Author Topic: Kits and Cre's  (Read 1068 times)

Offline Rabain

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Kits and Cre's
« on: January 11, 2005, 11:17:39 AM »
Tell me if I am just not understanding this correctly but here is my problem:

I had created several creatures with varying kits and kit specific scripts but after installing a mod (can't remember offhand which one) that updates kitlist.2da with a corrected version to recognise each kit all my cre files now give me errors in DLTCEP about the kit not being in kitlist etc

My question (s): Does this really matter? Will my cre's still carry out all their script actions simply because they have the ability to or will the wrong kit have an effect on what abilities etc are available or will they just be messed up? Kit abilities being used include Poison Weapon, Called Shot etc

I don't think i fully understand this whole kitlist thing ! :)
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Offline Andyr

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Re: Kits and Cre's
« Reply #1 on: January 11, 2005, 02:55:15 PM »
KITLIST.2DA is specific to each user's install, depending on what kits they have installed in what order. So you may have unknowingly wiped or overwritten it or something.

I find it is best to assign kits to CREs on install via tp2 or ingame, as this ensures the correct kit is added to the creature.

If you create a creature of a new kit and save and export that .CRE, for example, then the value that CRE's kit has in KITLIST.2DA may well be different from the value the kit has on someone else's install, causing the creature to not have the right kit for them, with the resulting loss in abllities and so on.

So... You need to install the kit first in your tp2, then any assignments you make or scripts you compile will be correct for the end user. If that's what your asking. :)
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