Is there a way to do this?
I am assuming it would be something like runscript additem xxxx where xxxx is some kind of item ID.
Is this correct? and if so, where would i go about hunting down the item IDs?
Thanks.
add items to inventory using the in-game console?
Débuté par
Skydiver8888
, nov. 13 2009 03:41
#1
Posté 13 novembre 2009 - 03:41
#2
Posté 13 novembre 2009 - 03:53
I am curious about this as well as the runscript addtalent xxxx numbers could be
#3
Posté 13 novembre 2009 - 04:01
theres a createitem script but it doesn't work.
#4
Posté 13 novembre 2009 - 05:11
I've read a lot of threads with a lot of people asking the same question, and the only way I've gotten close to it working is to create a custom script in a custom module, and run it via the console, or just have the script run when you load the game. There's a tutorial about it somewhere but I'm not sure how to get to it off the top of my head. Look on the daforums.bioware.com forums and see if you can find it there.
#5
Posté 13 novembre 2009 - 05:27
It's probably this thread http://social.biowar.../5339/blog/576/
Also, to deathbahamutxxx you can find a list of talents here http://www.cheathapp...=14276&onPage=1
Also, to deathbahamutxxx you can find a list of talents here http://www.cheathapp...=14276&onPage=1
Modifié par Shadowkiller257, 13 novembre 2009 - 05:29 .
#6
Posté 13 novembre 2009 - 08:57
it's odd they don't have this, as it is a great testing tool. A custom script used to test custom scripts/modules is just too many variables, IMHO.
#7
Posté 13 novembre 2009 - 10:32
Check the Abi_Base.xml file for the talent listing. You can add pretty much anything as a talent, up to and including skills and, I believe, skill/attribute points.
I've used custom scripts to add items to the game through the console. If the createitem script really doesn't work, it should be simple enough to make one that does work, though you'll probably need to type in the (long and not very readable) item file name in order to get it to spawn.
I've used custom scripts to add items to the game through the console. If the createitem script really doesn't work, it should be simple enough to make one that does work, though you'll probably need to type in the (long and not very readable) item file name in order to get it to spawn.
Modifié par Mutant Dwarf, 13 novembre 2009 - 10:32 .
#8
Posté 13 novembre 2009 - 05:28
ok, that's all well and good, but where do i find the list of the "long and not very readable" item file names?
I mean, for example, say i want to test something i make, but i need to add a few health kits and lyrium potions to my character to do it. I can make a script to add the item, but where do i find the name of a lesser health poultice or a lyrium potion in the all the data that came with the game? There has to be a list somewhere.
I mean, for example, say i want to test something i make, but i need to add a few health kits and lyrium potions to my character to do it. I can make a script to add the item, but where do i find the name of a lesser health poultice or a lyrium potion in the all the data that came with the game? There has to be a list somewhere.
#9
Posté 13 novembre 2009 - 05:41
It's in one of the ERF files. I'm on my laptop right now, so not sure which one. It's a big list of *.uti files shoved into an ERF. I'm not sure how to find a specific item in them, though - when I looked through them I was able to find what I was looking for relatively easily by decifering the names slightly, but they're not simple. I'm sure you can do it somehow in the toolset, though - when I was looking through them I hadn't discovered the right hand panel in the toolset yet (the resource depository or something like that? *shrug*) - you should be able to find items in that, hopefully in an easier-to-read format. Don't know for sure:/
Wish I could be more help, but the toolset is thirty miles away from me at the moment.
Wish I could be more help, but the toolset is thirty miles away from me at the moment.
#10
Posté 13 novembre 2009 - 08:39
thanks...now if only i could connect to the database so the toolset actually RUNS.
Was just trying to lay some groundwork. All the fixes to the database issues don't work for me anyway, so either way, it's a non-starter.
Was just trying to lay some groundwork. All the fixes to the database issues don't work for me anyway, so either way, it's a non-starter.





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