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Modding wild mage

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So I have been trying to modify the wild mage kit in a bg2:ToB game. I am not using the EE version, but do have quite a few mods installed. I am having trouble with getting a wild mage to be recognized on its own CLAB file. First I changed the CLABMA01 file to add a few advantages and disadvantages to the wild mage. Well I didn't realize that those changes would register on a normal mage as well (though it did correctly make the changes to the wild mage). Whoops. So next I extracted the kitlist.2da and changed the CLABMA01 to CLABMAWM for the ability file that a wild mage has, and added a file to the override that had all the changes I would like called CLABMAWM.2da. This unfortunately didn't register in the game. I tested it out in ToB. My leveled character would never gain any of the abilities I had wanted even though the kitlist points to the new CLAB file. I even tried switching things around just to test it. If I modify CLABMA03 to have the new abilities then the necromancer gains them as he/she levels, but if I have the kitlist then point the wild mage toward CLABMA03 as its new ability file, no changes are ever made to it. What the heck? I know that wild mages are considered a generalist so maybe something is different with them from traditional kits idk. Is there another file I need to modify here that I just don't realize? As a disclaimer, I have tried looking up if anyone else has had similar issues and it seems that people just say, create a new CLABMA10 and change the kitlist so that the wild mage points to that, but for whatever reason it doesn't seem to work ONLY with the wild mage (at least I can't seem to change the what CLAB file the wild mage uses at all). Thanks for any help.

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