I've added the custom spells to 2da, icons and all, and everything functions just as it should. Now i'd like to add the scrolls so Wizards can add them as need be when purchasing or finding the scrolls. It would appear that adding a custom scroll to the game does not give it the ability to select "cast spell - " and then the custom spell. Ie, the custom spells don't show up in the property section of Cast Spell.
What is required to accomplish this? Thank you in advance.
After adding custom scrolls and spells, how does a Wizard add?
Débuté par
Ivanovich
, juin 07 2011 02:25
#1
Posté 07 juin 2011 - 02:25
#2
Posté 07 juin 2011 - 03:44
You need to add the spell(s) to iprp_spells.2da.
You can add multiple entries per spell, with different caster levels for adding to multiple items. The lowest level one should be the minimum level needed to cast the spells. You'll also want to add entries to your .tlk file so that the caster level is indicated in the spells name for this 2da file, such as "Magic Missile (1)", and use this name for the spell name in the 2da rather than the regular spell name that you used in spells.2da.
You should also create a scroll icon (32x32) for your spells. If you regular spell icon is "is_newspell", your scroll one should be "iss_newspell".
Good luck!
You can add multiple entries per spell, with different caster levels for adding to multiple items. The lowest level one should be the minimum level needed to cast the spells. You'll also want to add entries to your .tlk file so that the caster level is indicated in the spells name for this 2da file, such as "Magic Missile (1)", and use this name for the spell name in the 2da rather than the regular spell name that you used in spells.2da.
You should also create a scroll icon (32x32) for your spells. If you regular spell icon is "is_newspell", your scroll one should be "iss_newspell".
Good luck!
Modifié par The Amethyst Dragon, 07 juin 2011 - 03:49 .
#3
Posté 07 juin 2011 - 05:05
I've created the icons, added to the tlk and changed the spells.2da accordingly. I think the missing piece is the iprp.spells.2da.
I appreciate your response. Thank you.
I appreciate your response. Thank you.
#4
Posté 08 juin 2011 - 01:17
custom spells, does this require haks????
#5
Posté 08 juin 2011 - 02:01
Yes. You'll need to include new spell icons, new scroll icons, edited spells.2da, and edited iprp_spells.2da files for adding new spells.Artistmonk wrote...
custom spells, does this require haks????
You'll also want a custom .tlk file for holding spell names and descriptions for in-game use. I recommend using Axe's Killer TLK Editor (link), as it's fast and will easily give you the adjusted entry numbers you'll need for the 2da files.
Modifié par The Amethyst Dragon, 08 juin 2011 - 02:03 .
#6
Posté 08 juin 2011 - 02:59
There are a few other 2DA files to tweak if you want you custom spells to be available as a typical Bioware spell would be, both in the Toolset and to the PCs. Most of the files and 2DA stuff you can figure out how to modify pretty easily, once you know that you need to modify them. Here is a version of my spell HAK, just to show what files go in it (and those 2DA files that you might want to edit).
Most of it is pretty self explanatory. There are three spells: Dead Shot, Sound Ray, and Sun Shards and the HAK has everything (that I know about) to add them to a module, including scrolls at the lowest caster level for each and at epic levels for the latter two. That and the TLK file complete the package.
[b]zork_spells.hak [/b] [i]Blueprint, Items [/i] deadshot.uti soundray uti soundray26.uti sunshards.uti sunshards24.uti [i]Game Data [/i] IPRP_SPELLS.2da des_craft_scroll.2da des_craft_spells.2da iprp_spellcost.2da spells.2da [i]Images, Icon, Scroll [/i] iss_deadshot,tga iss_soundray,tga iss_sunshards.tga [i]Images, Icon, Spell [/i] is_deadshot.tga is_soundray.tga is_sunshards.tga [i]Scripts [/i] meb_deadshot.nss meb_soundray.nss meb_sunshards.nss [i]Scripts, Compiled [/i] meb_deadshot.ncs meb_soundray.ncs meb_sunshards.ncs
Most of it is pretty self explanatory. There are three spells: Dead Shot, Sound Ray, and Sun Shards and the HAK has everything (that I know about) to add them to a module, including scrolls at the lowest caster level for each and at epic levels for the latter two. That and the TLK file complete the package.
Modifié par MrZork, 08 juin 2011 - 03:01 .
#7
Posté 04 août 2011 - 09:23
Very informative MrZork.
However I still have a problem.
I've added the necessary lines into the 2da spells, iprp spells, and iprp spellcost. However my system does not seem to have the des craft scroll nor does it have the des craft spells 2da files.
Any idea where the Des Craft files came from? I'm using NWN 1.68.
My problem is basically this: I can see the spells in the Toolset when I create an NPC. I can give that NPC these spells. However I can not create a scroll with the spells on them. Hence it is impossible to have a PC memorize them.
Hope you are still reading here.
Thanks,
Marhalt
However I still have a problem.
I've added the necessary lines into the 2da spells, iprp spells, and iprp spellcost. However my system does not seem to have the des craft scroll nor does it have the des craft spells 2da files.
Any idea where the Des Craft files came from? I'm using NWN 1.68.
My problem is basically this: I can see the spells in the Toolset when I create an NPC. I can give that NPC these spells. However I can not create a scroll with the spells on them. Hence it is impossible to have a PC memorize them.
