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Multiclassed Multikit Builder Mod [experimental]


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#1 FlameWing

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Posted 09 June 2010 - 06:49 PM

This one is tricky. Often I wanted (and saw that I wasn't the only one) to play as a multi-class character with multiple concurrent kits. Naturally, it wasn't possible due to engine limitations, and even though you could use AddKit/AddSuperKit to have a dual-classed dual-kit character, it just isn't the same. Well, this mod comes to change that.

Want to play that Holy Warrior/Wild Mage/Adventurer you always wanted? Or maybe that Anti-Paladin/Necromancer/Assassin? Go ahead and have fun.

There are some kinks still -- the kits cannot be removed normally, as the abilities granted do not 'belong' to the kit (due to the indirection used to filter them); barbarian hit points and thief skill points are not retroactively applied (but work as expected afterwards, or in BGT if you start at level 1), and wild mage spells have to be specifically granted; and multikitted characters with true class mage component still get one extra spells as if he/she were a specialist. The true class and wild mage issues are easily dealt with; and everything else seems to work: you get thief kit abilities when you gain a thief level, fighter kit abilities when you gain a fighter level and, if you have any mage kits that grant abilities based on level, you also gain those when gaining mage levels. (edited)

Also, the kit must be granted in-game; I added code to generate AI scripts to grant them.

I need testers (or people knowledgeable in the innards of the Infinity Engine) to see if using specific.ids like this doesn't break anything. And also to test the TP2 code until it breaks... Instructions are in the readme, and instructions on how to make predefined multikits are in the tp2 and in the tpp; but if you just run it will prompt for details on the kit you want to create. (edit: I see that Auril's Bane mod uses specifics in a similar way to grant 'kits' in IWD1; so it may not be an issue after all. Also, I finished the entire game from BGT with a multikit and found no problems)

How did I come to the idea? Luck: this Sunday I had two random ideas. The first one was a crazy thought of adding a kit to a multiclass. As in, the base class of the kit being a multiclass, instead of being a class. That worked somewhat -- the names, description, usability flags, weapon proficiency column and hla table were all used. But the clab file was completely ignored -- which makes sense, as you don't gain levels in the multiclass, but in the base classes.

At that point, the second idea came in: you still get the abilities from the base classes. Let that sink in for a bit.

I realized that the clabs for the base classes could include the abilities for the kitted multi-class components, if I found something to filter by. I decided to try using specific.ids, and after some furious coding, the attached file is the result.

Edit: attached a new version. I am keeping the 0.23 version, but deleted the 0.22 version.
Changelog:
Spoiler


Warning: I recommend uninstalling all of the multikits before upgrading to the new version. If you copy the file "m7multikit/multikits.tp2" file (or if you avoid overwriting it), it will be silently upgraded and you can keep your existing multikits. I still recommend that you uninstall them before the upgrade, though.

Attached Files


Edited by FlameWing, 27 November 2011 - 12:12 PM.


#2 salomonkane

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Posted 10 June 2010 - 01:34 AM

It Sounds Incredible :woot: ? !


Edit :

I've some problems :


