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Simple step by step guide to making new items


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#1
ussnorway

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Simple step by step guide to making new items… I’m writing this in response to a question asked in the no-reload post but it’s a bit off topic so I’ve decided to place it here.

There is more than one way to do it so I’ll try to walk you through how I make new items… I’ll walk through making a moonblade that only my character can use.

My Tools; bg2 engine (tutu etc.) shadowkeeper & NearInfinity.

Step 1, Is to try to find an item in game that is similar to what you want & make a save game with the item in your inventory. I just used shadowkeeper to add the moonblade but make a note of the item # before you log out!
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Step 2; Open the item using NearInfinity (_SW1H13 is the code for moonblade) then edit it to suit your needs… DON’T CHANGE ANY STRING ADDRESS, but things like who can use the item are easy to adjust. I suggest you stay simple at first so leave the global effects alone, remember that you can always go back and make more advanced changes later.
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The boxes that aren’t ticked are the important ones… In the example shown below, this dagger can only be used by a Halfling mage of any alignment.

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Step 3; When you are happy with the changes you made press the “export button” (not the save button) and save it into your ‘override’ folder… give it a simple name so that you can find it again. In this example I just changed the first two letters (aa1H13) but as long as the code is unique you won’t have problems later.
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Step 4; Open your save game in shadowkeeper and equip the new item… notice that the game automatically sorts items by name & type so press the “filter List” button and shadowkeeper makes location simple.
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If for some reason you hate the new item just delete it from your ‘override’ folder and as long as you didn’t accidently alter any other files your game will remove the item or reset it to the default. :wub:

Modifié par ussnorway, 13 novembre 2011 - 01:49 .


#2
The Fred

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If you want to give it a new, unique name, your best bet is probably going to be to make a mini-mod for it, rather than screwing with the TLK file (the one with all the strings in) directly. For this reason it's rather more work, so I'd advise against it if possible. I could outline how to do that sort of thing though if anyone's interested.

#3
ussnorway

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@The Fred, I'd be interested.

This link is to a generic moonblade with no blocks (any user)… just unzip moon13 into your override folder and use shadowkeeper or near infinity to equip it.

p.s. If you want something answered/ made please just post your request here… that way everyone benefits & I don’t have to answer the same question over & over. :wub:

#4
The Cow King

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Make a guide on how to change the location of an existing item to a store (for a certain price) or to a container / monster.

Gimme!

#5
devSin

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In general, stick to the last full release of Near Infinity (on the official site) if you're going to try this. The beta and the newer builds can sometimes corrupt ITM and SPL resources if you add effects or abilities. Sorry! (The code's freely available via git, if you want to fix it.)

The screenshots here look to be a decrepit version of Near Infinity, so you should be safe.

The Cow King wrote...

Make a guide on how to change the location of an existing item to a store (for a certain price) or to a container / monster.

The item resource itself specifies the value (stores do set multipliers, but they're global for all items in the store).

You can browse and manipulate STO resources with Near Infinity, of course. Note that STO resources are saved with the game, so any store that has already been accessed will be packed in the SAV archive (you can browse these archives in Near Infintiy too, but you generally don't want to edit them if you value your progress at all).

Mostly, though, you should use WeiDU for all but the most basic or personal changes. The learning curve is a bit steeper, but the utility is far greater.

Modifié par devSin, 15 novembre 2011 - 03:40 .


#6
ussnorway

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The Cow King wrote...

Make a guide on how to change the location of an existing item to a store (for a certain price) or to a container / monster.

Gimme!


Actually it’s not that hard to place an item into a shop/ container if for whatever reason you don’t want to just place it into your inventory but some mods could have already placed items into a certain chest & I therefore (strongly) recommend that the novice stick to shops inventory. Also note that since your question was a little vague I’m going to assume for this example you want to edit an existing campaign.

Step 1; The inventories belonging to shops are stored in the individual save game files so log into an existing game and make a special save… let’s call it “last”  that way if we bugger something up then your existing campaign won’t be distorted.


Step 2; Open near infinity & navigate to the save folder… see below but you need the BALDUR.SAV then go ahead & decompress it.

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Step 3; I’m going to pick the Friendly Arm Inn but you can choose any file that ends in .STO then press the view/edit button.

