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Kit Tomes for BGT, TuTu & BG:EE

Kit Tome Merchant

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#1 smeagolheart

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Posted 12 May 2013 - 10:33 AM

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File Name: Kit Tomes for BGT, TuTu & BG:EE
File Submitter: smeagolheart
File Submitted: 12 May 2013
File Category: Miscellaneous Released Mods

======================================================================
Kit Tomes for BGT, TuTu & BG:EE v2.01
by Smeagolheart
======================================================================
======================================================================
WHAT IS IT?:
--------------------
This mod adds magical career tomes to the first Baldur's Gate game.  These tomes can add a kit to a PC or NPC character.   
 
Characters can pick up one (1) class kit using a Magic Career Tome.   For example,  a multiclassed elven Fighter/Mage was able to toggle between Fighter/Enchanter or Berserker/Mage  but is not able to become a Berserker/Enchanter.  If that same character was a human who dual classed (instead of multiclass elf), they  would be able to pick the same classes (so Fighter/Enchanter or Berserker/Mage but not Berserker/Enchanter).  These tomes can help create combinations not normally available without using a tool such as Shadowkeeper.  Well, instead of firing up Shadowkeeper, you can accomplish the same in game now.  Gnomish Necromancers?  Mutliclassed Kensai/Cleric?  Oh yeah those are possible.
 
Using a tome will removes the all of active creature's current kits and add the specified kit.  Abilities from any  previous kit are removed if applicable.  Class restrictions do apply for kits. When attempting adding an invalid kit, the existing kit (if any) will be replied; it will be as if nothing happened.  So if you do not qualify for Berserker because you have already taken PIPs in a ranged weapon, for example, nothing would happen if you used the Tome of the Berserker.  Use these tomes with caution until you understand the ramifications, save your game before you use one so the worst thing that could happen is a reload.
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WHY BG1?:
--------------------
When the first Baldur's Gate was created, there were no kits.  In Baldur's Gate 2, characters start out at a later level and can have a kit.  
 
If you began a character without a kit in the first game; they gained the kit somehow by the time of the second game.  This mod aims to give players a means to explain how their characters evolved.  A person can give their PC a story like "I started out as a Fighter out of Candlekeep, then I dual classed to Cleric and I went on this quest where I learned how to be a cleric of Helm."  Boom - Fighter / Cleric of Helm.   
 
The first game already has the famous Stat Tomes that you come across and this mod aims to expand that type of gameplay decision.
 
What about BG2?  The idea of the mod has roots mostly in BG1, where players are developing their characters before they are the seasoned adventurers that start out in BG2.  In the future, these tomes could be incorporated into BG2 if there is demand.  He could be staying in the Copper Coronet for example.  I think it makes more sense to keep this feature available at lower levels in BG1 to prevent too much cheese.   If it's BG2 someone could, right before fighting a boss, change kits to something he hasn't been his whole adventuring career.
 
If you really want this incorporated into BG2 you can use CLUAConsole:CreateCreature("s9panver") and the tome merchant will appear into your SOA or TOB game.
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HOW IS IT IMPLEMENTED?  WHAT ARE THE OPTIONS?:
----------------------------------------------
This mod has two main options.   You can install only the Tome Merchant or Quest Givers which reward the player with Tomes and the Tome Merchant.
 
If you install only the merchant, Panver the Loremaster, he will be found outside of the Friendly Arm Inn.
 
If you install the Quest Givers, Panver is moved to the Elfsong Tavern in Baldur's Gate.  The quest givers reward the player with a tome after completing a short quest.  Quest givers are not designed to offer complex or hugely difficult quests, normally they integrate with existing quests or NPCs, and just offer a different angle on why you are doing that quest.  Quest givers should be easy to spot and are generally located in close proximity of Beregost and adjacent areas.   They normally come in pairs and offer one tome from among the pairs profession as a reward for completing their quest.  There is a Paladin/Cleric pair offering a choice from among paladin or cleric tomes as a reward for example and so on.
 
