Hiya team!
As part of my "Chrysta" NPC mod, I have designed a custom thief kit ("Nature's Assassin") combining thief abilities and druidic powers (granting spells as innate abilities). I then used the WEIDU "ADDKIT" feature to install the kit in the game.
In the case of my clean install of SoA/ToB/latest official patch, the kit addition works just fine, and preliminary tests indicate that when Chrysta joins the party she has the correct kit, stats and abilities. Since my initial euphoria at getting something like that to work first time
, I have encountered a couple of problems/difficulties.
PROBLEM 1 (possibly WEIDU related):
1) Just out of curiosity, I went back to my heavily-modded install of BG2 (I have two folders on my hard drive, one with the clean install and one with my originally mod-heavy version - I switch between them by changing the folder name when necessary!) and, after assuring myself that the game still ran normally, tried installing the kit and raw NPC. Chrysta still joined the party, but no longer with the custom kit. I then tried starting a game normally, and didn't even get the option of choosing the kit from the character creation screens. Anybody got any ideas if this is a WEIDU issue, or how I might go about linking together the NPC CRE file with a newly installed custom kit in situations where other custom kits already exist? In case it helps, these are the details of what mods I have installed in the mod-heavy folder:
What game and *exact* version number is the mod installed on?
answer -] BG2 SoA + ToB with official patch 26498
What operating system?
answer -] Windows XP version 5.1, build 2600
What DirectX *exact* version?
answer -] DirectX 8.1 (4.08.01.0810)
Do you have any other 'mods' installed?
1) The Darkest Day version 1.0.3A installed first over full SoA/ToB with official patch
2) ToB Ascension release version 1.4.13(WEIDU format)
3) Ease-of-Use mod release version 11 (WEIDU format) - there was an element of this [un-nerfed THACO tables] that is stated as incompatible with TDD, so this component was not installed 4) From Weimer's BG2 mods page: Item Upgrade mod release version 20 (WEIDU format) - stated as compatible with TDD v1.0.3
5) Solaufein romance mod release version 76 (WEIDU format)
6) Tashia NPC mod version 2.05c
7) Tashia NPC mod multiple romance Happy Patch
Lord Mirabbo's Imoen Romance mod version 1.001
9) Lord Mirabbo's Imoen Romance mod full version 1.008
PROBLEM 2: (probably not WEIDU related, but I thought I'd ask anyway!)
Something very curious happens to the Chrysta NPC when she is dropped and rejoins the party. Basically, the way I have implemented her druidic spells is as innate abilities. The way I did this was (I thought) straightforward:
- Load the relevant druidic .spl file
- Change spell type and location to "Innate" (making sure I did so for all extension headers)
- Saved it under a different name as another .spl file in the custom kit folder
- Included "Grant ability" commands in the kit's CLAB.2da file (e.g. at level 2 "GA_SPCHR103" to give the ability to case modified spell SPCHR103 [Entangle] as an innate ability)
- Included relevant copy commands in the Addkit .tp2 file to copy the spell ability files to the override directory
When first started and Chrysta joins the party, everything seems fine. However, when she is dropped and then rejoins, for some reason she is granted the ability to cast each innate ability spell AGAIN! So, for example, if at 8th level she is supposed to have the ablility to cast Entangle twice, if she is dropped and picked up again she is suddenly able to cast it FOUR times. If dropped and picked up again she is able to cast it SIX times, and so on. Strangely, this DOESN'T happen with the druidic shape change and poison weapon abilities - i.e. the ones that I DIDN'T have to tweak for the kit. Anyone got any ideas what is going on here?