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Multiclassed Multikit Builder Mod [experimental]


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#81 -Guestrequireshelp-

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Posted 20 June 2011 - 01:37 AM

Me again, it works now, however it wasn't the kit specific lu***.2da file, but the LUABRR.2da file (not having it opened anymore so not 100% sure about the name, but i mean the first lu file where all kits are listed and the name of their corresponding hla LU***.2da file behind them, e.g. 'FM0'. Anyway, at the end of this list of kits and their corresponding lu files are the self-created-multi-kits listed. At the place of their corresponding lu file however stands something alike %[some text]%. I have no clue of programming and maybe this is supposed to re-direct to the correct lu files or whatsoever, but it ain't working. I simply checked what lu file belonged to the "original" multi-class then and wrote the according name behind the new created multi-kit. It works now, however it requires this manual editing. If anyone still cares and has a clue of programming, could possibly look into this and fix it. If not, follow my instructions to get it going. (if I should describe more precisely again as I write this now few h later and don't remember exact file names anymore which however I could check when required, just tell here)

#82 Jarno Mikkola

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Posted 20 June 2011 - 08:40 AM

but the LUABRR.2da file (not having it opened anymore so not 100% sure about the name,

It's LUABBR.2da...
Hmm, I would have to see the setup-m7multi.debug's content, to be definite but I am quite sure that something went off with the original kits installation files... or you used the refinements... as the %[some text]% is the variable the mod uses to set the text in the table. Hmm, what letters combination did you put to the kit spesific identifier, when it's asked ?

I've tried both using base multi class HLA tables and new generated ones, won't be able to choose any once i reach the level range either way.

So you were never presented a choise to choose from (ability icon), as that's a little different that that they all would be blocked, which was what I originally though this to be...

Edited by Jarno Mikkola, 20 June 2011 - 08:46 AM.

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#83 -Rebelicious-

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Posted 03 July 2011 - 09:19 PM

Is FlameWing still around? Can we expect an update to this mod (seems it still has some issues?) or is it essentially dead? (please dear god don't be dead :()

#84 -Anonymous-

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Posted 03 July 2011 - 11:30 PM

1) Can this be used to grant NPCs custom Multikits, such as making Jan Jansen into a Bounty Hunter/Illusionist or Aerie into a Conjurer/Cleric? If so, how?
2) Can this be used on Dual-classes, such as making a CHARNAME human Assassin->Wizard Slayer dual-class? If so, how?
3) If so, could that be applied to preexisting NPCs, such as turning Imoen into a Assassin->Wild Mage or Nalia into a Swashbuckler->Enchanter? If so, how?
4) Is this compatible with the mod that would makes BG1 playable under the BG2 rule set? (can it be delicious Montaron Assassin/Berserker or Coran Kensai/Swashbuckler time?).

#85 Zyraen

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Posted 03 July 2011 - 11:45 PM

1) Can this be used to grant NPCs custom Multikits, such as making Jan Jansen into a Bounty Hunter/Illusionist or Aerie into a Conjurer/Cleric? If so, how?
2) Can this be used on Dual-classes, such as making a CHARNAME human Assassin->Wizard Slayer dual-class? If so, how?
3) If so, could that be applied to preexisting NPCs, such as turning Imoen into a Assassin->Wild Mage or Nalia into a Swashbuckler->Enchanter? If so, how?
4) Is this compatible with the mod that would makes BG1 playable under the BG2 rule set? (can it be delicious Montaron Assassin/Berserker or Coran Kensai/Swashbuckler time?).

Actually, it is fairly simple to come up with a simple Script to assign Kits to any class. So you could have a Wizard Slayer / Assassin / Conjurer (from an F/T/M combo). I'm almost certain I can do that fairly easily.

But it would be much harder to create what Flamewing has been doing, which is to take things like Wild Mage and Sorcerer and combine with other classes, to make combinations that are otherwise possible impossible.
Eg. Archer / Cleric is OK but Archer / Mage is not allowed. though there have been work-arounds.

If anyone is interested, I can just try to cobble together a quick Script that should work for all standard, "legal" combos. And maybe with added support for Weimer's Generic Archer kit / any other popular kit. As long as you are playing Baldur's Gate Tutu or anything that lets BG1 run on BG2 ruleset, and can assign a script to Montaron etc when they join you, they should be able to gain the Kits as you desire.

Thoughts?

Edited by Zyraen, 03 July 2011 - 11:53 PM.

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


#86 Jarno Mikkola

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Posted 04 July 2011 - 01:40 AM

1) Can this be used to grant NPCs custom Multikits, such as making Jan Jansen into a Bounty Hunter/Illusionist or Aerie into a Conjurer/Cleric? If so, how?
2) Can this be used on Dual-classes, such as making a CHARNAME human Assassin->Wizard Slayer dual-class? If so, how?
3) If so, could that be applied to preexisting NPCs, such as turning Imoen into a Assassin->Wild Mage or Nalia into a Swashbuckler->Enchanter? If so, how?
4) Is this compatible with the mod that would makes BG1 playable under the BG2 rule set? (can it be delicious Montaron Assassin/Berserker or Coran Kensai/Swashbuckler time?).