You can adjust Panver's stock of tomes to either 1, 2, 6, or 0 (if you want him to not sell tomes).  If you set him to offer 0 tomes then the rewards from the quest givers will be the only way to get a tome.
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KNOWN ISSUES 
Bard and Thief tomes may run into problems with Lore points and skill points respectively as most of the classes modify these.   If one were to pick up an Assassin kit after so many straight thief levels, their skill points would not becorrect.  Don't expect the game to be able to retroactively subtract
 skill points.  Panver will sell you these tomes but only if you request to see his special stock.   Thief tomes probably work best on a dual classed 
 character on his/her first level as a thief.  
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======================================================================
To Install (For BG:EE):
At the moment the Weidu installer semi-works with BG:EE
Unzip the mod to your 00766 folder.
Make a backup of your chitin key and your dialog.tlk (lang\en_US) Only in 
English at the moment.
Take your dialog.tlk and place it in your 00766 folder.
Double click the SETUP-kittomes application.
Follow the install instruction from that.
Now that is done place your dialog.tlk file back under your lang\en_US folder
Play the game and enjoy.
 
To Install (For BGT, Tutu):
Unzip the mod to your game folder.
Make a backup of your chitin key and your dialog.tlk
Double click the SETUP-kittomes application.
Follow the install instruction from that.
Play the game and enjoy.
======================================================================
Thanks everyone for the help, especially ulb & Argent77
======================================================================
Version History:
V2.01 6/09/13
-Compatibility fixes for BGEE
-Added Archer Kit
 
V2.00 5/24/13
-Added Barbarian, Wildmage tomes along with Thief and Bard tomes.
-Added quest givers who can reward the PC with tomes as an option at install.
-Major revisions
 
V1.00 5/12/13
First release
======================================================================
forum
http://www.shsforums...-bgt-tutu-bgee/
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download link
http://www.shsforums...-bgt-tutu-bgee/
======================================================================

Click here to download this file

#2 Almateria

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Posted 12 May 2013 - 12:14 PM

L66cBPV.jpg



#3 smeagolheart

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Posted 20 May 2013 - 07:21 PM

I'm working on a major update to this mod.  Here's what will be included.  It will be done "soon" (hopefully this week)
 
Version 2.0 will have:
 
* Added barbarian and wild mage tomes.   
 
* Added Thief and Bard Tomes.  They may not lead to 100% accurate results with skill points and Lore though.  I tested a bard and converted him from plain Bard to Blade; his lore jumped down from 38 to 28 for example, so your mileage may vary.  But hey they are in there if you'd like to use them - feel free.
 
* Added an option to configure how many tomes you want Panver the Loremaster to sell (the tome merchant).   Options are 1, 2, 6, and None.  
 
* Added an option so that Panver starts like version 1, outside the Friendly Arm inn (as per the screenshot above) or 
 
*  I've added Quest givers that reward the player with a tome.   For example there's a Fighter and a Barbarian that need <CHARNAME>'s assistance, they will reward you with your pick of a number of fighter tomes.    If this option is installed Panver will begin in the Elfsong Tavern in Baldur's Gate (and sell 1,2,6 or 0 tomes as per the other option).
 
Quest Givers Info.   All reward the player with choice of 1 Tome from their occupations.   If there are two guys (most of the encounters feature two NPCs) then reward will be only 1 tome from among both NPCs profession.  For example, there is a Paladin and a Cleric NPC.   The player can choose a Paladinic (?) or Cleric tome as a reward and purchase (if Panver sells more than 0 tomes) later addtional tomes if needed once Baldur's Gate city has been unlocked.  There are some minor interjections into these NPCs quests from Bioware NPCs.  Most of these quests are additions to quests or areas you may already visit but now feature a slightly new spin on why you are going there. 
 
Quest Givers Locations.
 
It should not be hard to find these guys, they are designed to be in "easy to find" locations.
1.  Fighter and Barbarian rewarding in Beregost
2.  Druid and Ranger rewarding in Cloakwood Lodge Area.
3.  Cleric and Paladin are outside  Song of the Morning Temple.
4.  Thief and Bard just north of Beregost.
5.  A mage outside of high hedge.
 
coming soon

Edited by smeagolheart, 20 May 2013 - 07:28 PM.