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Step 4; Now we can add new items but since this is probably your first time I’ll start off with the (much) simpler replacement item, scroll down the list on the left (or centre) column & pick something mundane to replace. I picked the longsword but when you have made a selection press the view/edit button… see below.

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Step 5; With the top column (i.e. the one with the item #) highlighted scroll through the games items until you find what you want as a replacement. The game will try to sort these for you a bit i.e. showing you swords first if you are editing a sword etc but all the game items are in that list… note that I picked the moonblade I made earlier.

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Step 6; With your new item selected press the “update value” button and don’t forget to change how many of the items the shop will carry then just close this window by pressing the X in the top right corner.

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Step 7; You should now be back in the STO screen but the item hasn’t changed from longsword yet, it won’t update itself until you click something else in the list. Closing this window should prompt you to save the changes and then to override the file… Don’t panic!

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Step 8; Now we just have to “compress” the files once more so that the game can use them (it’s surprising how many people forget this step)… almost done.

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Step 9; Log into your saved game and visit the shop in question to see how much the item will cost. :wub:

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#7
The Cow King

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Sweet. I've always been bothered by the fact that all fresh ToB characters start with the Golden Lion Figurine, yet it's only available to druids in SoA. I could just CLUA it in, but that just feels cheesy to me. I don't like using "cheats" unless it's mandatory to fix a bug in the game.

Not planning on playing a Druid anyway (or using multi-stronhold tweaks), so it shouldn't be a problem that it's still available as a duplicate druid reward.

I'm gonna add it to a store somewhere, or just add it as a drop to the "lady" in the Druid Grove cabin. Might have to learn the basics of Weidu for that however.

Modifié par The Cow King, 15 novembre 2011 - 12:12 .


#8
Easymask

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I'm trying to make a blade for a character I've been wanting to try, but I can't seem to change any of the text on the weapon. Any ideas?

I'm trying to make a Katana +2, only usable by the Lawful Neutral Bounty Hunter; Boreas.
I don't want the enchantments to be over the top, but +1 to AC & +10% to Stealth would be grand, in addition to the +2 THAC0 & Damage of course. I'd also like for it to be named Katana +2, the Lingering Soul. Item info would be:

The Lingering Soul
A gift to Boreas from a traveling blacksmith from Kara-Tur, this Katana may only be used by him. The enchantments that exist within this sword give it the ability to shadow it's wielder; thus granting him a bonus to his armor class, and allowing him to easily blend into the shadows.

It also needs to be unsellable of course. :)

I've been trying to figure it out, but I can't change anything. When I click on "edit" in NearInfinity and edit the name then try to save it - I get an error trying to overwrite the Dialog.txt or what's it's face.

Modifié par Easymask, 20 novembre 2011 - 04:07 .


#9
ussnorway

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There are a couple of ways that you could have created that issue;
When you made your new item did you export it so that the original is unchanged?
You can adjust the text to say whatever you want to as long as you NEVER change the string address (the number shown in the top left corner) see below.

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p.s. I’m at work now but I’ll try to whip something up for you before the weekend.

EDIT;
Your item should be available from here soon.
 The op description was fairly good but I’ll add some points… possible spoilers warning;

1st Making an item (for the main protagonist) Lawful Neutral only is not recommended… there are events in game that can change your main characters orientation… the trip to hell being the most well-known event.

2nd Be careful with race/ class restrictions eg. You haven’t told me what race Boreas belongs to but if human then the possibility exists that he could dual to a different class (T/F or T/M for example) & that needs to be considered… it’s fairly easy to adjust this stuff any way.

3rd Bountyhunters don’t show ‘stealth’ nevertheless the skill IS compatible with the BG2 skills ‘hide in shadows’ and ‘move silently’ but I’ve chosen to give this sword 10% in ‘stealth’ & 2 points in the ‘hide in shadows’ skill so that the effect of having the sword equipped will show up on his character sheet… this is purely a cosmetic issue.
unzip boreas.itm into your override folder then equip with shadowkeeper or near infinity. :wub:

Modifié par ussnorway, 21 novembre 2011 - 06:56 .


#10
ussnorway

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Anonymous wrote...
Can you break down adding globle effects for ME!

TARR!


I’d say that adding/ adjusting global effects in near infinity rates as medium difficulty but Yes I can;

lets assume that you couldn’t find any game items that have the required affect so we’ll add it from scratch.

