Opinions requested on the best spell-fixing HAK
#1
Posté 25 novembre 2013 - 02:55
I'm staring at a task in front of me. I've made enough customizations now with 2DA, TLK, etc., that I am getting to the point where I don't want to make any more customizations, or add any more 3rd party content, until I care verify (and thus possibly merge) my work with existing popular HAK's. Kaedran's PrC and Tony K's AI are two that come to mind.
So, any thoughts on this?
#2
Posté 25 novembre 2013 - 03:03
#3
Posté 25 novembre 2013 - 10:27
May I ask something on the matter, do Kaedrin's classes etc are Faerun specific?
#4
Posté 25 novembre 2013 - 03:45
Tony K's AI.. I need to check that out to make sure it doesn't conflict with my own custom AI. My custom AI uses the X2_SPECIAL_COMBAT_AI_SCRIPT variable on creatures to tell them to run a custom AI script. If Tony K's AI doesn't mess with that, then I'm good.
I'd like to make Tony K's AI a default part of the package, so companions are a bit smarter.
Kaedrin's could take some work due to the necessity to merge 2DA's and such.
Does anyone know, off hand, if it's okay to include Kaedrin's in a mod? I'd rather have my mod completely setup for it and have it available so that players don't have to merge stuff themselves. But if there are permission issues.. I'll just have to make sure my 2DA's and other files are prepped so all teh user has to do is run it.
#5
Posté 25 novembre 2013 - 04:51
#6
Posté 25 novembre 2013 - 06:23
I mean... duh, that kind of goes with what I'm doing.
There's a companion you meet, much later in the mod, that is a dragon hunter. Like all the companions, you don't have to take her, but at the point in the story when you meet her, she will prove useful.
I didn't have an appropriate class for her, so I was going to make her a Blackguard (because the companion is very loosely based on my old Everquest 1 toon). But now that there's a DragonHunter class? Hell yeah...
So... I'll have to spend some time and make Kaedrin's work. Hopefully it won't be that difficult.
#7
Posté 25 novembre 2013 - 06:31
#8
Posté 25 novembre 2013 - 09:14
#9
Posté 04 décembre 2013 - 03:47
I'm reading through Reeron's spell fixes readme.txt file and it says to put them in the override folder. And I'm thinking... that's probably not the best idea, right?
If you're going to make your mod compatible with stuff like Kaedren's and Reeron's, it probably makes sense to make it compatible by redistributing it with your own mod right? I mean, shouldn't we be putting these files in the campaign folder?
What's the proper way to handle this... I want to have a proper plan before I do this.
#10
Posté 04 décembre 2013 - 09:20
ColorsFade wrote...
I just looked over Kaedrin's classes and it's now a must-have in my mod because of a the DragonHunter class.
I mean... duh, that kind of goes with what I'm doing.
There's a companion you meet, much later in the mod, that is a dragon hunter. Like all the companions, you don't have to take her, but at the point in the story when you meet her, she will prove useful.
I didn't have an appropriate class for her, so I was going to make her a Blackguard (because the companion is very loosely based on my old Everquest 1 toon). But now that there's a DragonHunter class? Hell yeah...
So... I'll have to spend some time and make Kaedrin's work. Hopefully it won't be that difficult.
If you have the will - my suggestion (as always) is to simply add the Dragon Hunter Class in its entirety as a single mod to your project - simply edit your custom tlk and associated 2ds with the correct strref - too much fluff can hinder the direction of a specific storyline imhoColorsFade wrote...
Bumping this thread because I have another related question:
I'm reading through Reeron's spell fixes readme.txt file and it says to put them in the override folder. And I'm thinking... that's probably not the best idea, right?
If you're going to make your mod compatible with stuff like Kaedren's and Reeron's, it probably makes sense to make it compatible by redistributing it with your own mod right? I mean, shouldn't we be putting these files in the campaign folder?
What's the proper way to handle this... I want to have a proper plan before I do this.
:innocent:
#11
Posté 04 décembre 2013 - 10:52
There are precedents, like Risen Hero or Baldur's Gate Reloaded, so I guess it's OK. You can always contact Kaedrin himself.ColorsFade wrote...
