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SK question

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Perroxx
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SK question

Post by Perroxx »

Hello again!

I have a question about the UAI ability for the rouges, is it possible for another kind of character to get this by using SK? I want my Shapechanger to be able to use an armor or robe like the other druid classes and tried to add the UAI as an inate, but it doesn't work. Does any1 of you know how to do it?
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Skuld
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Post by Skuld »

You'd have to edit the actual item you want to use to be useable by Shapeshifters. Grab IEEP from teambg.com and that should get you goin. Good Luck.
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Post by ARcheR_S_ »

Yes, U can use robs and such with SK. This is how it should work:

-Start SK (of course :p !!!)

-Go to the innate setion and add the (1) abbility Use any item

-Activite this abbility (so make sure it shows 1/1 => check ure other abilities and U know what I mean.......if you got, lets say, 2 heal innate abilities, its shows that u have 2 memorized........ Make sure u have UAI activated too)

-load the game, go to the special abilities button (a star I believe) and activate it. So unless ure strengt or dexterity or anything isnt sufficient enough, it SHOULD work.


Hope I explained it decent enough :p
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Perroxx
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Post by Perroxx »

yes, thank you!

I added UAI as an innate, but when I returned to the game there was no extra icon at the spec ability... I can activate it. Is there something else I'm missing?
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Perroxx
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Post by Perroxx »

Ok, now I got it! :)

Thanx for the help!
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Post by ARcheR_S_ »

Hmmm........I need to install SoA first.....then ill c what went wrong.

So, u added the UAI abillity under the innate buutton of SK right??
Well, did you also made sure you have it memorised??
You have to set the Qlty to 1.......

Ill check back later
"Sometimes Dreams are wiser than waking"

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Post by VonDondu »

First of all, Use Any Item is an innate ability that is "always on", so to speak. You don't need to do anything to activate it.

Second of all, giving your character the Use Any Item ability with ShadowKeeper is not as easy as it looks. Even though it appears that you can add the innate ability called "Use Any Item" under the "Innate" tab, that's not the way it works. What you have to do is add a couple of effects under the "Affects" tab. There are a bunch of variables involved, so that's where it gets tricky. The easiest way to add an effect is to copy and paste it from another character who already has that ability. I create "dummy characters" just for that purpose sometimes. But if you want to do it the fast way, try this:

Select one of your existing effects, then press "Duplicate". Now you need to edit the new effect you just created, so press "Edit". A panel with a bunch of boxes will pop up.

In the box that says "Type", enter 0x00000139.

In the box that says "Param1", enter 0.

In the box that says "Param2", enter 0.

In the box that says "Flags", enter 0x00000009.

In the box that says "Time", enter 0.

In the box that says "Probability", enter 100.

In the box that says "Target", enter 0x00000000.

In the box that says "Resource 0", enter SPCL915.

The boxes that say "Resource 1", "Resource 2", and "Resource 3" should be blank.

Hit "OK" to close the panel.

Now you need to add one more effect. Duplicate one of your existing effects and edit it as follows:

In the box that says "Type", enter 0x0000012E.

In the box that says "Param1", enter 0.

In the box that says "Param2", enter 1.

In the box that says "Flags", enter 0x00000009.

In the box that says "Time", enter 6.

In the box that says "Probability", enter 100.

In the box that says "Target", enter 0x00000001.

In the box that says "Resource 3", enter SPCL915.

The boxes that say "Resource 0", "Resource 1", and "Resource 2" should be blank.

Hit "OK" to close the panel.

You don't need to add the Use Any Item ability to you character under the "Innate" tab. If you follow the steps I just gave you, then your character should really have the ability now.

