Jump to content


Photo

weapprof.2da


  • Please log in to reply
7 replies to this topic

#1 Marvin

Marvin

    Sirius

  • Member
  • 197 posts

Posted 12 March 2008 - 03:33 AM

I'm playing a megamod and I want to make axes usable by dwarfen clercs.
I opend the weapprof.2da with NI and changed the "0" to a "2" for clercs - axes and saved it to the override folder.
I went back to the game and cheated some XP to give my dwarf some level ups. But I still can't give any star to axes.
It won't work. I've read many times that this is the way one should do it.
Does anybody have an idea why it doesn't work and how it should work?

Marvin

#2 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 12 March 2008 - 06:59 AM

You would have to change the usability bits on all axes to allow clerics to use them, and probably the descriptions too if you want to be thorough. I thought there was a tweak that did this specifically, but either it's been deprecated or I just imagined it. However, you should be able to do it with Level 1 NPCs, in the Tweak Weapon Proficiencies component.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#3 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 12 March 2008 - 02:15 PM

If there are some specific axes you want to use by a cleric, Azuredge would be my guess as one, you can edit it with DLTCEP and check the boxes in USABILITY for clerics (single or multi). Whichever item you want to change you can do it whether the item is in your inventory already or not.

edit: Maybe Divine Remix allows that, too because all my clerics can use axes (strength as required).

Edited by Hoppy, 12 March 2008 - 02:26 PM.

?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant

#4 Taimon

Taimon
  • Member
  • 387 posts

Posted 12 March 2008 - 04:23 PM

There is a similar component in SCS which allows Fighter/Clerics to use axes.
Here is the relevant code:
COPY_EXISTING_REGEXP GLOB ~.+\.itm$~ ~override~
  PATCH_IF (SOURCE_SIZE > 0x71) THEN BEGIN // protects against invalid files - borrowed from TutuTweaks
	READ_SHORT 0x1c ~wpntype~
	PATCH_IF (~%wpntype%~ = 25) BEGIN
	WRITE_BYTE ~0x1f~ ~151~
	END
  END  
  BUT_ONLY_IF_IT_CHANGES


COPY_EXISTING ~clasweap.2da~ ~override~	//add axe general-weapon type to fighter-cleric 
	SET_2DA_ENTRY 0 0 4 ~ROWNAME SMALL_SWORD~ //(don't know if it's necessary, but...)
	SET_2DA_ENTRY 10 7 4 1
	SET_2DA_ENTRY 0 0 4 ~~

COPY_EXISTING ~weapprof.2da~ ~override~ //give fighter-clerics the ability to specialise in axes
	SET_2DA_ENTRY 0 0 4 ~ROWNAME ID~
	SET_2DA_ENTRY 7 13 4 2
	SET_2DA_ENTRY 12 13 4 2
	SET_2DA_ENTRY 0 0 4 ~~

So you need to modify the items, clasweap.2da and weapprof.2da.

#5 Marvin

Marvin

    Sirius

  • Member
  • 197 posts

Posted 13 March 2008 - 04:56 AM

Thanks for your replies.

I know that I will have to change each and every axe in the game to make 'em usable by clercs.
But that's not the point. The point is, that when I got a level up, I can't give any star to axes.
But one thing that is strange is, that I did already do this some time before. I just don't know why it doesn't work now.

I keep trying though.

Marvin

#6 Miloch

Miloch

    Barbarian

  • Modder
  • 6579 posts

Posted 13 March 2008 - 10:42 AM

I opend the weapprof.2da with NI and changed the "0" to a "2" for clercs - axes and saved it to the override folder.

There are two entries for Axe in weapprof.2da. The first one is for the BG1-style proficiency, the second for BG2. Make sure you change the second. Change both if you want to be thorough. You don't need to change clasweap.2da, which is only for BG1 (some people still change it for consistency though).

edit: Maybe Divine Remix allows that, too because all my clerics can use axes (strength as required).

Might be Ashes of Embers what you have, which pretty much lets anyone use anything, depending on strength. Looks like it was SCS I was thinking of.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#7 Marvin

Marvin

    Sirius

  • Member
  • 197 posts

Posted 13 March 2008 - 03:13 PM

Oh, I see...
Well sometimes the solution is right there and ...

Anyway Thank you very much for helping!

Marvin :cheers:

#8 Hoppy

Hoppy

    Mage Hunter

  • Member
  • 2107 posts

Posted 13 March 2008 - 07:13 PM

Confirmed, AoE lets mages use anything and clerics anything. Anomen can use spears, axes, halberds, crossbows. Some items that are introduced by mods may not change with those specifications. Maybe you can install that component at the end of your installation without restarting.
?May God defend me from my friends; I can defend myself from my enemies.? - Voltaire

"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again."
- King Diamond


Posted Image The Definitive Guide to Trolls

"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant