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#547096 Install HLA's for specific classes only

Posted by F-man on 19 September 2012 - 02:21 PM in Refinements

F-man, thanks for the detailed instructions. Looks like one more relevant file that you missed is lucr0.2da which is the one for multiclass cleric-rangers. I will be trying it this coming weekend and will post results here.

I didn't actually miss that as both rangers and clerics are edited by divine remix, but naturally you can add whatever you want. Just be careful that you don't give ranger/cleric any refinements HLAs that you have prevented from being installed.



#547073 Install HLA's for specific classes only

Posted by F-man on 19 September 2012 - 10:59 AM in Refinements



I was only talking about a quick and dirty edit for my own install :).


Quick-and-dirty method (not tested): Edit refinements/lib/hlab.tpa in Notepad (or similar). Find the blocks, starting around a third of the way down (c.line 380) that give out the actual HLAs to each class. Delete the block applicable to each class (labelled in the file).

Any idea how to handle multiclasses in the same vein? For e.g if I do a multi Fighter-Druid and I've deleted the druid part, I would still like to get the Fighter hla's that this character would have got with vanilla refinements.

I'm not an expert but you can probably do it like this: For Fighter/Druid, open lufd0.2da file in subfolder of refinements mod and find lines for fighter HLAs and Feral Lash (F-D only HLA). Then open file with same name in subfolder of divine remix mod and replace lines for fighter HLAs (all lines it seems) with lines from refinements. Lines that must be copied for F-D are: 1-7,15,17. Remember to correct line indices afterwards.
Other files are lucm0.2da (Cleric/Mage), luct0.2da (Cleric/Thief), lufc0.2da (Fighter/Cleric) and lufmc.2da (Fighter/Mage/Cleric). Use refinements' HLA documentation to see what HLAs whichever multiclass has to see what lines are the right ones. It shouldn't be hard.
In addition to DavidWallace's advice: In hlab.tpa, delete only lines that effect SINGLE class clerics, druids, paladins and rangers. Also make sure that 2da files that I mentioned are not installed with refinements. The simpliest way to do this is by deleting them before installing refinements as it shouldn't cause any errors.



#526698 Chosen of Cyric Encounter

Posted by F-man on 09 November 2011 - 05:01 AM in Rogue Rebalancing

I have to say that one very annoying fact in this encounter is that it happens at the time when a romance partner isn't or, even worse, partners aren't in party. I had were fun time few years ago with Jaheira and Solafein in party... After all, romance partners are usually very critical and experienced members of the party.

EDIT: Just made sure that I didn't tell any spoilers for those that haven't played BGII before...



#526580 Thoughts on Weird Changes

Posted by F-man on 07 November 2011 - 11:36 AM in Mega Mod Help

Why? From what I have read about cursed items in D&D; some of them seem to appear as non-cursed magical items even after magical identification...

Cause they are magical items even after the identifications...
Why, cause they were so in the original game.
Yes, it made the user suspicious, but the items are wearable none the less, and since they have the said effect, why not tell the player...

As I was saying, part of items curse can be that its user won't be able to notice that item is actually cursed until it's too late... and mod's purpose was to change those cursed item's so that they aren't like in the orginal game... :wall:



#526542 Thoughts on Weird Changes

Posted by F-man on 07 November 2011 - 03:17 AM in Mega Mod Help

That's been deliberately changed by the cursed item revision mod. In order to make it more "fun" AND/OR "interesting" the original cursed items were redesigned, by giving them visible bonuses and invisible disadvantages.

Somebody should ask Salk to make the items description to be unidentified one... :P And add the extra info to the identified one... :doh:

Why? From what I have read about cursed items in D&D; some of them seem to appear as non-cursed magical items even after magical identification, so this method is quite suitable. Also the point of the mod was to change cursed items that way and as no-one uses unidentified items that (s)he doesn't already know beforehand, so why bother give cursed items special unidentified descriptions when those just make them even more suspicious.