1. Yes. just make the multi kits you wish with the program and then assign the made multikit script to the character and wait a while and it should work.
2) No.
3.
4) Yes

3.n, as the game doesn't support from a kit to a kit dual, well you can make the NPC have a kit by installing the Level 1 NPCs mod.

And maybe with added support for Weimer's Generic Archer kit / any other popular kit.
Thoughts?

The Kit.ids file needs to be identical for the .bcs files... and that's bad for the implication of your scripting... so the Flamewings method(.baf->.bcs on install) is really the better one.
If you look, the Wild Mage is just a mage kit, so it's easy, and the Sorcerer combos are quite impossible ...

Now, what comes to the multi class kits, I don't think it's as easy as just assigning them the kits, as I tried it more than once and it worked until the character leveled up, and then the multi class just over wrote the class features, which makes the character go totally bad.
So I would too be interested to know how Flamewing actually does that.

Edited by Jarno Mikkola, 04 July 2011 - 01:46 AM.

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#87 -Anonymous-

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Posted 04 July 2011 - 02:58 AM

[...]

3.n, as the game doesn't support from a kit to a kit dual, well you can make the NPC have a kit by installing the Level 1 NPCs mod.

[...]

Well the game didn't support multi-class kits either, but that was fixed with a mod and a script, so I was just hoping that it could work the same with working around dual-classing. :(

#88 -Anonymous-

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Posted 04 July 2011 - 04:31 AM

I thought that a Dual-class (once you have unlocked your old class) functioned just like a Multiclass, but with one of the classes "locked"?

#89 Zyraen

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Posted 04 July 2011 - 04:33 AM

so the Flamewings method(.baf->.bcs on install) is really the better one.

Actually that's the same thing I will be doing, using Kit.IDS identifiers rather than the actual offset. Its applied in a .D instead, though.

Now, what comes to the multi class kits, I don't think it's as easy as just assigning them the kits, as I tried it more than once and it worked until the character leveled up, and then the multi class just over wrote the class features, which makes the character go totally bad.
So I would too be interested to know how Flamewing actually does that.

I'm trying a different method from yours (and I don't know Flamewing's method), but I'll let you know how it works.
Its basically very simple - you save the original Multi-class combo somewhere, then you set them to a Single Class character, before applying the kit, then after that revert it back. I have to test though, the very least bug I expect (and cannot fix) is if the level slot for level1 and level2 is different, which is probably expected, esp say in a Mage/Thief combo.

Still, I won't be able to verify if it does work as predicted, until I actually test it. I'm about 90% done with the script now, so I'll be reverting by tonight on the results. If it works, I'll just release it as a minimod.

If my script works, it will work for MultiClass AND Dualclass.

PS : I don't see Wildmage as a kit under kit.ids...

Edited by Zyraen, 04 July 2011 - 04:36 AM.

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


#90 -Anonymous-

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Posted 04 July 2011 - 09:35 AM

As I'm setting up BG2 again, I finally found one of the staples in my games, which is the NPC Kitpack (which unfortunately doesn't add a Cleric of Baervar; *hint* *hint*). In reading up on it, I noticed (and subsequently remembered) the Adventurer/Specialist Mage option for Nalia & Imoen.

How did that make multiple kits in a dual-class work? Shouldn't it be possible to do something similar, applied via script? I'm totally and completely ignorant on modding, by the way. Just a thought.

#91 Zyraen

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Posted 04 July 2011 - 10:17 AM

Yeah, I found the command AddSuperKit, so I don't need to do all the switching.

Anyway, you can try installing this and let me know how it goes.
Note that Kit name doesn't remain on the character, but the advantages DO. They also increase when you level up, until you clean off the Kit, of course.

Adding the same kit multiple times will grant multiple bonuses, which is game breaking.
Naturally, the Kits do not alter spells and proficiencies that are already present on your char :)
Its just a simple script that I'm sure a tonne of people have come up with a zillion times before.

Feel free to use, abuse, and feedback.

Attached Files


Edited by Zyraen, 04 July 2011 - 10:18 AM.

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


#92 Zyraen

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Posted 06 July 2011 - 12:45 AM

I think I killed the thread...
Eh, any feedback? does it work as planned?

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


#93 -Rebelicious-

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Posted 06 July 2011 - 02:32 AM

I think I killed the thread...
Eh, any feedback? does it work as planned?

