Author Topic: Reaver kits combitibility with the Refinements mod.  (Read 5732 times)

Offline Jarno Mikkola

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Reaver kits combitibility with the Refinements mod.
« on: October 08, 2009, 08:59:12 AM »
There is a incompatibility bug with Refinements mod and the Reaver kit's requirements(Z#RvConv.baf), as the "Kit(Myself,TRUECLASS)" can't ever become true, as the Refinements mod makes a adjustment to the Kit.ids and so the TRUECLASS kit for the mage will be always unattainable...

So if you could revice the Z#RvConv.baf to be something alike this:
Code: [Select]
// Converts the User into a Reaver

IF
Class(Myself,MAGE)
Global("Z#ReaverConvert","LOCALS",0)
OR(2)
Kit(Myself,TRUECLASS)
Kit(Myself,Magetw)                            //this is the mage from the Refinements
THEN
RESPONSE #100
SetGlobal("Z#ReaverConvert","LOCALS",1)
END

IF
CheckStat(Myself, 1, LEVEL2)
CheckStatGT(Myself, 17, INT)
CheckStatGT(Myself, 17, STR)
CheckStatGT(Myself, 17, DEX)
CheckStatGT(Myself, 14, CON)
CheckStat(Myself, 7, LEVEL)
Global("Z#ReaverConvert","LOCALS",1)
OR(2)
Class(Myself,THIEF)
Class(Myself,)                                          //This line might be needed... OR not
THEN
RESPONSE #100
SetGlobal("Z#ReaverConvert","LOCALS",2)
ActionOverride(Myself, AddKit(Z#REAVER) )
ApplySpell(Myself, GAIN_ONE_STR_PERMANENT)
END

Could you also adjust this bit of code:
Code: [Select]
EXTEND_TOP ~BALDUR.BCS~ ~Z#Misc\Reaver\Z#GenFix.Baf~ To be:
Code: [Select]
EXTEND_TOP ~Z#RvConv.BCS~ ~Z#Misc\Reaver\Z#GenFix.Baf~
This would make the baldur.bcs free from the kits code, making the game run better if it's played without the kit, a bit, but still. And then you would need to switch it above this:
Code: [Select]
COPY_EXISTING ~Z#RvConv.bcs~ ~scripts/Z#RvConv.bs~ And then you could also make the Z#GenFix.baf shorter, as it will always effect just the one using the script, and not everyone in the party.
« Last Edit: October 08, 2009, 09:01:02 AM by Jarno Mikkola »

Offline Zyraen

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Re: Reaver kits combitibility with the Refinements mod.
« Reply #1 on: October 10, 2009, 05:11:59 AM »
Thanks for the note :) will look into it. I didn't know anyone still bothered to comment on the Misc Mods lol
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Thedonkeyman

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Re: Reaver kits combitibility with the Refinements mod.
« Reply #2 on: October 17, 2009, 06:43:03 AM »
Hi there, I just came upon this problem... (at least, I think this is it)

I have Refinements installed, and I can't get the Reaver kit to activate. Does the above code definitely work? I'm sure I can work out where to C&P it if necessary, but it would be nice to know if it's worth it. Or is there another way to activate the kit? Ta!

Offline Jarno Mikkola

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Re: Reaver kits combitibility with the Refinements mod.
« Reply #3 on: October 17, 2009, 01:07:09 PM »
Hi there, I just came upon this problem... (at least, I think this is it)
I have Refinements installed, and I can't get the Reaver kit to activate. Does the above code definitely work? I'm sure I can work out where to C&P it if necessary, but it would be nice to know if it's worth it. Or is there another way to activate the kit? Ta!
Well, I did leave out the kit requirement from my compiled script when I used it, so I do not know... so I used this, so just overwrite the script in the <game>/scripts -folder with that one(assuming you already did install the Kit first), and use the script and dual the 7th level mage to a thief, and you should be set.
« Last Edit: October 17, 2009, 01:18:20 PM by Jarno Mikkola »

Thedonkeyman

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Re: Reaver kits combitibility with the Refinements mod.
« Reply #4 on: October 18, 2009, 07:05:00 AM »
Thanks a lot. :) But when I use this, rather than making me a Reaver, it makes me a dual-class Mage/Bounty Hunter. Is this just an issue with me having too many mods?

Offline Jarno Mikkola

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Re: Reaver kits combitibility with the Refinements mod.
« Reply #5 on: October 18, 2009, 09:02:00 AM »
Thanks a lot. :) But when I use this, rather than making me a Reaver, it makes me a dual-class Mage/Bounty Hunter. Is this just an issue with me having too many mods?
Ah, well the script I used is game specific :-[ so the same won't work for you, as the Kit.ids aren't same in your game as they are in mine. Ouh CHEESE.

So you need to get a a NearInfinity, make a .txt file with this code in it:
Code: [Select]
IF
Class(Myself,MAGE)
Global("Z#ReaverConvert","LOCALS",0)
THEN
RESPONSE #100
SetGlobal("Z#ReaverConvert","LOCALS",1)
END

IF
CheckStat(Myself, 1, LEVEL2)
CheckStatGT(Myself, 17, INT)
CheckStatGT(Myself, 17, STR)
CheckStatGT(Myself, 17, DEX)
CheckStatGT(Myself, 14, CON)
CheckStat(Myself, 7, LEVEL)
Global("Z#ReaverConvert","LOCALS",1)
THEN
RESPONSE #100
SetGlobal("Z#ReaverConvert","LOCALS",2)
ActionOverride(Myself, AddKit(Z#REAVER) )
ApplySpell(Myself, GAIN_ONE_STR_PERMANENT)
END
And then save it as Z#RvConv.baf, then open the game with the NearInfinity by locating the Chitin.key file, and then use it to open the file and compile it to Z#RvConv.bcs file, and then you just rename the file as Z#RvConv.bs (without the c ), and then put it to the <game>/scripts -folder.

As the script compilation gives Z#REAVER a numerical value based on the current game compilation. :P
« Last Edit: October 18, 2009, 09:11:07 AM by Jarno Mikkola »

Thedonkeyman

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Re: Reaver kits combitibility with the Refinements mod.
« Reply #6 on: October 19, 2009, 05:38:23 AM »
Awesome, it works! :D Thanks a lot!

 

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