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Discussion: BG2 Kit Creation Series


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#376 cmorgan

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Posted 27 October 2011 - 08:44 PM

Temporarily closed as I have deleted more than ten spammer posts from this thread... trying to slow the accumulated cruft.
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#377 kimmuryiel

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Posted 25 August 2013 - 06:41 PM

how would I restrict a class to a certain alignment (and gender, too, if possible)? Like, say I want to make a kit for a Priestess of Lolth; obviously, she isn't going to be worshipped by the good-natured folk.

#378 Jarno Mikkola

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Posted 25 August 2013 - 07:45 PM

how would I restrict a class to a certain alignment (and gender, too, if possible)? Like, say I want to make a kit for a Priestess of Lolth; obviously, she isn't going to be worshipped by the good-natured folk.

Well you take this line from the kit install tutorial and make it match what you wish in game:
// appended to ALIGNMNT.2da

  ~C!Selune			    0	   0	   0	   1	   0	   0	   1	   1	   0~

Yes... I am probably still editing the post above.
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#379 Lollorian

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Posted 13 October 2013 - 12:59 AM

Since ToBEx no longer restricts ony 255 kits, the code snippet:
WRITE_SHORT 0x244 0 // doesn't change
  WRITE_BYTE  0x246 ~%A#SHAR%~ // the internal name of your kit, surrounded by %
  WRITE_BYTE  0x247 0x40 // doesn't change
will fail for any kits added by ADD_KIT that happen to have a serial number >255 (because BYTEs)

How about changing it to something more dynamic like:
SET x = IDS_OF_SYMBOL(~kit~ ~A#SHAR~) // the internal name of your kit
  SET y = x / 0x10000 // doesn't change
  SET z = x & 0xFFFF // doesn't change
  WRITE_SHORT 0x244 ~%y%~ // doesn't change
  WRITE_SHORT 0x246 ~%z%~ // doesn't change

Preserves the old functionality while allowing kit values >255 :cheers:

EDIT: Wisp provided a much more elegant solution here
WRITE_LONG 0x244 (A#SHAR + 0x4000) << 16 // the internal name of your kit

Edited by Lollorian, 15 October 2013 - 09:56 AM.


#380 Devourer of Tacos

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Posted 01 October 2014 - 09:00 AM

I'm trying to make a knight kit for fighters.  Part of this kit's features include a d12 hit die.  I can't seem to figure out how to change the hit die for a given class in a BGT install.  I looked at how EE did it for the dwarven defender and it appears they did it through two .2da files: hpbbn and hpclass.  The former is similar to other class hp tables; the latter appears to be simply tell the game which hp table to consult for a given class/kit.  I recreated these tables and can get them to install to my override folder, but the game doesn't seem to be referencing them at character creation or level up.  No matter what I've tried, the class only gets a d10 hit die.  Is it possible to change this?  If so, what tables do I need to amend?  

 

The only other work around I've been able to come up with would be to create a custom spl to increase the maximum hp by 2 and then add that to the clab file for the first 9 levels.  Obviously, this second solution seems very hacky and inelegant.  Any help would be appreciated.  



#381 Jarno Mikkola

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Posted 01 October 2014 - 09:44 AM

Is it possible to change this?  If so, what tables do I need to amend?  

 

The only other work around I've been able to come up with would be to create a custom spl to increase the maximum hp by 2 and then add that to the clab file for the first 9 levels.  Obviously, this second solution seems very hacky and inelegant.  Any help would be appreciated.  

Well, no, it's not possible.

The fun thing with the +2 HPs, the original Barbarian has that exact bonus coded in the kit, even though it says that it get's d12 HPs.

The Enhanced Edition has the file the two additional tables just for this operation.


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#382 CamDawg

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Posted 01 October 2014 - 09:53 AM

I'm trying to make a knight kit for fighters.  Part of this kit's features include a d12 hit die.  I can't seem to figure out how to change the hit die for a given class in a BGT install.  I looked at how EE did it for the dwarven defender and it appears they did it through two .2da files: hpbbn and hpclass.  The former is similar to other class hp tables; the latter appears to be simply tell the game which hp table to consult for a given class/kit.  I recreated these tables and can get them to install to my override folder, but the game doesn't seem to be referencing them at character creation or level up.  No matter what I've tried, the class only gets a d10 hit die.  Is it possible to change this?  If so, what tables do I need to amend?  

 

The only other work around I've been able to come up with would be to create a custom spl to increase the maximum hp by 2 and then add that to the clab file for the first 9 levels.  Obviously, this second solution seems very hacky and inelegant.  Any help would be appreciated.  

hpclass only works on an EE game or if the relevant bits of TobEx are installed on BG2. Without either, you'll have to fake it with the +2 hp trick.

 

edit: I take that back. TobEx only externalizes the tables for classes, not kits, so it's EE or +2 hp.


Edited by CamDawg, 01 October 2014 - 10:10 AM.

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#383 Devourer of Tacos

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Posted 01 October 2014 - 03:43 PM

Thanks for the rapid responses!  Looks like I'll just amend the CLAB file then.  

 

I'm also tinkering with the idea for a Hammer of Moradin kit (3.5 Player's Guide to Faerun).  Some quick questions as I start to formulate the kit:

1) Is it possible to allow Dwarves to be paladins or is the racial restriction hard-coded?

2) Is it possible to have more than one racial enemy?  The prestige class gives bonuses against goblins, giants, and drow so I'd like to try to keep this if possible. 

3) Would it even be possible to replicate the throwing and returning warhammer class abilities of the class?  The prestige class allows any warhammer wielded by the hammer of Moradin to have the throwing and returning ability.  Is there a way to do this through creating a custom spell and then adding it to the CLAB file?  



#384 Jarno Mikkola

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Posted 01 October 2014 - 04:16 PM

1...?

1. The racial Charisma penalty is more or less there, as the regular Paladin needs the 17 minimum, it's not something that you would usually do... but I think the ToBEx has this covered.

2. Erhm, not to my knowledge ... but you can try to go around this by applying targeted bonuses to the characters attacks vs. the specific species.

3. Well, you can make a spell that replaces the used item with a magical.... but there's like a 1000 item mods that have different items, do you wish to make the mod account for all of them, individually ? You might be better off by just giving the ability to create a temporary throw-able hammer that get's better when you gain levels.


Edited by Jarno Mikkola, 01 October 2014 - 04:35 PM.

Yes... I am probably still editing the post above.
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It should be ready after dinner yes. :)

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#385 Devourer of Tacos

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Posted 01 October 2014 - 10:28 PM

Looks like I have quite a bit of work ahead of me.  

 

Back to the knight kid mod from above.  So I put in the BGHP+2.spl into the CLAB table, but for some reason it doesn't apply the bonus at first level.  It seems to work fine at every other level.  Does anyone have any ideas about why this would happen?  And if so, how can I get it to read that entry or otherwise fix it?  

 

The only workaround I've come up with would be to put a BGHP+4.spl in the 2nd level ability so that it automatically corrects itself at 2nd level, but obviously that's a very weak solution.    





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