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Multiclassed Multikit Builder Mod [experimental]


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#401 Lokisenna

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Posted 02 June 2019 - 04:29 PM

Yet another person running into issues using this on a megamod install. However, the file it's running into problems parsing (specifically, appending column-wise during installation) is the Assassin file, clabth01,2da. The install fails whether or not the multikit in question includes assassin, and even if the multiclass doesn't include thief at all (though an example of this is not included in the attached files from this specific install attempt). I've attached the multikit install debug file, the WeiDU log, and the clabth01.2da file. The specific failure message is "Cannot append column-wise because there are 10 lines in clabth01.2da but I was only given 4 things to append."
 
Near as I can tell from the various logs from using NotePad++ to mass-search, the only mods I've got that touch that 2DA file are EET itself (but only to move it), Rogue Rebalancing, and Song and Silence. I no longer have the files but I did at one point, trying to narrow down the source of the bug, do a simple test install of just EET core files, SCS, RR, and S&S, and then successfully built and installed a multikit using Assassin, which rules out an incompatibility between the mods I really want, but does leave me a bit lost.
 
Any help, whether from Crevs Daak or otherwise, would be appreciated.

 

Attached File  Multikit - Failed Install Refs.7z   16.69K   23 downloads


Edited by Lokisenna, 02 June 2019 - 06:01 PM.


#402 The Imp

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Posted 02 June 2019 - 06:32 PM

Ahh, well, I can definitely say, that your error doesn't comew from any of the mentioned mods, but one of the new EE only mods that cheese your thief01.2da file, just a small look at it from Notepad++ can tell you that, it's full off cheese:

2DA V1.0
****
            1           2          ...          40
ABILITY1    GA_SPCL412  ....       ...          ****
ABILITY2    ****        ....       ...          ****
ABILITY3    ****        ....       ...          **** 
ABILITY4    ****        ....       ...          **** 
ABILITY5    ****        ....       ...          ****
ABILITY6    ****        ....       ...          ****
ABILITY     ****        ****       ... AP_D5_DUAFC  AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC

So, it's like it's intentionally made to reallly F's your MMBM. And quick search reveals the mod being in question, is Tweaks Anthology.


Edited by The Imp, 02 June 2019 - 06:41 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#403 Lokisenna

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Posted 03 June 2019 - 12:05 AM

Ahh, well, I can definitely say, that your error doesn't comew from any of the mentioned mods, but one of the new EE only mods that cheese your thief01.2da file, just a small look at it from Notepad++ can tell you that, it's full off cheese:
2DA V1.0
****
            1           2          ...          40
ABILITY1    GA_SPCL412  ....       ...          ****
ABILITY2    ****        ....       ...          ****
ABILITY3    ****        ....       ...          **** 
ABILITY4    ****        ....       ...          **** 
ABILITY5    ****        ....       ...          ****
ABILITY6    ****        ....       ...          ****
ABILITY     ****        ****       ... AP_D5_DUAFC  AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC AP_D5_DUAFC

So, it's like it's intentionally made to reallly F's your MMBM. And quick search reveals the mod being in question, is Tweaks Anthology.

 

Thank you for pointing me in the right direction. Digging around with NearInfinity strongly suggests that this "ability" is pointing at a null, because I can't find it defined anywhere, even though it's referenced, a whole bunch of times, in the druid, mage, priest, and thief clabxx01.2da files.

 

And one test later, the offending item in Tweaks Anthology looks to be the "Enforce PnP Proficiency Rules on Dual-Classed CharactersEnforce PnP Proficiency Rules on Dual-Classed Characters" component. I can't tell how it works, so I'm not sure if the execution here could be improved or if they butted up against an engine limitation, but either way, this is getting axed for now.

 

Thank you again, Herra Mikkola!



#404 Crevs Daak

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Posted 22 June 2019 - 10:26 PM

Having done some tinkering myself to fix the true class fighter bug, I need to know whether in the Character Record screen actually displays the correct kit names in the information section (not the title). The section I'm referring to is as below:
 
Multiclass
 
<Class I Name> : <Level>
Experience: <Experience>
Next Level: <Next Level>
 
<Class II Name> : <Level>
Experience: <Experience>
Next Level: <Next Level>
 
Does the Multikit Multiclass builder actually change this to reflect the correct names? If not, is there any way? I've tried using opcode 290, but that changes the name for both classes so instead of getting
 
Mage: Etc
Experience: Etc
Next Level: Etc
 
Swashbuckler: Etc
Experience: Etc
Next Level: Etc;
 
I get:
 
Swashbuckler: Etc
Experience: Etc
Next Level: Etc
 
Swashbuckler: Etc
Experience: Etc
Next Level: Etc
 
Thanks for your time!

What's the trueclass Fighter bug you're referring to? I don't think I've heard about that.
And the title issue on the record is an EE bug, I think the EE disallows for multi-classes having custom titles. I've never been able to get it to work. Maybe it could work with some UI patching, but I have absolutely no idea how that would be done.

Yeah, I mean the multikit itself runs fine. Giving them 8 Million XP just doesn't net any HLAs. And when you go the other option, selecting custom table, this code thing happens. Which also doesn't give any HLA to the multiclassed multikit characters.

Do you remember what symbolic name you picked for the kit? I don't have any other clues as for what could be causing this.

I've been trying to install this mod for the past couple of days. And i keep running in to the same error.
 
