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Multiclassed Multikit Builder Mod [experimental]


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#121 Zyraen

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Posted 04 August 2011 - 12:31 PM

Well, trying to fix it proved relatively fruitless. I suppose I can try and write a mod that automatically joins up the CLAB files that you mentioned, and assigns it to a Kit that you want to replace, which must be part of the classes involved.

Naturally, it will only be "blendable" with existing Kits, not custom ones.
I don't know, would there be any interest? seems like a lot of work for a little more reliability than Z#AdKit.

Edit : ugh I suck. "that you mentions" indeed! typo fixed.

Edited by Zyraen, 04 August 2011 - 09:12 PM.

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#122 -korvessa-

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Posted 04 August 2011 - 07:57 PM

Thanks for trying atleast, i started to modify the higher level abilities list aka extra slots of 6 & 7 and 8 spells so
they will add slots to few other levels aswell and added a min level to them so the character "should" be certain level before can access those,
althou bit balancing to make and test does the engine take note of the classes individually with their levels with hla's or not.
So this will give bit more kick even to the normal mages, spec mages will ofc get bit more slots earlier but no matter , and while i'm playing with the lv 50 sets also.

#123 -Rebelicious-

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Posted 06 August 2011 - 05:53 AM

Still checking this thread regularly.
One day.. one day. ;_;

#124 dmxdex

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Posted 01 September 2011 - 09:13 AM

Does anybody get errors when installing this mod?

Error location resource for 'copy'
Resource [SPWIX200.spll not in KEY file:

#125 -anon-

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Posted 16 September 2011 - 07:51 AM

Friendly neighborhood oh-god-why-can't-this-be-finished bump.

#126 Fouinto

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Posted 10 October 2011 - 10:05 AM

Hi,

I have just discover this mod thanks to a post of Jarno in another thread... and... hmmm... how to say that... :Bow: INCREDIBLE :Bow:

#127 Usurper

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Posted 11 October 2011 - 01:25 AM

Hey, I tried to install this on a Tactics install of the BWP and got this error:


ERROR: illegal 2-byte read from offset 144 of 144-byte file ADNOTE.ITM
ERROR: [ADNOTE.ITM] -> [override/ADNOTE.ITM] Patching Failed (COPY) (Failure("ADNOTE.ITM: read out of bounds (GET_OFFSET_ARRAY)"))
Stopping installation because of error.


From what I can see, ADNOTE.ITM is not in ../override/, it must be packed away. I tried exporting it to /override but when it was exported it was 144 bytes, so it still didn't work. I'm not sure how to get this to work.

Says to email SETUP-M7MULTIKIT.DEBUG to FlameWing, but he seems MIA in this thread, so I'll just repost it here:
Spoiler

Edited by Usurper, 11 October 2011 - 01:26 AM.

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#128 Jarno Mikkola

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Posted 11 October 2011 - 03:04 AM

@Usurper, the error...

ERROR: illegal 2-byte read from offset 144 of 114-byte file ADNOTE.ITM

Is typical totally F-ed file form a this kind of install... the file is actually 114 byte long, while it reads in it that it would have at least 144 bytes. The bytes 0x0064 to 0x0072 set this length...
So you better go and --change-log the "adnote.itm" file. #6

Or it could be the result of this: WeiDU v 21700 Log, for I am pretty sure you need to use the latest version of the WeiDU.exe renamed as "setup-m7multikit.exe" to install this mod. As the files before were installed with later than that. #1

# References to my FAQ...

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#129 Usurper

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Posted 11 October 2011 - 07:36 AM

Or it could be the result of this: WeiDU v 21700 Log, for I am pretty sure you need to use the latest version of the WeiDU.exe renamed as "setup-m7multikit.exe" to install this mod. As the files before were installed with later than that. #1

# References to my FAQ...


I followed your FAQ instructions and downloaded an updated Weidu.exe, renamed, it, and ran it. The program proceeded further before hitting another problem:

ERROR locating resource for 'COPY'
Resource [SPWIX200.spl] not found in KEY file:
[./chitin.key]


I checked using NearInfinity, and I could not find a spell named SPWIX200.spl either.

Once again here is the setup-w7multikit.debug

Spoiler


Thanks a lot for your help so far! I know debugging bg2 mods is quite annoying work.

Edited by Usurper, 11 October 2011 - 07:41 AM.

The Monk is always out to keep a wild mage down. But the Weave, she speaks to me. Together we work our collective will on this brittle, cracking world.
Playing the Big World Project Let's Play both here and on the Something Awful forums.

#130 Jarno Mikkola

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Posted 11 October 2011 - 09:56 PM

By the way, if you look at it, those both problems have already been ran into, on page 3... try to --change-log the file with the new "SPWIX200.spl" file... there's probable mod incompatibility... well it the file doesn't exist, it's actually a kit incompatibility. Or you could just replace it with a clerical Dispel Magic spell, or Restoration spell.

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#131 Usurper

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Posted 12 October 2011 - 07:18 AM

Ok, using NearInfinity, I selected a Greater Restoration spell and saved it under the override as SPWIX200.spl. The mod then installed successfully.

