I would recommend just installing BG2 Tweaks' Remove XP cap, which extends the level tables up to level 50 and somehow fixes this.Hmmm... I can see in NI that my clabfi01.2da has 9 lines..
So, where I am supposed to find the file to edit (the one with 7 lines) ?
I am not a modder, but I quickly looking or in files in m7multikit folder and I have not found where to edit this file (or this part of file).
Multiclassed Multikit Builder Mod [experimental]
#261
Posted 04 April 2015 - 08:40 AM
#262
Posted 05 April 2015 - 12:50 AM
BG2 Tweaks is also compatible with BG1EE and BG2EE but not with EET (and I don't even know how I would be supposed to try...)...
I guess I should try your mod with BG1EE and BG2EE alone but not with EET... I think I will try it in my next run
Thank you again
#263
Posted 05 April 2015 - 01:29 AM
BG2 Tweaks is also compatible with BG1EE and BG2EE but not with EET (and I don't even know how I would be supposed to try...)..Actually it is, you just got to tweak the mods .tp2 file perhaps if it prevents the install, as it might have been updated before there was game_is EET update to the wedu.exe ...
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.
#264
Posted 05 April 2015 - 08:03 AM
OK. Have in mind that you'll have to disable the kit at the end of BG1 and enable it again in BG2 if you plan on exporting your character. Otherwise you'll cause a lot of bugs.Thank you !BG2 Tweaks is also compatible with BG1EE and BG2EE but not with EET (and I don't even know how I would be supposed to try...)...I guess I should try your mod with BG1EE and BG2EE alone but not with EET... I think I will try it in my next run ;)Thank you again
#265
Posted 05 April 2015 - 09:28 AM
I am not so sure, and to be true, I won't try this time
Actually it is, you just got to tweak the mods .tp2 file perhaps if it prevents the install, as it might have been updated before there was game_is EET update to the wedu.exe ...BG2 Tweaks is also compatible with BG1EE and BG2EE but not with EET (and I don't even know how I would be supposed to try...)..
The install order would probably be :
1. EET
2. BG2 Tweaks (only the specific component needed)
3. Worldmap
4. EET_Tweaks
But, even with only "BG2 Tweaks' Remove XP cap", this compoent MAY be incompatible with EET_Tweaks Adjust BG:EE XP CAP & Adjust BG2:EE XP CAP
There are also others components that are surely redundant and probably incompatible...
I have not forgotten your advice, That's why I wanted to try it with EET at first
OK. Have in mind that you'll have to disable the kit at the end of BG1 and enable it again in BG2 if you plan on exporting your character. Otherwise you'll cause a lot of bugs.[...]I guess I should try your mod with BG1EE and BG2EE alone but not with EET... I think I will try it in my next run ;)Thank you again
#266
Posted 05 April 2015 - 10:23 AM
BG2 Tweaks is also compatible with BG1EE and BG2EE but not with EET (and I don't even know how I would be supposed to try...)..Actually it is, you just got to tweak the mods .tp2 file perhaps if it prevents the install, as it might have been updated before there was game_is EET update to the wedu.exe ...
Everything that is related to BG2 portion of the game should be compatible with EET although if the tp2 file uses GAME_IS than as Imp mentioned it should also be updated to have ~eet~ there. There may be some minor incompatibilities with BG1 resources. For example "ToB-Style NPCs" tweak also touches BG1 CRE files and need to be updated like this. I see that there is a demand for this, so I will update the mod myself and send the files to mod author. Should be ready later today or maybe tomorrow, but not sure if authours will be willing to include these changes when EET is not even released yet. Fouinto, if you wait a bit I will send you updated BG2 Tweaks.
Edited by K4thos, 05 April 2015 - 10:28 AM.
#267
Posted 05 April 2015 - 01:02 PM
[...]Fouinto, if you wait a bit I will send you updated BG2 Tweaks.Of course, I am not in a hurry !