Good luck!
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Post by Perroxx »

Oh, that doesn't look so difficult... :)

Actualy, I added it to the innate and memorized it and then just cast it like a spell. After that there has been no problem using any item ;) at all... but i don't know, perhaps there will be some problems later and the whole game will crasch,´just my luck... :rolleyes:

Anyway, thanks alot for the help all of you! Feels good to be back and see that all people are still here, just waiting to help me out. :D
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Post by JackOfClubs »

Hmm, so the UAI when cast as a spell creates all of the necessary Affects? That could be useful to know...
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Post by VonDondu »

If you give your character the innate ability called Use Any Item and then click on the icon inside the game, one of the effects will be automatically created, but not both of them. I didn't do a lot of testing and I'm not sure exactly what the effects do, so that's about all I can tell you. If the effect is permanent when you use the icon, then you're stuck with a useless icon. If the effect that isn't created ensures that the ability stays in effect at all times, then it's possible that the ability will become inactive if you make any other changes to your character, and I guess you'd have to activate it again by using the icon. I guess using the icon gets the job done, but the point is, that's not the way it's supposed to work; you shouldn't ever have to "activate" Use Any Item.
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Post by ARcheR_S_ »

Von......u seem to know an awfully lot about editing.....

I have a question for you then:
Is it possible to give an Archer some thief abilities?? Like; set traps??
"Sometimes Dreams are wiser than waking"

"One day I will leave this world and Dream myself to Reality"

"Dream your life, live that Dream"

"I have a Dream"........Now is the time to make real the promises of democracy. Now is the time to rise from the dark and desolate valley of segregation to the sunlit path of racial justice. Now is the time to lift our nation from the quicksands of racial injustice to the solid rock of brotherhood. Now is the time to make justice a reality for all of God's children.
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Post by VonDondu »

Well, I'm not really an expert, because I don't understand the technical issues involved. I'm more like a trained monkey. :)

There are limits to what ShadowKeeper can do. In many respects, the various classes are quite distinct. For example, only Clerics and Paladins can turn undead, and that ability cannot be given to other classes with ShadowKeeper. Same with Priest spells, Wizard spells, and things like backstabbing. As a general rule, if an ability requires a special icon on the screen, then you can't give it to another class that doesn't come with that ability. On the other hand, things like proficiency points, innate abilities, and effects can be assigned to other classes with ShadowKeeper. If you can give a character an ability that can be accessed with the Innate Abilities icon, then chances are, it will work.

For example, Set Snare is an innate ability that can be given to any class. (Note: You also have to give the character a percentage chance of success to "Set Traps" under the "Thieves" tab, or it will be 0 and he will always fail.) Same with High Level Abilities such as Spike Trap, Whirlwind, etc. But keep in mind that some innate abilities also have associated effects, and those have to be given to your character as well if you want the ability to function properly. To use another example, you can give anyone the Undead Hunter's immunity against Level Drain (as UserUnfriendly would tell you). Same with the Immunity to +1 weapons you get from the Tear of Bhaal, or a Cavalier's attack bonus against dragons. But keep in mind that some abilities have prerequisites. For example, you can't give the spell called Dragon's Breath to someone who can't cast Wizard spells, and the High Level Ability called Assassination would not do a Swashbuckler any good, since Swashbucklers cannot backstab.

Keep in mind that some innate abilities are just like spells. Actually, as far as ShadowKeeper is concerned, "spells" fall into three classes: Wizard, Priest, and Innate. Anyone can use Innate "spells" even if he's not a spellcaster; they are accessed under the special abilities icon. If you want a non-spellcaster to cast a certain spell, then you can give him the equivalent ability if you can find a similar innate "spell".

I'd like to figure out a way to give a Ranger the Thief skill called Find Traps (not just the 2nd level Druid spell). When a Ranger casts Find Traps, the duration is limited, but it creates an effect. (You can see it by selecting the "Affects" tab in ShadowKeeper.) I'd like to figure out a way to make that effect permanent so that a Ranger can always find traps, but so far, my limited knowledge has prevented me from doing so. In other words, it would be like a Find Traps spell that never expires. I suppose I could use an item editor to create a Find Traps scroll and give my Ranger a huge stack of them (and pretend she has the innate ability and isn't reading scrolls), or maybe I could edit the Find Traps spell to make the duration last a really long time, but I don't mess around with editors like that very much. Other workarounds are a lot easier. For example, if you want a Mage to be able to open locks like a Thief, the easiest way is to give the Mage a huge stack of Knock scrolls and pretend she has the Thief ability and isn't really using scrolls. I can't think of a better solution.

