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Multiclassed Multikit Builder Mod [experimental]


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#201 ranafuineluva

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Posted 28 September 2014 - 02:10 AM

Hi,

A few questions.

 

  • Does this work with BG2EE?
  • If any mod is modifying the default kits does MMBM overwrite it or go along with the mod? (I am trying a FMT kit (Fighter-Mage-Bounty Hunter) and using Rogue Rebalancing mod)

Thanks in advance.


Edited by ranafuineluva, 28 September 2014 - 02:24 AM.


#202 The Imp

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Posted 28 September 2014 - 02:41 AM

Hi,
A few questions.
 
1)Does this work with BG2EE?
2)If any mod is modifying the default kits does MMBM overwrite it or go along with the mod?
Thanks in advance.

2) No. The MMBM builds it's kits from the ones you have them during the installation.
Actually, you can take advantage of this, by having as many kit mods and default kit modifiers and then use the MMBM to combine them, yes, you can have a character that has 3 non original kits made into one via MMBM. 
1) Haven't tried it, and I remember no reason why it wouldn't work reasonably well*. Of course you need the weidu.exe v23600 to install the mod to BG2EE, but if you install any other mod to the game, you quite surely know this already, and so have that mod already using the v23600.
This* refers to the fact that the mod doesn't extend the Enhanced Editions externalized kit functions. Facts like: backstab multiplier, weapon slot amount, thief skill gain, trap limit, class color, thief skill learning multipliers, hit point progression choice, and so on, they are the same as the parent multi-class has them. And that you need to get the mod install first.


Edited by The Imp, 28 September 2014 - 04:06 AM.

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.


#203 ranafuineluva

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Posted 28 September 2014 - 03:03 AM

Hi,

A few questions.

 

  • Does this work with BG2EE?
  • If any mod is modifying the default kits does MMBM overwrite it or go along with the mod?

Thanks in advance.

2) No. The MMBM builds it's kits from the ones you have them during the installation.

Actually, you can take advantage of this, by having as many kit mods and default kit modifiers and then use the MMBM to combine them, yes, you can have a character that has 3 non original kits made into one via MMBM. 

1) Haven't tried it, and I remember no reason why it wouldn't work reasonably well*. Of course you need the weidu.exe v23600 to install the mod to BG2EE, but if you install any other mod to the game, you quite surely know this already, and so have that mod already using the v23600.

This* refers to the fact that the mod doesn't extend the Enhanced Editions externalized kit functions. Facts like: backstab multiplier, weapon slot amount, thief skill gain, trap limit, class color, thief skill learning multipliers, hit point progression choice, and so on, they are the same as the parent multi-class has them. And that you need to get the mod install first.

Thx mate. So I guess this should be the last mod in the install order eh?



#204 The Imp

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Posted 28 September 2014 - 04:10 AM

So I guess this should be the last mod in the install order eh?

Yeah... not that tells you much. As every mod today tries to be installed the very last... :devil:

More important fact is, install after all kit mods.


Edited by The Imp, 28 September 2014 - 04:53 AM.

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.


#205 ranafuineluva

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Posted 28 September 2014 - 04:53 AM

@The Imp

Thx mate!


Edited by ranafuineluva, 28 September 2014 - 04:55 AM.


#206 ranafuineluva

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Posted 28 September 2014 - 10:40 AM

@TheImp

Mate, I tried to install the mod. But it doesnt install.

 

When trying to install "[Core Multikit Builder]" it gives the error "Core Fixes component from G3 Fixpack" must be installed"

 

As far as I know you dont need and cannot install Fixpack to BG2EE. Any idea how to fix this?



