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Jkeion

Member Since 17 Jan 2013
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Posts I've Made

In Topic: [MOD] Sun Soul Monk kit

25 January 2013 - 04:15 AM

Updated!

 

Ended up actually making 5 boots. Tried to stagger the prices of the boots to be appropriate to their bonuses. 
Did some things with the TP2 to make it more friendly with Sword and Fist, although without BG2 with me at the moment, I can't test it.


In Topic: [MOD] Sun Soul Monk kit

22 January 2013 - 01:57 PM

Oh yeah, that I know. Which is why I probably will end up with just five boots.


In Topic: [MOD] Sun Soul Monk kit

22 January 2013 - 06:05 AM

As of now I'm still working on creating an item and script to apply the kit in game without using a save editor, as well as cleaning up any code to ensure its compatible with future Megamods (Sword and Fist, I'm looking at you). Any additional items I have no idea about (not really playing tabletop myself, and having only a distant memory of Neverwinter Nights 2).

Boots of the Sun Soul should be relatively easy though. It's just a +5 armor class boots right? I remember NWN2 having them from +1-+5. GameBanshee is telling me that the higher level ones in NWN1 come with DEX bonuses, so I could just make five different pairs of boots.

 

[knowing me and my propensity to play with new toys I find, I would probably use the Item: Casts Spell on Contingency effect to make one pair of boots that increase their boosts with level. Casts a nameless spell every round when equipped that increases AC, with a DEX bonus at higher levels, all lasting for 7 seconds]


In Topic: [MOD] Sun Soul Monk kit

21 January 2013 - 08:34 PM

The main problem (if I recall correctly) was the skill requesting to use a resource that wasn't there. Either a BAM or a VVC that I misspelled or I realized came from a mod that I installed and wasn't native to BG EE. I substituted it to one that would kind of fit, and it should be fixed (tell me if there are any issues).


In Topic: [MOD] Sun Soul Monk kit

17 January 2013 - 03:23 PM

While the actual kit can be installed in non-BGEE installs, you won't be able to select it (I believe it's a hardcoded thing).
There's a dirty way to go around that issue by making the kit appear else where and then just using a spell to summon a creature that orders the character to change class kit etc... so it's doable, but less than optimal. Hmm, a Monk kit... :)

Hmm...Didn't think about that method. I'll look into it.