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Editing items within a current custom module


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4 réponses à ce sujet

#1
Scourch

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Evening everyone.

So, before I say anything, I'd like to say I tried to use the search tool for the answer to this question. But due to it's, complexity, I guess... I wasn't able to find any results. At leas not with any of the keyword I tried using.

Basically, I followed weriKK's blog, http://social.biowar.../5339/blog/576/ and created a mod with a whole set of gear, weapon and shield included. Works like a charm. However, after adding my properties to my gear, when in game I saw how the variables of some properties played out. Somethings needed to go, other things needed an increase in their effect. So I went into the toolset, opened my mod, unchecked a piece of equipment I wanted to edit, edited it and then checked it back in and saved. When I went into the game, the model of the sword changed, but all of it's stats/properties remained the same. So I went back into the toolset, checked it out to make sure I saved it and all my provisioned properties were correct, which they were. So I checked it BACK in and this time exported it without dependent resources, and also under export chose generate module xml and generate manifest xml, checked it back in and tried it once again in game, nothing.

So, what am I doing wrong? Or can I not even do this? Just simply would like to alter my items I created in my own module and have them reflect in game.

Thanks

#2
Mengtzu

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Were you firing up your mod again after making your changes, or just loading a save?

#3
Scourch

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The mod was checked the whole time. Should I uncheck it, force load, save it and then check it off again?

#4
nezroy

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Items that have already been spawned do not get their item properties changed when you update the item's UTI. You need to spawn a new copy of the item after the updated UTI has been exported. This is because, once an item is spawned, item properties (as well as a few other things) are stored as part of the item instance in the save game file. Other things, like the item variation, are always derived from the UTI, which is why that part worked fine.

#5
Proleric

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So, when testing a custom module, it's usually easier to start a new game rather than loading a save. The export options allow you to choose where you start.