Spawning Starfang Long Sword?
#1
Posté 14 novembre 2009 - 06:03
#2
Posté 14 novembre 2009 - 07:00
#3
Posté 14 novembre 2009 - 08:10
#4
Posté 14 novembre 2009 - 05:35
quick note about doing this though. Make sure that you don't have the exact same item already in your inventory or it will stack them and you will not be able to unstack them...as long as you already have the other one equipped you should be fine.
#5
Posté 14 novembre 2009 - 06:30
I assume the longsword is "gwb_im_wep_mel_lsw_stm"
You can use these to add them to your inventory through scripts or from console
#6
Posté 14 novembre 2009 - 07:38
#7
Posté 14 novembre 2009 - 07:49
#8
Posté 14 novembre 2009 - 08:38
#9
Posté 15 novembre 2009 - 01:29
#10
Posté 15 novembre 2009 - 02:49
#11
Posté 15 novembre 2009 - 03:56
#12
Posté 15 novembre 2009 - 05:01
Kellen Wolf wrote...
you can add items in game with the console? I've only used it to give my char. some extra gold..whats the command?
id like to know as well.
#13
Posté 15 novembre 2009 - 05:15
is it: runscript additem item_code_here perhaps? or something else? People claim to know how to do it, then when asked to share it, they disappear or never answer.
I don't mean adding a custom item to the game. I mean adding an existing item to the inventory via the IN GAME dev console. such as starfang...or even something as simple as a lyrium potion.
#14
Posté 15 novembre 2009 - 05:37
by understanding the power of the toolset, you can basically get everything you want in game, lest a single item.
if you don't have the toolset, register your game and download it!
open toolset, look at the right side of your screen and you will see a "palette window". select the icon with tooltip "script" and in the window underneath the palette window, open the "_debug" tree and whatever you need are all there.
#15
Posté 15 novembre 2009 - 07:00
There is no easy way that I have yet to find.
There are complicated ways, and the complicated ways are what I use to do it, but as far as putting in a line that says "runscript createitem ", which would be the only close command (there is no "additem " command that I've ever seen), doesn't work like one thinks it would. Supposedly you can look up the right values for the tags for createitem in the treasure tables but I have no idea how that works out since the treasure tables all seem to be randomly generated "trash" items instead of the "good" stuff like what most people are wanting.
There is a script command called UT_AddItemToInventory that seems to do what people want, BUT it's not simple. I kinda doubt it would actually WORK in the console since it's not actually a script name, but if it did the way you'd use it in the console would basically look like: runscript UT_AddItemToInventory(R"[item blueprint name].uti",1) where the blueprint name is the name listed for the item in the toolset, and the names aren't short or easy to remember. (Such as gen_im_arm_cht_mas_drb is Wade's Superior Dragon Bone Plate Armor.)
The reason I haven't actually tried it is because trying to type that whole command line with the right resource name and all the correct formatting would be stupid hard since we can't see a lick of what we're typing. So instead I'd advise looking up the custom item tutorials that folks have made and follow their advice.
My only caveat is that for some reason I didn't have any luck using the on load scripts that I saw and wanted something simpler to troubleshoot, so I just made myself some scripts that are easy to type and run in the console when I want to run them, and if they don't work I know something's wrong with the script or it's not exported correctly for some reason, and they're easy to duplicate and modify if I want to spawn different items or suchnot... I guess I could post them here but this is already a long message so if someone wants to copy them I can PM them. But hey, if you have luck with the on load commands they're probably better anyway.
Modifié par Xenoseroster, 15 novembre 2009 - 07:07 .
#16
Posté 15 novembre 2009 - 07:07
It was said/asked before..why the big secret?homer_san wrote...
i will not tell you the command but i will tell you where to find it.
by understanding the power of the toolset, you can basically get everything you want in game, lest a single item.
if you don't have the toolset, register your game and download it!
open toolset, look at the right side of your screen and you will see a "palette window". select the icon with tooltip "script" and in the window underneath the palette window, open the "_debug" tree and whatever you need are all there.
#17
Posté 15 novembre 2009 - 08:13
"runscript zz_starmetal_sword"
You'll get both the greatsword and longsword, can be run multiple times if you want to dual wield the longsword or give them to companions.
(It is one of the most powerful weapons in the game after all, similar to Ageless and that Chasind Great Maul in terms of damage output.)
#18
Posté 15 novembre 2009 - 09:17
#19
Posté 15 novembre 2009 - 04:04
It's really absolutely ridiculous that there's no simple way to add items to an inventory via the console, as it makes for an invaluable testing tool (which is the true purpose of the console anyway, correct?).
Someone explain to me, step by step, then, how to add...hmm...say, a lesser health poultice to the player's inventory. Seems silly you have to use the toolset to do so, but if that's what it takes, so be it. Seems to add a layer of potential bugs and failures to mods, but who am i to argue.
And homer_san, the reason i'm asking about the in-game console is that when i'm testing a mod i write, i'd rather NOT have to go back INTO the toolset to simply add a health poultice. So why the secrecy? aren't we all here to help each other out?
#20
Posté 15 novembre 2009 - 04:25
Modifié par Kellen Wolf, 15 novembre 2009 - 04:42 .
#21
Posté 15 novembre 2009 - 08:35
Go there and read all of it.
then when you start doing it, heres what i did differently to make it so i can use a script to add items via console instead of automatically.
I named my module Custom Items
I set the module script to NONE so it doesnt use or interupt the single player at all.
I used Cachx's script which can be found in the Help section here ( http://social.biowar.../&v=discussions )
I named the scripts different things for what i wanted them for, i have one called books for the skill/talent/stat books, potions for all the potions, etc etc
Then ingame i open the console and type runscript books all and it gives me whatever items i specified in the script. that may sound complicated but if you follow weriKK's tutorial and look at the help section it makes alot more sense.
#22
Posté 16 novembre 2009 - 12:44
Skydiver8888 wrote...
the thing is, i don't want to create a custom item.
It's really absolutely ridiculous that there's no simple way to add items to an inventory via the console, as it makes for an invaluable testing tool (which is the true purpose of the console anyway, correct?).
Someone explain to me, step by step, then, how to add...hmm...say, a lesser health poultice to the player's inventory. Seems silly you have to use the toolset to do so, but if that's what it takes, so be it. Seems to add a layer of potential bugs and failures to mods, but who am i to argue.
And homer_san, the reason i'm asking about the in-game console is that when i'm testing a mod i write, i'd rather NOT have to go back INTO the toolset to simply add a health poultice. So why the secrecy? aren't we all here to help each other out?
Custom item or no custom item, with the exception of one-off scripts like the one in question here, there is no easy console command to add an item to the inventory. I wish there was one, it would make things much simpler. But for whatever reason they didn't include one, so you have to make a custom script to get any item, normal or custom, added via the console.





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