It's a bgee+sod+modmerge large mod install and every time i try and build a f/m/t kid, i get
ERROR: cannot convert __kit2_clasthac_entry or %__kit2_clasthac_entry% to an integer
ERROR: [clasthac.2da] -> [override] Patching Failed (COPY) (Not_found)
 
I've tried with various versions 27.8, 27.10, and 27.11
 

The kit is usually a base fighter/specialist mage/shadow dancer. 

You're using a mod added kit which I don't know how it modifies clasthac.2da, and it's that entry that's failing. I'll look into this anyway.

Hi!
 
I'm having some trouble using this to create a kensai/wild mage/swashbuckler. Kensai/true class mage/swashbuckler works fine. It seems to be the wild mage that causes the problems.
My debug log can be found here. Any and all help would be greatly appreciated.
Thanks!

 Just from what I gather from the .debug, seems to me like your xpbonus.2da is borked, and WeiDU doesn't like it at all. Unless you still have that around I probably won't be able to fix this one.

Hi there guys, having some trouble with kensai/true mage/shadow dancer after a BigWorld Tactics install, you can find the debug here:
https://pastebin.com/S3bmzx56

Log says 7c#ee_multikit.tph is missing, check if your anti-virus didn't eat it for breakfast, otherwise re-download the mod cause that file should be there.

Hi, is this still being supported? I am trying to get an ee megamod install running, ran into an error on this mod specifically. Here is the debug log.attachicon.gifSETUP-M7MULTIKIT.DEBUG
Hey! Thanks for your very promising work! I'm trying to get it installed but I'm running into an error of SPWI975.spl missing. Any idea how to get past that? Thanks in advance for any help, would love to try multiclassing OP kits

There's a scroll in your games (yes, both of you have the very same issue) that contains a reference to an inexistent spell, SPWI975 in this case. It must be a mod both of you installed.
Even if this is a mod-induced error, I'll add a workaround and throw a warning, since failing to install because of this is too tragic.



#405 harrydresden

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Posted 30 June 2019 - 01:23 PM

Hi, I'm very new to modding BG II EE. After hours of research and multiple downloads and reinstalls, I finally managed to get to the point where you choose an AI script, but when I press K, nothing happens. Any ideas and what should I post to assist?

I originally tried downloading the mod through the EE Mod Setup Master, but that version wouldn't generate an AI script for me to choose from. Then, I downloaded the version of the mod on the first page of this topic, not realizing it was outdated and started having issues with installing because it required the G3 fix pack that doesn't install on the EE version of BG II. Then I found and downloaded the 27.11 version and tried that and got as far as the previously mentioned AI Script point. I do have other mods installed through EE Mod Setup Master, and that may have something to do with it.



#406 Crevs Daak

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Posted 22 July 2019 - 07:19 PM

Hi, I'm very new to modding BG II EE. After hours of research and multiple downloads and reinstalls, I finally managed to get to the point where you choose an AI script, but when I press K, nothing happens. Any ideas and what should I post to assist?

I originally tried downloading the mod through the EE Mod Setup Master, but that version wouldn't generate an AI script for me to choose from. Then, I downloaded the version of the mod on the first page of this topic, not realizing it was outdated and started having issues with installing because it required the G3 fix pack that doesn't install on the EE version of BG II. Then I found and downloaded the 27.11 version and tried that and got as far as the previously mentioned AI Script point. I do have other mods installed through EE Mod Setup Master, and that may have something to do with it.

Hello, sorry for not replying earlier, I rarely check SHS. Because of how the EE works, you might not see that much of a change because custom titles don't work for multiclassed characters, which means that even with the multikit your record screen will still read "Fighter/Cleric" or whatever you've picked. Also the script might not have worked, but I'm not going to investigate that for EE games since it's obsolete now.

 

I've been working on this mod today and I think I've probably fixed your issue since I removed the need for the AI script in the EE, since you can pick the multikit at character creation now. It won't show the kit's title past the "pick your kit" screen, but your abilities and such will update correctly.

 

Link to the newest version, 0.28.



#407 Fouinto

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Posted 06 August 2019 - 06:50 AM

Here is a little bug when I try to make a custom HLA.

The message tells me that I have to decrease the HLA table to 24 max but when I have 25 it tells :

The HLA table has 25 entries, and is within the maximum size limit.
You can either enter -1 to finish editing it, or you can continue editing it by entering the number corresponding to the ability you want to remove from, or add back to, the HLA table.

 

I don't know if 25 is OK or not, but I think there is a little error in the test ;)



#408 Jenavee

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Posted 12 September 2019 - 06:39 AM

Windows 10, BG2EE

 

 

 

Is anyone else having problems with v28 of the mod not being able to get past Character Creation with a spec'd mage multikit? I did a Necromancer/Thief and got stuck memorizing spells since it's not recognizing Chill Touch as a Necromancy spell.

 

Also, does anyone know how to get the Script to show up in-game? For the life of me, I can't figure that out. I've created *and* installed the MultiKit. I can see it in-game at Char Selection. Due to above issue, I can't get PAST Char Selection. But I can't get the Script to appear in the list in Records. I don't even know what the script is named.

 

 

EDIT: Turns out, the spell issue was a corrupted BG2 EE install, so neither matters now.


Edited by Jenavee, 16 September 2019 - 08:26 PM.

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