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A new Mod i want to make


Raumoheru

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Please please help me! I would like this mod to be made by some of you better mod makers, and give me a walkthrough on how you did it. WeiDU tuts confuse me and it is easier to learn byu having someone talk it over with you. i have made almost all these with IEEP and the Kit creator. i even made the spells for the kits but i deleted them because when i reinstall my game it after having to reformat my pc i decided it was too much of a hassle to make them and do them all seperatly and give them to people to install so we can play on multiplayer. making a mod takes away all the inconvenience. I beg and plea to have this mod be made

 

 

 

Kits:

Champion of Torm

Paladin kit

Extra Lay on hands per 4 levels

Bonus to saving throws

Divine Wrath - plus 3 to thaco and damage for 30 seconds 1/day

 

 

Gaurdian of Helm

Paladin kit

Lawful Neutral instead of Lawful Good

Smite Chaos 1/day per 4 levels - attack that deals extra damage to chaotic alignment

Discipline - Immune to mind affecting spells (Chaos, Charm, Confusion etc.)

 

these are a couple kits i came up with for BG2. Champion of Torm was made after the actual prestige class (and from NwN). Gaurdian of Helm made to smite chaos instead of evil because i thought it would add a nice mix to prejudice.

 

Energist

Fighter kit

can only wear elven chain studded leather and leather armor, cannot use mage or preist spells

gains energy techniques every level:

Spirit Gun (Magic Missle) starts at level 1

Spirit Bomb (Fireball) starts at level 6

Raw Energy (lightning Bolt) starts at level 8

Release Energy (Sunfire) starts at level 10

Energy Wave (Wing Buffet) starts at level 12

 

 

Adventurer kit by idobek

 

i also wanted to make the undead hunter for the cleric class and cavalier for the fighter, but make it so u can still use the holy avengers if that is possible

 

Items:

Carsomyr of the Magi

same as normal carsomyr but with the protection from evil and the fireball/lightning bolt spell the staff of the magi provide and updated to +6.

 

Mithril Full Plate +5

-3 AC allows thief skills to be used. can be forged by cromwell from 2 Full Plate +1s, 4 mithril tokens found in the asylum, and ring of protection +2

 

Sea's Fury

cutlass (scimitar) +5, +2 acid +2 cold

 

Tears of the Sea

scimitar +3, +5 to thaco and +2 to AC, a pirates off hand weapon

 

Pirate's Bandana of Charm

immune to charm etc, can cast charm on others, +2 Charisma

 

Helm's Holy Symbol

adds +2 to turn undead level

 

Magebane

50% SR, can cast miscast magic and dispell magic unlimited times per day

 

Stormcleaver

sets two-swords to grand mastery, greatsword +6, adds 1d6 fire 1d6 electric, usable by druids

 

Serke

katana that adds wounding and increases backstab multiplier

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I'm afraid WeiDU is probably the best way. You might want to check CamDawg's Kit Creation tutorial series posted in this forum. :)

 

If you have any questions after that, we'd be more than happy to help you, since between us all the Gibberlings Three have made quite a few kits.

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No, you don't need to use KitEditor at all. You can use WeiDU to append the relevant .2DA files in a much simpler way. Cam's tutorial explains it, but here's another example, in the form of a kit I made:

 

ADD_KIT ~A#JUSTIFIER~

// CLASWEAP.2DA Weapons class can use.

~A#JUSTIFIER  1 1 1 1 1 1 1 1~

// WEAPPROF.2DA, starting with line 3. Proficiencies allowed.

~A#JUSTIFIER 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5~

// ABCLASRQ.2DA Stat requirements.

~A#JUSTIFIER 14 14 0 0 0 0~

// ABCLSMOD.2DA Stat modifiers.

~A#JUSTIFIER  0 0 0 0 0 0~

// ABDCDSRQ.2DA Dualclass requirements.

~A#JUSTIFIER  17 17 0 0 17 0~

// ABDCSCRQ.2DA Dualclass requirements.

~A#JUSTIFIER  15 15 0 0 15 0~

// ALIGNMNT.2DA Permitted alignments.

~A#JUSTIFIER  1 0 0 0 0 0 0 0 0~

// DUALCLAS.2DA Dualclass classes.

~A#JUSTIFIER  0 1 0 0 0 0~

// Abilities 2DA file

~override/A#justif.2DA~

// KITTABLE.2DA What sort of kit it is. R = ranger.

