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Editing a Custom Item (SOLVED)


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#1
darrenr22

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This is my first foray into the toolset so be gentle with me.

My current playthrough is with a dwarf warrior and I was disappointed to see that there are no really good magical battleaxes in the game to rival late game items such as Starfang or the Chasind Great Maul. So I decided to take the plunge, overcome my fear of the toolset and make a customised one for my character to wield.

I have followed this guide: http://social.biowar.../5339/blog/576/ very closely and have been successful. Everything seems to be in order and the item is showing up in game.

However, a few of the item properties are not what I aimed for. The cause of this was my lack of knowledge of precisely what modifiers each "power" applied to the item when adding item properties. For example, the armour penetration is not quite right and where I added a power 10 extra damage to darkspawn this is showing up as +20 damage to darkspawn on the item in game. I assume this is because each power adds +2 rather then the intuitive +1 I had assumed.

So here is my query, which I hope a generous soul here will be able to answer me. Given my current situation, with the module and scripts completed etc and ready for play, is there a simple way to edit the item properties? Can I simply open up the module and edit the item directly (even though I have completed it and "exported" it to the game) or would this either not work or cause problems with the game?

At present I have no saved games with the new custom item included so there is no problem about a save game becoming corrupted or unworkable. I simply want to know whether I can directly edit the item at this point to alter the item properties.

I should say that while I am good at following detailed instructions I have little in the way of wider knowledge of the toolset itself so I would appreciate some advice in the simplest possible terms.

Modifié par darrenr22, 13 juin 2010 - 06:59 .


#2
mikemike37

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As I understand it, though I havent done this stuff myself, when you modify an item and export it to the toolset, the next "spawn" of the item will receive the modifications you put through. Any existing instances of the item will be unaffected (their stats are presumably somewhere in the save itself). This would suggest you could end up with two "identical" items, but with different stats, depending on the properties of the item when they were spawned. If you need to "update" an item, I suggest destroying the old instances and using a script to add the new one to your inventory.

Under no circumstances should modifying an item break your game... though it cant harm to backup your save.

Modifié par mikemike37, 13 juin 2010 - 02:30 .


#3
darrenr22

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Thank you for your response, mikemike.



If I understand you correctly, if I open up the toolset, open the relevant module and change the item properties then save and... export again(?)... the item should be changed? I assume it overwrites the file in the addins directory with the new version?

#4
mikemike37

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the items "blueprint" if you like will be changed yes, if you modify a single player module resource and export it. existing instances of it in save games will not be affected. To create anew instance of an item, its probably easiest to do so by script and use the console to run the script.

Modifié par mikemike37, 13 juin 2010 - 03:20 .


#5
darrenr22

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That should be fine since I have no save games at all with the relevant item. I literally followed the tutorial then loaded up a game to see if it had worked, saw that it had, then noticed that the item properties were not right and quit out without saving to try and work out how to alter the item I thought I had already finished.



I will load up the module and alter the properties, then export and see if it all works right.

#6
darrenr22

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Thanks, mikemike. That worked fine and the item properties are now as I wanted them.



Now I just have to figure out why my tier six battleaxe has precisely zero rune slots...

#7
nezroy

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You have to turn on runes for items independent of the material definition. The material definition determines how many rune slots will be allowed IF runes are enabled. To enable runes for a custom item, go to Variables in the item editor and set "ITEM_RUNE_ENABLED" to 1. Luckily when you do this and re-export it will affect EXISTING items in game, so you don't have to worry about it only applying to newly spawned items.