Open the item in near infinity & press ‘edit’ (the top tabs should have view & edit as available choices) then scroll down until you have ‘effect’ highlighted (they are at the very bottom).

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Press the ‘add’ button to make a new line (note that the default effect is ac) then with that new line highlighted press the view/edit button.

Most the effects are self-explanatory but some things to look out for are;
1.    ‘Targettype’ 90% of the time you want this set to ‘TargetSelf (1)’
2.    ‘Power’ is only really used for dispel chance and can normally be safely ignored.
3.    ‘Value’… possibly says something like ac value is the amount that having this item could change… eg 1 = 1 class of better armour or 10 could be for 10% skill increase.
4.    ‘Duration’ is typically set to ‘Instant/ While Equipped (2)’ i.e. the effects go away when you take the item off.
5.    ‘Probability 1’ is the percentage chance that the effect in question will occur i.e. 100 = happens automatically.

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When in doubt save your progress… the biggest hassle new would-be editors have with near infinity is it’s leadenly towards having multiple windows open at a time.

Please post your questions here guys because I don’t check my pm’s very often... most people on this forum are not the adolescent type that mock simple questions.

P.s. Some names have been changed to protect the innocent! :wub:

Modifié par ussnorway, 21 novembre 2011 - 06:50 .


#11
Easymask

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Thank you for the help ussnorway!

I'm still having some problems though. I tried to do exactly as you said, by following the steps - but whenever I click "edit" to change the name of an item(after extracting it and giving it a new name in the override folder) - and then "save" - it gives me an error with dialog.tlg when I try to overwrite it. Any ideas?

#12
ussnorway

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Ok can you take a screenshot of the error report you are getting?

p.s. Have you got admin rights to change the files i.e. you didn't install to the programes folder on a Windows vista or 7 system by any chance did you?

#13
Easymask

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http://img560.images...902/yeahbro.png

That's the message I'm getting when I try to save the item changes. After I get that error, I am not allowed to save anymore untill I restart or reload the client. And yeah, I'm using Windows 7.

#14
Humanoid_Taifun

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Good thing you saved that as a png. We certainly couldn't have handled the loss of quality if you had used jpg. ;)

Oh and ussnorway was asking if you were having admin issues by saving in the windows-controlled programs folder, which you didn't, apparently.
"E:\\Easy\\Games\\TUTUBG"

But I think I can see the problem anyway.
Isn't Baldur's Gate still running in the background there?

Modifié par Humanoid_Taifun, 21 novembre 2011 - 12:42 .


#15
Easymask

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Oh lawd, I feel *quite* stupid right now. After closing Baldurs Gate, I'm having no issues what so ever.

Thanks a lot Humanoid! Just goes to show that I'm not quite as clever as I would like people to think that I am.

#16
Alesia_BH

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Easymask wrote...
 I'm not quite as clever as I would like people to think that I am.


No one is. No one. Fortunately, there is a simple soultion: stop caring about what other people think...

I'm glad you got your item working. Good luck with your new Bounty Hunter! :)

Best,

A.

#17
ussnorway

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Never mind then... well spotted Humanoid_Taifun:wub:

Modifié par ussnorway, 21 novembre 2011 - 02:14 .


#18
The Fred

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Alesia_BH wrote...

Easymask wrote...
 I'm not quite as clever as I would like people to think that I am.

No one is. No one. Fortunately, there is a simple soultion: stop caring about what other people think...

I am, because it's better for people to think you're less clever than you are. Then they underestimate you. Being stupid is one of the best defences you can possess.
:bandit:

Easymask wrote...
I'm trying to make a blade for a character I've been wanting to try, but I can't seem to change any of the text on the weapon. Any ideas?

ussnorway wrote...
There are a couple of ways that you could have created that issue;
When you made your new item did you export it so that the original is unchanged?
You can adjust the text to say whatever you want to as long as you NEVER change the string address (the number shown in the top left corner)

This method works, but there are some things you should know about game strings. Basically, they're all stored in a single big file, the TLK file. Each one has a number, or string reference. If you change this string, every item or anything else which points to it will be effected. If you're, say, replacing an existing item, that's OK because there's only that one item which has that description, and it's being replaced by your new one. However, you can't simply apply this same logic to the description of a common item or an item which you're not replacing.

Furthermore, it's difficult to reverse these changes, so you need to create a backup of your TLK file and restore it manually. This could be extra messy if you also want to install third-party mods.

