Jump to content


Troubles with KITS in the MEGAMOD


  • Please log in to reply
9 replies to this topic

#1 -Nonolerobot000-

-Nonolerobot000-
  • Guest

Posted 25 May 2008 - 02:13 AM

Aye. Just wondering if anyone knows if i could attempt to install The darkest days kits after the megamod installation. Given that i think these kits are quite cool, i'd like to select them when i create a new character. Therefore, if i do so, will my entire installation be ruined?

Cheers.

#2 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 25 May 2008 - 10:18 AM

Assuming you are talking about the Auto Installer Big World mod thing.

Well, the true trouble is that you can't select but few(original class +nine kits) for every class, thus if you install "The darkest days kits", you have already used all of them and can't select any alternatives. Now, there is a kit uninstaller, for this, but I recommend not to install any of the other kit mods with the Megamod, cause they haven't been consistently checked, that is if you do want to keep a clean working install... But if you really want to try, then go a head.

But for this you'll need to learn how to edit the installer, or do it manually without the other kit mods but the TDD kits.

Deactivated account. The user today is known as The Imp.


#3 -Nonolerobot000-

-Nonolerobot000-
  • Guest

Posted 25 May 2008 - 10:40 AM

Well...

You re right, i forgot to mention that i used the Auto installer Big World Mod.
Actually i didnt installed the kits of The TDD : basically this is not installed with the auto installer. I once made a big world install by hand, and it worked perfectly (almost...), but i didnt have time for this now so i just used the auto installer. It s mentioned in the 5.2 big world Walkthrough that i can install the kits after, but i just dont dare cause i dont want to ruined the whole installation.
So according to you i just shouldnt?

And I KNOW how to edit the installer and to edit manually. I'm not totally dumb but thanks for your support....

(PS: Being french make it a little bit difficult)

#4 chrismarchant

chrismarchant
  • Member
  • 4 posts

Posted 15 December 2008 - 12:59 PM

Well...

You re right, i forgot to mention that i used the Auto installer Big World Mod.
Actually i didnt installed the kits of The TDD : basically this is not installed with the auto installer. I once made a big world install by hand, and it worked perfectly (almost...), but i didnt have time for this now so i just used the auto installer. It s mentioned in the 5.2 big world Walkthrough that i can install the kits after, but i just dont dare cause i dont want to ruined the whole installation.
So according to you i just shouldnt?

And I KNOW how to edit the installer and to edit manually. I'm not totally dumb but thanks for your support....

(PS: Being french make it a little bit difficult)


It states in another thread that if the TDD kits are installed later they don't work. The TDD kits need to be installed with TDD, but I definitely know that the Priest of Sylvanus kit got broken when TDD was changed to Weidu. They have to break a kit that I love. :crying:

#5 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 15 December 2008 - 05:12 PM

I have worked A LOT with TDD kits as they are my favorite. There was a report of one kit (Priest of Sylvanus, a cleric kit) not working and I will find the topic sometime. It is a TDD problem and easy to fix once you installed the kits so if anyone wants to know, PM me.

I had installed the kits after the whole megamod (following BWP version3) and the kits were not working well. I may have had some other things installed that corrupted something but others have installed them late and said they work. Since you are installing after the BIFF, I don't see major frustration if you install them and do some testing with your kit of choice.

use the cheat CLUAConsole:SetCurrentXP("#") and you can set your XP really high to make sure you get the abilities and signatures of each kit. If you have problems, post again or PM me and I can take a look. I usually install my kits before Refinements mod if you have that one. Kits are pretty nasty sometimes

Again, give it a shot and I will help because I fix some of my kit bugs ingame as I refuse to uninstall and reinstall huge mod formats after the last time. :shifty:
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#6 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 15 December 2008 - 07:13 PM

Hoppy, could you look at this report and suggest a fix within the TP2, to either properly restrict the weapon to the kit (or maybe to all of the same class)?

#7 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 15 December 2008 - 11:31 PM

It figures this kit was like one of 5 I didn't bother looking at. It is pretty fucked up.


Item fixed by adding Generalist to the UNUSABLE flag. Kept Evil unusable and kept fighter class (possible dual classes if applicable). Also, kept STR DEX CON and WIS requirements as per the kit description.


The first kit problem is with the CLABFI26.2DA. Level 14 should be GA_SPVIND3 not AP_SPVIND3. Also fixed and attached.

Next problem is the spell SPVIND3 was a spell slot and not innate so it didn't register (F12 button) as well and would not create blade in inventory. Fixed those areas and attached. Also added a BAM (used same BAM as the Vampire Slayer created weapon). It will need to say the description via TP2. "The Death Reaper" would fit OK.

SPVIND2 does not give protection from energy drain as the kit says at level 10.

Attached are the ITM, CLABFI26.2DA and SPL: SPVIND3. The SPVIND2.SPL was not granting Energy Drain protection and needs fixing for the kit.


Attached File  vindicator.rar   729bytes   182 downloads
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#8 Azazello

Azazello

    The Anti-Spammer

  • Staff
  • 1912 posts

Posted 16 December 2008 - 12:45 AM

Hoppy, you are (one of) The Greatest!

Friends, we now have a resident Kit Specialist!

rejoice! rejoice!

Posted Image

#9 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 16 December 2008 - 01:16 AM

Thanks Azazello,

It is good to be a resident something :lol: . Kits are tough but really fun to look at and make work. That was the hardest but as I replied in the older thread, I saw this kit (mainly that spell) was hosed since TDD non Weidu.

Feel free to test some more kits and let me know if some do not work as I have tested most (TDD only so far) but I could have missed an ability or attribute. When I do play my BGT megamod I am using the Vampire Slayer kit and it is very fun. Similar to Vindicator but a little less powerful and a little better than the Undead Hunter.


RE: TP2 placement,

I would assume that substituting the SPVIND3 and the UNDSLAY.ITM in their corresponding folders would be sufficient as the TP2 would just copy in the names/descriptions unless I underestimate TDD installation. The CLABFI26 may need a good look within the TP2 which I will do in a day or two.

Edited by Hoppy, 16 December 2008 - 01:27 AM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#10 Chevalier

Chevalier

    Knight of the Realms

  • Modder
  • 2405 posts

Posted 16 December 2008 - 05:21 AM

Hoppy has my Full Support!!! :Bow: :Bow:

I Ride for the King!


a.k.a. Chev