I'm a pretty experianced modder and I'm trying to figure out if its possible to clone an item and change the name of that cloned item to make it unique? Has anyone in the community figured this out yet? I look forward to any replies.
Is It possible to change a name of an item?
Débuté par
rebel5555
, mars 25 2011 05:07
#1
Posté 25 mars 2011 - 05:07
#2
Posté 25 mars 2011 - 07:05
Never mind I figured out how to do it by using TlkEdit-R13b and adding a new node to localizedname and description
#3
Posté 26 mars 2011 - 04:31
Would you tell me how to get to the UTI files?
#4
Posté 26 mars 2011 - 08:45
You need to download TlkEdit-R13b. You can find it at http://nwvault.ign.c...r.detail&id=669
You might also want to search the Dragon Age II Fan Creations, Mods and Modding section of the forums for other useful tools.
You might also want to search the Dragon Age II Fan Creations, Mods and Modding section of the forums for other useful tools.
#5
Posté 03 avril 2011 - 03:31
Hey rebel, do the name changes you make to the UTIs persist through multiple instances of DA2? Like you, I cloned a couple of items, changed around some stats, then added a node to LocalizedName and Description, writing the in-game name in the former and leaving the latter blank. When I call the items in-game with vaddi, they show up properly titled and keep their new names when equipped, unequipped, etc. But if I exit out of Dragon Age then load the game again, the items revert to their stock titles. What do you think? Do I need to do something with the CExoLocString too?
#6
Posté 03 avril 2011 - 06:46
Yeah i had the same problem. I remeied it by creating new uti files for the items I edited. Then I got permmision from Thought Process to use his source script for his additem mod to get my custom items into the game.
#7
Posté 04 avril 2011 - 02:11
Ah, that's unfortunate. I remember the good old days of modding NWN, when things were less roundabout.
Thanks for the reply.
#8
Posté 04 avril 2011 - 02:32
Actually, you can override the stringref and make the game show a custom name which will affect every item based off of that templateresref.
In the editor, find the LocalizedName line, select it and add a string. Select the LocalString and enter the new name into the ExoLocString data. Save and repack the item file and you are done.
In the editor, find the LocalizedName line, select it and add a string. Select the LocalString and enter the new name into the ExoLocString data. Save and repack the item file and you are done.
#9
Posté 04 avril 2011 - 06:08
Thanks for your suggestion, Sunnie. It got me to thinking--if I clone the template resref itself and name it uniquely, then in theory items that make use of that resref can have unique names that don't effect other items with the same model.
It appears to work, though I think what I'm doing may the same as what rebel did. Not sure. Basically, for every unique item I want in-game, I have to create two UTIs. UTI #1 is the templateresref with the desired model, found in designerresources, cloned, and renamed. UTI #2 is the in-game item, with the desired properties, tag, and in-game name.
(I've been using your item leveling mods, Sunnie, so when testing this idea I grabbed your modded UTI for Heartbreaker, rather than building the new item's properties from scratch. I don't plan to release it or anything, but I hope you don't mind. I also make use of ERFPack, TLKEdit, GDApp, and vaddi.)
So I like the model of DA2's Blade of Red Birth dagger, and I wanted my DW rogue to have a dagger with the model of Red Birth and the properties of Sunnie's leveling Heartbreaker. Note some of these steps are probably unnecessary, but I haven't finished testing and need to go to work. Blah. To get it working, I
NOTE: This entire play-by-play has been made obsolete by Sunnie's reply a couple posts down from this one, explaining a simpler way to accomplish the same thing. Thanks, Sunnie!
1. Extracted the UTI for Blade of Red Birth from designerresources.rim (gen_im_wep_rog_dua_act1_03.uti).
2. Renamed gen_im_wep_rog_dua_act1_03.uti to pyr_wep_dua_redbirth.uti. Any name goes, this is just the new templateresref value you'll use for your second UTI and I wanted to remember the weapon type and original model in my name.
3. Opened pyr_wep_dua_redbirth.uti in TLKEdit and changed the values of TemplateResRef and Tag to pyr_wep_dua_redbirth also. The Tag value doesn't matter, but the file looks less messy imo.
4. Added a node to LocalizedName and Description. Typed in the in-game name I wanted into the new substring in LocalizedName. Left the Description substring blank.
5. Extracted the UTI for Heartbreaker from the mod's .erf.
6. Renamed the file to pyr_wep_dua_dexter.uti (or whatever). This name should be the tag you'll want to use when you call the item in-game with Vaddi's script, for example, or if you want to designate the item as part of a rogue's starting gear.