Is there a better way of doing this? Yes. Is it more work though? Also yes. I mentioned before that you could just make a tiny, custom, mini-mod for this sort of thing. That's probably unnecessary for most people, but if you wanted to perform a lot of changes, you could effectively make your own miniature tweak pack. Further, you could preserve those between the installation of different sets of other mods. I'd said I'd explain how to do this so here we go - if ussnorway's useful information above is enough for you, look away now!

Modifié par The Fred, 21 novembre 2011 - 11:38 .


#19
The Fred

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Step 1: Create the Item
The easiest thing to do if you're new to this sort of stuff is to create the item in Near Infinity as excellently described above. However, do not worry about altering its name or description, or in fact any of the strings. Export the item and save it as something. For the purposes of this mini-guide, I'm calling it "FRED.ITM".

Step 2: Creating the Mod
Create a plain text file, and name it something. I'm going to call my mod "FredTweaks" so I'm going to call my file "Steup-FredTweaks.tp2". I don't think it needs to have "Setup-" in front but IMO it's better, and it should have a ".tp2" extension, not a ".txt" extension. In this file, type the following:

BACKUP ~FredTweaks/Backup~
AUTHOR ~The Fred~

BEGIN ~The Fred's Awesome Mini-Mod~
COPY ~FredTweaks/Items/FRED.ITM~ ~override~
    SAY NAME2 ~The Fred's Awesome Sword~
    SAY DESC ~This sword was made by The Fred and is AWESOME!~

Here, obviously, you would replace the various text fields (the bits within tildes, ~) as appropriate. So, "FRED.ITM" would become the name of your item, etc. You will also need to change the paths to your backup folder and item (see below).

Step 3: Packaging
In your game directory, place a folder appropriately named for your mod - mine is called "FredTweaks". Inside this, place a folder named "Backup" and a folder named "Items". Put your .ITM file inside the "Items" folder (we don't really need a special folder for this, but for the sake of neatness if we ever wanted to make our mod bigger, I'm going to). In the above file, you want to change the string after BACKUP to the path of your backup folder (relative to the game directory, so it will be the name of the folder you just created, plus "/Backup") and the string after COPY to the path of your item.
Then, take any WeiDU mod installer you have, copy it, and rename it "Steup-FredTweaks.exe" (i.e. the same as your tp2 file). If you don't have it, you need to go download WeiDU.exe (I'm too lazy to add a link atm, just search it). All you need to do is double-click that, and it should run your new mini-mod. If you want to uninstall it, just run the mod again.

Note that you will still need to add the item to your character manually. We could script it in but that's probably not worth the effort for the gain.

Modifié par The Fred, 23 novembre 2011 - 11:02 .


#20
polytope

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ussnorway wrote...
2.    ‘Power’ is only really used for dispel chance and can normally be safely ignored.

Power actually governs how the effect interacts with spell protections, i.e. power level 5 bounces off spell turning (removing five levels out of 12) but bypasses globe of invulnerability (only blocks level 4 or less) - it doesn't matter for self-targetted effects though, as these always ignore your own protections.

#21
Humanoid_Taifun

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While we're talking about help with new mods, could somebody please write a little something up for me that will make the [Ctrl] + [2] cheat permanent?

#22
ussnorway

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What does the [Ctrl] + [2] cheat do?

#23
Dante2377

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 Also, to note further to the tlk error when trying to save items when the game is open, you'll also get that same error if you have shadowkeeper or anything that holds the game files open.  I typically use Shadowkeeper to browse and search for items to be the base that I mod the item from while using NI/IEEP (I actually prefer IEEP) to mod the item.  

Also, for newbies, having to deal with the weidu mod seems like an extra step not needed esp since you have to manually CLUA the item into the character inventory (or do it using Shadowkeeper).  I've never had a problem just creating the item, dropping it into the override folder, starting up the game, and CLUA'ing it in.  As long as you save the item with a different name, you don't have to deal with strings and other messing up items (this is easy in IEEP).

Modifié par Dante2377, 23 novembre 2011 - 06:13 .


#24
Humanoid_Taifun

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ussnorway wrote...

What does the [Ctrl] + [2] cheat do?

Fade to black.

#25
ussnorway

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I once had a gnome Diviner with an amulet (of true seeing) that revealed the map areas automatically… would that be any good to you?