#207 The Imp

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Posted 28 September 2014 - 11:12 AM

Ahh... well you can quote out the requirement ... that won't fix any problems that might be there due to the lack of the G3 Fixpack... but what ever...
And here's how you do it:
You open the file called "m7multikit.tp2" in the mods folder with Notepad or similar program, and you'll see this:
/******************************************************************************
 *                                                                            *
 *                                                                            *
 *	Core Component                                                            *
 *                                                                            *
 *                                                                            *
 ******************************************************************************/

BEGIN @1300032 DESIGNATED 10 REQUIRE_PREDICATE MOD_IS_INSTALLED ~setup-bg2fixpack.tp2~ 0 @1300036
	OUTER_TEXT_SPRINT ...
... and you put the "//" mark without the quotes before the REQUIRE_PREDICATE -command, so it turns to:
/******************************************************************************
 *                                                                            *
 *                                                                            *
 *	Core Component                                                            *
 *                                                                            *
 *                                                                            *
 ******************************************************************************/

BEGIN @1300032 DESIGNATED 10 //REQUIRE_PREDICATE MOD_IS_INSTALLED ~setup-bg2fixpack.tp2~ 0 @1300036
	OUTER_TEXT_SPRINT ...
And save the file, and restart the setup-.exe file.

Ahh, the forum coder hates me... so I put this without the quotation... :P

Edited by The Imp, 28 September 2014 - 11:19 AM.

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.


#208 ranafuineluva

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Posted 28 September 2014 - 11:58 AM

@TheImp

Thx for your time mate. I did the editing. I managed to bypass that phase of install but I got this now:

--------------------------

Using lang\en_us/dialog.tlk

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

Installing [Core Multikit Files] [v.0.24]
COpying and patching 1 file ...
loading 1 tra file

Installing TobEx...
Creating 1 direcotry
Copying 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying 1 file ...
Copying 1 file ...
Copyinh and patching 1 file...
ERROR: error loading [bgmain.exe]
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.

ERROR Installing [Core Multikit Files], rolling back to previous state.
Will uninstall 7 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 10.
Uninstalled    7 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 10.
ERROR: Unix.Unix_error[20, "stat", "bgmain.exe")
Please email the file SETUP.M7MULTIKIT.DEBUG TO FlameWing
Using Language [English]

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

----------------------------------------
The debug file that it mentions is here.
https://drive.google...dit?usp=sharing


Edited by ranafuineluva, 28 September 2014 - 12:05 PM.


#209 The Imp

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Posted 28 September 2014 - 12:32 PM

Darn, you have to skip the whole ToBEx install too as it's technically already in the Enhanced Edition's and the file that's patched there is the BG2's starter .exe that doesn't exist in the Enhanced Edition ... I won't promise that this will work in any form or contingency, but you can quote out more that just one line with this in the .tp2 file: /* -text- */ ...
So you just find the same line you already edited, and the few lines after it and you make them into being this:
BEGIN @1300032 DESIGNATED 10 /* REQUIRE_PREDICATE MOD_IS_INSTALLED ~setup-bg2fixpack.tp2~ 0 @1300036
	OUTER_TEXT_SPRINT TOBEX_MOD_DIRECTORY "%basepath%"
	LOAD_TRA "%TOBEX_MOD_DIRECTORY%/TobEx_redist/TobEx.tra"
	ACTION_INCLUDE "%TOBEX_MOD_DIRECTORY%/TobEx_redist/TobEx.tpa" */ 

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.


#210 ranafuineluva

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Posted 28 September 2014 - 01:09 PM

@TheImp

Hi mate,

Your hack allowed me to by pass the errors and create a multikit. In game when I assigned the Kensai/Mage/Assassin kit, I got the extra Kensai Skills and got the restrictions like cannot wear armor etc. But in character record screen it says Fighter Mage and Thief near the experience point numbers and Kit Description button brings Fighter/Mage/Thief.

 

I used this mod in normal BG2 before for sometime and if I am not mistaken I remember it changing the name of the kit. And kit names near XP numbers. So do you think it is ok other than the kit name and whatnnot?

I can live with those if it is the only thing :D

 

Thanks in advance for your help!