7. Opened pyr_wep_dua_dexter.uti in TLKEdit and changed the Tag value to pyr_wep_dua_dexter also, for the reasons above.
8. Changed the TemplateResRef in pyr_wep_dua_dexter.uti to pyr_wep_dua_redbirth, so that it references the unique templateresref I created in steps 1-4.
9. Changed the ModelVariation value in pyr_wep_dua_dexter.uti to the ModelVariation value listed in pyr_wep_dua_redbirth.uti.
10. Added a node to LocalizedName and Description in pyr_wep_dua_dexter.uti. Typed in the in-game name I wanted into the new substring in LocalizedName. Left the Description substring blank. Based on the fact that new items revert back to the name listed in their templateresref, this shouldn't be necessary since you've already named the templateresref in step 4.
11. Set the CExoLocString values for LocalizedName and Description to -1 in pyr_wep_dua_dexter.uti. I'm pretty sure this isn't necessary either.
12. Packed both UTIs (pyr_wep_dua_dexter.uti and pyr_wep_dua_redbirth.uti) into an .erf and dropped it into override.
13. Unpacked vaddi_base.gda from vaddi.erf (the additem mod), added a row, wrote the next ascending number under ID>int, and keyed in pyr_wep_dua_dexter.uti (the in-game item UTI, not the templateresref UTI) under Resources>resources. Drop the modded vaddi_base.gda into override--don't repack it into the vaddi.erf in the patch folder. Summoning the item with vaddi or vaddin works fine, and the new names persist over multiple loads without altering the name of Blade of Red Birth.
It appears to work, though I think what I'm doing may the same as what rebel did. Not sure. Basically, for every unique item I want in-game, I have to create two UTIs. UTI #1 is the templateresref with the desired model, found in designerresources, cloned, and renamed. UTI #2 is the in-game item, with the desired properties, tag, and in-game name.
(I've been using your item leveling mods, Sunnie, so when testing this idea I grabbed your modded UTI for Heartbreaker, rather than building the new item's properties from scratch. I don't plan to release it or anything, but I hope you don't mind. I also make use of ERFPack, TLKEdit, GDApp, and vaddi.)
So I like the model of DA2's Blade of Red Birth dagger, and I wanted my DW rogue to have a dagger with the model of Red Birth and the properties of Sunnie's leveling Heartbreaker. Note some of these steps are probably unnecessary, but I haven't finished testing and need to go to work. Blah. To get it working, I
NOTE: This entire play-by-play has been made obsolete by Sunnie's reply a couple posts down from this one, explaining a simpler way to accomplish the same thing. Thanks, Sunnie!
1. Extracted the UTI for Blade of Red Birth from designerresources.rim (gen_im_wep_rog_dua_act1_03.uti).
2. Renamed gen_im_wep_rog_dua_act1_03.uti to pyr_wep_dua_redbirth.uti. Any name goes, this is just the new templateresref value you'll use for your second UTI and I wanted to remember the weapon type and original model in my name.
3. Opened pyr_wep_dua_redbirth.uti in TLKEdit and changed the values of TemplateResRef and Tag to pyr_wep_dua_redbirth also. The Tag value doesn't matter, but the file looks less messy imo.
4. Added a node to LocalizedName and Description. Typed in the in-game name I wanted into the new substring in LocalizedName. Left the Description substring blank.
5. Extracted the UTI for Heartbreaker from the mod's .erf.
6. Renamed the file to pyr_wep_dua_dexter.uti (or whatever). This name should be the tag you'll want to use when you call the item in-game with Vaddi's script, for example, or if you want to designate the item as part of a rogue's starting gear.
7. Opened pyr_wep_dua_dexter.uti in TLKEdit and changed the Tag value to pyr_wep_dua_dexter also, for the reasons above.
8. Changed the TemplateResRef in pyr_wep_dua_dexter.uti to pyr_wep_dua_redbirth, so that it references the unique templateresref I created in steps 1-4.
9. Changed the ModelVariation value in pyr_wep_dua_dexter.uti to the ModelVariation value listed in pyr_wep_dua_redbirth.uti.
10. Added a node to LocalizedName and Description in pyr_wep_dua_dexter.uti. Typed in the in-game name I wanted into the new substring in LocalizedName. Left the Description substring blank. Based on the fact that new items revert back to the name listed in their templateresref, this shouldn't be necessary since you've already named the templateresref in step 4.
11. Set the CExoLocString values for LocalizedName and Description to -1 in pyr_wep_dua_dexter.uti. I'm pretty sure this isn't necessary either.
