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[Question] Best Practices for Creating New Items


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14 réponses à ce sujet

#1
Noctaris

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This is just somewhat of an open question for clarification on the topic of creating new custom equipment.

So far, I've been making personal tweaks by editing existing existing items, and then overwriting them. However, I'm thinking that there's a better or cleaner way that I just haven't come across yet.

What I'm mainly wondering is:
  • Is it possible to create new/unique items, without replacing existing gear, and without installing it as an Addin?
  • If so, is there a way to get Vaddi to recognize these items in the same way that rewards.gda checks the override folder?
  • Are there any best practices relating to compatability when it comes to creating unique items?
Thanks!

Modifié par Noctaris, 18 avril 2011 - 05:19 .


#2
Killjoy Cutter

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I'd love to know this myself. It would probably get me into modding myself, if I could create new items instead of replacing existing ones.

#3
Signo Vir

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To be fair, a lot of the issues are shared with skill creation/modification as well. Avoiding collision in Tlk IDs, for example. IT would be awfully weird to have an item mod and a skill mod where your new fire aura spell has text like 'armor of awesomeness'.

Can't say that I have a good answer, though.

#4
mesmerizedish

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Signo Vir wrote...

To be fair, a lot of the issues are shared with skill creation/modification as well. Avoiding collision in Tlk IDs, for example. IT would be awfully weird to have an item mod and a skill mod where your new fire aura spell has text like 'armor of awesomeness'.

Can't say that I have a good answer, though.


For my mod, I've been building-in the names and descriptions directly into the .uti files. I do not want to muck with the talktables, because that's simply too much work.

#5
Sunnie

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Noctaris wrote...

What I'm mainly wondering is:

  • Is it possible to create new/unique items, without replacing existing gear, and without installing it as an Addin?
  • If so, is there a way to get Vaddi to recognize these items in the same way that rewards.gda checks the override folder?
  • Are there any best practices relating to compatability when it comes to creating unique items?
Thanks!


1: Yes. I am in the process of converting all of the replacers I have done so far (130+) into custom items.

2: Yes, but theres a caveat. You have to modify the vaddi.gda in order to make it see your items. This is ok if you are just keeping it local to your PC, but if you release items to the public as such, and others release items with the same method, the likelyhood that different mods will be stomping on each other is pretty high. I had spoken with Thought Process about this and he was going to see about making Vaddi scalable proper, but to my knowledge he has yet to do so. Until that issue is overcome I do not suggest relying on the Vaddi scripts to introduce new items that you intend to (or even think you may) release public.

3: Yes. Make sure that you remove the description and localizedname IDs and add a string to each so you can name and add descriptions. Make sure you rename the tag and templateresref to the name of your new item file. if you do not, you will be also changing the name and description of the normal item in game that shares the template ref.

#6
Noctaris

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Thanks, Sunnie. That's very helpful.

#7
Noctaris

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Okay, so I've decided to try and fill a request by making an item available via a merchant. I picked Hubert, just to see if I can get things working on my side. I added the item at the end of Hubert's itemlist, and packaged the .uti and .utm together in an .erf — however, I haven't been able to get the item to show up on Hubert in-game.

My assumption is that the "300" indicates Hubert's Act 3 store, which is where I'm at...

Screenshots:
.utm
.uti

Modifié par Noctaris, 20 avril 2011 - 05:47 .


#8
Sunnie

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Make sure your new item has a unique file name, the reference and tag point to that file, and you remove any description and name IDs. Also, because the game cooks all the data into the save file, you will only see additions to merchants if you "start the act" with a modified merchant list. Once you start an act "all" of the merchants found in that act are cooked into the save at the start.
Theres also another issue I have yet to find a solution for. Custom items do not report purchase prices properly in the store.

#9
Noctaris

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Starting the act must have been the problem, then. Thanks, Sunnie.

So, without a Vaddin update, replacing existing items for being able to grab an item on demand is still looking like a good option to me.

I've briefly looked at a few existing Addins, but I haven't seen any that are as simple as just adding a new item without also introducing new textures. Addins also seem to involve a fair amount of legwork for just adding a single item.

#10
Rheia

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Hey, guys, would you mind posting the tool you use to mod/create new .uti?

I've tried TlkEdit-R13d, but I can't figure out how to paste the rows for item name/description (or edit LocalizedName even, it just... there, not expanding, not changing the type from CExoLocString, and thus having a value of a bunch of numbers instead of well... readable name)

Also, what exactly are you changing in the .uti to create the new item from already existing one? templateresref or a tag? If nwn was anything to go by it was teplateresref, but I'm not sure here.

How the heck do you add a description? Aside form pasting the row for it (once again, I'd appreciate if anyone told me how :P ), what Label do you give to the row?

Or am I just trying to use a wrong tool/missing some steps/plug-ins for it?

Thanks in advance :)

#11
mesmerizedish

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You should be able to just click the field and it will become editable. The same for the description.

To add a name/description directly to the .uti, change it from whatever line of the tlktable it points to to -1. Then, add a new node. The default settings should work (English and masculine/neutral). Type the name or description into the new node and you're golden.

#12
Crunchyinmilk

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Noctaris wrote...
 I haven't been able to get the item to show up on Hubert in-game.


The wonderful Rune expansion pack also uses Hubert as a delivery method for purchasing runes you might have missed as drops.  I had an oh so brief look at how they did it when merging my existing rewards file with theirs. I think they're all added to merchant inventories via the rewards file...

#13
Sunnie

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Crunchyinmilk wrote...

The wonderful Rune expansion pack also uses Hubert as a delivery method for purchasing runes you might have missed as drops.  I had an oh so brief look at how they did it when merging my existing rewards file with theirs. I think they're all added to merchant inventories via the rewards file...


Nope, they are all added the same as the original items are added, each has an entry in the merchants list. That rune pack should have the same problem, you won't see the new items on the modified merchants unless you start the act anew. You won't see the new items if you drop the mod in when you are in the middle of an act because the original merchant data is cooked into the save game file. This is one of those cases where the cooked data is a bad thing.

#14
Killjoy Cutter

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I tried that rune mod out, and as in other cases, Vaddin does not find the new runes.

#15
Sunnie

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Killjoy Cutter wrote...

I tried that rune mod out, and as in other cases, Vaddin does not find the new runes.

It shouldn't unless you modify the vaddi lists.