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Assigning Edwin to a specialist mage with Shadowkeeper or any other IE


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#1 Azaghal

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Posted 19 July 2022 - 11:31 AM

Hello and good evening,

 

I always play Edwin as a conjurer (not sure whether he was one in vanilla originally). In my new BGT multimod installation a mod gave him the title Red Wizard (Conjurer), which sounded fine for me, but actually he is a generalist mage :( . I wanted to repair the mess by using Shadowkeeper, but the option to assign him a mage kit is greyed out and not choosable. My command of DLTCEP is also unsufficient. I can create an Edwin version with a mageschool chosen and save it to the override folder, but it doesn't do anything. Starting the game still leaves me with a crippled Edwin.

 

I'm certain there is a way, so please help me find it.

 

Thanks

 

Azaghal

 

 

 

 



#2 JohnBob

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Posted 19 July 2022 - 12:25 PM

In EEKeeper !

 

- In characteristics

- Line Kit

- Button "Set value" ............choose "0x00800000"

 

 

Cannot enter the full link, for a screenshot on github ! So no screenshot...

 

Got it !

 

Keeper.jpg

 


Edited by JohnBob, 19 July 2022 - 12:45 PM.


#3 Azaghal

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Posted 19 July 2022 - 01:06 PM

Appreciate your help, JohnBob.

 

But in BGT and Shadowkeeper things look very different. As I said, the option kit is not responsive, so I can't proceed that way.

 

Azaghal



#4 JohnBob

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Posted 19 July 2022 - 01:15 PM

Ok! Sorry, in my memory this part worked the same way ! But that was a long time ago...


Edited by JohnBob, 19 July 2022 - 01:17 PM.


#5 eyre

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Posted 19 July 2022 - 02:25 PM

You should be able to use NearInfinity to do the job if you have Java installed on your system. 

 

Run NearInfinity and point it at your installation directory.  From the Search menu select the CRE/ITM/SPL/STO... menu item.  This brings up a search window.  Ensure Creatures is selected, then next to the Name field type "Edwin", and click the Search button.  This will result in all of the CRE files matching that name being shown.  Select one that you want to change and open it (the Open in a new window button is handy for this).  You should be presented with a tabbed pane.  Click the Edit tab.  Scroll down until you see the name "Kit" in the first column, then click that row.  Select the spell school of your choice, then click the Save button at the bottom of the pane.  Rinse and repeat for as many CRE files as you desire.

 

Edit: this works assuming that you haven't yet recruited Edwin (or visited Nashkel). If you have, then you'll need to use NI to open your save game and edit the corresponding CRE file from there (see the next post).

 

Screenshot:

Edwin_NI.png


Edited by eyre, 19 July 2022 - 02:58 PM.


#6 eyre

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Posted 19 July 2022 - 02:58 PM

If you've already recruited Edwin, open up NI.  From the tree on the left side of the application, expand the Save directory, then expand the name of the save game that you wish to edit and click BALDUR.GAM.  In the Player characters pane, you should see a name that corresponds to Edwin (something like "*dwin").  Select it, then click the View/Edit button.  That should pop up a new window with several tabs in it.  Select the Edit tab, then scroll all the way down to the bottom where the first column contains "CRE resource".  Double click that bottom row.  That will spawn the CRE resource editor.  From there you can follow my previous post to set the mage school.  After setting the mage school, close the CRE resource editor and the other window that popped up, leaving just the main window of NI open.  From there, click on some other node in that tree at the far left side, and you should be presented with an option to save your work.  I recommend making a backup of the save game you wish to edit beforehand in case something goes awry and you need to start over.

 

Edwin_NI_save_game.png


Edited by eyre, 20 July 2022 - 10:36 AM.


#7 Azaghal

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Posted 20 July 2022 - 07:49 AM

Thanks for the accurate step by step tutorial on NI. It worked. Edwin is now a conjurer. But his number of spell slots is still wrong. He's level 2, so he should have 2 lvl one slots for mage, 1 for conjurer and 1 from his amulet (toned down by Item Revisions mod to giving only one extra spell slot per level). But he's still running around with 3 lvl one slots. Do I have to adjust manually or will it happen when levelling up next time?

