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Multiclassed Multikit Builder Mod [experimental]


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#261 Crevs Daak

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Posted 04 April 2015 - 08:40 AM

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).

I would recommend just installing BG2 Tweaks' Remove XP cap, which extends the level tables up to level 50 and somehow fixes this.

#262 Fouinto

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Posted 05 April 2015 - 12:50 AM

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 :)

#263 The Imp

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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). 
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#264 Crevs Daak

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Posted 05 April 2015 - 08:03 AM

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 :)

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.

#265 Fouinto

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Posted 05 April 2015 - 09:28 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 ...


I am not so sure, and to be true, I won't try this time :)
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 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 :)

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 have not forgotten your advice, That's why I wanted to try it with EET at first ;)

#266 K4thos

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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 Fouinto

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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 K4thos

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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 Fouinto

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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 K4thos

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Posted 06 April 2015 - 04:47 AM

tested with latest build from GitHub. Still there.



#271 Fouinto

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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 Fouinto

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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 Crevs Daak

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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.

But it looks like m7multikit is not compatible with BG2:EE, so it can't be compatible with EET either

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).

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 Fouinto

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Posted 07 April 2015 - 08:43 AM

Thanks guys--maybe not now but I'll fix this for sure ;)
No 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 Crevs Daak

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Posted 11 April 2015 - 09:21 AM


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 :) 


I know, actually I never use the WYSIWYG editor, but it still happens after I fix it in the BBCode form... :S

#276 Bill Bisco

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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 Fouinto

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Posted 17 May 2015 - 12:43 AM

rename a weidu.exe or any setup-something.exe

#278 The Imp

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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 Tallgeese

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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 FlameWing

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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.