As I said above, the easiest way to give a character abilities and effects from other classes is to look at a character who already has them and copy them. ShadowKeeper lets you cut and paste effects, so that makes editing a lot easier.

The reason why I know all of this is because I have edited the NPCs many times in the past. I enjoy having NPCs in my party, but if they're not the class I want them to be, I edit them instead of creating multiplayer characters who don't have any quests or dialogue. For example, I've made Minsc a Berserker, Nalia a Conjurer, Jan an Illusionist, Imoen a Swashbuckler, Valygar a Wizard Slayer, etc., etc. I usually conform strictly to the rules and keep the NPCs essentially the same as they were before. To convert them to a different class, I had to mess with their abilities and effects, so that's where I learned all of the things I talked about above. (That was before I learned that you should set their level to 0 and let the game do everything automatically.)

Or, of course, you could do what UserUnfriendly does and create a character like Bun-Bun. :)
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Post by JackOfClubs »

Originally posted by VonDondu
I'd like to figure out a way to give a Ranger the Thief skill called Find Traps (not just the 2nd level Druid spell). When a Ranger casts Find Traps, the duration is limited, but it creates an effect. (You can see it by selecting the "Affects" tab in ShadowKeeper.) I'd like to figure out a way to make that effect permanent so that a Ranger can always find traps, but so far, my limited knowledge has prevented me from doing so. In other words, it would be like a Find Traps spell that never expires. I suppose I could use an item editor to create a Find Traps scroll and give my Ranger a huge stack of them (and pretend she has the innate ability and isn't reading scrolls), or maybe I could edit the Find Traps spell to make the duration last a really long time, but I don't mess around with editors like that very much. Other workarounds are a lot easier. For example, if you want a Mage to be able to open locks like a Thief, the easiest way is to give the Mage a huge stack of Knock scrolls and pretend she has the Thief ability and isn't really using scrolls. I can't think of a better solution.


One line of investigation would be to look at a Thief dualed to Cleric. Since room has to be made for the Turn Undead icon, the Thieving Skills icon is shunted off into the Innate Abilities area. I am not sure if this is handled internally or if there is actually an innate ability that handles this. If the latter, it might be possible to treat the Find Traps button in the same way. A long shot, but worth looking into...
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Post by Screaming Johny »

Originally posted by VonDondu
There are limits to what ShadowKeeper can do. In many respects, the various classes are quite distinct. For example, only Clerics and Paladins can turn undead, and that ability cannot be given to other classes with ShadowKeeper. Same with Priest spells, Wizard spells, and things like backstabbing.


Just a point of clarification, you cannot give out a theifs backstabbing, but you can give out the Stalker's. I discovered this when I changed Valygar from a Stalker into a WS/Theif without removing his effects. He ended up with *7 backstab. It looks like the Stalker's backstab is similar to the Assasin's extra backstab. The problem is, messing with this made things kind of buggy. I couldn't get an appropriate backstab multiplier. I tried fiddling with it with a Stalker dualed to Cleric (which isn't allowed) & ended up with a really high backstab again. I tried copying this effect to a Monk once, and while fun, it also produced too high of a backstab. (Like the Monk needs MORE power!)
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Post by UserUnfriendly »

the effect is 0x0107 (SPCL 332)

this affect is added to the base rogue backstab...so when an assassin (only the assassin kit does this) goes to a certain level, an affect is added to the affect tab, that will add to the backstab modifier...note, in one of my bun bun experiments, I added this line nine times to bun bun, then hit mislead,and whacked a goblin with a nontuple backstab.....

also, von, your speculations are correct about use any item. the innate button will only add the line to the character, and he/she will never lose that ability. so either add the line, or add the button, use once only, then remove the button...
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Post by UserUnfriendly »

Originally posted by VonDondu
Well, I'm not really an expert, because I don't understand the technical issues involved. I'm more like a trained monkey. :)

For example, you can't give the spell called Dragon's Breath to someone who can't cast Wizard spells, and the High Level Ability called Assassination would not do a Swashbuckler any good, since Swashbucklers cannot backstab.