I don't have BG2 installed, so you'll have to answer that yourself. :P

Some question though;
1) Does it work with both Dual- and Multi-classing?
2) Does it work properly if applied on someone who already has one of the kits? For example a Dual-class may start as a Kensai, dual into Rogue, and want the benefits of being an Assassin - does he apply a Kensai/Assassin script or just an Assassin script? Before he regains his Kensai levels or after? Lots on questions and playtesting here, I imagine.
3) Does all bonuses and benefits apply properly? Abilities-only have been doable for a very long time with Shadowkeeper, but there have always been a number of things that have not worked properly, such as if you are a Kensai or a Avenger (restriction of items, etc).
4) Does it show properly? I.e. are you listed as a Berserker/Necromancer/Swashbuckler or whatever?

#94 Jarno Mikkola

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Posted 06 July 2011 - 03:32 AM

Yeah, I found the command AddSuperKit

Yey, I failed again... :wall: :doh:
As apparently when I use your method, I got mine working the way I liked it to, without the MMBM. Thanks... :blush:

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#95 Zyraen

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Posted 06 July 2011 - 03:51 AM

Some question though;
1) Does it work with both Dual- and Multi-classing?
2) Does it work properly if applied on someone who already has one of the kits? For example a Dual-class may start as a Kensai, dual into Rogue, and want the benefits of being an Assassin - does he apply a Kensai/Assassin script or just an Assassin script? Before he regains his Kensai levels or after? Lots on questions and playtesting here, I imagine.
3) Does all bonuses and benefits apply properly? Abilities-only have been doable for a very long time with Shadowkeeper, but there have always been a number of things that have not worked properly, such as if you are a Kensai or a Avenger (restriction of items, etc).
4) Does it show properly? I.e. are you listed as a Berserker/Necromancer/Swashbuckler or whatever?

1) Yes it does
2) Yes. I tried it on an Archer. AddSuperKit rox.
3) Yes, they apply properly. I tried a Thief with multiple Swashbucklers, the Thac0 decreased properly when applied (so I got -2 Thac0 with 1 Kit, and -4 Thac0 with a 2nd Swashbuckler added), and then I level up (with 2 Swashbuckler kits) to the next bonus and it adjusted accordingly. Abilities were tested with Bounty Hunter, you can gain multiple sets of Special Traps but they all add properly. And they all remove properly as well, when you remove the kit. AddSuperKit rox.
4) No it does not. It only shows the latest Kit you applied. The only downside to AddSuperKit.

@Jarno
what is MMBMM?
Edit : lol I figured it out. BTW what do you mean by "I failed again?"

Edited by Zyraen, 06 July 2011 - 03:58 AM.

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


#96 -Anonymous-

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Posted 06 July 2011 - 06:13 AM

4) No it does not. It only shows the latest Kit you applied. The only downside to AddSuperKit.

*groan* Not sure if want... :P

#97 Zyraen

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Posted 06 July 2011 - 08:20 AM

If you just one specific "super" kit you can just go for Reaver LOL.

You get a Fighter, Thief, Mage benefits, but you advance at the speed of a single-classed (not multi-class) Thief. You also get a lot of free Proficiency Points, some 30-40 extra hitpoints, Use Any Item and some Cleric / Druid spells in your Mage Spellbook.

The only downside is lack of Grandmastery, but you can get that with BG2 Tweaks anyway, Grandmastery for All. And of course, its quite meaningless for Roleplay, unless you want to create a party with any sort of mix (ie have a Reaver and 5 Clerics or a Reaver with 5 Tanks, they should still get through ToB fine)

Edited by Zyraen, 06 July 2011 - 08:23 AM.

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


#98 -Anon-

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Posted 08 July 2011 - 10:02 AM

Is Flamewing still MIA?

What version should I run? As I understood it, people are still having some issues...?

#99 Jarno Mikkola

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Posted 08 July 2011 - 11:04 AM

What version should I run? As I understood it, people are still having some issues...?

The one available(0.22), if you install the (G3)BG2Fixpack before it. If you don't, you get to go away without a Multiclassed Multikit character.

@Jarno
Edit : BTW what do you mean by "I failed again?"

Just that I learned something new ... and even as I am happy that I did, I still am not happy about my earlier failure.

Edited by Jarno Mikkola, 08 July 2011 - 11:06 AM.

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#100 -Anon-

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Posted 08 July 2011 - 11:13 AM

[quote name='Jarno Mikkola' date='08 July 2011 - 11:04 AM' timestamp='1310151884' post='518411']
[quote name='Anon' date='08 July 2011 - 09:02 PM' timestamp='1310148157' post='518407']What version should I run? As I understood it, people are still having some issues...?[/quote] The one available(0.22), if you install the (G3)BG2Fixpack before it. If you don't, you get to go away without a Multiclassed Multikit character.

Thanks, I got that. I was just confused by the talk about Zyraen's mod and so on. Running BG2 without FixPack is.. why would someone DO that?