 

Deserved your kudos, eyre!

 

Azaghal



#8 eyre

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Posted 20 July 2022 - 10:35 AM

I'm not certain, but my guess is that you'll need to add that extra level 1 spell manually.  ShadowKeeper is probably the most convenient tool to use for this.

 

If you want to know for sure, you could experiment by starting a new game as a generalist mage, use an editor to change the kit to a specialist, and then test leveling in game using the CLUA Console SetCurrentXP command.



#9 Azaghal

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Posted 20 July 2022 - 01:17 PM

Hm, no. Levelling up doesn't help. Edwin remains "underspelled" on all spell levels. I have the notion it might be the revisioned amulet not working correctly. Will try to find its attributes in NI. Of course I can still add the missing spells via Shadowkeeper but somehow that's not the point.

 

Good night!

 

Azaghal



#10 Azaghal

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Posted 21 July 2022 - 03:19 AM

Seems I've been too optimistic. Opening Edwin's amulet in NI leads nowhere since I don't know where the additional spell slots come from. In the tab "edit" there are lines named abilities or effects, but the numbers shown don't speak to me. All three versions of the amulet in my game (MISC89.ITM, BGMISC89.ITM an CDEDAMUL.ITM) have no content on the tab "view" under abilities or effects. So either my assumption is right and the amulet does nothing (while I still don't know how to change that) or I simply do not understand the way of NI properly.

 

Maybe you have time for another noob introduction to NI?

 

Thanks

 

Azaghal



#11 eyre

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Posted 21 July 2022 - 10:28 AM

You should be able to see the additional spell slots Edwin's amulet provides from the View tab in the Global effects list.  On my game, there are nine entries with the name "Bonus wizard spells (42)"; one entry for each spell level.  Select an entry and click the View/Edit button (or just double-click the entry) and the Effect dialog pops up.  For this particular effect opcode there is an attribute titled "# spells to add".  You can change this to any number you like.  You'll likely want to repeat this action for each of the nine entries in that list.

 

If for some reason there are not nine "Bonus wizard spells (42)" lines listed under the Global effects list, you'll need to open the Edit tab where you can add whatever effects you like.  I can write up a quick walkthrough for that if needed.

 

edwin_amulet_NI.png



#12 Azaghal

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Posted 21 July 2022 - 11:35 AM

Ha, I was right! The fields "Abilities" and "Global effects" are completely empty. Something is rotten in the state of Denmark! Ok, added the bonus wizard spells effect for all 9 levels and saved the ITM file to override folder. Assigned the amulet to Edwin via Shadowkeeper and loaded the save. But no change!?

Do I have to open the save via NI and edit the ITM within?

 

Thanks for your efforts

 

Azaghal



#13 eyre

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Posted 21 July 2022 - 01:21 PM

So I did a bit of quick playtesting on my base BGT with very few mods installed.  First I made a backup of bgmisc89.itm, then I used NI to remove all of the opcode 42 effects and saved it to the override.  I started a new game, spawned edwin2.cre via the CLUAConsole, and recruited him.  He has a Conjurer kit and as expected he has three level 1 spells as a level 2 wizard.  After saving the game I used NI to change Edwin's save game CRE school to generalist, then ran BGT again, used the console to bring him up to level 3, leveled him up, and saved the game again.  After leveling, his spell levels were in line with what a 3rd level generalist mage should have: two level 1 spells, and 1 level 2 spell.  So the level up process retroactively set his spell slots across all levels to the correct value for his current kit.  Testing this further, I used NI to change his save game CRE kit back to Conjurer, started the game, and used the console to set his XP to level 4.  Again the level up process set the spell slots to what a level 4 specialist mage should have: four level 1 slots and three level 2 slots.  I saved the game again.  I then restored the backup I had made of bgmisc89.itm.  When I reloaded that save the bonus spells from the amulet were properly applied: he now had five level one slots and four level 2 slots.

