Jump to content


Photo

[bg2+tob]preallocated proficiency points at character creation


7 replies to this topic

#1 Cremo

Cremo
  • Members
  • 20 posts
  • Gender:Male
  • Location:Brescia - Italy

Posted 11 July 2011 - 07:42 AM

I would like to have warriors and others being able to use more effectively many weapons since lvl 1, thus, basically, I would like to give them preallocated proficiency points at lvl 1 like the ranger actually does with 2 weapon fighting style (at char creation a ranger already has ** in this style).

Checking the IESDP i've seen that:

1. weaprof.2da sets the maximum number of * that each class can put in each weapon profiency and style.
2. profsmax.2da defines max number of * a char can put in each proficiency points at level 1 vs those he can put in the same at higher levels (with weaprof.2da seeming like a clone of this file ).
3. profs.2da to decise how many proficiency points each class gets at lvl 1 and how many levels they get at extra proficiency point.
4. clasweap.2da concerns old bg1 proficiencies (bows, large swords and so on) so i guess it's no longer used by bg2 (maybe for npcs?).

Yet I've failed to see any mention of tables with preallocated proficiency points.. also I didn't see any special ability for ranger at level 1 aside charm_animal (I checked this since i was beginning to start thinking that maybe it could have been given an innate permanent ability which, as an extended effect, could have had a permanent: stat:proficiency[233].. but it couldn't be the case since, this way, I think the * points would be given when the avatar spawns and not on the character creation window).

anyone can help me out to understand how to replicate this thing with other classes?

Thanks for the attention

#2 lynx

lynx
  • Modders
  • 1832 posts
  • Gender:Male
  • Location:Ljubljana, Slovenija

Posted 11 July 2011 - 08:00 AM

this is hardcoded in the engine. You could try modifing charbase.cre, but then all the classes would get the boni.

GemRB - IE anywhere.
Mages needed! Python tamers needed for iwd2!

Market android version IS NOT SUPPORTED ANYMORE: reported bugs will be ignored!


#3 phordicus

phordicus
  • Members
  • 263 posts
  • Gender:Male

Posted 11 July 2011 - 02:57 PM

Do it the same way you would a kit but including the base class. Edit the CLAB files to have an APplied ability at level 1.
Druid Kit Enhancements 1.0 (requires Dispel Magic Fix, either Taimon or ToBEx)

#4 Cremo

Cremo
  • Members
  • 20 posts
  • Gender:Male
  • Location:Brescia - Italy

Posted 14 July 2011 - 01:09 AM

Thanks for the replys

Charbase editing sounds interesting for certain aspects (since some proficiencies will bec ommon to all in my mod), yet with both DLTCEP and nearinfinity I only find "old" bg1 proficiencies (large sords, missile weapons and so on).
Clab file editing could be usefull too.. but, in this way, i won't be able to let a char choose were to spend extra proficiency points at lvl 1..

Another way could be just providing many prioficnecy points at level 1.. asking the player to put them where my mod guide says except for those you are free to allocate where you want.

#5 Jarno Mikkola

Jarno Mikkola

    The Imp

  • Members
  • 3833 posts
  • Gender:Male
  • Location:The town where the dead haven't keeled over, yet. In Finland.

Posted 15 July 2011 - 12:55 AM

Another way could be just providing many prioficnecy points at level 1.. asking the player to put them where my mod guide says except for those you are free to allocate where you want.

Well, if you do it right, you can make a pre-kit that has effects to the character you have.
Say you want to make a Fighter kit that has 4 points allocated, 2 to long sword and 2 to single handed style, and the usual +4 that are free to allocate where ever... now you make a paladin kit that has the ability to put points to the four( 3, 2 or even 1) spots and no where else ... so when the game starts and the character is made, the player takes this paladin kit, put the points he can to the places you want them to, and as allowed by the sub-kit ... and as the sub-kit then has a spell that summons an invisible creature that switches his base class to a fighter and gives him the fighter kit, and makes him level zero... as the new kit has independent weapon proficiency table, he can assign the new points anywhere he is allowed by the new kits table, he just has the benefits of the previous kit, including the weapons proffs on the .cre file already.

Edited by Jarno Mikkola, 15 July 2011 - 02:35 AM.

Yes... I am probably still editing the post above.
FAQ for the Megamods. Frequently Answered Questions.

It should be ready after dinner yes. :)

Quoted for Demivrgvs 5000th post.

#6 Avenger

Avenger
  • Modders
  • 3406 posts
  • Gender:Male
  • Location:Hungary

Posted 05 August 2011 - 02:09 PM

Thanks for the replys

Charbase editing sounds interesting for certain aspects (since some proficiencies will bec ommon to all in my mod), yet with both DLTCEP and nearinfinity I only find "old" bg1 proficiencies (large sords, missile weapons and so on).
Clab file editing could be usefull too.. but, in this way, i won't be able to let a char choose were to spend extra proficiency points at lvl 1..

Another way could be just providing many prioficnecy points at level 1.. asking the player to put them where my mod guide says except for those you are free to allocate where you want.

New weapon proficiencies are effects. You may try to add effects to charbase, it would be an interesting experiment.

#7 Miloch

Miloch

    Barbarian

  • Modders
  • 4750 posts
  • Gender:Male
  • Location:At Large

Posted 05 August 2011 - 10:17 PM

You could also script this with class/kit triggers in the starting area scripts (e.g. ar0602.bcs for SoA).
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it." -Terry Pratchett

#8 Cremo

Cremo
  • Members
  • 20 posts
  • Gender:Male
  • Location:Brescia - Italy

Posted 26 August 2011 - 12:44 AM

New weapon proficiencies are effects. You may try to add effects to charbase, it would be an interesting experiment.


Interesting.. yet i'm having difficulties locating them.. are they named as "unknown" something?



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users