And while I appear to be missing some of the files necessary to successfully do a change-log, the change-log script tried to look for things related to the Mur'neth NPC when I ran it on SPWIX200.spl. So I assume the Mur'neth NPC is missing a spell that it should have as a Priest of Ghaundakar or whatever which messes up kit recognition while installing this mod.

Edited by Usurper, 12 October 2011 - 10:08 PM.

The Monk is always out to keep a wild mage down. But the Weave, she speaks to me. Together we work our collective will on this brittle, cracking world.
Playing the Big World Project Let's Play both here and on the Something Awful forums.

#132 FlameWing

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Posted 26 October 2011 - 09:02 AM

Sorry for the very long vanish time; it started with a hard-drive crash that caused me to lose my entire BG2 installation, as well as a lot of data; that was followed by illness, new girlfriend and other things that pretty much tied up all my time since.

I have gone over the documentation for the new versions of WeiDU, and I think I have managed a way to fix the problems with invalid files I saw above; note that, since I still haven't rebuilt my BG2 installation (I need to find out where are my CDs), this is untested -- until I have time to install BG2 again, I will have to rely on third-party reports.

Attached to this post is the trial 0.23 version; I also updated the main post (but kept the old version there, just in case). Again: I don't know if this will work, I can't test.

Moreover, if anyone knows the "correct" way to detect the G3 BG2Fixpack, I would appreciate knowing.

By the way, if anyone can help filling me on any other bugs found while I was "MIA", I would appreciate...

Attached Files



#133 salomonkane

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Posted 31 October 2011 - 09:31 AM

attached to this post is the trial 0.23 version

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#134 Usurper

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Posted 14 November 2011 - 05:34 PM

Wow, great to see you back!
The Monk is always out to keep a wild mage down. But the Weave, she speaks to me. Together we work our collective will on this brittle, cracking world.
Playing the Big World Project Let's Play both here and on the Something Awful forums.

#135 -Test-

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Posted 25 November 2011 - 10:50 AM

Does this also work on Dual-classes? If I want to create a, for example, Human Bounty Hunter/Wild Mage? Or a Human Kensai/Conjurer?

#136 FlameWing

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Posted 25 November 2011 - 01:41 PM

It does not work on dual classes, only on multi classes. You can try Zyraen's kit adding mod for dual classes: start with the kit you want, dual, add the new kit using his script.

I may eventually swipe his idea of using a dialog to add kits for duals (and credit him with it, of course) then extend it to multis; but first, I will find a way to make it more dynamic.

Edit: let me amend this slightly: my way works correctly for dual classes if you apply after your original class is reactivated. If you use before dualing, you may not be able to dual (e.g., for a wild mage, you can't select all spells you need to dual); if done after dualing but before the original class reactivates, you will gain the innate abilities of the class even though you shouldn't. Also, if you are kitted and dual before adding the multikit, you may have double the abilities from the original class.

Moreover, even with Zyraen's version you not only will need TobEx, but you will also need to 'fix' the kit.ids so that these lines:
0x0000 BARBARIAN
0x0000 WILDMAGE
look like this:
0x40000000 BARBARIAN
0x80000000 WILDMAGE
With this, adding Wild Mage or Barbarian kits will work with Zyraen's method for dual classes.

Edited by FlameWing, 25 November 2011 - 04:08 PM.


#137 -Test-

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Posted 25 November 2011 - 05:18 PM

It does not work on dual classes, only on multi classes. You can try Zyraen's kit adding mod for dual classes: start with the kit you want, dual, add the new kit using his script.

I may eventually swipe his idea of using a dialog to add kits for duals (and credit him with it, of course) then extend it to multis; but first, I will find a way to make it more dynamic.

Edit: let me amend this slightly: my way works correctly for dual classes if you apply after your original class is reactivated. If you use before dualing, you may not be able to dual (e.g., for a wild mage, you can't select all spells you need to dual); if done after dualing but before the original class reactivates, you will gain the innate abilities of the class even though you shouldn't. Also, if you are kitted and dual before adding the multikit, you may have double the abilities from the original class.

Well that's all actually all alright, then, because I was thinking mostly in terms of pre-existing characters that have already unlocked their Pre-dual class again, such as making Imoen a Swashbuckler/Wild Mage and having it all display properly. Thanks.

#138 -Anon-

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Posted 25 November 2011 - 10:53 PM

Great to see you back, FlameWing. Reinstalled BG2 just to check out your latest version. Unfortunately, still having the same issue:
Posted Image

Here's the SETUP-M7MULTIKIT.DEBUG:
http://pastebin.com/wFz5cfNF

#139 Jarno Mikkola

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Posted 25 November 2011 - 11:29 PM

...

That's a little too many characters you got there... 8 is optimal, and know that name doesn't get transfered to the game, it's there just to make the kit unique among the game data. So reduce it to "IAWMK" :P and it will install.

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#140 -Anon-

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Posted 26 November 2011 - 07:54 AM

...

That's a little too many characters you got there... 8 is optimal, and know that name doesn't get transfered to the game, it's there just to make the kit unique among the game data. So reduce it to "IAWMK" :P and it will install.

I wish it was that easy. :P