#268
Posted 05 April 2015 - 07:52 PM
ok, finished work on BG2 tweaks to make it compatible with EET. Component 2090 indeed fixes the problem that Fouinto mentioned ("Cannot append column-wise because there are 9 lines in clabfi01.2da but I was only given 7 things to append")
But it looks like m7multikit is not compatible with BG2:EE, so it can't be compatible with EET either. I tried following options on vanilla BG2:EE (with bg2tweaks component 2090 installed) for new kit:
1, 0, 3, 0, kenseimage
and when I try to install this new kit following error shows up:
[./override/backstab.2da] loaded, 3509 bytes Copying and patching 1 file ... Copying and patching 1 file ... ERROR: cannot convert pick_pockets_1 or %pick_pockets_1% to an integer Stopping installation because of error.
full debug file can be downloaded here
Edited by K4thos, 05 April 2015 - 07:54 PM.
#269
Posted 06 April 2015 - 04:00 AM
[./override/backstab.2da] loaded, 3509 bytes Copying and patching 1 file ... Copying and patching 1 file ... ERROR: cannot convert pick_pockets_1 or %pick_pockets_1% to an integer Stopping installation because of error.
Hmmm... it should be fixed according to http://www.shsforums...-13#entry575879
#270
Posted 06 April 2015 - 04:47 AM
tested with latest build from GitHub. Still there.
#271
Posted 06 April 2015 - 06:55 AM
I made few tests (without BG2 Tweaks) :
'Kensai / Invoker / Swashbuckler' multikit ==> OK
'Berserker / Priest of Helm' multikit ==> OK
'Kensai / Priest of Helm' multikit ==> OK
'Berserker / Mage' multikit ==> KO : Cannot append column-wise because there are 9 lines in clabfi01.2da but I was only given 7 things to append
'Berserker / Mage / Swashbuckler' multikit ==> KO Cannot append column-wise because there are 9 lines in clabfi01.2da but I was only given 7 things to append
It's seems that it's linked to "True Mage"... I will make few tests with BG2 Tweaks
#272
Posted 06 April 2015 - 07:17 AM
I made few tests (with BG2 Tweaks) :
'Kensai / Invoker / Swashbuckler' multikit ==> OK
'Berserker / Priest of Helm' multikit ==> OK
'Kensai / Priest of Helm' multikit ==> OK
'Berserker / Mage' multikit ==> KO ERROR: cannot convert pick_pockets_1 or %pick_pockets_1% to an integer
'Berserker / Mage / Swashbuckler' multikit ==> KO ERROR: cannot convert pick_pockets_1 or %pick_pockets_1% to an integer
'Fighter / Invoker' ==> KO [../m7multikit-inlined/multikit.baf.BAF] PARSE ERROR at line 21 column 16-52 Near Text: )
[AddKit] argument [FIGHTER] not found in [KIT.IDS]
What is funny about this error is that it's not new http://www.shsforums...ental/?p=547070
'Berserker / Cleric' ==> OK
I thought it was a problem with true class... but the last test makes me wrong...
Hope this helps.
Edited by Fouinto, 06 April 2015 - 07:46 AM.
#273
Posted 06 April 2015 - 05:10 PM
I made few tests (with BG2 Tweaks) :
'Kensai / Invoker / Swashbuckler' multikit ==> OK
'Berserker / Priest of Helm' multikit ==> OK
'Kensai / Priest of Helm' multikit ==> OK
'Berserker / Mage' multikit ==> KO ERROR: cannot convert pick_pockets_1 or %pick_pockets_1% to an integer
'Berserker / Mage / Swashbuckler' multikit ==> KO ERROR: cannot convert pick_pockets_1 or %pick_pockets_1% to an integer
'Fighter / Invoker' ==> KO [../m7multikit-inlined/multikit.baf.BAF] PARSE ERROR at line 21 column 16-52 Near Text: )
[AddKit] argument [FIGHTER] not found in [KIT.IDS]
What is funny about this error is that it's not new http://www.shsforums...ental/?p=547070
'Berserker / Cleric' ==> OK
I thought it was a problem with true class... but the last test makes me wrong...