Given this, I'm suspecting that there might be some other issue with your install that is causing problems, since your experience has been rather different.  Pasting in your Weidu.log might be useful.  Also, it wouldn't hurt to do a change-log on the amulets and at least one of Edwin's CRE files.  That will show what mods are touching these files and hopefully give some clues as to what is going on.



#14 eyre

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Posted 21 July 2022 - 03:15 PM

I just remembered that you posted your Weidu.log in another thread.  Assuming your current Weidu.log looks similar to that one, one question I have is what version of Weidu are you using?  More to the point, generalized biffing should not be installed with a Weidu version greater than 246 because of this bug.  The other thing that stands out is that you are installing some Tweaks Anthology components after generalized biffing (at least in the Weidu.log in the other thread).  In general, I think that it has been recommended that generalized biffing be the very last mod installed.  At least that is always when I've installed it.


Edited by eyre, 21 July 2022 - 03:23 PM.


#15 Azaghal

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Posted 22 July 2022 - 07:00 AM

Here is my current WeiDu log. Did a reinstallation after your tip concerning the outdated bg-tweaks-and-tricks mod in the other thread. Generalized biffing is now last in the installation order and done with WeiDU v246, that's why it's not in the WeiDUlog, as I had to do it in a separate (solo) installation to avoid WeiDU autoupdating.

 

As your thorough testing  :new_thumbs:  proved to my conviction it's not a problem with the conjurer kit that causes the missing spells. I would put my money on Edwin's amulet. As stated in my last post all three versions of it miss the global effect for the bonus spells. IIRC the amulet was changed by the Items Revisons mod, that toned down the bonus spells (from 2/lvl) to one/lvl and made the item droppable. At least that's what the  mod readme says. It is in fact droppable (other than in vanilla). Maybe other mods changed it as well. The item names MISC89 and BGMISC89 sound like they are from the vanilla game. The third name CDEDAMUL looks like it's from Tweaks Anthology, since they use the prefix CD in their mod. But I'm not sure about all this so I did the recommended change-log (three amulets and one Edwin cre-file) and attach the results.

 

Yours

 

Azaghal

Attached Files



#16 eyre

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Posted 22 July 2022 - 10:43 AM

The amulet does seem to be the most likely culprit for Edwin's missing spell slots.  When you did a change-log on bgmisc89.itm, it should have generated all the previous versions of that file (something like BGMISC89.0000.itm, etc.).  You could rename the one of those back to BGMISC99.itm, drop it into your override, and see if Edwin gains his spell slots.



#17 eyre

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Posted 22 July 2022 - 11:00 AM

I just installed the Removable NPC Items component from Tweaks Anthology on my test BGT game, and it does appear to be bugged; it does indeed set the droppable flag, but removes all effects (at least on BGMISC89.itm) in the process.

 

Edit: So I was a bit hasty with that reply. It in fact sets his amulet to CDEDAMUL.itm, and he has all of his proper spell slots.  I still think there's a bug since he appears to have inadequate wisdom to equip it; for example if you remove it from him, it can't be re-equipped.  But his spell slots look to be correct.

 

Edit 2: He actually has five level 1 spell slots; so it seems that CDEDAMUL.itm applies two bonus spells, which is one more than the base BGMISC89.itm would have applied. 

 

Edit 3: I think the next reasonable step is to open up your save game in an editor and verify which amulet Edwin has equipped.


Edited by eyre, 22 July 2022 - 11:33 AM.


#18 Azaghal

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Posted 22 July 2022 - 11:53 AM

Huzzah,

the restored BGMISC89.ITM now grants one additional spell per level, MISC89.ITM two/lvl. The difference is from the vanilla game IIRC, as in BG1 the amulet only gave one, in BG2 two spells. But that's the old Edwin now. Both amulets are no longer droppable, as could be expected.

Maybe we should report your find over at Gibberlings3, where they host the Tweaks Anthology.

 

The glory is all yours and my sincere thanks as well

 

Azaghal



#19 eyre

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Posted 22 July 2022 - 03:57 PM

I just reported the issue with Edwin's amulet and the Removable NPC Items component of Tweaks Anthology over at G3.