~K_R_H~

// KITLIST.2DA  Number is the class it is a kit for. Ranger = 12.

~0x00004000 12~

// LUABBR.2DA HLAs.

~ra0~

// 25STWEAP.2DA ToB starting equipment.

~LEAT20 * HELM19 BAG27 RING06 RING31 CLCK02 BOOT01 AMUL19 BRAC14 BELT06 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN04,2 POTN14,5 HAMM07 SW1H27 STAF08~

// Strings for lower, mixed and help descriptions. First two are names for ingame, the third is the description.

SAY ~justifier~

SAY ~Justifier~

SAY ~JUSTIFIER: Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.

 

For a determined Justifier no job is too difficult, no enemy too formidable. Their proficiency with weapons gives them an edge in combat, though the smaller time devoted to magical training leaves them slightly lacking in that department.

 

They must be human and of Lawful Good alignmment.

 

Advantages:

-  +10% to stealth ability

-  +1 to speed factor and thac0 per 10 levels

 

Disadvantages:

-  No access to Charm Animal ability

-  Spell casting ability limited to:

Cure Light Wounds and Armour of Faith once each per day from level 8

Luck and Remove Fear once each per day from level 10

Draw Upon Holy Might once per day from level 12~

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I'm not familiar with Kit Editor, so I'm not entirely sure what the problem is. You don't need to use Kit Editor--the ADD_KIT command in part three will add your kit to the game and modify all the 2da files for you. You will, however, need to know what changes you wish to make to the 2da files.

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// ALIGNMNT.2DA Permitted alignments.

~A#JUSTIFIER  1 0 0 0 0 0 0 0 0~

 

it is obvious by this that Lawful Good is selected and the only usable alignment becouse it is the first one and it is the only marked one and the description says u can only be lawful good. but for class weapons how do i know the value i need?

 

starting with line 3. Proficiencies allowed.

Stat requirements.

Stat modifiers.

Dualclass requirements.

Dualclass requirements.

Permitted alignments.

Dualclass classes.

Abilities 2DA file

What sort of kit it is. R = ranger.

Number is the class it is a kit for. Ranger = 12.

 

 

do i need to add these at the end of the lines or are they just there to help us understand what they are for?

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it is obvious by this that Lawful Good is selected and the only usable alignment becouse it is the first one and it is the only marked one and the description says u can only be lawful good. but for class weapons how do i know the value i need?

 

I believe that most of that kind of info can be found in the IESDP which can be found at: http://iesdp.teambg.net/ Check it out.

 

If I'm terribly mistaken (which I could be), I'm sure someone else will be along in a moment to correct me, or lead you to a better source of info.... :)

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// ALIGNMNT.2DA Permitted alignments.

~A#JUSTIFIER  1 0 0 0 0 0 0 0 0~

 

it is obvious by this that Lawful Good is selected and the only usable alignment becouse it is the first one and it is the only marked one and the description says u can only be lawful good. but for class weapons how do i know the value i need?

 

starting with line 3. Proficiencies allowed.

Stat requirements.

Stat modifiers.

Dualclass requirements.

Dualclass requirements.

Permitted alignments.

Dualclass classes.

Abilities 2DA file

What sort of kit it is. R = ranger.

Number is the class it is a kit for. Ranger = 12.

 

 

do i need to add these at the end of the lines or are they just there to help us understand what they are for?

The stuff after // is comments, it's just to make it easier for us to see. :)

 

BigRob's right, the IESDP is the best place to look for the info.

 

What do you mean by Class Weapons? The first line? Just put them all as 1's, they are for the BG1 proficiency system (I am pretty sure they don't actually do anything).

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ok i got it all figured out except one little thing. in the kit editor i remember having a clab file for what abilities they gained at what level, such as Clabfi02.2da for fighters. these can be veiwed with the 2da editor.

 

Special abilities for the kit, like innate spells or resistances. Innates must have a GA_ before the name, effects an AP_ (i.e. GA_SPLCL121 or AP_SPLIN932

 

 

how do i add these with WeiDU? i know it has the copy command but how do we tell it what to do for every level?

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The CLAB file tells the game when to apply the effects and grant spells to the kit. Each column in the CLAB file corresponds to a level in the kit... so anything in the "8" column will be given to your kit when it reaches level 8, for example. The CLAB file will be added automatically by ADD_KIT.

 

You will need to use COPY to move your spells into the game, though.

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