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Some basic modding questions for the stuff I'm working on


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#1 Aeviannce

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Posted 20 May 2014 - 06:23 PM

Hello everyone.

 

I'm back playing the BG series and I'm currently trying to improve a mod I've made eons back. I'm looking for the blue version of the comet that is seen in Saradush, the one used as a bombardment during the city's siege. I was hoping to use it as a projectile bam if possible, for one of the spells I'm working on. If anyone can direct me to it, I would very much appreciate! :)

 

Also, I'm trying to find a way to decrease the amount of HP this kit gains when leveling up. I tried fiddling with the CON modifier but I think the baseclass for my kit is the one responsible for giving a hefty amount of HP per level. Is there a way to decrease this other than using the Max HP Modifier Opcode?

 

Thank you very much! :D



#2 Daulmakan

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Posted 20 May 2014 - 07:26 PM

I think the BAM you refer to is included in the Oversight mod, over at G3.

 

There might be something for externalizing the HP modifier in ToBEx, but I'm not sure (it's otherwise hardcoded by the base class as you said).


item_pack.jpg   Drows.jpg

 


#3 Aeviannce

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Posted 20 May 2014 - 08:14 PM

I see. I didn't realized that it was Oversight that made it that way. Always thought it was an in-game thing.

 

Oh and I'm not familiar with ToBEx. Guess I'll be sticking to a modifier opcode for the time being.

 

Thanks for the speedy reply and help! :)



#4 The Imp

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Posted 20 May 2014 - 11:28 PM

Also, I'm trying to find a way to decrease the amount of HP this kit gains when leveling up. I tried fiddling with the CON modifier but I think the baseclass for my kit is the one responsible for giving a hefty amount of HP per level. Is there a way to decrease this other than using the Max HP Modifier Opcode?

The two BGEE's use a little different stuff for the HP stuff than the normal BG2, if you open the hpclass.2da, you can read what file uses what .2da file. Yes, you need either Near Infinity or DLTCEP in normal game to edit the compressed files, but if you install a mod that already modifies those files, they are found in one of the override folders, and they can easily be edited with Notepad.

 

This never made it into the BG2 via the ToBEx. So it's just HPCONBON.2da, mixed with the HPPRS.2da for Druids & Priests, HPROG.2da for rogues(thieves & bards), HPWAR.2da for Fighters, Rangers, Paladins and Barbarians, HPWIZ.2da for Mages and Sorcerers. Also the kits can have HP modifiers like the Barbarians do, but that's unlikely in most cases, yeah, it's actually 10d1+2 that they have, not 12d1 per level.like said.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 Aeviannce

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Posted 21 May 2014 - 05:03 PM

Hmm... But if I make some changes in those 2da files, wont that change apply to other kits as well? I want to isolate the hp gain of a single kit.

 

Thank you for the info Imp, but I think ill be sticking to an hp modifier opcode for now. :)



#6 The Imp

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Posted 21 May 2014 - 11:41 PM

Hmm... But if I make some changes in those 2da files, wont that change apply to other kits as well?
Yeah... well, you weren't really clear about that. But...
I want to isolate the hp gain of a single kit.
Well, then you just modify the clab****.2da file for that kit, and like said in the link you find the actual name of the clab****.2da by opening the kitlist.2da -file. Or the spell the file refers to.

Edited by The Imp, 21 May 2014 - 11:43 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#7 Aeviannce

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Posted 22 May 2014 - 01:54 AM

Yeah, that's what I did. I tried fiddling with HP modifier opcode using a CLAB file that I made for this kit, though it does not work as I hoped it would.

 

I used the opcode "maximum hp modifier" and set it to "-60% of max HP", with the type, "percentage modifier". I set it in CLAB to only be appended once, at the 1st level. Well, it does decrease HP like I hoped it would but it decreases HP way more than I wanted. I playtested it with a ToB char. At level 16, she only got about 16 HP, where if my calculations are correct, it should have been around 64 HP.

 

Oh and btw, I was hoping to make a custom spell projectile. Is there a guide somewhere that could teach me how to add a new spell projectile then append it automatically to the spell I wanted it on?

 

Thanks!



#8 The Imp

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Posted 22 May 2014 - 07:25 AM

I tried fiddling with HP modifier opcode using a CLAB file that I made for this kit, though it does not work as I hoped it would.
 
I used the opcode "maximum hp modifier" and set it to "-60% of max HP", with the type, "percentage modifier". I set it in CLAB to only be appended once, at the 1st level. Well, it does decrease HP like I hoped it would but it decreases HP way more than I wanted. I playtested it with a ToB char. At level 16, she only got about 16 HP, where if my calculations are correct, it should have been around 64 HP.
And you can't do the same effect by just reducing the max HPs by a set amount at every level. The thing is, some of the opcodes effects on that level, while others take effect at each time you level up, so the ToB char you made is likely to be under the 60% effect multiple times, and should you know, the 60% * 60% is 36%... I forgot what the exact trickier for this cause is. Timing mode or something other. I actually utilize this fact in one of my kits that no one has seen yet.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.