C:\Program Files\Black Isle\BGII - SoA\setup-m7multikit.exe
[./CHITIN.KEY] loaded, 590551 bytes
[./CHITIN.KEY] 182 BIFFs, 41793 resources
[dialog.tlk] loaded, 9807476 bytes
[dialog.tlk] 78729 string entries
[./Autorun.ini] loaded, 1452 bytes
[./baldur.ini] loaded, 3351 bytes
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD1\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD2\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD2\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD3\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD4\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD5\]
[./Keymap.ini] loaded, 5615 bytes
[./Mplaynow.ini] loaded, 230 bytes
[C:\Program Files\Black Isle\BGII - SoA\setup-m7multikit.exe] Using scripting style "BG2"
[dialog.tlk] claims to be writeable.
[dialog.tlk] claims to be a regular file.
Using Language [English]
[English] has 1 top-level TRA files
DRUIDSOR/SETUP-DRUIDSOR.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 1 Installed
ACIDELEM_BETA1.TP2 0 0 Installed
SETUP-ROGUE-SWITCH-REDUCED.TP2 0 0 Installed
SETUP-UNDERREP.TP2 1 0 Installed
SETUP-TACTICS.TP2 0 8 Installed
SETUP-TACTICS.TP2 0 13 Installed
SETUP-TACTICS.TP2 0 14 Installed
SETUP-TACTICS.TP2 0 26 Installed
SETUP-NEJ2V68.TP2 0 1 Installed
CHARMINGROGUEKIT/SETUP-CHARMINGROGUEKIT.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 2 Installed
SETUP-RUN.TP2 0 0 Installed
CHANTELAME/CHANTELAME.TP2 1 0 Installed
SETUP-IMPROVEDANVIL.TP2 0 0 Installed
ERROR: No translation provided for @1300000
Continuing despite error.

Install Component [UNDEFINED STRING: @1300000]?
[I]nstall, or [N]ot Install or [Q]uit?
Installing [UNDEFINED STRING: @1300000]
Stopping installation because of error.

ERROR Installing [UNDEFINED STRING: @1300000], rolling back to previous state
[m7multikit/backup/18/UNSETSTR.18] SET_STRING uninstall info not found
Will uninstall 0 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 18.
Uninstalled 0 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 18.
DRUIDSOR/SETUP-DRUIDSOR.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 1 Installed
ACIDELEM_BETA1.TP2 0 0 Installed
SETUP-ROGUE-SWITCH-REDUCED.TP2 0 0 Installed
SETUP-UNDERREP.TP2 1 0 Installed
SETUP-TACTICS.TP2 0 8 Installed
SETUP-TACTICS.TP2 0 13 Installed
SETUP-TACTICS.TP2 0 14 Installed
SETUP-TACTICS.TP2 0 26 Installed
SETUP-NEJ2V68.TP2 0 1 Installed
CHARMINGROGUEKIT/SETUP-CHARMINGROGUEKIT.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 2 Installed
SETUP-RUN.TP2 0 0 Installed
CHANTELAME/CHANTELAME.TP2 1 0 Installed
SETUP-IMPROVEDANVIL.TP2 0 0 Installed
ERROR: Sys_error("MajuMod/lib/multikit.tpp: No such file or directory")
PLEASE email the file SETUP-M7MULTIKIT.DEBUG to FlameWing
Using Language [English]
[English] has 1 top-level TRA files

Install Component [UNDEFINED STRING: @1300000]?
[I]nstall, or [N]ot Install or [Q]uit? Saving This Log:
DRUIDSOR/SETUP-DRUIDSOR.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 1 Installed
ACIDELEM_BETA1.TP2 0 0 Installed
SETUP-ROGUE-SWITCH-REDUCED.TP2 0 0 Installed
SETUP-UNDERREP.TP2 1 0 Installed
SETUP-TACTICS.TP2 0 8 Installed
SETUP-TACTICS.TP2 0 13 Installed
SETUP-TACTICS.TP2 0 14 Installed
SETUP-TACTICS.TP2 0 26 Installed
SETUP-NEJ2V68.TP2 0 1 Installed
CHARMINGROGUEKIT/SETUP-CHARMINGROGUEKIT.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 2 Installed
SETUP-RUN.TP2 0 0 Installed
CHANTELAME/CHANTELAME.TP2 1 0 Installed
SETUP-IMPROVEDANVIL.TP2 0 0 Installed
[druidsor/languages/english/setup.tra] has 194 translation strings
[RogueSwitch/tra/english/setup.tra] has 22 translation strings
[underrep/french/setup.tra] has 95 translation strings
[tactics2/american/setup.tra] has 46 translation strings
[tactics2/american/ritual.tra] has 34 translation strings
[tactics2/american/ilysetup.tra] has 11 translation strings
[tactics2/american/titles.tra] has 41 translation strings
[Chantelame/English/setup.tra] has 15 translation strings
[ImprovedAnvil/English/setup.tra] has 578 translation strings

