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Topic Summary

Posted by: NiGHTMARE
« on: April 10, 2004, 07:55:38 AM »

As already mentioned, some hard-code limitations can be bypassed.  For example, as well as being able to have more than nine kits for a class per race, the same method of selecting things through in-game dialogue & scripts also allows multi-class characters to chose kits, and for races to chose classes normally not available to them.

You can also emulate certain classes as kits of other classes (e.g. a Bard-like Mage kit or a Paladin-like Cleric kit), allowing multi- and dual-classes that otherwise wouldn't be possible, such as Cleric/Bards, Druid/Mages, Fighter/Paladins, Ranger/Thiefs, etc.  It's apparently possible to use scripting to make a kit require more XP than the standard class, so that shouldn't be an issue.  Item restrictions are the only real limitation.

Another limitation that can (sort of) be worked around is overflowing priest spell books.  Preventing the various Cleric & Druid kits from having certain spells, ala the Cleric Remix mod, allows for more new spells than usual.
Posted by: CoM_Solaufein
« on: April 09, 2004, 07:13:46 AM »

IEEP on of the best tools found there.
IDU one of the worst. I attempted to use it once and that was about it.
Posted by: Ghreyfain
« on: April 09, 2004, 12:26:19 AM »

Ken created TeamBG and a .cre editor once upon a time.  Also a mod-switcher tool that nobody used due to 0 mods being out at the time.

Todd created IEEP.

Cat created IDU, which nobody should ever use because it leads to murder, tears, blood, sweat, insanity, and violence.  Though at the time, it was what we had, so I'm grateful for that.
Posted by: discharger12
« on: April 08, 2004, 04:41:44 PM »

Ah, right.

Then whos Ken.. and Todd?
Posted by: Ghreyfain
« on: April 08, 2004, 01:37:34 PM »

Ah, right.
Posted by: SimDing0™
« on: April 08, 2004, 01:30:23 PM »

Cat.
Posted by: Ghreyfain
« on: April 08, 2004, 01:21:51 PM »

Nope.  Todd, wasn't it?
Posted by: discharger12
« on: April 08, 2004, 11:10:38 AM »

Some hard-coded parts of the game CAN be modified. We're talking small stuff where only a single number or word has to be changed, like the game's starting XP. Major recording can't take place without decompiling the EXE. There was once upon a time when someone supposedly did a whole load of stuff to add new creature animation slots to the game, but we all think he was lying, and he disappeared at a most convenient time.

would that person be Ken?
Posted by: SimDing0™
« on: April 08, 2004, 05:09:55 AM »

Some hard-coded parts of the game CAN be modified. We're talking small stuff where only a single number or word has to be changed, like the game's starting XP. Major recording can't take place without decompiling the EXE. There was once upon a time when someone supposedly did a whole load of stuff to add new creature animation slots to the game, but we all think he was lying, and he disappeared at a most convenient time.
Posted by: Ghreyfain
« on: April 08, 2004, 12:46:08 AM »

And I might add that now that kit.ids can be properly used, I'm sure mods with scripts will soon be made to let you choose a kit for your character that are listed beyond the current limit of 9.
Posted by: Ghreyfain
« on: April 08, 2004, 12:42:14 AM »

Why is it that it's so hard to crack hard-coded parts of the game? Like, you can only have 9 kits

You can HAVE more than 9, you just can't choose any of the ones that are below, since the GUI doesn't have a scroll bar.

Quote
, only 6 people in the party, etc..

Because... I don't know.  I haven't ever wanted to add more than that, but I've never seen an editable file that deals with this maximum, so I must assume its in the bgmain.exe itself.  Editing that is nasty and dangerous.
Posted by: discharger12
« on: April 07, 2004, 08:46:26 PM »

Why is it that it's so hard to crack hard-coded parts of the game? Like, you can only have 9 kits, only 6 people in the party, etc..