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BGMAIN.EXE meets the tin woodsman


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#61 Bif

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Posted 07 September 2004 - 02:02 AM

Thorium Dragon Posted

1) The ability to manipulate the monk's abilities external to BGMain.exe (i.e. a 2DA file) and create kits for them.

If you only succeed in #1 you'll be my hero.  I think monk kits and monk multiclass/dualclass would go a long way to making that class interesting again. 


I think it's possible without exe-hacking. the difficult part is not giving to the new class the monk abilities (es stunning blow, more attacks, ac bonuses...). the difficult part is giving him the hide/move silently/detect traps abilities and the d8 hit points each level. i think that there are 2 possibilities for this: a ranger kit without spells, but he will lose the detect traps and will incur in a fallen ranger problm if his reputation decreases too much. or a thief kit, without the steal button. for the new monk kit, you should make more kits, with different abilities.

I think i'm going to try to make it. (I'm going to choose the thief version... there are more thing in common). The real problem is that now i must stop playing bg-tutu for some time... :P

if someone is intersted, some time ago i was trying to create a multiclass ranger/paladin with 3rd edition multiclass rules. I stopped because i finally realized the amount of code i must write to do it. but it's doable (only with classes VERY similar).

Edited by Bif, 07 September 2004 - 02:05 AM.

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#62 Bif

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Posted 08 September 2004 - 10:28 AM

it'd very helpful if every kit had its saving throws & thac0 progression, instead of depending on the main class...
"The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Aluando."

#63 Vlasák

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Posted 08 September 2004 - 01:41 PM

it'd very helpful if every kit had its saving throws & thac0 progression, instead of depending on the main class...

You can simulate it via spells in the CLABxxx.2da file assigned to your kit...
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#64 Bif

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Posted 09 September 2004 - 10:27 AM

You can simulate it via spells in the CLABxxx.2da file assigned to your kit...


Thanks, but I know that I can do this way. It's what I did in one of my kits. but it's long and boring, because it must be done for EACH level. if not, the engine resets my modifications at the next level-up...
"The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Aluando."

#65 Thorium Dragon

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Posted 17 September 2004 - 06:15 AM

Another suggestion: the executable can play non-proprietary movie types (.avi) in-game.

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#66 Awake

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Posted 17 September 2004 - 07:18 AM

Off topic, but it was mentioned a little bit. Can i give thaco penalties via the 2da file?
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#67 Kwiat_W

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Posted 17 September 2004 - 08:47 AM

Another suggestion: the executable can play non-proprietary movie types (.avi) in-game.

I think that trying to do that would be only a waste of time, now when we have avi2mve converter.

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#68 Thorium Dragon

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Posted 17 September 2004 - 09:21 AM

Another suggestion: the executable can play non-proprietary movie types (.avi) in-game.

I think that trying to do that would be only a waste of time, now when we have avi2mve converter.

I didn't know about that tool, but I think that's great news that it exists. The IESDP wasn't detailing the .mve file format it so I figured a utility wasn't around.

I'm glad to be wrong. :)

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#69 Galactygon

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Posted 17 September 2004 - 09:29 AM

IIRC, Echon once posted there is an .mve <--> .avi converter sometime somewhere back at TeamBG. I can get him to repost the link here (if he reads this). If not, I can send him a PM.

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#70 Kwiat_W

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Posted 17 September 2004 - 09:36 AM

http://return0.pisem.net/avi2mve.html

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#71 Thorium Dragon

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Posted 17 September 2004 - 09:37 AM

IIRC, Echon once posted there is an .mve <--> .avi converter sometime somewhere back at TeamBG. I can get him to repost the link here (if he reads this). If not, I can send him a PM.

I found it here.

AVI to Interplay MVE converter

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#72 Bif

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Posted 18 September 2004 - 05:09 AM

Off topic, but it was mentioned a little bit. Can i give thaco penalties via the 2da file?


via 2da you can alter the thac0 progression table, but you can edit a class, not a kit, es all the thieves.

Edited by Bif, 18 September 2004 - 05:11 AM.

"The Lord of Murder shall perish, but in his doom he shall spawn a score of mortal progeny. Chaos will be sewn from their passage. So sayeth the wise Aluando."

#73 Andyr

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Posted 18 September 2004 - 05:13 AM

Easier to do it via the CLABXXXX.2DA file for a specific kit.

On another note, Chevar, have you discovered anything yet? :)
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#74 Chevar

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Posted 18 September 2004 - 09:50 AM

Easier to do it via the CLABXXXX.2DA file for a specific kit.

On another note, Chevar, have you discovered anything yet? :)

Oh, sorry I thought I already got into this.. I decided to just start work on my world transition project, and say to heck with sector editing for now..

sector editing takes a lot more attention than my kids will allow.. it'll have to be put on the back burner.
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