NOT INSTALLED DUE TO ERRORS UNDEFINED STRING: @1300000

WeiDU Timings
adding translation strings 0.000
OUTER_INNER_PATCH 0.000
READ_* 0.000
load TLK 0.000
DEFINE_PATCH_MACRO 0.000
DEFINE_ACTION_MACRO 0.000
process_patch2 0.000
DEFINE_PATCH_FUNCTION 0.000
eval_pe 0.000
parsing .log files 0.001
INCLUDE 0.004
tp2 uninstall 0.013
Parsing TPA files 0.015
parsing .tra files 0.023
loading files 0.082
unmarshal KEY 0.122
Parsing TP2 files 0.305
unmarshal TLK 0.392
stuff not covered elsewhere 9.063
TOTAL 10.020


-Thank you for any solutions :D

Edited by salomonkane, 10 June 2010 - 08:14 AM.

Quo Vadis ?

#3 FlameWing

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Posted 10 June 2010 - 08:43 AM

Ah, it figures. The only thing I failed to test -- the translation -- is the thing that is broken. I updated the file in the first post; if you don't want to re-download, then just open the tp2 in a text editor and change the line
LANGUAGE "English" "english" ~m7multikit/english.tra~
into
LANGUAGE "English" "english" ~m7multikit/languages/english.tra~
and it should work.

#4 salomonkane

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Posted 10 June 2010 - 09:28 AM

I've this now : :mellow:

WeiDU v 21700 Log

C:\Program Files\Black Isle\BGII - SoA\setup-m7multikit.exe
[./CHITIN.KEY] loaded, 590551 bytes
[./CHITIN.KEY] 182 BIFFs, 41793 resources
[dialog.tlk] loaded, 9807476 bytes
[dialog.tlk] 78729 string entries
[./Autorun.ini] loaded, 1452 bytes
[./baldur.ini] loaded, 3351 bytes
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD1\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD2\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD2\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD3\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD4\]
Possible HD/CD Path: [C:\Program Files\Black Isle\BGII - SoA\CD5\]
[./Keymap.ini] loaded, 5615 bytes
[./Mplaynow.ini] loaded, 230 bytes
[C:\Program Files\Black Isle\BGII - SoA\setup-m7multikit.exe] Using scripting style "BG2"
[dialog.tlk] claims to be writeable.
[dialog.tlk] claims to be a regular file.
Using Language [English]
[English] has 1 top-level TRA files
[m7multikit/languages/english.tra] has 12 translation strings
DRUIDSOR/SETUP-DRUIDSOR.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 1 Installed
ACIDELEM_BETA1.TP2 0 0 Installed
SETUP-ROGUE-SWITCH-REDUCED.TP2 0 0 Installed
SETUP-UNDERREP.TP2 1 0 Installed
SETUP-TACTICS.TP2 0 8 Installed
SETUP-TACTICS.TP2 0 13 Installed
SETUP-TACTICS.TP2 0 14 Installed
SETUP-TACTICS.TP2 0 26 Installed
SETUP-NEJ2V68.TP2 0 1 Installed
CHARMINGROGUEKIT/SETUP-CHARMINGROGUEKIT.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 2 Installed
SETUP-RUN.TP2 0 0 Installed
CHANTELAME/CHANTELAME.TP2 1 0 Installed
SETUP-IMPROVEDANVIL.TP2 0 0 Installed

Install Component [Multiclass Multikit Builder]?
[I]nstall, or [N]ot Install or [Q]uit?
Installing [Multiclass Multikit Builder]
Stopping installation because of error.

