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Multiclassed Multikit Builder Mod [experimental]


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#161 Fouinto

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Posted 20 April 2012 - 08:54 AM

not compatible with a megamod? I tried it earlier on a big world project installation and it gave me a multikit seemed to work fine. you're just having problems with spell slots?

Well, in fact, I had 2 problems (only tried with warrior / mage / thief) :
  • one at installation when I choose the "True Thief kit" as thief (see logs above),
  • one when playing where the spell slots are wrong (whatever I choose as thief).
But I don't know it has something to do with megamod...

#162 -Snaid1-

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Posted 13 August 2012 - 05:45 PM

I know nobody's posted in a while but is there any chance of making this compatible with the Megamod (BiG world project)? when I try to install the kits I make I get an error about the mod trying to only add 7 columns when there needs to be 9.

#163 Usurper

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Posted 26 August 2012 - 08:58 AM

I have gotten this to work with the Big World Project for everything except HLAs. I've got the same problem as PapySilk reported but I don't understand his fix. What variable should I be replacing to make things work correctly?
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.
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#164 Jarno Mikkola

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Posted 26 August 2012 - 09:13 AM

I have gotten this to work with the Big World Project for everything except HLAs. I've got the same problem as PapySilk reported but I don't understand his fix. What variable should I be replacing to make things work correctly?

Well, open up the LUABBR.2DA file with Notepad(if before using Generalized Biffing) or with NearInfinity... the table should be like this:
...

ASSASIN				 Th0

BOUNTY_HUNTER		   Th0

SWASHBUCKLER			Th1

BLADE				   Ba0

JESTER				  Ba0

SKALD				   Ba0

TOTEMIC_DRUID		   Dr0

SHAPESHIFTER			Dr0

BEAST_FRIEND			Dr0

TALOS				   Cl0

HELM					Cl0

LATHANDER			   Cl0

MONK					Mo0

BARBARIAN			   Fi0

WILDMAGE				Ma0

SORCERER				Ma0

...

"modkit names" 			   "randomvalue"

...

"yourkitname"			   %kitclassluabbr%
So you just go and change the idiot value with something you like...

Edited by Jarno Mikkola, 26 August 2012 - 09:16 AM.

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#165 Usurper

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Posted 26 August 2012 - 03:28 PM

Ok, thanks, I got that part figured out. I do have a followup question though. If I choose during the setup of this multiclass multkit mod to create a custom HLA table based on a combination of the two tables of the two kits I'm using (in this case wild mage / warlock), what abbreviation should I use? If I use "CM0" which is what CLERIC_MAGE uses, I get a normal cleric/mage HLA table. I see in my big world project install that there are some kits with custom HLA table abbreviations, like the kid "WWANTI" gets the "WWANTI" abbreviation, presumably for a custom HLA table. How would I figure out the abbreviation for a custom HLA table that I create?
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.

#166 Jarno Mikkola

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Posted 26 August 2012 - 10:58 PM

Ok, thanks, I got that part figured out. I do have a followup question though. If I choose during the setup of this multiclass multkit mod to create a custom HLA table based on a combination of the two tables of the two kits I'm using (in this case wild mage / warlock), what abbreviation should I use? If I use "CM0" which is what CLERIC_MAGE uses, I get a normal cleric/mage HLA table. I see in my big world project install that there are some kits with custom HLA table abbreviations, like the kid "WWANTI" gets the "WWANTI" abbreviation, presumably for a custom HLA table. How would I figure out the abbreviation for a custom HLA table that I create?

I bet it's lost in the install...make a new one by just opening one, or extract it with Near Infinity and adjust it with the 2da program the community has, or Notepad can also do it if it's extracted and thus open to interface, or in the override. And you get to combine the two tables by hand, and rename it as LU*abbreviation*.
Erhm, you might notice that the problem might be caused by you wanting to combine two custom kits tables in the first place.

Edited by Jarno Mikkola, 26 August 2012 - 11:05 PM.

