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Editing Existing Items


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#1
Maverick827

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 Recently I have been doing the "Arcane Warrior Mana Regen" math that perhaps many of you are familiar with.  I have recently purchased the game after playing it on a console, and it is come to my attention that there is significantly less mana/stamina regen on various items on the PC than there is on the consoles.  I cannot attest to how these discrepancies ever shipped nor how they have not been patched, but I am assuming we have the ability to fix them on our own.

My major problem is that I cannot get any changes made in the toolkit to save after exiting.  Take the editing of Evon the Great's Mail, for example, which should have 2 Stamina Regeneration instead of 1.  I was able to piece together the following after reading tutorials on fixing other items:

1) Manage modules -> Single player -> Open
2) Global -> Heavy, Chest -> Unique -> gen_im_arm_cht_hvy_evn -> Open Local Copy
3) Properties -> Increase Combat Stamina Regen to 8 (.25 * 8 = 2) -> Exit and save item
4) Right click gen_im_arm_cht_hvy_evn -> Export -> Export without dependent resources

This, however, does not work, something that is hopefully apparent to the more experienced of you reading this.

My question is, simply, what is the correct way to achieve this effect?  Also, I have read on some tutorials that one must "load a save before XYZ" to see these changes reflected in game.  Would my character who already owns Evon the Great's Mail not be able to see this edit if done correctly?

#2
Loc'n'lol

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What you are doing is mostly correct (if you opened a local copy, you need to export before you exit, otherwise your changes are discarded) but will only take effect when Evon's mail is spawned in a game, if your current game already has it then changing the template won't affect the item in your game. what you can do in this case is open your savegame (.das) in the toolset and locate the item, then modify its properties directly, this is significantly less intuitive than editing the template though but here are a few pointers :



If it is equipped on your character, you can find it under playerchar -> playerchar_char -> equipment_items. I do not advise you to modify equipped items this way because the game only updates your character stats when you equip/unequip items and it may lead to abnormal stats (particularly when tiering up or down equipped armor pieces).

If it's in your inventory, you can find it in partylist -> backpack.

If it's still in the merchant's store, you'll need to browse the arealist for Wade's shop and then locate Herren's store in that area.



Once you have found what you're looking for (tag=gen_im_hvy_arm_cht_evn), you can find a list of properties and a list of the powers of those properties, only the properties IDs are listed, to know which ones you need to modify, try to open your exported item (.uti, somewhere in override/toolsetexport).

#3
CID-78

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what you are working on in the toolset is the blueprint of a item not the item itself. so for it to ber effective the item blueprint must have been exported before the item has been created ingame. that's why many things require that you start a new game to make it work. so what you need to do is discard your old item and create a new with the console, or start a save game before you got the item.

#4
Maverick827

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Thank you for both replies.



How would I add the item from the console? I looked through commands but found no "giveitem" or similar command that many games of this nature typically have. I would not like to have to edit a saved game if I did not have to.

#5
Loc'n'lol

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There is no generic giveitem script, you need to make your own script :



#include "utility_h"



void main()

{

UT_AddItemToInventory(R"gen_im_arm_cht_hvy_evn.uti");

}



Save to compile then call it form the console with runscript yourscriptname and it should add it to your inventory.

#6
Taborj32378

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_Loc_N_lol_ wrote...

There is no generic giveitem script, you need to make your own script :

#include "utility_h"

void main()
{
UT_AddItemToInventory(R"gen_im_arm_cht_hvy_evn.uti");
}

Save to compile then call it form the console with runscript yourscriptname and it should add it to your inventory.


So with this script I could add any item using its resref? I.E. Runscript (scriptname) (item resref) and it would add that item to my inventory? Including items made via the toolset?

Modifié par Taborj32378, 02 juillet 2010 - 01:22 .


#7
Maverick827

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Thank you, everything is working perfectly now.



On any new games the changes should be reflected on the actual items themselves though, correct?

#8
Loc'n'lol

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Taborj32378 wrote...

So with this script I could add any item using its resref? I.E. Runscript (scriptname) (item resref) and it would add that item to my inventory? Including items made via the toolset?


No that's the problem, AFAIK, there is no way to convert a "string" to a "resource", you need to input the resource manually.

And yes correct, the changes will be there in a new game.

Modifié par _Loc_N_lol_, 02 juillet 2010 - 02:01 .


#9
ITSSEXYTIME

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I'd like to note that the console items likely have better statistics because of the various difficulty changes on the console. (Less enemies is the one major difference I know for sure, but I'm sure there's all sorts of statistical differences)

#10
Maverick827

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ITSSEXYTIME wrote...

I'd like to note that the console items likely have better statistics because of the various difficulty changes on the console. (Less enemies is the one major difference I know for sure, but I'm sure there's all sorts of statistical differences)

I actually find the PC version to be much easier, but then again I have beaten the game many times on the console before I have played it on the PC, so that's probably a large factor.

In games like Oblivion, whenever I heavily modded new items it always seemed to cheapen the game, so I am adamant about playing to BioWare's rules.  That said, I had class builds that I greatly enjoyed on the console that would not be possible on the PC, and a few Stam Regen here and there so Shimmering Shield doesn't fall off isn't that large of a deal to me.

Another question: will these changes carry over with the items to Awakening?

#11
CID-78

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depend on where you put the exported file. it must be in the core resources to work in multiple modules that doesn't extend each other.



and you can use a .2da to get around the string to resref conversion.