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-   -   Tech help for custom kits (http://www.ironworksforum.com/forum/showthread.php?t=53472)

Raze 05-19-2001 01:00 PM

Im trying to use a custom kit with my game.
I import all the right stuff but am having problems when it comes to using the dialog.tlk editor of IEEP. It gives me reference numbers but these numbers are 6 digits long and when I come to editing the kitlist 2DA file there are only 5 asterisks for each number.
Im not sure how to enter the numbers ive been given correctly. Nothing I have tried so far has worked.

Can anyone help

Neb 05-19-2001 04:28 PM

I can't help, but I got a couple of questions that belong in a topic like this,

1) Are there any programs or editors to help with creating custom kits?

2) Can you use custom kit characters in ToB?

3) Does anyone have any cool custom kits that I could DL?

Raze 05-19-2001 08:35 PM

someone out there must know how to help me?

white heron 05-19-2001 11:14 PM

All i can say is that i've installed a few kits recently and have always had 5 figure numbers.I notice that some of the kits in the game have 3 or 4 figure numbers for those columns ,but none have more than five so i think your problem is really odd.

Raze 05-20-2001 09:06 AM

Can no one help ?

Scottjess 05-20-2001 03:03 PM

How do you get these custom kits/ Did you download them? If so where?

Vaskez 05-20-2001 04:10 PM

LOL. Hey, don't worry about the number of asterisks. If u are talking about one of my kits (cos I put asterisks in th kitlist file) or any other custom kits, they are just to show u where to put the number. Just put all 6 digits in, deleting the asterisks and just make sure there is a space after the number.
The IEEP dialog.tlk editor allocates the next available reference number for your dialog.tlk file and depending on what other custom stuff u have imported, this varies obviously so u might end up with a 6 digit number, or if u have no custom stuff a 5 digit number. Some of the built in kits have 4 digit references for their descriptions because they were built in early into the games .tlk.
As for where to get them, u can get some at my site http://lhanzo.tripod.com
and sites linked from http://www.teambg.net

Neb- currently there are no editors for creating custom kits but u can get a tutorial to tell u the basics on Potenciusnet linked from teambg (above).
Custom kits should work fine with TOB, although u might have to reinstall them and a couple of advanced things (like custom spell references in spell.ids) might have to be updated by the kit creator.

Raze 05-20-2001 04:50 PM

Thanks for the help Vaskez but no matter how i enter the ref numbers, when I come to create the character the kit name doesnt appear, just a blank bar, and there is no kit description (Ive been getting strange bits of text about Her'dalis).
The actual character seems to be playing ok (except the lich which doesnt seem to want to get along with my game)
It would be nice to get everything working

Vaskez 05-20-2001 04:53 PM

Are u sure u have followed the instructions word for word? Again, if u are talking about my kits, this should work fine. No one has had any problems before and most of the kits have been out since feb. The Lich should work fine. It is under the bard kits and u will be transformed into a mage when the game starts (u know it has worked if u look like a lich http://www.tgeweb.com/cgi-bin/ubb/no...es/biggrin.gif )

Hmm, the kit description might end up cocked up for the Lich when u change to a mage, but it should be fine at character creation and the class type should be "Mage".

[This message has been edited by Vaskez (edited 05-20-2001).]

Neb 05-20-2001 04:53 PM

The Lich is cool, except he is so damn slow! Needs some boots of speed.

It would be cool if someone made a class/kit/item/spell editor for Baldurs Gate 2, please post it here on the board if any of you discover such an editor, or makes one themselves.


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