Simple step by step guide to making new items
#26
Inviato il 23 novembre 2011 - 08:04
#27
Inviato il 23 novembre 2011 - 11:01
Oh, I agree, and I tried to make this clear when I layed out the basic process. However, people might want to make completely new items, not replacing old ones (for example you could be making a club or spear or something where there aren't many things to replace anyway) and not want to screw with the TLK manually. If you were making a lot of minor edits (e.g. adding items to stores, etc) it would also be a lot easier to revert them this way. I would rate it as higher difficulty/effort/hassle than simply making an item, though.Dante2377 wrote...
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).
For example, if you did want to add an item to a store, you could do that in the WeiDU TP2 file easily like so:
This would add the "FRED" resource to the Ulgoth's Beard store (in vanilla, not TuTu).COPY_EXISTING ~ULGOTH.sto~ ~override~ ADD_STORE_ITEM ~FRED.ITM~ #0 #0 #0 ~IDENTIFIED~ #1
BUT_ONLY_IF_IT_CHANGES
Modificata da The Fred, 23 novembre 2011 - 11:01 .
#28
Inviato il 23 novembre 2011 - 01:32
Back on the old boards, I once bragged that I knew the game well enough to do just that. I'm not confident enough to try it without a mouse cursor though (by putting a piece of cardboard in front of the screen for example).The Fred wrote...
Are you trying to play "blindfolded" or something?
#29
Inviato il 23 novembre 2011 - 03:32
But you won't be able to see the party, and you won't get things like the movement indicator (I don't think), so you'd basically be wasting your time.
Modificata da devSin, 23 novembre 2011 - 03:40 .
#30
Inviato il 23 novembre 2011 - 03:57
#31
Inviato il 23 novembre 2011 - 04:14
That's not much of a problem. I wouldn't save my game during battles anyway.devSin wrote...
you'd have to re-call after loading).
That'd mean it's hopeless?It may just pop back from black as soon as you try to do anything (this is typically only used for cutscenes).
So long as I can see the mouse, I intend to try. (after all, you can locate people or obstacles by the form of the cursor)But you won't be able to see the party, and you won't get things like the movement indicator (I don't think), so you'd basically be wasting your time.
Not quite the same thing.The Fred wrote...
Maybe you could just permanently blind all your characters?
#32
Inviato il 23 novembre 2011 - 07:11
#33
Inviato il 23 novembre 2011 - 09:13
The script action is FadeToColor().Humanoid_Taifun wrote...
That'd mean it's hopeless?
If I were to try this, I would be using one of the vanilla player scripts, and I would open it up in Near Infinity and add the code below to the script assigned to the PC (then compile and save). Then I'd load the game, make sure the PC was selected, and hit B and see if I could play that way (I would not have custom keyboard assignments, because then my hotkey could get interrupted if I had mapped B to something).
IF HotKey(B) THEN RESPONSE #100 FadeToColor([30.0],0) END // Because I don't want you to be // stuck in blackscreen for all time: // :-) IF HotKey(D) THEN RESPONSE #100 FadeFromColor([30.0],0) END
Modificata da devSin, 23 novembre 2011 - 09:15 .
#34
Inviato il 27 novembre 2011 - 10:53
#35
Inviato il 30 novembre 2011 - 02:36
Well, at least now I've got an excuse why I can't do this challenge...
#36
Inviato il 04 dicembre 2011 - 04:59
One clunky way to do it is simply to edit the monk fists (mfist1.itm through mfist8.itm) and add the fire damage, but that would apply regardless of whether the gauntlets were equipped or not and if I take them off for some other Gauntlets, I'd want to lose that bonus too. I could always create a bunch of versions of a fist weapon, make them usable by monks, set APR per 2 rounds and base crushing damage to the correct value based on level, and then add fire damage, but that seems unelegant.
Anyone know a way of either 1. dynamically modifying the monk fist items in game? (don't think it's possible) OR having a way that when a certain piece of equipment is equipped, your fists do +x of a certain type (e.g. fire) of damage? goes beyond the simple item modifications I've done in the past.