#4 The Imp

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Posted 20 May 2013 - 09:32 PM

But but, what of the SoA... or even the ToB... you could add Panver to say Copper Coronet.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 smeagolheart

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Posted 20 May 2013 - 09:54 PM

@The Imp

 

The idea of the mod to me is has roots mostly in BG1.   For one thing it gives people a reason to play BG1 at all, there is a ton more mod content for BG2, so this is something aimed at Bg1.  

 

The idea is in BG1, a person can develop their character and give their PC a story like "I started out as a Fighter out of Candlekeep, then I dual classed to Cleric and I went on this quest where I learned how to be a cleric of Helm."  Boom - Fighter / Cleric of Helm.   You would have your character development out of the way before the 2nd game begins.  By putting Panver in BG1, it keeps the cheese a bit more limited by restricting the levels available to mess around with and requires you to accept the decision for the entirety of the second game. 

 

So you start the 2nd game as a worldly adventurer ready to take on bigger challenges.  

 

Also, while I do like to min/max somewhat I don't think it would be fun to get to level 30 in one class and dual class and get a kit in one of your classes or even more cheesily use a tome to become a kensai right before the boss fight after playing the rest of the entire game as a vanilla fighter which would totally be done using this mod.  

 

I suppose I could add an option to put him in the Copper Coronet.  If there's demand..   I don't want to restrict how people want to play.  You can always can clua him into your SOA or TOB as well :)    Anyway, you see the decision wasn't just arbitrary :D


Edited by smeagolheart, 21 May 2013 - 08:01 AM.


#6 smeagolheart

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Posted 24 May 2013 - 05:16 PM

updated to version 2.0.   Now with quests!   Please report any bugs you may find here, or any feedback for the mod.   Enjoy!  

 

 

 

New features in this version
 
* Added Barbarian, Wildmage tomes along with Thief and Bard tomes.
 
* This mod now has two main options.   You can install only the Tome Merchant or Quest Givers which reward the player with Tomes and the Tome Merchant.   If you install only the merchant, Panver the Loremaster, he will be found outside of the Friendly Arm Inn.  
 
* If you install the Quest Givers, Panver is moved to the Elfsong Tavern in Baldur's Gate.  The quest givers reward the player with a tome after completing a short quest.  Quest givers are not designed to offer complex or hugely difficult quests, normally they integrate with existing quests or NPCs, and just offer a different angle on why you are doing that quest.  Quest givers should be easy to spot and are generally located in close proximity of Beregost and adjacent areas.   They normally come in pairs and offer one tome from among the pairs profession as a reward for completing their quest.  There is a Paladin/Cleric pair offering a choice from among paladin or cleric tomes as a reward for example and so on.  
 
* You can also now adjust Panver's stock of tomes to either 1, 2, 6, or 0 (if you want him to not sell tomes).  If you set him to offer 0 tomes then the rewards from the quest givers will be the only way to get a tome.

Edited by smeagolheart, 24 May 2013 - 05:17 PM.


#7 smeagolheart

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Posted 09 June 2013 - 03:32 PM

Updated to v2.01

 

V2.01 6/09/13
-Compatibility fixes for BGEE
-Added Archer Kit
 
download link in the first post..   Please report any bugs here or http://forum.baldurs...9/mod-kit-tomes


#8 Leonardo Watson

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Posted 20 July 2013 - 10:06 AM

Kit Tomes v2 cannot be installed because of an error:
 
Compiling 12 dialogue files ...
ERROR: [override/AR0015.tis] has size 26849304: TOO BIG FOR WEIDU (max 16777211)
ERROR: error loading [override/AR0015.tis]
ERROR: compiling [override/AR0015.tis]!
Stopping installation because of error.
 
This was already reported here
 
I just tried it out and got exactly the same error. On the very spot v1 installed fine without any error.
I don't know what's the reason for this. But one thing is strange: When Kittomes loads the files from the kittomes/dlg folder it also begins to load each and every file from the override folder.

