Open Darth-Cthoras opened 5 years ago
Could you post your weidu.log please? I'll look into this, thanks for reporting.
Unfortunately, I later ran into other major problems with that install and was forced to sack the entire thing, including its logs, so I'm fairly certain it was just a quirk of that install, since a clean BG2 EE w/ only MultiKit functioned as intended.
Sadly, right now the BWS and EE Mod Setup are experiencing major difficulties for the moment, so I can't even do installs right now to check for cross-compatibility to document. Roxanne's busy working on her tool to get it working again, and BWS is getting replaced by Project Infinity which is finally ready for users (minus automatic compat/dependency checks), so that's good, at least.
I see. Do you have an overall idea of what the install order was and if there were any other Kit mods in your install? Because this mod is largely incompatible with most kit mods that do anything non-standard, but accommodating for them isn't hard, so all I have to do is know what's not working to get it working.
Specifically, I was aiming for a combination of MultiKit with Might & Guile's Feat System, which requires M&G's Multiclass Changes. It may have been an ordering issue - by default, the BWS/EE Mod Setup installs MultiKit after M&G stuff, which severely broke M&G's Feat System. I've yet to try installing MultiKit first and then M&G because we're still sorting out EE Setup's issue.
EDIT: Actually, since BG2 EE now has MultiKit installed and functional, lemme go drop M&G on it to see what, if anything, explodes in my face. Even better to test them together in a clean install first than try it in a BiG World / megamod install.
EDIT 2: Just confirmed, but in a clean BG2 EE with ONLY MultiKit, M&G's Feat System, and M&G Multiclass Changes+Kits component, MultiKit did work correctly for a Necromancer/Swashbuckler made before installing M&G on top of it. HOWEVER, I then deleted the Necro/Swash multikit and remade it AFTER adding M&G's stuff atop the install. This time, it threw me an error when trying to install the rebuilt Necromancer/Swashbuckler kit: ERROR: Failure("resource [D5URFE6L.spl] not found for 'COPY'").
Specifically, I was aiming for a combination of MultiKit with Might & Guile's Feat System, which requires M&G's Multiclass Changes. It may have been an ordering issue - by default, the BWS/EE Mod Setup installs MultiKit after M&G stuff, which severely broke M&G's Feat System. I've yet to try installing MultiKit first and then M&G because we're still sorting out EE Setup's issue.
Any mod that changes kits goes before the multikit mod. Even if the multikit doesn't work because of that (mind you that that's going to happen rather often and it's (mostly) why this mod is still in alpha). Otherwise you'd get the vanilla kits on the multikits, and that always works.
EDIT 2: Just confirmed, but in a clean BG2 EE with ONLY MultiKit, M&G's Feat System, and M&G Multiclass Changes+Kits component, MultiKit did work correctly for a Necromancer/Swashbuckler made before installing M&G on top of it. HOWEVER, I then deleted the Necro/Swash multikit and remade it AFTER adding M&G's stuff atop the install. This time, it threw me an error when trying to install the rebuilt Necromancer/Swashbuckler kit: ERROR: Failure("resource [D5URFE6L.spl] not found for 'COPY'").
Alright, I'll look into compatibility with M&G. Thanks.
No problem, I've been waiting years for MultiKit already, I can wait a while longer! It's beginning to look pretty awesome!
Just confirmed, but installing Might & Guile's feat system & multiclass changes, then Multikit, results in MultiKit combos like Necromancer/Thief working properly for recognizing spells as Specialist School, BUT failing when it comes to, for example, Necromancer/M&G's Alchemist class as a multikit, the spells are NOT recognized and you get stuck at char generation because can't memorize.
Behavior was the same without and with Lefreut's UI.
I see, thank you for the detailed report. I was able to replicate it so it should be fixed as soon as I figure out exactly what is going on here, since ATM I don't have a single clue.
No problem! Lemme know if you need a hand with anything.
Unable to memorize spells at Character Selection with Mage Kit (Necromancer) in a custom MultiKit: Necromancer/Swashbuckler. No spells, even Chill Touch (necromancy) are lit by the game as 'green' and viable for the extra slot, so you get stuck in creation and can't continue since it demands you memorize two spells, only one of which can be a non-specialized spell school.