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#167 Fouinto

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Posted 19 September 2012 - 10:48 AM

Hi,

I've tried your mod but it fails when installing the kit : based on a warrior fighter / mage / thief :

Warrior Fighter : Generic Archer (Tactics Mod)
mage : true class
thief : true class

Here is the log :

Spoiler

What did I wrong ?
[...]

I did some test on a vanilla BG2 game... and I have the same problem.
Test with Fighter/Mage/Thief
I have isolated the script taht seems to make this error : m70a.bs
Spoiler


I think that the problem comes from here (4 kits) but I don't know how to correct this ;)

Edited by Fouinto, 19 September 2012 - 10:50 AM.


#168 Fouinto

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Posted 19 September 2012 - 11:10 AM

And about my second problem :

I've tried your mod but it fails when installing the kit : based on a warriorfighter / mage / thief :

WarriorFighter : Generic Archer (Tactics Mod)
mage : true class
thief : true class

[...]
I tried to apply the script and press K but my spellbook has no more slot for spell !


In multikit.tpp (line 1966) :
  // Special case for true-class mage components.
  ACTION_IF ("%class%" == 1) BEGIN
   OUTER_SPRINT "newabl" ""
   ACTION_IF ("%kit%" STRING_EQUAL_CASE "MAGE") BEGIN
    // True class mage. This spell removes the extra spell per level
    // gained by any kitted mage (even multiclassed kits with a kit
    // not from a mage class).
    OUTER_SPRINT "newabl" "AP_m7tcwiz"

Could it be linked to the fact that I use 2 "true class" in my choice ?

#169 -Clone245-

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Posted 29 November 2012 - 10:26 PM

This mod is pure awesome. Can you made it compatible with Enhanced Edition of BG?

#170 Jarno Mikkola

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Posted 29 November 2012 - 10:50 PM

This mod is pure awesome. Can you made it compatible with Enhanced Edition of BG?

Can it be made, yes... can FlameWing do it, it's a question of time, and if there's even a need to do anything incredible... such as -NOT updating the setup-.exe to the weidu.exe that's compatible with BG:EE...

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#171 -Tsune-

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Posted 25 April 2013 - 02:10 AM

'Cannot append column-wise because there are 9 lines in clabth01.2dabut I was only given 7 things to append

 

Stopping installation because of error

Stopping installation because of error

Stopping installation because of error

Stopping installation because of error

Stopping installation because of error

Stopping installation because of error'

 

That happens with any multikit I try to install. Any idea about what can make it happen?  :huh:

Thanks in advance n.n

 

 



#172 -gurkenheinie-

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Posted 15 June 2013 - 03:18 PM

i just installed ur fantastic mod and i think i got a a bug which i wanna tell u guys.

 

 

 

i createt a mage hunter /wild mage / shadowwalker kit succesfully.....but when i hit k after choosing the script.  he has the 3 new kits which is great but he also gaines 50 levels of experience  , is there anything could be done to prevent this bug ?

 

 

oh and due to the bug  i had the chance to put a lot points in waepons ( 18  i thought it was ) but with my kit i could only put 2 points in each category , is this supposed to be like this cause of the triple class ? or is this a bug too ?



#173 Jad

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Posted 29 July 2013 - 12:54 AM

What do you want to do for high level ability (HLA) tables?
[1] Use the HLA table for the base multiclass.
[2] Generate (and if need edit) a custom table based on the HLA tables of the component kits.


When I choose option 2, how do I actually edit the table? There's no documentation for this in the readme. Where can I find the custom tables and what (program) will I need to edit it?


#174 The Imp

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Posted 29 July 2013 - 05:25 AM

When I choose option 2, how do I actually edit the table? There's no documentation for this in the readme. Where can I find the custom tables and what (program) will I need to edit it?
Well, the file will be at the <gamefolder>/override/ -folder, I have no info on it's name except that it has the .2da ending, I suspect it might have the start or a portion of the start of the custom name you set for the kit... and you can open all the .2da files with Notepad or any other .txt editor. There's also very old and sometimes buggy .2da editor in the community, but with the Notepad you can do all good job at editing the files.

