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Divide the individual Kit revisions into individual componets


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#1 Reddbane

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Posted 07 November 2016 - 09:15 PM

The only reason I ask this is because some people may like certain thief/bard revisions while preferring the vanilla versions of others.  In my case I would like to use the Assassin and Bounty Hunter revisions, but can't install it because it would break the Swashbuckler, as I use a mod that uses 3.5 style attack progression for all classes; in the case of the thief that means 3/4 thac0 progression for every gained, capping at 5, so that Swashbuckler revision would up with an insanely high base thac0 at level 21, of essentially -5, making a better fighter (to-hit wise) than a fighter.



#2 The Imp

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Posted 07 November 2016 - 11:59 PM

It might be harder to separate the kits to components if they use same resources, and that is very likely to happen at least in this case. Of course there's nothing that says you can't edit the .tp2 file and customize it to make this happen, but that's up to install by install case. This is because you know what you can make the installer skip, and thus you just need to quote out the portions you don't want... with:

/* 
.tp2 code you don't want the installer to have
*/

The thac0 thing can also be easily solved by this too, by just removing 5-15 of the thac0 bonuses from the skill .2da file the mod installs... but try to make that every install wide, and you'll be doing it for forever.

Yes, I have made a mod of separate kit installs from a lot of mods (it only works in the non EE version of the game). But the point, it can be hard to separate an overall tweak into components that don't require each others to install. Or then you'll have to do more seperations. And you'll have to make a chart to inform what the player gets, which might not be the optimal solution either.


Edited by The Imp, 08 November 2016 - 02:15 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.


#3 Reddbane

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Posted 09 November 2016 - 04:56 PM

In the tp2 the kits are all under separate headings and don't appear to be intrinsically tied to each other, and I can just delete the desired text, but by the same logic it would seem to be simple to add the option at each kit.  The only reason I ask is that it makes it harder using big world setup with many, many, mods, having to go back and create a custom install for one or two thief kits.  Not to mention the worries about whether or not this may cause problems, installing the RR components out of order.



#4 The Imp

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Posted 10 November 2016 - 12:29 AM

In the tp2 the kits are all under separate headings and don't appear to be intrinsically tied to each other, and I can just delete the desired text, but by the same logic it would seem to be simple to add the option at each kit. The only reason I ask is that it makes it harder using big world setup with many, many, mods, having to go back and create a custom install for one or two thief kits. Not to mention the worries about whether or not this may cause problems, installing the RR components out of order.
Yeah, but then you would have to separately install the effects and their effected kits... and that's usually too cumbersome to do. Should you know, the kit is not only the ADD_KIT commands editions to the game, but also the .spl changes the same component can do around the ADD_KIT command. And those can effect the vanilla kits too if say you use the same .spl files...

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.