Adding New Skills
#1
Posté 14 août 2011 - 03:14
I think it occurred at character creation when setting up skills, in both single-player and multiplayer, but didn't occur at level up.
Anyhow, does anyone know what the skill limit is before the bug strikes?
#2
Posté 15 août 2011 - 01:54
#3
Posté 15 août 2011 - 01:34
I found a post from the old Bioware forums archive saying that the skill limit is 33, by the way, so maybe adding up to 5 skills causes no problems.
#4
Posté 15 août 2011 - 06:22
The only real issue I've had with it, is that the new skills aren't selectable until level 2 in a multiplayer environment.
#5
Posté 15 août 2011 - 09:26
What were the problems that you had and what did you do to solve them?
#6
Posté 16 août 2011 - 12:50
That was all that was required to fix it, which was odd in itself, and doesn't really offer anything to explain what the problem was.
As an example, here's my cls_skill_rang.2da:
2DA V2.0
Label SkillIndex classSkill
0 AnimalEmpathy 0 1
1 Concentration 1 1
2 DisableTrap 2 0
3 Heal 4 1
4 Hide 5 1
5 Listen 6 1
6 MoveSilently 8 1
7 OpenLock 9 0
8 Perform 11 0
9 Search 14 1
10 SetTrap 15 1
11 Spellcraft 16 0
12 Spot 17 1
13 Appraise 20 0
14 Tumble 21 0
15 CraftTrap 22 1
16 Bluff 23 0
17 Intimidate 24 0
18 CraftWeapon 26 1
19 CraftArmor 25 1
20 Ride 27 1
21 Balance 3 0
22 Climb 28 1
23 Decipher_Script 29 0
24 Diplomacy 12 0
25 Disguise 30 0
26 Escape_Artist 31 0
27 Forgery 32 0
28 Gather_Information 7 0
29 Handle_Animal 33 1
30 Jump 34 1
31 Knowledge_Arcana 35 0
32 Knowledge_Nature 36 1
33 Knowledge_Religion 37 0
34 Sense_Motive 18 0
35 Sleight_of_Hand 13 0
36 Survival 10 1
37 Swim 38 1
38 Use_Rope 39 1
39 UseMagicDevice 19 0
40 lines, and I haven't had a problem with it in SP or MP character creation.
#7
Posté 16 août 2011 - 12:05
#8
Posté 21 novembre 2011 - 08:09
#9
Posté 25 janvier 2012 - 07:51
I'm not sure if anything in this thread is information I can make use of. "Empy lines at the end of a row causing a crash? Really? Thats weird.
My skill index is at 33 for a total of 34 skills
Is that number a bad one?
#10
Posté 25 janvier 2012 - 11:57
Modifié par Khuzadrepa, 25 janvier 2012 - 11:57 .
#11
Posté 26 janvier 2012 - 02:16
First test: skills.2da at index 28. success
Second test: index 31 success
Third test: index 32 success.
Fourth test: index 33.... FAIL!
[edit continuing]
Fifth test: index 34 ... FAIL!
Incidentally... the crash happens at the moment I hit PLAY right after character creation.
Here's the skills.2da
cls_skill_sorc.2da
I've been adjusting the length of skills.2da but not touching the class skill 2das. Everytime I start a new game, create a sorcerer and then hit play to see if it will crash. (I am also testing my new familiars which are working out great)
Modifié par henesua, 26 janvier 2012 - 02:42 .
#12
Posté 26 janvier 2012 - 02:49
HR_BASE
If anyone can fix this I be very thankful
Modifié par ShadowM, 26 janvier 2012 - 03:06 .
#13
Posté 26 janvier 2012 - 03:15
I've since been trying to add skills beyond the magic number, and also add to the relevant class skill list. It doesn't seem to be working.
If I could remove Escape Artist and Ride, this would enable me to add Scry, which is one more skill I'd like to have.
#14
Posté 26 janvier 2012 - 10:47
You could also try loading the BioWare skills.2da in excel and seeing if it crashes and burns there. If it does, its most likely a tab related issue which Excimer's tool should be able to fix.
As a matter of principle I always edit my 2da files in Textpad and run them through Excimer's tool, then use the "Save To" command in Excimer's tool to save the file. Since you can review the 2da file - and usually see the error quite blatantly, that tool has saved me a lot of headaches.
Modifié par Pstemarie, 26 janvier 2012 - 10:54 .
