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Divine Remix Kits Spell Revisions

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#1 Hety

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Posted 28 January 2014 - 11:59 PM

Hello.

As longs as DR does not work with Spell revisions and they are more or less mandatory now is it possible for someone to create a mod with just the kits from DR and without changes to spells? The kits of DR are of the finest quality and i'm really fond of them but that incomatibility is killing me.

Thanks in advance.

#2 Jarno Mikkola

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Posted 29 January 2014 - 02:37 AM

Not really... see the thing is, everything effects everything, and the kits in this case get kit's spheres. Now the kits can be made without the cheesed sphere system, which makes the incompatibility to go it's merry away... and that can be made to a mod, but it won't be even close to a DR -clone. Of course the kits would need to go under the knife and made to be EE compatible once too...

But let's say we'll eventually go and do this, which kits are you most interested to be included ?
Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#3 Hety

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Posted 29 January 2014 - 05:19 AM

Cleric kits. I especially like kits for Branwen and Viconia, which actually allow boost their ability to fight in front and back rows respectively.

Ranger kits look boring, except for bowslinger, who actually expands Archer concept and adds much in terms of dualling ranger to cleric after getting points in slings. But for that i can just edit archer kit and give him ability to put 5 points in slings.

Do i understand correctly, that steps that should be done to cut the kits and make them into separate mods are following:

1. Determine spells, that are added to kits as innates or as effect on certain levels. keep them and install them.
2. Disable new spells/spheres and all the staff that is related to that.
3. Assign regular spells to kits, while taking into consideration their alignments (if its enabled somehow in Spell Revisions?)

I looked into the code, which is well commented, but my Wei-Fu skills are not good enough for such hacking.

#4 Jarno Mikkola

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Posted 29 January 2014 - 07:01 AM

Cleric kits. I especially like kits for Branwen and Viconia, which actually allow boost their ability to fight in front and back rows respectively.

Right... well F that, you do understand that the DR spells are made the sphere system in mind ? If I make the kits, I won't include any spells in it ... for starters.

Ranger kits look boring, except for bowslinger, who actually expands Archer concept and adds much in terms of dualling ranger to cleric after getting points in slings. But for that i can just edit archer kit and give him ability to put 5 points in slings.

Ha... well, here's a little weidu.tp2 thing you can have:
BACKUP ~Impilation/backup~
AUTHOR ~Jarno Mikkola, The Imp.~
BEGIN ~Ranger-Clerics can use a bow and arrows~ DESIGNATED 3
//not with proficiencies, but who cares about the little stuff like that
COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
READ_SHORT 0x1c type
PATCH_IF (type = 5 OR type = 15) BEGIN
  READ_BYTE 0x1f unus
  WRITE_BYTE 0x1f (unus BAND 11111011)
END
BUT_ONLY
This will allow your archer to use his bow as a ranger/cleric... and when you enable the Archer kits dual-ability to Cleric in the BG2 tweak pack, you should be golden. It's designated to be the 3 component in the mod I am making... just for compatibility vice, keep it such. Or edit the cheese out of the whole mod and keep the cream.

Do i understand correctly, that steps that should be done to cut the kits and make them into separate mods are following:

1. Determine spells, that are added to kits as innates or as effect on certain levels. keep them and install them.
2. Disable new spells/spheres and all the staff that is related to that.
3. Assign regular spells to kits, while taking into consideration their alignments (if its enabled somehow in Spell Revisions?)

3. The kits do not get their usual spells assigned in DR, they actually get most of their spells removed at every level they gain, and the few that are left are their actual spellbook. Removing that will make you able to use the SR spells... but you won't have any DR spells, this is part of the reason why I won't include the DR spell.
Yes, we can (later then) add a few spells for each class, or give innates, but in my mind it's better to actually allow all the spells for all the clerics, or have a clear balance between the innates given to each kit... and one that's not of my making.

Edited by Jarno Mikkola, 29 January 2014 - 08:05 AM.

Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#5 Hety

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Posted 29 January 2014 - 07:55 AM

I do understand the sphere system perfectly. There are few things that bother me, tho:
1. Incompatibility with Spell Revisions. If its a "DR or SR" choice - screw DR, i like SR more.
2. Spell icons of DR are horrible. Or its incompatibility with SR that makes them so. I tried v7.1 with a kitfix + latest SR. Horrible, i tell you.
3. DR is half-arsed from a players standpoint. The only thing that was finished are sphere system and clerics. Paladins, rangers and druids are, actually, screwed. They dont use those spheres or if they do, there are no specifics, which are abundant for clerics.
<p>Long story short - this mod is good as a core component for something bigger,%



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