Attached Files



#9 The Imp

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Posted 20 July 2013 - 11:11 AM

The above comes from the fact that the weidu.exe just can't handle files bigger than the 16MB's... the real failure comes from this:

COMPILE EVALUATE_BUFFER ~kittomes/dlg~ ~override~

As that probably explodes for one reason or another... Why the files can't just be compiled one at a time is a mystery to me.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#10 Wisp

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Posted 20 July 2013 - 02:36 PM

The above comes from the fact that the weidu.exe just can't handle files bigger than the 16MB's... the real failure comes from this:
COMPILE EVALUATE_BUFFER ~kittomes/dlg~ ~override~

As that probably explodes for one reason or another... Why the files can't just be compiled one at a time is a mystery to me.

COMPILE foo override compiles foo AND the override. You don't specify the destination with COMPILE.


Edited by Wisp, 20 July 2013 - 02:37 PM.


#11 The champ

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Posted 25 October 2013 - 01:55 PM

Hello guys i'am italian player :), can you explain me how i can install the mods for BGEE? I read that the files go in 00766 folder but in my bgee installer there isn't. Can you explain me step by step how i can do plaese?



#12 -Thomas-

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Posted 06 April 2014 - 05:48 AM

Heya.

Wonderful mod, and with this I can finally make Kivan into an Archer :D

Only thing I wonder about is the location for Ranger/Druids.

It should not be hard to find these guys, they are designed to be in "easy to find" locations.
1.  Fighter and Barbarian rewarding in Beregost
2.  Druid and Ranger rewarding in Cloakwood Lodge Area.
3.  Cleric and Paladin are outside  Song of the Morning Temple.
4.  Thief and Bard just north of Beregost.
5.  A mage outside of high hedge.

All the other class questgivers can be found more or less right off the bat, but the Cloakwood Lodge Area can't be accessed until chapter 4 if I'm not mistaken. After both Nashkal Mines AND the Bandit Camp. Why the huge difference in avaliability?

It would've been nice to get them before those areas, but that's my two cents.



#13 The Imp

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Posted 06 April 2014 - 06:04 AM

Heya. but the Cloakwood Lodge Area can't be accessed until chapter 4 if I'm not mistaken. After both Nashkal Mines AND the Bandit Camp. Why the huge difference in avaliability?

There's a tweak mods(one was in SCS didn't check if it still there, but another one is in BG2 Tweaks) for allowing access to all the other areas except the mine(well it's access) itself.


Edited by The Imp, 06 April 2014 - 06:05 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#14 -hormalakh-

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Posted 02 November 2014 - 07:45 AM

So anyone ever figure out the kit tomes error? How can I install this mod without getting that error?



#15 -hormalakh-

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Posted 02 November 2014 - 07:57 AM

More specifically the AR000015 overwrite error.



#16 smeagolheart

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Posted 18 November 2014 - 01:16 PM

I'm updating this to working condition with support for IWDEE as well.  Assuming it works.   I haven't touched this in forever since there was a bug in BGEE series with kits, I guess I'll see if that is fixed now or not


Edited by smeagolheart, 18 November 2014 - 01:27 PM.


#17 The Imp

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Posted 18 November 2014 - 01:57 PM

I'm updating this to working condition with support for IWDEE as well.  Assuming it works.   I haven't touched this in forever since there was a bug in BGEE series with kits, I guess I'll see if that is fixed now or not
Goood... so any chance "you could add Panver to say Copper Coronet" (in BGT's BG2 portion)? ... while you are at it ... :devil:

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#18 smeagolheart

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Posted 18 November 2014 - 08:11 PM

I'm updating this to working condition with support for IWDEE as well.  Assuming it works.   I haven't touched this in forever since there was a bug in BGEE series with kits, I guess I'll see if that is fixed now or not
Goood... so any chance "you could add Panver to say Copper Coronet" (in BGT's BG2 portion)? ... while you are at it ... :devil:

 

Yes,  I've got it working with BGEE - sorta.  Well it installs and the first few books seem to be working but most are not.

