Bloody hell...
I don't understand it anymore...
1/ I copied the spells into the override folder with NI
2/ I changed the spells into 'Innate Abilities'
3/ I changed the CLAB file so the names are the ones I created in the override folder
But still no buttons when I level up :s
My current question is:
Do you have to tell the game somehow that those files are in the override folder? Or does it automatically checks there when it can't find them?
I'll put the CLAB file and one of the SPL-files with this post...
If anyone can point me out what is wrong, cause I'm clearly missing it :s
(I had to rename the clab file... just remove the .doc at the end)
Sven1982
Member Since 24 Jul 2005Offline Last Active Apr 14 2009 10:51 AM
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In Topic: How to change a kit for a Joinable NPC
19 September 2005 - 12:21 PM
In Topic: How to change a kit for a Joinable NPC
18 September 2005 - 07:41 AM
Yeah, I found that the difference between the spells and the ability was a simple type (the were Wizard (1) and they should be Innate (4) I guess... well that is the only difference I detect between the TS files and the core files...)
But now it seems that BGT (or other mods I installed), already have created those SPIN*** files... So I'm simply going to use another name for those so that I can clearly remove them later on
And the question is not whether I will succeed or not, but when I will succeed...
Just like in my job: Failure is not an option
And that IESDP stuff seems useful but awfully big too
But now it seems that BGT (or other mods I installed), already have created those SPIN*** files... So I'm simply going to use another name for those so that I can clearly remove them later on

And the question is not whether I will succeed or not, but when I will succeed...
Just like in my job: Failure is not an option

And that IESDP stuff seems useful but awfully big too

In Topic: How to change a kit for a Joinable NPC
18 September 2005 - 06:18 AM
Edit3:
Nope, changing the CLAB-codes does not works... Probably because they are listed as spells, and not as abilities I guess... On to my next attempt...
Nope, changing the CLAB-codes does not works... Probably because they are listed as spells, and not as abilities I guess... On to my next attempt...
In Topic: How to change a kit for a Joinable NPC
18 September 2005 - 04:35 AM
I did start a new game...
It's very strange, because in the CLAB file says it for lvl 1
2DA V1.0
****
1
ABILITY1 AP_SPCL817
ABILITY2 GA_SPCL412
ABILITY3 ****
ABILITY4 GA_SPIN162
ABILITY5 ****
ABILITY6 ****
Now if I'm not mistaken the GA_SPCL412 is the trap ability, and that is the only one I get (as in normal thief classes)
The other ones don't show up :s
Are those ability markers standard ones, or have they to be implemented also in the weidu install (in some 2da file?)
Edit:
I tried to search those terms in NI, but with no results... which I find very odd, since the set trap ability was found (I checked the different CLABTH** files and the GA_SPCL412 ability was listed in the base thief class (01), with no other abilities added... And a search in the SPL directory gave me the Set Snare ability
Edit2:
Problem partially solved
Looks like BP changed the spell numbers :s, so I'll have to use the BGT-weidu number on this one... easily solved
But on the SPCL*** - stuff I keep getting "No such index" stuff... The files is availiable, but no description/effects ?!?
Can anyone explain me what those CL***- actually do? the SPIN are spells, but what are the SPCL?
From the description of the Charming Rogue kit, it appears that at least one of those SPCL*** is an increase in movement speed...
Oh, and another question what is the difference between the GA_**** and the AP_****?
It's very strange, because in the CLAB file says it for lvl 1
2DA V1.0
****
1
ABILITY1 AP_SPCL817
ABILITY2 GA_SPCL412
ABILITY3 ****
ABILITY4 GA_SPIN162
ABILITY5 ****
ABILITY6 ****
Now if I'm not mistaken the GA_SPCL412 is the trap ability, and that is the only one I get (as in normal thief classes)
The other ones don't show up :s
Are those ability markers standard ones, or have they to be implemented also in the weidu install (in some 2da file?)
Edit:
I tried to search those terms in NI, but with no results... which I find very odd, since the set trap ability was found (I checked the different CLABTH** files and the GA_SPCL412 ability was listed in the base thief class (01), with no other abilities added... And a search in the SPL directory gave me the Set Snare ability
Edit2:
Problem partially solved

Looks like BP changed the spell numbers :s, so I'll have to use the BGT-weidu number on this one... easily solved

But on the SPCL*** - stuff I keep getting "No such index" stuff... The files is availiable, but no description/effects ?!?
Can anyone explain me what those CL***- actually do? the SPIN are spells, but what are the SPCL?
From the description of the Charming Rogue kit, it appears that at least one of those SPCL*** is an increase in movement speed...
Oh, and another question what is the difference between the GA_**** and the AP_****?
In Topic: How to change a kit for a Joinable NPC
17 September 2005 - 11:50 AM
Another 2 questions (I'm a nag indeed
)
1/ I have succesfully changed the classes of all characters, but for some reason, they don't seem to get their adequate bonuses for the levels they are (my charming rogue didn't get the additional spells)...
Any ideas how this might come?
2/ If I recall correctly, I think that Jaheira (as a Druid/Fighter) had a kit in the druid department (Justifier). However I thought it was not possible to add kits to a multiclass?!?
Is it possible to add an kit to (at least part of) a multiclass? And of course, how could it be done?

1/ I have succesfully changed the classes of all characters, but for some reason, they don't seem to get their adequate bonuses for the levels they are (my charming rogue didn't get the additional spells)...
Any ideas how this might come?
2/ If I recall correctly, I think that Jaheira (as a Druid/Fighter) had a kit in the druid department (Justifier). However I thought it was not possible to add kits to a multiclass?!?
Is it possible to add an kit to (at least part of) a multiclass? And of course, how could it be done?
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