Hope this helps.
Yup yup, I know what's going on there (even if I just noticed it's indeed a silly bug because all of my tests were with kitted multi-class), it's defaulting to FIGHTER instead of TRUE_CLASS (or NO_KIT).
The error about the %pick_pockets_1% variable is probably a mistake on the numbers to check if the class should get thieving skills or no (typical hasted Crevs Daak mistake), OR it's something more serious that is surely hidden as hell.It's compatible with the Enhanced Edition games but not as much as I'd like it to be (it has the same compatibility level with all of them, save for IwD:EE where I haven't tested it yet), I still have to work on it (and fix other bugs present in the original that I have been ignoring so far, since they don't trigger on normal conditions).But it looks like m7multikit is not compatible with BG2:EE, so it can't be compatible with EET either
Thanks guys--maybe not now but I'll fix this for sure
Edit: WTF is wrong with formatting... I've REALLY fixed it and when I switch to the WYSIWYG mode it turns out it's all wrong. Oh well, fuck WYSIWYG editors and this post's formatting.
Edited by Crevs Daak, 06 April 2015 - 05:15 PM.
#274
Posted 07 April 2015 - 08:43 AM
Thanks guys--maybe not now but I'll fix this for sureNo problem with not fixing that now : I just try to help as much as I can
Edit: WTF is wrong with formatting... I've REALLY fixed it and when I switch to the WYSIWYG mode it turns out it's all wrong. Oh well, fuck WYSIWYG editors and this post's formatting.btw, about formating : the first button on the editor (1st line, 1st row) change the editor from WYSIWYG to code BBCode mode
#275
Posted 11 April 2015 - 09:21 AM
I know, actually I never use the WYSIWYG editor, but it still happens after I fix it in the BBCode form... :Sbtw, about formating : the first button on the editor (1st line, 1st row) change the editor from WYSIWYG to code BBCode modeEdit: WTF is wrong with formatting... I've REALLY fixed it and when I switch to the WYSIWYG mode it turns out it's all wrong. Oh well, fuck WYSIWYG editors and this post's formatting.
#276
Posted 16 May 2015 - 08:41 PM
I would really really like to use this mod, but how the heck do I install it. The readme says:
setup-m7_tweaks.exe
But this file isn't in the Download!
#277
Posted 17 May 2015 - 12:43 AM
#278
Posted 17 May 2015 - 12:47 AM
I would really really like to use this mod, but how the heck do I install it.
Are you using the most up to date CrevDaak's v0.27.2 ? If so extract the "m7multikit" folder to the game directory, copy one of the weidu.exe's (that are usually named as setup-*modname*.exe's) in the game directory to the same folder and rename that copy as setup-m7multikit.exe and then run the .exe .
Edited by The Imp, 17 May 2015 - 12:48 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.
#279
Posted 05 August 2015 - 10:53 PM
EDIT: Never mind. somehow, some other mod is interfering with the ability to gain proper forms for multikitted druids. It's not this mod.
How vexing. Sorry for the false alarm.
Edited by Tallgeese, 05 August 2015 - 11:08 PM.
#280
Posted 02 September 2015 - 02:20 PM
I have taken the liberty to update this mod to work with the Enhanced Edition and fixed a bug which caused the base classes to get all the abilities from the multikit (described in the previous post, too).
So, I decided to step by after learning about EE... and I see someone stepped up to the plate after I lost interest in BG modding. For what is worth, you have my blessing; if you have any questions about my messy code, ask away.
Edit: By the way, you can consider my older versions as being retroactively released under the MIT license with "© 2010-2011 FlameWing". Back then, I didn't put any license, which nowadays I know actually means "no redistribution or alteration allowed".
Edited by FlameWing, 02 September 2015 - 03:01 PM.