 

I guess I'll have it where Panver is added either to the FAI, the Copper Coronet (it's pretty packed in there maybe I'll have to stick him in the Lotus room), and somewhere in Kuldahar in IWD



#19 The Imp

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Posted 17 March 2015 - 02:04 AM

@ALIEN: the fact that the file is bigger than what weidu.exe can handle is not really the problem, but why it's copying the file is, see:

BG:EE install detected -- Good,
Copying 1 file ...             
[kittomes/EFF/S9SPWI01.EFF] loaded, 272 bytes
Copied [kittomes/EFF/S9SPWI01.EFF] to [override/S9SPWI01.EFF] ---goooood
Copying 1 file ...
[kittomes/CRE/S9KTAdd.cre] loaded, 2120 bytes
Copied [kittomes/CRE/S9KTAdd.cre] to [override/S9KTAdd.cre]
Compiling 1 script ...
[./override/TRIGGER.IDS] loaded, 8027 bytes
[./override/ACTION.IDS] loaded, 13499 bytes
[./override/KIT.IDS] loaded, 1386 bytes
BIFF may be in hard-drive CD-path [./lang/pl_pl/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/DEFAULT.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/DEFAULT.BIF]
[./DATA/DEFAULT.BIF] 6201616 bytes, 522 files, 0 tilesets
Processing 2 dialogues/scripts ...
Compiling 12 dialogue files ...
[kittomes/dlg/s9Butler.d] loaded, 5844 bytes
[kittomes/dlg/s9durin.d] loaded, 5533 bytes
[kittomes/dlg/s9jamdak.d] loaded, 10340 bytes
BIFF may be in hard-drive CD-path [./lang/pl_pl/DATA/SCRIPTS.BIF]
BIFF may be in hard-drive CD-path [./lang/en_us/DATA/SCRIPTS.BIF]
BIFF may be in hard-drive CD-path [./cache/DATA/SCRIPTS.BIF]
[./DATA/SCRIPTS.BIF] 5541436 bytes, 1008 files, 0 tilesets
[kittomes/dlg/s9kevian.d] loaded, 1254 bytes
[kittomes/dlg/s9ktINTs.d] loaded, 3984 bytes
[kittomes/dlg/s9magsti.d] loaded, 5988 bytes
[kittomes/dlg/s9Martha.d] loaded, 7500 bytes
[kittomes/dlg/s9Oti.d] loaded, 1362 bytes
[kittomes/dlg/s9Panver.d] loaded, 3916 bytes
[kittomes/dlg/s9vicgol.d] loaded, 1592 bytes
[kittomes/dlg/s9walori.d] loaded, 7908 bytes
[./override/STATE.IDS] loaded, 1611 bytes
[kittomes/dlg/s9zankas.d] loaded, 814 bytes  -----good up until this point..
[override/25STWEAP.2DA] loaded, 25699 bytes ----What is it doing now ?
[override/A#FDRU.bcs] loaded, 2394 bytes ---erhm
[override/A#FDRU.CRE] loaded, 3276 bytes ---ahh
[override/A#FDRU.dlg] loaded, 930 bytes ----- ouh god, it's copying EVERYTHING in the override folder TEH override folder, BAD BAD mod !

@smeagolheart:

OK, found it... I think, see this:

//Dialogues
COMPILE EVALUATE_BUFFER ~kittomes/dlg~ ~override~

Is good, until it begins to evaluating and compiling the whole override folder. :devil:

So change it to:

//Dialogues
COMPILE EVALUATE_BUFFER ~kittomes/dlg~

And it should be good, cause the command doesn't need into target folder, as the override folder is assumed by the command.


Edited by The Imp, 17 March 2015 - 04:11 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#20 CroMagnon

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Posted 26 March 2015 - 04:27 AM

OK, found it... I think, see this:

//Dialogues
COMPILE EVALUATE_BUFFER ~kittomes/dlg~ ~override~

Is good, until it begins to evaluating and compiling the whole override folder. :devil:

So change it to:

//Dialogues
COMPILE EVALUATE_BUFFER ~kittomes/dlg~

And it should be good, cause the command doesn't need into target folder, as the override folder is assumed by the command.

 

What file are you referring to which needs to be edited? I ran into this error yesterday and would like to fix it myself. Better yet, can I install this mod alone after a BWS install, or would that tempt issues with it being loaded out of order?