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Hidden Kits + BGT Weidu + TDD + Worldmap


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#1 -Illustair-

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Posted 19 February 2011 - 06:57 AM

How well will this mod work when added after BGT-weidu and The Darkest Day? I'm seriously interested in these so-called hidden kits, all of which are mage-oriented.

#2 Jarno Mikkola

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Posted 19 February 2011 - 08:30 AM

How well will this mod work when added after BGT-weidu and The Darkest Day? I'm seriously interested in these so-called hidden kits, all of which are mage-oriented.

It should work with every one of those... as long as you install the latest versions and the G3 BG2Fixpack... in this order:
The ToB patch,
BG2Fixpack,
TDD(the worldmap mods folder should be extracted to the game folder, at least in one of the past versions),
BGT-WeiDU
Hidden kits
Worldmap mod.
Cerberus v1.05, MegaModKits v1.01L, iiSpellSystemAdjustments v7.1; mods by Jarno Mikkola the Imp. FAQ for the Megamods. The Frequently Answered Questions.
BWS - Standard = not imba items spells or cheats. Tactical = AI hardly stupid = stupid hard. Expert = broke.
In case the BG2 game crashes post the content of your baldur.err file. To get it to record stuff, open up the 'baldur.ini' in your game folder with Notepad, and under the [Program Options] section in the file, make a new line and type in 'Logging On=1' (without the '' quotes, unless the line is already there)... Save the file and exit. Now go back into the game and try to reproduce the crash. Then look in your game folder again for the Baldur.err file and open it with the Notepad to analyze its contents, or let us do it.
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#3 -Illustair-

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Posted 19 February 2011 - 04:11 PM

Your dedication to help other people here is admirable, thanks Jarno.

It wouldn't ruin the game should I install this after Worldmap mod I hope as there are no additional locations involved. I'm more than willing to start all over again for this mod and the Level 1 NPCs mod.

#4 Jarno Mikkola

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Posted 24 February 2011 - 02:22 AM

It wouldn't ruin the game should I install this after Worldmap mod I hope as there are no additional locations involved.

No it shouldn't, as the two mods change different files... I really don't actually have a reason for the above order(except the few needed ones).

And you are welcome... I try to help others, so I would have someone to help me if I run into problems, later, and helping people actually helps me too.

Edited by Jarno Mikkola, 24 February 2011 - 02:24 AM.

Cerberus v1.05, MegaModKits v1.01L, iiSpellSystemAdjustments v7.1; mods by Jarno Mikkola the Imp. FAQ for the Megamods. The Frequently Answered Questions.
BWS - Standard = not imba items spells or cheats. Tactical = AI hardly stupid = stupid hard. Expert = broke.
In case the BG2 game crashes post the content of your baldur.err file. To get it to record stuff, open up the 'baldur.ini' in your game folder with Notepad, and under the [Program Options] section in the file, make a new line and type in 'Logging On=1' (without the '' quotes, unless the line is already there)... Save the file and exit. Now go back into the game and try to reproduce the crash. Then look in your game folder again for the Baldur.err file and open it with the Notepad to analyze its contents, or let us do it.
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#5 subtledoctor

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Posted 07 October 2014 - 04:54 AM

Any thoughts on how this behaves with Refinements HLAs? Will kitted multiclasses cause crashes, or is it okay because the kits here don't have their own Refinements HLA tables?

#6 The Imp

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Posted 07 October 2014 - 06:30 AM

Any thoughts on how this behaves with Refinements HLAs? Will kitted multiclasses cause crashes, or is it okay because the kits here don't have their own Refinements HLA tables?

Bad, cause the Refinements is needed to be installed before the TDD... and normally you don't ever do it, unless you do the BWS install which removes the Refinements kit.ids vacomolly thingy's bad effects(it's in a ALWAYS block)... EDIT: hmm, might have to take this back. Hmm.

 

PS: This topic is so very old that I didn't have this profile yet then... :devil: Yeah.


Edited by The Imp, 07 October 2014 - 07:26 AM.

Yep, the original Jarno Mikkola's evil possessor. His body was too weak to contain this insanity, let alone his mind. :devil:
My Mega Mod FAQ.

Ouh, and all my question answers shall from this day forth come with the "If I remember it correctly.." .. quotation invisibly attached.

People, people, the "EE" doesn't mean a cheese, so stop using it, and instead, use BGEE, BGxEE, BG1EE, BG2EE, IwD1:EE for the Enhance Editions, or Epic Endeavors, or BG2:EpicE in the other cases..


#7 subtledoctor

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Posted 07 October 2014 - 08:22 AM

Nice. But, that doesn't answer the question. Let's put aside the kit.ids issue because that is more wide-ranging and another conversation.

I'm necroing here because I'm considering adding some multiclass kits to my mod. Reading about Refinements HLAs and mod like L1NPCs, I see statements like "don't give kits to multiclass characters if you use Refinements HLAs, because it will cause crashes. Probably. but maybe not. But don't do it." But I have not found any discussion detailing exactly what causes those crashes.

Now, I believe something like a Shadowkeepered Assassin/Mage will work fine without Refinements. But it crashes the game when choosing HLAs with Refinements installed. And I know that Refinements gives Assassins their own HLA table and it gives thief/mages their own HLA table. So I infer - but I'm not sure - that it's the presence of two HLA tables, both of which would seem appropriate for an Assassin/Mage, that causes a crash.

*IF* that is the case, then you could successfully use an Assassin/Mage with Refinements by removing the unique Assassin HLA table. Or, more to the point in this forum, An Eldritch Phantom would not cause crashes since it does not use one of Refinements' kit HLA tables.

Okay well I guess these hidden kits are dual-classes, but what if you Shadowkeepered a multiclass Eldritch Phantom? And set it to use the normal thief/mage HLA table? Would that work?



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