ERROR Installing [Multiclass Multikit Builder], rolling back to previous state
[m7multikit/backup/18/UNSETSTR.18] SET_STRING uninstall info not found
Will uninstall 0 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 18.
Uninstalled 0 files for [M7MULTIKIT/M7MULTIKIT.TP2] component 18.
DRUIDSOR/SETUP-DRUIDSOR.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 0 Installed
SETUP-DRUIDICSORCERERKIT.TP2 0 1 Installed
ACIDELEM_BETA1.TP2 0 0 Installed
SETUP-ROGUE-SWITCH-REDUCED.TP2 0 0 Installed
SETUP-UNDERREP.TP2 1 0 Installed
SETUP-TACTICS.TP2 0 8 Installed
SETUP-TACTICS.TP2 0 13 Installed
SETUP-TACTICS.TP2 0 14 Installed
SETUP-TACTICS.TP2 0 26 Installed
SETUP-NEJ2V68.TP2 0 1 Installed
CHARMINGROGUEKIT/SETUP-CHARMINGROGUEKIT.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 0 Installed
MEGAMODKITS/MEGAMODKITS.TP2 0 2 Installed
SETUP-RUN.TP2 0 0 Installed
CHANTELAME/CHANTELAME.TP2 1 0 Installed
SETUP-IMPROVEDANVIL.TP2 0 0 Installed
ERROR: Sys_error("MajuMod/lib/multikit.tpp: No such file or directory")
PLEASE email the file SETUP-M7MULTIKIT.DEBUG to FlameWing
Using Language [English]
[English] has 1 top-level TRA files
[m7multikit/languages/english.tra] has 12 translation strings

Install Component [Multiclass Multikit Builder]?
[I]nstall, or [N]ot Install or [Q]uit?
Quo Vadis ?

#5 FlameWing

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Posted 10 June 2010 - 10:02 AM

Copy/paste error, sorry -- I removed it from another mod I was using to test. Moreover, the folder in question exists in my system which is why I missed this error... The file in the first post has been fixed and re-uploaded.

#6 salomonkane

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Posted 10 June 2010 - 11:03 AM

Edit :

Successful Installation :)

It's time to create The Kit Of his Dreams and test it in game,

Thank you a lot for your monitoring :D .

P.S. :
For now we can not dual-multi/classed : Bards, Monks and Sorcerer, isn'it ? :mellow:

Edited by salomonkane, 10 June 2010 - 11:03 AM.

Quo Vadis ?

#7 FlameWing

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Posted 10 June 2010 - 12:20 PM

You still can't dual/multi class with any class combination you couldn't in the original game; the mod doesn't change the exe in any way, so it can't do it. Wild Mages and Barbarians are kits of Mage and Fighter, respectively, and their special abilities (wild magic surges, extra HPs, thief skill points per level) are tied to the kit usability flags -- these two are why they can be used in this way.

#8 smoky tune

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Posted 10 June 2010 - 04:30 PM

Whoa, that sounds so refreshing that it even might worth playing and unmodded game onсe more :). And why haven't anybody make something like this before. :doh:
But this is so simple and brilliant idea! (not simple implementation, I suppose).
It offers many new possibilities indeed.
I'm sure many people would like to try it, now or then. I certainly will myself as soon as I have time for that.
Once more, great idea!

#9 salomonkane

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Posted 11 June 2010 - 03:01 AM

Could you tell us precisely how to operate the kit, I am not able, despite the read-me ...

1) Installation/Kits Choice-Ok
2) Activation of I-A-Ok
3) Selection Script-Ok
4) But activation with "k" + click on avatar or portrait : don't work or a message appears in the subtitle : creates a random item :blink:

Thank you :D
Quo Vadis ?

#10 FlameWing

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Posted 11 June 2010 - 09:15 AM

That is odd; there is nothing in there anywhere that should have created an item. For reference, the procedure to use the kit is:
1) Install, create the multikit
2) Create a character with the correct multiclass
3) Select character, customize script to the created script
4) Turn on AI and press 'K'
But in any case: what is the exact message that is being displayed? If you go into the records screen does the title change? Do you gain the innate abilities (if any) from the multikit? And just in case, what kits did you select?

