <game install folder>/m7multikit/lib/multikit.tpp ?


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.