12. Packed both UTIs (pyr_wep_dua_dexter.uti and pyr_wep_dua_redbirth.uti) into an .erf and dropped it into override.
13. Unpacked vaddi_base.gda from vaddi.erf (the additem mod), added a row, wrote the next ascending number under ID>int, and keyed in pyr_wep_dua_dexter.uti (the in-game item UTI, not the templateresref UTI) under Resources>resources. Drop the modded vaddi_base.gda into override--don't repack it into the vaddi.erf in the patch folder. Summoning the item with vaddi or vaddin works fine, and the new names persist over multiple loads without altering the name of Blade of Red Birth.
Modifié par indifferent_honest, 05 avril 2011 - 04:07 .
#10
Posté 04 avril 2011 - 08:16
Thanks for the write up indifferent_honest! I was trying to make my own sword and couldn't get it to work. Looks like this is just the info I need.
#11
Posté 04 avril 2011 - 08:29
You don't need to make duplicate UTIs to get custom items with custom names in the game. I have already figured out how to easily put custom items in the game, I'm just waiting for Gib to make a modification to vaddi before I start releasing them. You just need to make the new item with no Description StringRef ID or LocaliazedName StringRef ID. Remove the IDs and add a new string to LoacizedName with the name of your new item and there you go. It will not change the name of the base item designated in the Tag or TemplateResRef.
#12
Posté 04 avril 2011 - 11:21
Question about step 13.
Did you re-pak vaddi_base.gda? If not what did you do with it? I unpacked all the files to a folder, added my uti to the vadi_base.gda using GDApp. Saved it and repacked all the files back into the vaddi.erf. Put the new vaddi.erf into the patch folder and now runscript vaddi does nothing.
Did you re-pak vaddi_base.gda? If not what did you do with it? I unpacked all the files to a folder, added my uti to the vadi_base.gda using GDApp. Saved it and repacked all the files back into the vaddi.erf. Put the new vaddi.erf into the patch folder and now runscript vaddi does nothing.
#13
Posté 04 avril 2011 - 11:43
Just a note with modifying the vaddi.gda and vaddi_base.gda... as people start using it to add items, they will start stomping on each other when modded items from different users get circulated.
Modifié par Sunnie22, 04 avril 2011 - 11:44 .
#14
Posté 04 avril 2011 - 11:57
I realize this and would be happy to just add my own items to the default files IF I could get it to work, but when I add my item uti to the vaddi_base.gda and repack it, vaddi does not even work anymore.
Guess I will just have to stick to modding existing items.
#15
Posté 05 avril 2011 - 03:54
Cawgee,
After editing vaddi_base.gda, I put it directly into override. I found, as you did, that repacking vaddi_base.gda into vaddi.erf causes the entire additem mod to stop working.
So basically, you'll have the original vaddi_base.gda still hanging out in vaddi.erf, unchanged, and your personal modded vaddi_base.gda in override.
After editing vaddi_base.gda, I put it directly into override. I found, as you did, that repacking vaddi_base.gda into vaddi.erf causes the entire additem mod to stop working.
So basically, you'll have the original vaddi_base.gda still hanging out in vaddi.erf, unchanged, and your personal modded vaddi_base.gda in override.
Modifié par indifferent_honest, 05 avril 2011 - 04:04 .
#16
Posté 05 avril 2011 - 04:02
Sunnie,
Your solution is so much simpler. lol this is what happens when I fixate on things, my "solutions" become totally convoluted. Thanks!
Your solution is so much simpler. lol this is what happens when I fixate on things, my "solutions" become totally convoluted. Thanks!
Modifié par indifferent_honest, 05 avril 2011 - 04:03 .
#17
Posté 05 avril 2011 - 06:14
Thanks for the updates indifferent_honest and Sunnie!
Got it working now. I used the steps as a guide and Sunnie's update to create a unique item based off an existing one without create a redundant uti file.
One more thing... I wanted to use the Might of Sten as base model, but it seams that the erf that contains it is encrypted... I can see the uti files, but not export them. I am thinking that this method will allow us to create a duplicate of the encrypted items and then mod the new copies. The new items will not be able to be used by those that dont already have the addon content tho.
Got it working now. I used the steps as a guide and Sunnie's update to create a unique item based off an existing one without create a redundant uti file.
One more thing... I wanted to use the Might of Sten as base model, but it seams that the erf that contains it is encrypted... I can see the uti files, but not export them. I am thinking that this method will allow us to create a duplicate of the encrypted items and then mod the new copies. The new items will not be able to be used by those that dont already have the addon content tho.
Modifié par Cawgee, 05 avril 2011 - 09:43 .





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