Edit: *bangs head against table* There is a bug in the tpp file which is preventing it from working. I updated the first message with the updated download, sorry for that. I also fixed a bug in the way I was combining kit unusability flags which would affect all kits with identical unusability flags.

Edited by FlameWing, 11 June 2010 - 10:56 AM.


#11 salomonkane

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Posted 11 June 2010 - 07:58 PM

Unbelievable but true :
It's work :

-Evidence in pictures :

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image
Posted Image



Review :

1
the Multikit is enabled access to the inventory is limited

2
the Multikit is disabled elric regains its original multiclass and access to inventory

3
Weapon Proficiencis are defined by the original multi-class ,it may be necessary to use Shadow Keeper to increase in some cases (kensaî) ?

4
The same question arises for spells also defined at the beginning (/necromancer) ?

5
5'
Curiously when pressed on K / L, to enable / disable Multikit it receives more spells


6
a brief discussion

7
The fight begins

8
some tactical-mods are not tender



Conclusion :

My dear I do believe that you were able to respond to an intuition that I had long, allows me to congratulate you on my behalf .

While there are still some issues to be solved, to explain, but I'm sure you will do so in appropriate time ...
The job done is fantastic and you deserve to be in the Hall Of Fame forever

Thank You

And if you have a little time to devote to this topic : DarkSun-Project to answer some questions I wonder about
the art of making a balanced kit, I would be very honored ... :D

Edited by salomonkane, 15 June 2010 - 08:20 AM.

Quo Vadis ?

#12 FlameWing

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Posted 11 June 2010 - 08:36 PM

Glad you got it working! A few comments:

Weapon Proficiencis are defined by the original multi-class ,it may be necessary to use Shadow Keeper to increase in some cases (kensaî) ?

It is defined in a more complicated manner, which I am still thinking on how to improve. Currently, it compares each kit entry to the base class; if they have a different maximum number of stars, the kit value is used, otherwise the multiclass value is used. Any other ideas on how to generate the table are welcome.

The same question arises for spells also defined at the beginning (/necromancer) ?

Hm. I suppose I could add something to delete inappropriate spells. Might slow the multikit creation a bit depending on how I do it.

Curiously when pressed on K / L, to enable / disable Multikit it receives more spells

Ah, yes; that is a known issue (and it is in the readme). The end effects are not being tied to the kit spells, which means they don't get removed if you remove the kit. Result: add the kit multiple times and you get the spells multiple times... this goes for any cumulative bonuses too, as you can attest by looking at your Kensai/Necromancer/Assassin's THAC0 after you play with K/L a few times. I still haven't come up with a good solution, and one may not even be possible :-(

#13 Jarno Mikkola

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Posted 12 June 2010 - 12:43 AM

Curiously when pressed on K / L, to enable / disable Multikit it receives more spells

Ah, yes; that is a known issue (and it is in the readme). The end effects are not being tied to the kit spells, which means they don't get removed if you remove the kit. Result: add the kit multiple times and you get the spells multiple times... this goes for any cumulative bonuses too, as you can attest by looking at your Kensai/Necromancer/Assassin's THAC0 after you play with K/L a few times. I still haven't come up with a good solution, and one may not even be possible :-(

Erhm, if we talk about a script that does something, it can easily use a
SetGlobal("32marksthatspecifyanaction","GLOBAL",x)
and then use this kind of structure
IF
Global("32marksthatspecifyanaction","GLOBAL",y)
... //the rest of this is the character identification and that the K button is pushed. 
THEN
RESPONSE #100
...(action taken)
SetGlobal("32marksthatspecifyanaction","GLOBAL",x)
END
Where the x and y are of course different.

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


#14 FlameWing

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Posted 12 June 2010 - 02:42 AM

Erhm, if we talk about a script that does something, it can easily use a

SetGlobal("32marksthatspecifyanaction","GLOBAL",x)
and then use this kind of structure
IF
Global("32marksthatspecifyanaction","GLOBAL",y)
... //the rest of this is the character identification and that the K button is pushed. 
THEN
RESPONSE #100
...(action taken)
SetGlobal("32marksthatspecifyanaction","GLOBAL",x)
END
Where the x and y are of course different.

