Adding a little bit to what Calvinthesneak was saying, Some .2da overrides are really voodoo because so many modules use them for custom content. The (2) .2da's that are used with this package are spells.2da and iprp_spells.2da - these .2da's direct the utilization of 1.) Cast spells and powers 2.) spells/powers on items.
The latest 1.69 / my override .2da's are laid out like this:
spells.2da - used lines 1 - 839 spells.2da (this overrode) - used lines - 840 - 862
iprp_spells.2da - used lines 1 - 539 iprp_spells.2da (this overrode) - used lines - 540 - 562
I haven't found too many mods that use custom spells or iprp .2da's but they do exist - Here's one - Tortured hearts II - they use a custom spells.2da which ends at line item 805 with their custom content installed. since my override starts at 840, it will not interfere in any way.
The only mods you will really need to watch out for are going to be 1.69 compliant mods with custom content involving:
1.) custom castable pc / npc / creature spells - not a common occurence
2.) custom item with castable spells / powers (not just custom items) - still looking but seems uncommon as well.
I think my first revision to this package will be to pad out the .2da's to lines 900 / 600. That should remedy any possibilities for conflict.
One note - These .2da overrides will not interfere in any way with the official 1.69 .2da's and CEP doesn't use these .2da's.
Modifié par gentleman2rogue, 01 août 2010 - 01:11 .