I'd like to figure out a way to give a Ranger the Thief skill called Find Traps (not just the 2nd level Druid spell). When a Ranger casts Find Traps, the duration is limited, but it creates an effect. (You can see it by selecting the "Affects" tab in ShadowKeeper.) I'd like to figure out a way to make that effect permanent so that a Ranger can always find traps, but so far, my limited knowledge has prevented me from doing so. In other words, it would be like a Find Traps spell that never expires. I suppose I could use an item editor to create a Find Traps scroll and give my Ranger a huge stack of them (and pretend she has the innate ability and isn't reading scrolls), or maybe I could edit the Find Traps spell to make the duration last a really long time, but I don't mess around with editors like that very much. Other workarounds are a lot easier. For example, if you want a Mage to be able to open locks like a Thief, the easiest way is to give the Mage a huge stack of Knock scrolls and pretend she has the Thief ability and isn't really using scrolls. I can't think of a better solution.

As I said above, the easiest way to give a character abilities and effects from other classes is to look at a character who already has them and copy them. ShadowKeeper lets you cut and paste effects, so that makes editing a lot easier.

Or, of course, you could do what UserUnfriendly does and create a character like Bun-Bun. :)



Type: 0x00000136
Param1: 0
Param2: 1
Flags: 0x00000001
Time: 0
Prob: 100
Target: 0x00000002

this is an example of a perminent affect...in this case, the guy who found out how to do this, time stop immunity, what he did probably was to install ascention, then added the button for focus...opened the game, then clicked on focus...saved game with a quick save, and looked at the lines added to the affect with shadow keeper...

von, if you know the parameters of the find traps affect, then simply try changing the "type" to the ones you saw under shadow keeper...the rest of the affect, like param and flags and time and prob and target are set up to give the character perminent effect...so simply by changing the type to the type you saw under shadow keeper from a save where someone had the detect traps ability active should give you perminent effect detect traps....
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Post by VonDondu »

I tried following your suggestion, UserUnfriendly, but I still didn't have any luck. I don't have the time to really focus on this right now, so I can't keep track of everything I tried. But apparently, when I modified the effects that were created by the spell Find Traps, the only things that made them "permanent" were: 1) changing "Type" to 0x00000136, and 2) changing "Time" to a really big number. When I advanced the clock with Ctrl-T, all of the other effects expired, no matter which way I modifed them.

Perhaps some clarification is in order. When you cast the Find Traps spell, thirty-one effects are created. All but one of the effects are identical except for the "Time" variable. Apparently, the "Time" variable points to a specific time in the game. For the sake of simplicity, let's assume that the game keeps track of the number of seconds that elapse while you're playing the game (unpaused) like a clock. The "Time" variable apparently tells the game to make something happen at a particular "second" on the clock. For example, Find Traps will make the character check for traps at 40000 seconds, then again at 40090 seconds, then again at 40180 seconds, then again at 40270 seconds, etc., until it has done that 30 times. The intervals are 90 units apart. As the game clock advances, the "seconds" get bigger. If you set the "Time" variable to 0, that's equivalent to telling it to make the effect happen instantly, since 0 (or is it 1?) is the beginning of the game, which has long since passed.

What this means is that the spell Find Traps creates timed events, so the ability to find traps isn't really "in effect" for the duration of the spell per se; instead, the spell simply makes the character check for traps 30 times at 90-unit intervals. To make the effect "permanent", we need to find a way to make the timed events happen over and over again an infinite number of times. The resource SPPR205 (Find Traps) just isn't made to repeat itself automatically, I guess. Apparently, it isn't possible to make the character keep checking for traps at 90-unit intervals permanently unless you enter a (practically) infinite number of effects, which isn't practical. That's where I'm stuck.

All the same, thanks for your suggestion. It was worth a try. :) Let me know if you think of anything else. I appreciate it!
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Post by DarkAngel »

time stop imunity?

whats the resource for timestop imunity?
could someone write it so i can get timestop imunity plz?
thx in advance
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Post by DarkAngel »

yes found it out just write "FOCUS" in resource 3 and it should work.
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