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Question About Modding Kits


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#1 Echoed Dreams

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Posted 29 March 2016 - 02:13 PM

So I was wondering... I've heard people say that you can't make a mage kit for the PC (under the mage category), because with the specializations it already has nine kits. But what if you have ToBEx which adds the scroll bar to the kit menus? Can you still not make a mage kit for PC or does that only apply if you don't have ToBEx installed?



#2 Fiann of the Silver Hand

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Posted 29 March 2016 - 02:46 PM

Yup, the only thing about number of kits prior to ToBEx was that there was no way to access them during character generation because of no scrolling.  You could make mage kits and have them accessed/chosen later via dialog or scripts, just not during chargen.



#3 The Imp

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Posted 29 March 2016 - 02:48 PM

The game doesn't have a magekit list files, aka the K_Y_Z.2da's that respond to the mage class, as the y is the class, and the z is the race. It's all coded somewhere else. And then there's the fun fact that you would need a new spell category or some such thing.

Of course you can make a fighter kit that makes the character a mage and then applied a 1000 effects to get rid of the ridiculous amount of dead weight.


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.


#4 Echoed Dreams

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Posted 29 March 2016 - 05:15 PM

Oh so that's why... weird. You think they would have done it the same way they did all the other classes. :rolleyes:

Thanks for the info, though! My burning question has been ... Put out? Solved? Un-burnified? YAY! :D



#5 The Imp

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Posted 30 March 2016 - 02:30 AM

You think they would have done it the same way they did all the other classes. :rolleyes:

Well, nope. No need, as you only have to realize that the Wizard kits were made before the others were even considered, and the engine history ... and you don't usually want to break existing and working code compilations if you appreciate compatibility(which has to do with IMPorting saved games from BG1). Yey, an Imp joke. :D


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.