#211 The Imp

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Posted 28 September 2014 - 02:22 PM

I used this mod in normal BG2 before for sometime and if I am not mistaken I remember it changing the name of the kit. And kit names near XP numbers. So do you think it is ok other than the kit name and whatnnot?
Yep... I believe this is the case here.
You could technically change the description and class names, at least I think so, if you were to edit the clastext.2da with an editor, but you would have to copy paste the text and make a new dialog.tlk entry for the old ones and then take the string numbers and put them into the correct places in the file.
The file didn't exist in the non-EE games, so the mod itself doesn't handle this yet. And auto programming it will be very tricky, especially with moded stuff as the description can only have an amount of characters, after which it will crash the game. This was noticed a few times during creation of few kit mods(Kit Revision among others)... and considering it would be a combination of 3 kits, the likelihood raises significantly.

Edited by The Imp, 28 September 2014 - 02:33 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.


#212 Crevs Daak

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Posted 28 September 2014 - 06:02 PM

I don't know if this mod is still being supported, but I figure this is my best bet for reporting a bug: in an installation with a couple of mods, including BGT, Fighters and all variants thereof are getting a spurious 2-point AC bonus applied at level 1; uninstalling Multiclass Multikit Builder made that stop happening and removed the bonus from existing characters.

You can check from where that AC bonus comes from by having a save game that has the effect and then open the save in Shadowkeeper and finding what the affects that effect to the character... this is definitely NOT done alone by MMB mod.

Actually, that does happen, because of a mistake in the multikit.tpp file, which is that specific.ids is appended after the .spl files using opcode 177 to give the Kit's abilities are created (besides using a different variable to do so).

BTW some effects directly affect the .CRE's static fields instead of creating new extended headers when timing is set to pemanent (which means you won't see them as extended header effects with ShadowKeeper/NearInfinity/DLTCEP but as change on the .CRE's static fields).

#213 ranafuineluva

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Posted 29 September 2014 - 07:33 AM

I used this mod in normal BG2 before for sometime and if I am not mistaken I remember it changing the name of the kit. And kit names near XP numbers. So do you think it is ok other than the kit name and whatnnot?
Yep... I believe this is the case here.
You could technically change the description and class names, at least I think so, if you were to edit the clastext.2da with an editor, but you would have to copy paste the text and make a new dialog.tlk entry for the old ones and then take the string numbers and put them into the correct places in the file.
The file didn't exist in the non-EE games, so the mod itself doesn't handle this yet. And auto programming it will be very tricky, especially with moded stuff as the description can only have an amount of characters, after which it will crash the game. This was noticed a few times during creation of few kit mods(Kit Revision among others)... and considering it would be a combination of 3 kits, the likelihood raises significantly.

@The Imp

Thx a bunch mate. I can see the kit name in EE Keeper whenI load the savegame with it. So I guess everything is ok aside from the text. I dont know how to do the text hacks you mentioned and it aint that important as long as the abilites and stats work.



#214 The Imp

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Posted 29 September 2014 - 08:43 AM

Actually, that does happen, because of a mistake in the multikit.tpp file, which is that specific.ids is appended after the .spl files using opcode 177 to give the Kit's abilities are created (besides using a different variable to do so).
How would you fix the mistake ? :devil:
BTW some effects directly affect the .CRE's static fields instead of creating new extended headers when timing is set to pemanent (which means you won't see them as extended header effects with ShadowKeeper/NearInfinity/DLTCEP but as change on the .CRE's static fields).
Might the case here be that the original kit had it as well ? Or is it exclusively in the MMBM's kits.
Some of the effects don't always quite work as the mod maker would/could expect and it can lead to various bad replication incidents. If they are not well checked.
@The Imp
Thx a bunch mate.
You are more than welcome... and be sure to ask any other questions you may have. :devil: ... and everyone else too.

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.


#215 Crevs Daak

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Posted 29 September 2014 - 03:05 PM

Actually, that does happen, because of a mistake in the multikit.tpp file, which is that specific.ids is appended after the .spl files using opcode 177 to give the Kit's abilities are created (besides using a different variable to do so).

