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NPC kit change with Effect/opcode issues


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#1 pancakewizard

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Posted 22 April 2016 - 12:42 PM

So I'm trying to change Skie to a Swashbuckler, everything is going fine as I've done similar kit changes to other characters but for some reason I can't get the correct effects to add properly.

 

I've been creating a swashbuckler with her stats as a guideline for her CRE and Skie6.Cre.

 

The issue is when I try to mirror the effect options.

 

For example with Skie6.cre, for a sixth level swashbuckler I'm supposed to create 4 effects: AC vs Damage modifier, extra damage modifier, To hit modifier and another AC vs Damage modifier. The trouble is, I can't alter half of the input areas as they stay 'greyed out'.

 

 

For example, here is the extra damage modifier effect from my created from scratch level 6 swashbucker.

 

But when I try to create it in my copied Skie6.cre I run into this problem

 

I've even tried saving the original effect as a new effect file and loading it into Skie6.cre directly, but what happens is when I click out of it and go back in, all those lower options have reset to nothing and are uneditable.

 

I assume there's some kind of protection thing going on that I'm missing, likely a checkbox somewhere or something.

 

Any ideas?

 

 



#2 critto

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Posted 22 April 2016 - 01:19 PM

Any ideas?

I am not sure what's wrong with DLTCEP specifically, but what you are doing is wrong on a fundamental level :) You should only assign the kit, and the game will take care of all the bonuses automatically upon joining according to that kit's table of special abilities.

 

If you prepare them manually, you will get doubled bonuses (the batch you've made yourself and the batch that will be added by the engine). In case of BGEE, it'll be a tripled effect, since EE has a nasty bug of applying kit's effects twice (at least in 1.3, my tests show this quite clearly).



#3 pancakewizard

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Posted 22 April 2016 - 01:27 PM

Interesting I didn't realise that. Why even have them appear in the effects tab anyway then if they are allocated automatically?


Edited by pancakewizard, 22 April 2016 - 01:45 PM.


#4 Jarno Mikkola

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Posted 22 April 2016 - 03:08 PM

Interesting I didn't realise that. Why even have them appear in the effects tab anyway then if they are allocated automatically?

The tool wishes to have all effect controllable, and thus visible. Or would you like to have crashed cause of things you can't see ?
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#5 CamDawg

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Posted 22 April 2016 - 06:07 PM

Interesting I didn't realise that. Why even have them appear in the effects tab anyway then if they are allocated automatically?

CLAB abilities are applied when a creature joins the party. For joinables all you need to do is change the kit value in the creature file.


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#6 qwerty1234567

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Posted 23 April 2016 - 01:36 AM

Just use LVL1NPC.


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#7 pancakewizard

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Posted 23 April 2016 - 02:10 AM

 

Interesting I didn't realise that. Why even have them appear in the effects tab anyway then if they are allocated automatically?

CLAB abilities are applied when a creature joins the party. For joinables all you need to do is change the kit value in the creature file.

 

 

Well that certainly makes things easier.

 

Just use LVL1NPC.

 

Can't do that, then people could choose their own skills/proficiencies and then where would we be? WHERE WOULD BE? Chaos ;)





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