Does anyone know, off hand, if it's okay to include Kaedrin's in a mod?
However, I personally dislike when that is done, simply because some people prefer to play without the mod. I'm not considering technical issues here, mind you, like the file merging you mention; just saying that it's always good for the players to have a choice.
Modifié par Arkalezth, 04 décembre 2013 - 10:53 .
#12
Posté 04 décembre 2013 - 02:31
Arkalezth wrote...
However, I personally dislike when that is done, simply because some people prefer to play without the mod. I'm not considering technical issues here, mind you, like the file merging you mention; just saying that it's always good for the players to have a choice.
The only problem with that, is that Kaedrin's will override some scripts, let's say k_mod_load (I don't know I'm just guessing), while mine is called andy_mod_load. Therefore when and if you play my campaign you won't have Kaedrin's in any way.
The best way is to go like Tchos did. Just include the lines in the end of these scripts, so that IF someone wants to play with Kaedrin's he will be able.
#13
Posté 04 décembre 2013 - 03:24
I can understand not forcing Kaedrin's on folks. Tcho's method for handling the script hooks is a good solution.
But if I want the spell fixes, what is the best way to handle that? Override doesn't seem like a good idea to me.
It will work in the campaign folder, yes?
For example, I believe kamal_ used Pain's script sets in Crimmor. That seems like the proper way to do things to me. I just want to make sure.
#14
Posté 04 décembre 2013 - 04:52
This is how I see it, though me myself haven't implemented them yet.
#15
Posté 04 décembre 2013 - 11:54
#16
Posté 05 décembre 2013 - 12:34
Spell fixes are something different. I didn't really look into it, and frankly I also didn't notice many things needed fixing when I was playing the OC... but anyway, if it really offers important fixes to spells, it can be OK to be forced in a campaign.
P.S What I said about Kaedrin's, is from reading only. Never tried it myself for the reasons already said
#17
Posté 05 décembre 2013 - 04:11
Arkalezth wrote...
Well, I wouldn't force anything personally, be it K's, spell fixes or whatever. It's your call and I can understand you wanting to include them, but are they *necessary* in your module for any reason?
I consider spell fixes "necessary", yes. Maybe it's just me, but if there's stuff broken in the game, I want it fixed.
Also, there's some significant spell improvements, like durations for summoned creatures, which I think unequivocably makes the game more enjoyable for everyone.
I don't want to force a lot of 3rd party content on users. But spells... are a big deal to me, and I want to get them right.
Kaedrin's - I totally see your point on. As long as I make it compatible, that's my goal. I'll only use the DragonHunter class for a companion and leave the rest up to the user. Hopefully it will be relatively easy to make work.
#18
Posté 05 décembre 2013 - 07:54
#19
Posté 05 décembre 2013 - 08:17
I doubt I'd turn it off. If someone wants to use the PrC with my mod, let them have at it.
I just adjusted all my scripts to accommodate Kaedrin's. I'll give it a run tonight and see if it works. If it's compatible, then that's one more thing off my To-Do list that I don't have to worry about.
#20
Posté 03 janvier 2014 - 01:20
Player1 has a spell fix pack that covers a lot of bases.
Spell Fixes
One thing to note about Kaedrin's and Reerons is they do not include source code. Reeron never has, but will share upon request.
If you include these in the module, it kind of shuts out other modders because they can't look at what's been done. We can guess, but we won't know. It's like forcing a spells.2da into a module for a couple of deleted spells.
#21
Posté 04 janvier 2014 - 08:39
Having the source code is important to me, if I'm going to include spell fixes.
I haven't included anything yet. Player1's looks promising. I'll have to dig into it and compare with other stuff. Appreciate the link!
#22
Posté 04 janvier 2014 - 11:49
#23
Posté 05 janvier 2014 - 02:06
As andysks said, modules without the proper k_mod scripts wouldn't use most of Kaedrin's fixes, so you have to keep that in mind too. I'm getting away from that too, but the only thing I used them for was to stack eldritch blasts.





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