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Altering properties of an existing item


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7 réponses à ce sujet

#1
dragonajaknevrec

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Hallo everyone, first I hope I'm in the right section. I'm still sort of new around here, so I'm easily confused by the structure of the forums. Nevertheless, I hope someone will be able to help me here.

For several hours now I have been searching for a tutorial on item changing, but I failed to find the information I need. I tried several times to put the bits and pieces I got from different tutorials, but it does not work, so I figured I'd ask here.

I would like to change the properties of some of the ingame items. I do not wish to add anything new, just alter the existing things (namely, I would like to make some changes to the "Circle robes", add them the restriction so that they can be worn only by mages and improve the boosts they provide).

I managed to make a new module and set it (hopefully) right with an aid of some tutorial, then I made the change, but now I cannot figure out how to export the thing, or better still, how to make the changes appear in the game. I have tried 100 times, but the stats are still the same in the game no metter how hard I try. I guess I'm making a stupid mistake somewhere, but I cannot figure out where, so if someone here would be so nice as to either link me a to a tutorial that would cover this specificly, or better still, give me some noob-proof advice, I'd be very happy.

Thanks for any help provided

#2
CID-78

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first of all, when you edit a item in the toolset your editing it's blueprint, which mean it will only effect new items not instances that has already been created. the instances will remain the same independent how much you change the original blueprint. you must update the instances or recreate them.

#3
dragonajaknevrec

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Well, I'm not all that sure I understand what you mean by that. Is it neccesary to start a new game to see the changes? I tried that and still nothing. Perhaps I'm just not getting it right, so if you could elaborate. Also I found out a strange thing. I use a mod that changes icons of most items including robes. When I try these changes of mine, the icons revert to original, but the changes I have made do not show. It is rather puzzling.

#4
KwanGong

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What CID-78 is saying is this. If, in your current game, you already got the Cousland Family Sword and you then use the toolset to edit the Family Sword stats, you won't see any difference because the item stats are recorded by your save game. To be able to get a version with the new stats, you will likely need to either reload to a point before you got the item or restart entirely.



As far as you not seeing the edited stats, you mention not knowing how to export. If you edit a normal item like the Family Sword, right click on the item entry (in the palette window) and you'll see a field called Export near the bottom of the menu. You'll want to select "Export without dependent resources". This'll stick a copy of the item into your packages/core/override/toolsetexport folder and the changes should affect the item so long as you haven't gotten it yet.

#5
soft sugary thing

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I'm a beginner at this too, but I'll give it a shot. It looks like what you're trying to do is fairly simple, except for the consideration of having to update or recreate any items currently in play as CID-78 said above. So I tried it quickly this morning to see if I could figure it out.

When exporting an item, you can go to Tools > Export > Export without dependent resources.

The UTI file will appear in your Dragon Age > AddIns > (module name) > core > override > toolsetexport folder.

I assume you're trying to adjust the Mage Robes. Rename the file to "gen_im_cth_mag_mag.uti" and new instances should now have the additional properties you want.

I was able to make a new game with a mage character. He had the apprentice robes I'd adjusted into mage robes with additional bonuses. I had renamed the file to "gen_im_cth_mag_app.uti" so that apprentice robes would use the new mage clothing stats.

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For a basic item mod like this, you may need to delete the CIF file from Dragon Age > AddIns > (module name) > module folder, or it can cause problems. If you start seeing stuttering in cutscenes or things running slow and crashing, give it a try.

If you're working with a current character, I have no idea how you would get the item into the game. Maybe if someone sells the mage robes you want to adjust, you can buy the new item from them. Or take a look at this tutorial.

Modifié par Tierce Cousland, 04 avril 2010 - 10:30 .


#6
dragonajaknevrec

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Thank you all for your aid and ideas

KwanGong wrote...

What CID-78 is saying is this. If, in your current game, you already got the Cousland Family Sword and you then use the toolset to edit the Family Sword stats, you won't see any difference because the item stats are recorded by your save game. To be able to get a version with the new stats, you will likely need to either reload to a point before you got the item or restart entirely.

As far as you not seeing the edited stats, you mention not knowing how to export. If you edit a normal item like the Family Sword, right click on the item entry (in the palette window) and you'll see a field called Export near the bottom of the menu. You'll want to select "Export without dependent resources". This'll stick a copy of the item into your packages/core/override/toolsetexport folder and the changes should affect the item so long as you haven't gotten it yet.


Well it actually worked! Thanks a lot. And there seems to be no need for a new module for this change either. That is great indeed!

#7
soft sugary thing

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IMHO explicitly making a module for a basic change is a pain, but it looked like you already had one going. Congrats on getting your robes to work. :)

#8
dragonajaknevrec

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Tierce Cousland wrote...

IMHO explicitly making a module for a basic change is a pain, but it looked like you already had one going. Congrats on getting your robes to work. :)


Yes, I did, actually I still do. I plan on adding even some new robes to the game, so I guess I will need the new module anyway. I was just happy to learn that for just for changing existing stuff a new module is not explicitly needed, which is what I had thought at the begining.