Author Topic: Kit.ids and Installing Mods  (Read 1481 times)

Offline Rabain

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Kit.ids and Installing Mods
« on: September 18, 2004, 10:21:06 AM »
 Reference: http://forums.pocketplane.net/index.php?topic=351.msg3547#msg3547

Okay so say i have a new kit in a mod thats available to the public.  However i cannot know if the person installing the mod has a fixed kit.ids or if they have any other custom kits installed.

Now i could use replace textually as outlined here http://forums.pocketplane.net/index.php?topic=466.0 but does that get me around the custom kits issue

How do i / Can i include code that will get around this as in can i update the persons kit.ids with my own kit while also fixing it and include any custom kits they had in the original?

How problematic is kit.ids anyway if its not the fixed one?

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Offline Andyr

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Re: Kit.ids and Installing Mods
« Reply #1 on: September 18, 2004, 11:50:08 AM »
You don't need to fiddle about with it at all, WeiDU's ADD_KIT function does it all for you. No fuss. :)
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Offline Rabain

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Re: Kit.ids and Installing Mods
« Reply #2 on: September 18, 2004, 12:55:39 PM »

I was under the impression that kit.ids as it is in vanilla BG2 was broken and didn't work properly for certain kits. Not broken in the sense that it breaks the game but that it doesn't reference some kits properly.

I know how to use ADD_KIT, what i want to know is what affect someone trying to install a fixed kit.ids would have on a broken one that includes custom kits! 

Does that make sense or is it really not an issue?  I would presume its not an issue for somone just playing the game but some who plans on using the kit references in coding etc it might cause problems for right?

Thanks Andyr for your input but maybe my question didn't make sense!

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Offline Andyr

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Re: Kit.ids and Installing Mods
« Reply #3 on: September 18, 2004, 01:00:21 PM »
Ah, I see. :)

The KIT.IDS thing people do to fix it apparantly allows detection of Barbarians as a unique kit, which the version shipped with the game doesn't. Mods which correct it tend to use REPLACE_TEXTUALLY which means that there are no issues with overwriting someone's custom kit. So there should be no problems at all with people with or without custom kits, with or without a broken KIT.IDS.
« Last Edit: September 18, 2004, 01:22:55 PM by Andyr »
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Offline Rabain

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Re: Kit.ids and Installing Mods
« Reply #4 on: September 18, 2004, 01:04:37 PM »

Cool, sorted!

Thanks!
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Offline Idobek

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Re: Kit.ids and Installing Mods
« Reply #5 on: September 18, 2004, 02:30:55 PM »
It allows detection of and switching to all kits, very few of the entries in the shipped kit.ids are correct. AFAIK the only mod that overwrites kit.ids is Oversight.
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