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.


#175 Jad

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Posted 29 July 2013 - 07:16 PM

When I choose option 2, how do I actually edit the table? There's no documentation for this in the readme. Where can I find the custom tables and what (program) will I need to edit it?
Well, the file will be at the <gamefolder>/override/ -folder, I have no info on it's name except that it has the .2da ending, I suspect it might have the start or a portion of the start of the custom name you set for the kit... and you can open all the .2da files with Notepad or any other .txt editor. There's also very old and sometimes buggy .2da editor in the community, but with the Notepad you can do all good job at editing the files.


Thanks, I managed to figure it out now.

 

If any other modding newbies like myself want to set up their own HLA table for their custom multi-class here's a short guide for how I did it:

First, find LUABBR.2da file in your override folder and open it with notepad:

 

Inside you will see a dual-columned list with all the classes on the left side and their index names on the right side. At the bottom of this list will be your custom multi-class. You need to edit that line and replace %kitclassluabbr% with a unique 3 digit index name so that everything lines up with the other classes above yours.

 

After you do that look through the list and find the base multi-class combo that matches your custom multi-class (example: Kensai/Assassin is Fighter/Thief). Take note of its index name for the next step (example: Fighter/Thief is FT0) then go ahead and save the changes you made to this file.

 

Now go back to the override folder and find the 2da file that starts with LU followed by the 3 digit index name you took note of in the last step (example: LUFT0.2da is the Fighter/Thief HLA table). Copy and paste this file then rename it to match your custom multiclasses index name that you set earlier. (example: LUXXX.2da)

 

Your custom multi-class now has it's own HLA table that should match up with it's base multi-class HLA table. If you want to customize it to have the unique HLAs from its base classes, just open the new 2da file you just created and compare it to the 2da files of the base classes which contain the HLAs you want, then copy/paste to merge them. (example: take the first 10 lines from Kensai's HLA table and put them on lines 1-10 of your multi-classes HLA table, then take the first 10 lines of the Asssassin table and put them on lines 11-20 of your multi-classes table.)


Edited by Jad, 29 July 2013 - 08:52 PM.


#176 -Loewenheim-

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Posted 29 August 2013 - 06:27 AM

Hi, is there a possibility of using this mod with Tutu? As far as I can tell, you can't install the BG2 Fixpack in Tutu and hence this mod refuses to install.



#177 The Imp

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Posted 29 August 2013 - 08:32 AM

Hi, is there a possibility of using this mod with Tutu? As far as I can tell, you can't install the BG2 Fixpack in Tutu and hence this mod refuses to install.

Well, the Tutu has it's own fixpack'king which makes the BG2 Fixpack unrequired... you can make this small adjustment to the "m7multikit.tp2" -file with Notepad:

REQUIRE_PREDICATE MOD_IS_INSTALLED ~setup-bg2fixpack.tp2~ 0 @1300036

To be:

/* REQUIRE_PREDICATE MOD_IS_INSTALLED ~setup-bg2fixpack.tp2~ 0 @1300036 */

And then it won't refuse to install, now from there on you are on your own...


Edited by The Imp, 29 August 2013 - 08:39 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.


#178 -Loewenheim-

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Posted 29 August 2013 - 08:35 AM

Thank you for the reply, I will try that.



#179 -Loewenheim-

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Posted 29 August 2013 - 12:13 PM

Unfortunately it doesn't seem to be that simple. When I try to install the mod, it fails with an error message of "ERROR: Failure("resource [SpWi315.spl] not found for 'COPY'")". Judging from the command line output, there is something not right with the file chitin.key.



#180 The Imp

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Posted 29 August 2013 - 12:58 PM

Unfortunately it doesn't seem to be that simple. When I try to install the mod, it fails with an error message of "ERROR: Failure("resource [SpWi315.spl] not found for 'COPY'")". Judging from the command line output, there is something not right with the file chitin.key. 

Edited by The Imp, 29 August 2013 - 01:05 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.