How would you fix the mistake ? :devil:

Replace every "specval" variable from multikit.tpp with "kitspec" (yes, textually replace them, and without the ""s), and remove/comment out the APPEND line under the ADD_KIT function, and place it after the "ACTION_IF ("%explode_spells%" != 0) BEGIN" line but before the "LAUNCH_ACTION_FUNCTION ~m7#explode_spell_effects~" line. That should do the trick.

BTW some effects directly affect the .CRE's static fields instead of creating new extended headers when timing is set to pemanent (which means you won't see them as extended header effects with ShadowKeeper/NearInfinity/DLTCEP but as change on the .CRE's static fields).

Might the case here be that the original kit had it as well ? Or is it exclusively in the MMBM's kits.Some of the effects don't always quite work as the mod maker would/could expect and it can lead to various bad replication incidents. If they are not well checked.

No, it will also happen, but it's not relevant for anything. I just mentioned it as a random fact because you had said to check for the effects, while many can't be easily seen, even in vanilla (eg the Kensai and it's AC bonus), it happens the same way I said.

#216 Draeth

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Posted 02 October 2014 - 01:12 PM

Hi so this works in Bg1ee and bg2ee except i will not have the kit names right?

What will happen when i will combinate the assassine kit with the shadow dancer?

Which backstab modifier i will get?

Which Class i will see on the display Thief/Thief ?


Edited by Draeth, 02 October 2014 - 01:18 PM.


#217 The Imp

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Posted 02 October 2014 - 01:44 PM

What will happen when i will combinate the assassine kit with the shadow dancer?
Which backstab modifier i will get?
Which Class i will see on the display Thief/Thief ?

Erhm, there's no such class as thief/thief multiclass, so you can't combine them with this mod as the other class needs to be different than that of the other, and you can only use the already existing class combinations.

No, it will also happen, but it's not relevant for anything. I just mentioned it as a random fact because you had said to check for the effects, while many can't be easily seen, even in vanilla (eg the Kensai and it's AC bonus), it happens the same way I said.

Well, in that case the ability is inherited from the original kit as it was there... meaning that you can't see it in the original kit either without looking at the .CRE's static fields. As in, this is a brought way of saying that the kits can very much be identified with the replication of the effects. Or some such nonsense ...  :zzz:  ... tired here. Goodnight. :D


Edited by The Imp, 02 October 2014 - 01:52 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.


#218 Draeth

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Posted 03 October 2014 - 12:13 AM

So it is save for bg1ee now ?

Or i have to modifie something if yes can u tell me pls what?

thx and sry for my bad english



#219 The Imp

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Posted 03 October 2014 - 12:57 AM

1) So it is save for bg1ee now ?

2) Or i have to modifie something if yes can u tell me pls what?

3) thx and sry for my bad english

1. Should be. Yes.

2. You have to quote out a portion of the .tp2 code to be able to install it in BG1EE. You do this by editing the file with Notepad, and add the /* ... */ so it ends up like this:

BEGIN @1300032 DESIGNATED 10 /* REQUIRE_PREDICATE MOD_IS_INSTALLED ~setup-bg2fixpack.tp2~ 0 @1300036
    OUTER_TEXT_SPRINT TOBEX_MOD_DIRECTORY "ºsepath%"
    LOAD_TRA "%TOBEX_MOD_DIRECTORY%/TobEx_redist/TobEx.tra"
    ACTION_INCLUDE "%TOBEX_MOD_DIRECTORY%/TobEx_redist/TobEx.tpa" */

This is already in the Enhanced Edition, as one of the enhancements. 

3) Let's just hope you understand, I did yours fine this time.


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.


#220 Draeth

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Posted 03 October 2014 - 01:02 AM

I just installed the fighter/mage/thief kit but i cant select it.

I go to the script menu and then there are only the standart ones.