#15
Posté 26 janvier 2012 - 01:06
At this point I just need to know if ride has any hard coded functionality. If not, I'll replace it.
Same for Intimidate... a useless skill anyway. If it is not hardcoded I'll replace that too.
Now I need to decide if I need all of the movement skills...
- Climb is in.
- Swim is in.
- Jump? (could do this as a class feat for all classes and calculate distance strictly by strength and size and encumbrance with bonuses for certain animals.)
- Escape Artist? (I'd like to keep it and rewrite all the grapple related spells to use it)
- Balance? (could rewrite the grease spell to use it but otherwise it doesn't seem necessary for anything but tightrope walking).
Modifié par henesua, 26 janvier 2012 - 01:30 .
#16
Posté 26 janvier 2012 - 02:19
I'd missed the request before for my skills.2da, here's a copy of it: If you want to see the class skill 2da files I use, feel free to pull them from the hak I use for my little mod, second link in the signature gets you to the site those are hosted on.
#17
Posté 26 janvier 2012 - 02:50
So I've added Control Shape, Climb, Swim, Escape Artist, and Scry. I replaced Intimidate with Scry, and Ride with Control Shape. My max skill index is 30. All is working well.
Those are
#18
Posté 26 janvier 2012 - 03:04
idea: maybe its client-side bug? what if a client without custom skills.2da tried to create character and log in to your PW?
#19
Posté 26 janvier 2012 - 03:33
I think there is something hardcoded related to crafting. I've noticed that if you require all the crafting skills to be trained, and put no points in the craft skills that you are unable to launch the craft menu. If you put one point in craft armor it still doesn't work. If you put 1 point in craft trap, you can launch the crafting menu. So... what is it about craft trap that is special? I can't find it in the scripts. I suspect its hardcoded in some way. Please let me know if this is script driven.
#20
Posté 26 janvier 2012 - 03:55
But i dont see that a no-rank in a skill would prevent this conersation to open, if you dont have ranks you wont be able to craft the given type of item but the conversation should open. But I havent tried to remove/reuse crafting skills myself yet so you might find something new to me
#21
Posté 26 janvier 2012 - 04:18
Is there a script that launches that conversation? Perhaps the check is in that script.
[Edit:]
I'm stumped. Apparently you need some craft trap skill to be able to use the craft icon from the player menu. I'll enable craft trapping as an untrained skill. Lame, but NWN is like that.
Modifié par henesua, 26 janvier 2012 - 04:31 .
#22
Posté 26 janvier 2012 - 04:35
Interesting, in any way the conversation will still work if the reused skill will be untrained. Name and purpose can be different.henesua wrote...
[Edit:]
I'm stumped. Apparently you need some craft trap skill to be able to use the craft icon from the player menu. I'll enable craft trapping as an untrained skill. Lame, but NWN is like that.
#23
Posté 26 janvier 2012 - 05:02
Then I can work out some sort of mundane crafting system, and make the maximum skill in any mundane craft be equal to the skill points the player has put in their craft skill. That way a system like CNR could be linked to a character's skill, but still have the flexiblity of virtual skills such as carpentry, metal working, cooking etc... Furthermore cosmetic changes that the bioware system allows do not require points in craft armor or craft weapon which was always a silly skill point sink in my view.
Yeah, I think that this works from a game balance standpoint, and it gives me potentially two more custom skills to play with.
Modifié par henesua, 26 janvier 2012 - 05:03 .
#24
Posté 26 janvier 2012 - 10:47
Failed.Bard wrote...
I'm not sure why it gives the error, my skills.2da goes to line 39 (40 skills counting 0), and I only had issues due to the padding that bioware added at the end of the other skills in any of them.
I'd missed the request before for my skills.2da, here's a copy of it: If you want to see the class skill 2da files I use, feel free to pull them from the hak I use for my little mod, second link in the signature gets you to the site those are hosted on.
Well I took your skills.2da and put it into a test hak and put it in a test module and still had the crash. I checking some other information out.
#25
Posté 27 janvier 2012 - 03:05
If his mod doesn't crash, then I'd guess that this is either:
- Another 2da that got edited which somehow allowed the skills.2da to have more lines.
- Some bit of code somewhere in the mod which fixed some bug that was causing the crash.
- A difference between single player and multiplayer. Extra lines for single player?
Modifié par wyldhunt1, 27 janvier 2012 - 03:05 .





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