Sadly, that would not do anything at all in this case; the scripts in case are of the form
IF
	HotKey(K)
	ActionListEmpty()
THEN
	RESPONSE #100
		ChangeSpecifics(Myself,SPEC_XXXX)
		ActionOverride(Myself,AddKit(XXXX))
END
The script for 'L' is identical except that it sets specifics to NORMAL and kit to TRUE_CLASS. The problem is that the indirection arising from the method causes the AddKit() command not to recognize the abilities as belonging to the kit, and they aren't removed before the kit is applied (or removed). Hence, if you apply the kit multiple times, the abilities all stack together.

Now, it is reasonably easy to add something that forcibly removes the granted innate abilities; the real issue are the stackable effects, which will remain and which can't be removed easily.

Edited by FlameWing, 12 June 2010 - 02:43 AM.


#15 -Max-

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Posted 15 June 2010 - 06:04 AM

Oh, that's unbelievably awesome!

I will reinstall BG2 and try as soon as I'm back home!!

Max

#16 Zyraen

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Posted 15 June 2010 - 06:40 AM

this is some pretty awesome work o.O

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#17 salomonkane

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Posted 15 June 2010 - 10:07 AM

Hello FlameWing :D :

1) I wonder if it is possible to assign the Multikit Builder to NPCs or other charac/avatars (in the case of a Single, Multiplayer, Single / Multiplayer Game) ... ?

2) I noticed that when installing your mod my modkits (from other mods like it : MegaModKits ) was recognized, it would be possible to use with the Multikit Builder ?

3) In the case of other mod using the script like this : Simple Bard/Simple Thief-Script / Avenger's Tweak Pack
or in the case of using the mod switch ( like this : Shohy's Bard Song and Switching (Icewind Mode) & this : The Rogue Class Switching Mod (Bard to Thief and vice versa) and a more general way in which cases can we be afraid of conflict ?

PS Importantly,

Hm. I suppose I could add something to delete inappropriate spells

,I beg you, do not close too many options to give the player more initiative may be either Role-Play or Over-Power ... :D

Thank You :) .

Edited by salomonkane, 15 June 2010 - 10:24 AM.

Quo Vadis ?

#18 FlameWing

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Posted 15 June 2010 - 10:18 AM

I released a new version fixing a couple of bugs (one in the setup, one in-game). Changelog and updated download in the first post.

#19 FlameWing

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Posted 15 June 2010 - 10:32 AM

2) I noticed that when installing your mod my modkits (from other mods like it : MegaModKits ) was recognized, it would be possible to use with the Multikit Builder ?

Aye. The Multikit builder reads up all kits in your kitlist.2da file and filters according to class. So any kits from other mods are fair game (such as the Anti-Paladin I used as an example, which comes from Tactics mod).

As for the other questions: the script only needs to be used once, to grant the multikit; you can then switch to whatever other script you want. It is also per-character: any multiclassed character can have a multikit, just select the script for the character and press 'k'. There may be issues regarding kicking out and asking to rejoin (i.e., multiple abilities), but I haven't tested. Finally, bards cannot have multikits -- you can't have a bard multiclass -- so there is no possibility of conflict with the mods you list.

#20 salomonkane

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Posted 15 June 2010 - 10:55 AM

Thanks, but precisely ^_^ ,

We can build a Multikit only for the main character : Charac ?

... or we could assign several Multikit in the same party that is either :
- in a single player game (with Multikit for NPCs as jaheira, Minsc ...) ?
- or a multiplayer game (with different Multikit for every online gamer) ?
- or in the case of a single player game with characters imported from a multiplayer game (to play with different characters created with the Multikitbuilder) ?

- And if this is not the case is that possible ?

:D

Edited by salomonkane, 15 June 2010 - 11:00 AM.

Quo Vadis ?