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Kit abilities duplicating


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#1 Artemius I

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Posted 20 September 2016 - 12:31 AM

I'm currently working on my NPC mod which uses a custom kit and I'm encountering a very irritating issue that's been there for a while but I didn't notice. Every time I kick the NPC out of the party and make her rejoin her 3 custom abilities will duplicate the number of casts per day permanently but her regular paladin innates (Detect Evil, Lay on Hands) will stay the same.

 

Anyone got a clue what's going on?


My major projects:

NPCs: Sirene (BG:EE | BG2:EE), Drake (BG:EE), Aura (BG:EE), Pai'Na (BG2:EE)

Kits: The Artisan's Kitpack, Bardic Wonders, Warlock, Shadow Magic

Tweaks: Artemius' House Tweaks

In-progress: Aura BG2, Drake BG2, The Fallen Light, Shadow Magic: Thultanthar

A comprehensive list of my mods

The Artisan's Corner (my personal mod site)


#2 The Imp

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Posted 20 September 2016 - 12:43 AM

What does her scripts look like ? Most likely, her script adds the innate's while they shouldn't.

Also the kit granting the abilities might have some thing off ... I would need the kits files to know what's off.


Edited by The Imp, 20 September 2016 - 03:51 AM.

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.


#3 Artemius I

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Posted 20 September 2016 - 10:06 AM

I'm attaching the files that I think are relevant (scripts, 2da, spells tp2 file). Thanks in advance for looking into this.

Attached Files


My major projects:

NPCs: Sirene (BG:EE | BG2:EE), Drake (BG:EE), Aura (BG:EE), Pai'Na (BG2:EE)

Kits: The Artisan's Kitpack, Bardic Wonders, Warlock, Shadow Magic

Tweaks: Artemius' House Tweaks

In-progress: Aura BG2, Drake BG2, The Fallen Light, Shadow Magic: Thultanthar

A comprehensive list of my mods

The Artisan's Corner (my personal mod site)


#4 subtledoctor

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Posted 20 September 2016 - 09:25 PM

Did you give the .cre abilities that are kit abilities?Like, if the .cre is a 3rd-level Ranger, did you give him a Charm Animal ability (or you know, the equivalent)?

#5 Artemius I

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Posted 20 September 2016 - 09:28 PM

@subtledoctor Nope. Took the time to double-check after you suggested that and she has zero spells memorized. Then out of curiosity I created a PC with the martyr kit and the spells still duplicated. I suspected there was something wrong with the .2da but fiddling with it and even rebuilding it from scratch didn't fix it.


My major projects:

NPCs: Sirene (BG:EE | BG2:EE), Drake (BG:EE), Aura (BG:EE), Pai'Na (BG2:EE)

Kits: The Artisan's Kitpack, Bardic Wonders, Warlock, Shadow Magic

Tweaks: Artemius' House Tweaks

In-progress: Aura BG2, Drake BG2, The Fallen Light, Shadow Magic: Thultanthar

A comprehensive list of my mods

The Artisan's Corner (my personal mod site)


#6 The Imp

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Posted 20 September 2016 - 11:33 PM

I haven't had the opportunity look at the above files in a computer with editing tools & the game...

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 subtledoctor

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Posted 21 September 2016 - 05:57 AM

Are you using ToBEx? I hear ToBEx can be a bit too aggressive about adding kit abilities when NPCs join the party...

#8 Artemius I

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Posted 21 September 2016 - 06:51 AM

@subtledoctor No. I create and use my mods on EE only.


My major projects:

NPCs: Sirene (BG:EE | BG2:EE), Drake (BG:EE), Aura (BG:EE), Pai'Na (BG2:EE)

Kits: The Artisan's Kitpack, Bardic Wonders, Warlock, Shadow Magic

Tweaks: Artemius' House Tweaks

In-progress: Aura BG2, Drake BG2, The Fallen Light, Shadow Magic: Thultanthar

A comprehensive list of my mods

The Artisan's Corner (my personal mod site)


#9 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

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Posted 21 September 2016 - 07:54 AM

@subtledoctor No. I create and use my mods on EE only.
Which has the exact same problem. The reason being that the ToBEx is one of the mods partially or more fully included in the EE games base edits.

Edited by The Imp, 21 September 2016 - 09:57 AM.

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.


#10 subtledoctor

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Posted 21 September 2016 - 09:43 AM

Have you updated your games to the latest patch? Beamdog has fixed this issue.

#11 Artemius I

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Posted 25 September 2016 - 12:52 AM

Patching my game (which was only from 2.3.67.2 to 2.3.67.3 anyway) did not solve the issue. What I noticed was that the kit wasn't recognizing the abilities as 'coming from the kit' - as in, I have a script for my mod which removes the kit from my NPC and all abilities - except the innates do not go away.


My major projects:

NPCs: Sirene (BG:EE | BG2:EE), Drake (BG:EE), Aura (BG:EE), Pai'Na (BG2:EE)

Kits: The Artisan's Kitpack, Bardic Wonders, Warlock, Shadow Magic

Tweaks: Artemius' House Tweaks

In-progress: Aura BG2, Drake BG2, The Fallen Light, Shadow Magic: Thultanthar

A comprehensive list of my mods

The Artisan's Corner (my personal mod site)


#12 The Imp

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    Not good, see EVIL is better. You'll LIVE.

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Posted 25 September 2016 - 01:09 AM

Patching my game (which was only from 2.3.67.2 to 2.3.67.3 anyway) did not solve the issue. What I noticed was that the kit wasn't recognizing the abilities as 'coming from the kit' - as in, I have a script for my mod which removes the kit from my NPC and all abilities - except the innates do not go away.
Erhm, what kind specifically ?

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.


#13 Artemius I

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Posted 25 September 2016 - 01:26 AM

I'm going to play with the .2da because I think that's what's causing the issue - I'll post more details once I find out more but if I'm not mistaken it looks like when you kick a party member out normally their number of spell casts 'reset' - well basically for my three special abilities instead of resetting they stack on top of each other. It looks like it's not getting rid of the pre-kicking set of abilities for some reason.


My major projects:

NPCs: Sirene (BG:EE | BG2:EE), Drake (BG:EE), Aura (BG:EE), Pai'Na (BG2:EE)

Kits: The Artisan's Kitpack, Bardic Wonders, Warlock, Shadow Magic

Tweaks: Artemius' House Tweaks

In-progress: Aura BG2, Drake BG2, The Fallen Light, Shadow Magic: Thultanthar

A comprehensive list of my mods

The Artisan's Corner (my personal mod site)


#14 Artemius I

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Posted 25 September 2016 - 01:38 AM

Never mind, think I've figured it out... turns out I shouldn't make spells with 8-letter long names... well I know now at least...


My major projects:

NPCs: Sirene (BG:EE | BG2:EE), Drake (BG:EE), Aura (BG:EE), Pai'Na (BG2:EE)

Kits: The Artisan's Kitpack, Bardic Wonders, Warlock, Shadow Magic

Tweaks: Artemius' House Tweaks

In-progress: Aura BG2, Drake BG2, The Fallen Light, Shadow Magic: Thultanthar

A comprehensive list of my mods

The Artisan's Corner (my personal mod site)