Hope you are still reading here.
Thanks,
Marhalt
#8
Posté 04 août 2011 - 10:42
1.69 full 2da source, there you can find those 2das.
First you need to create iprp_spells entry for your spell, then you need to reload mod/restart toolset and then you will be able to create an scroll item with your custom spell. As you need to make this item in order to set up crafting.
First you need to create iprp_spells entry for your spell, then you need to reload mod/restart toolset and then you will be able to create an scroll item with your custom spell. As you need to make this item in order to set up crafting.
#9
Posté 04 août 2011 - 02:41
So I have to upgrade to 1.69 since I'm still using 1.68?
I guess the changes in the past 2-3 years have been enough to make it impossible to put in new spells without the current patch. I was able to do this 2-3 years ago and I believe I was running 1.67, which was the patch that the module I wish to run was using at the time.
Since then the mod was upgraded to 1.68. But it seems that with only 1.68 you can not put in custom spells with just the Spells 2da file and whatever custom Tlk file you are using. For that is all I had to do back then. Anyone else have this problem?
Anyways, I'm guessing from your post that I have to do an upgrade to 1.69? Is this correct?
Thanks,
Marhalt
I guess the changes in the past 2-3 years have been enough to make it impossible to put in new spells without the current patch. I was able to do this 2-3 years ago and I believe I was running 1.67, which was the patch that the module I wish to run was using at the time.
Since then the mod was upgraded to 1.68. But it seems that with only 1.68 you can not put in custom spells with just the Spells 2da file and whatever custom Tlk file you are using. For that is all I had to do back then. Anyone else have this problem?
Anyways, I'm guessing from your post that I have to do an upgrade to 1.69? Is this correct?
Thanks,
Marhalt
#10
Posté 04 août 2011 - 02:57
You can add custom spells with just spells.2da and a custom .tlk file (and a spell icon). You just wouldn't be able to have spell scrolls (or wands or potions or other items) that use those new spells without at least iprp_spells.2da entries.
It's a good idea to upgrade to 1.69 anyway, simply because that's the version most players will be using these days and it's the final update.
It's a good idea to upgrade to 1.69 anyway, simply because that's the version most players will be using these days and it's the final update.
#11
Posté 05 août 2011 - 02:15
Well since the entire point of this is for a PC to have the spells, I'd need them to be able to be put on a scroll.
So after creating the iprp_spells, iprp_spellcost, des_craft_spells, and des_craft_scrolls, and it STILL not working.....
Anyone have a suggestion?
Marhalt
So after creating the iprp_spells, iprp_spellcost, des_craft_spells, and des_craft_scrolls, and it STILL not working.....
Anyone have a suggestion?
Marhalt
#12
Posté 05 août 2011 - 03:16
Sounds like you didn't do iprp_spells correctly to me. If you can see the spell and give it to NPCs then spells.2da is ok. To then be able to put it on a scroll, you only need iprp_spells to have an entry linking to it in spells.2da, and a tlk entry so the name shows up.
#13
Posté 05 août 2011 - 08:09
Axe you're a freaking genius!!!
So thinking I was doing the correct thing, I used the actual STRREF number instead of the custom one. Duh!
Note to self: spacing in 2DA files are only for human's convienence. Apparently long as the columns are correct, the program will use them.
Thanks alot Axe. And your Tlk program is awesome. It is truly Killer.
Marhalt
So thinking I was doing the correct thing, I used the actual STRREF number instead of the custom one. Duh!
Note to self: spacing in 2DA files are only for human's convienence. Apparently long as the columns are correct, the program will use them.
Thanks alot Axe. And your Tlk program is awesome. It is truly Killer.
Marhalt
#14
Posté 05 août 2011 - 06:28
Another quick question, but perhaps there is not an easy answer.
Why can't you add on to the end of the Dialog.tlk any custom spells, whatever, even all of the CEP content if you wanted to work that hard, and then use the Dialog.tlk to play the original campaign?
You'd have to copy it as a module and change all of the relavant 2da files. So granted it would be a huge job.
But I have heard there is a limitation on how long the Dialog.tlk can be? Is this true or not?
Thanks,
Marhalt
Why can't you add on to the end of the Dialog.tlk any custom spells, whatever, even all of the CEP content if you wanted to work that hard, and then use the Dialog.tlk to play the original campaign?
You'd have to copy it as a module and change all of the relavant 2da files. So granted it would be a huge job.
But I have heard there is a limitation on how long the Dialog.tlk can be? Is this true or not?
Thanks,
Marhalt
#15
Posté 05 août 2011 - 07:19
If there is limitation its very high. The reason why custom TLK is used is for compatibility reason. There are already few projects that uses these lines after end of the TLK (NWEnhanced etc.) so your version would override theirs and viceversa.
#16
Posté 05 août 2011 - 09:16
Limitation on dialog.tlk is 16777215. Line 16777216 will = Line 0 in the custom TLK.
STRREF 16777217 = Line 1 in any custom tlk which is added to a module.
STRREF 16777217 = Line 1 in any custom tlk which is added to a module.
Modifié par Pstemarie, 05 août 2011 - 09:18 .





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