View Full Version : New Kit


Maurolava
Wed, 22nd Mar '06, 2:37am
Ok, so is finally here, from yours truly a new BG2 SoA/ToB/Tutu kit.

This kit is the first version of three; this is the description of my kit:

SAMURAI: (http://www.sorcerers.net/Games/BG2/index_mods_hosted_misc.php)
Known for their matchless bravery and strict code, he is a cultured warrior who strives to be courteous, brave, and unswervingly loyal to his overlord. A samurai follows the “Way of Warrior” or Bushido, which it puts emphasis on loyalty, self-sacrifice, refined manners, purity, modesty, martial spirit, and affection. Samurai are always lawful, stoic in demeanor, and implacable when matter of honor and justice is concerned.

Advantages:

- Daisho Technique: May reach Grand-Mastery in Katana, Wakizashi and Daikyu.
- May place maximum points into two-weapon or single weapon fighting styles.
- Kiai Smite: May cast Fear once per day per every level.
- Immunity to Fear

Disadvantages:

- May not put more that one proficiency point in all other weapons
- May not use shields or spend any points in Sword & Shield Style
- May not Dual/Multi-class

The link will direct you to where you can download it (third one down).

If you have any questions, comments or suggestions, please post them here.

Saber
Wed, 22nd Mar '06, 2:40am
Sounds good! Can it be implemented so that if we make our own NPC, s/he can be a samurai, or is it PC only? (See, I was going to be a cleric... but with a kit like this, I might be willing to spend time writing an NPC for myself.)

Maurolava
Wed, 22nd Mar '06, 2:48am
As it is, is only able to be use for PC only, but you will only need to change a line in the .TP2 file

Saber
Wed, 22nd Mar '06, 3:19am
Do you happen to know which one? Or, rather, will it appear in SK so that I can edit my .chr file to have the samurai kit?

Maurolava
Wed, 22nd Mar '06, 3:27am
the line on my .TP2 is:

// PC races and classes allowed to use this kit, from KITTABLE.2da
~K_F_H K_F_D K_F_G K_F_E K_F_HE K_F_HL K_F_HO~ so, just change it to ~~

As per SK, it will show it once is installed, and also you can edit your .CRE file to have the kit, but you'll have to add my .TP2 within the mod to work (ofcourse)

Saber
Wed, 22nd Mar '06, 3:35am
Change the top part (PC races and classes allowed...) or the bottom part (K_F_H, etc)? Or, just erase that and put ~~ in?

Maurolava
Wed, 22nd Mar '06, 3:42am
Only erase the area between ~ ~

The text after // is not readable by weidu, is just for the user better understanding.

Saber
Wed, 22nd Mar '06, 3:45am
Cool, thanks man. I'll start thinking up my NPC now :)

Maurolava
Wed, 22nd Mar '06, 3:48am
No problem, good luck

Silverstar
Wed, 22nd Mar '06, 10:44am
^Ah, don'T worry, I will try your mod soon enough. I have a nasty nasty exam this Friday and after that I will be able to go home and play BG2 non-stop! I haven'T forgotten your neat kit, pal! :thumb: It will be a nice addition to my 30+ mod-list. And if it causes a conflict or bug, you will be the first to know, don'T worry!

Andyr
Wed, 22nd Mar '06, 6:40pm
As it is, is only able to be use for PC only, but you will only need to change a line in the .TP2 fileThat's not entirely true.

Having the K_X_X in the code does not mean it is a PC-only kit; it means it is a kit the PC can choose. Removing those bits means it is a kit that PCs cannot choose. Neither influences whether an NPC can have it or not. You don't need to edit anything in the .tp2 to allow an NPC to use the kit, just make sure the kit gets assigned to the NPC's .CRE files (using NearInfinity or some other tool).