#37
Inviato il 04 dicembre 2011 - 09:38
#38
Inviato il 04 dicembre 2011 - 03:34
#39
Inviato il 04 dicembre 2011 - 04:04
From memory Planescape Torment did what you want. Don't know how much the Infinity Engine was modified but it might be worth looking at. I haven't got it installed at present and not sure how it could be viewed. Edit, although thinking about it again these will be a weapon but don't seem to modify the base attack?
shrines.rpgclassics.com/pc/planescape/weapons.shtml#fists
Gauntlets of Celestial Fire. +2 AC, +10 Fire Damage, +10% Resistance to Crushing Attacks.
Edit2, found the cd & installed. Also found NI & took a couple of screenshots. Don't know if they mean anything to you.
http://i208.photobuc.../Gate70/CF1.png
http://i208.photobuc.../Gate70/CF2.png
Sigh, maybe it is this bit (& different weapon)
i208.photobucket.com/albums/bb237/Gate70/CF3.png
& they all look like they have set base damage so probably no help at all!
Modificata da Gate70, 04 dicembre 2011 - 05:39 .
#40
Inviato il 04 dicembre 2011 - 07:21
#41
Inviato il 04 dicembre 2011 - 09:04
#42
Inviato il 04 dicembre 2011 - 11:05
#43
Inviato il 05 dicembre 2011 - 01:08
I'd use 248 (melee hit effect) for the fire damage, and if necessary have this effect applied via an equipped 177: param 1 = 20 (monk), param 2 = 5 (class.ids) so that only monks could benefit.Dante2377 wrote...
What ill have to do is modify a spell with one melee ability that does 1 pt of fire and have the bracers call that spell. That will affect every hit, even with a weapon, but I could un-equip them when I use a weapon.
Also, it's best to use an eff file directly for the damage rather than a spell - a damaging spell applied by melee hits will remove two mirror images per hit rather than one (or two stoneskins, if physical damage) - this is because there's a tiny delay in the spell triggering through 146 (even if set to "cast instantly").
#44
Inviato il 05 dicembre 2011 - 02:23
ussnorway wrote...
The inherent problem is weapon damage requires a weapon (not armour) but it’s fairly simple to take say a longsword and give it fire damage. I’m not up on what monks can use but you could add proficiency in longsword & even change the base damage type to fist… I’m not sure if monks get the bonus monk damage with any of the games weapons.
Monk fists already have their own items - mfist1.itm through mfist8.itm (accounting for all the +1, +2, +3 and the dice changes at the various levels). I'm not sure how, but the monk class replaces a standard fist with those. It would be easy enough to simply add +1 fire damage to those itm files, although then I'd have to always have the gauntlets on, from a RP standpoint.
I could make copies of those items, add the fire damage, and just use them, although the APR might not line up.
The base mfistx.itm files all have a proficiency added - Cleric_Hallow 109. Does anyone know what that does?
#45
Inviato il 05 dicembre 2011 - 06:03
Dante2377 wrote...
Monk fists already have their own items - mfist1.itm through mfist8.itm (accounting for all the +1, +2, +3 and the dice changes at the various levels). I'm not sure how, but the monk class replaces a standard fist with those. It would be easy enough to simply add +1 fire damage to those itm files, although then I'd have to always have the gauntlets on, from a RP standpoint.
I could make copies of those items, add the fire damage, and just use them ...
I think you could have the ring enchanted with a spell that summons the mfistx items into your hand (assuming they are classed as weapons by the game)/ inventory for X hours… you would have to put up with the possibility they can be dispelled but the items should work similarly to werewolf claws or the mage black blade.
#46
Inviato il 06 dicembre 2011 - 12:12
The monk class doesn't use the standard CLAB files for swapping fists (and setting apr with them), it's hardcoded (though only for party members, I believe). Adding fire damage to monk fists will also grant it to Balthazar and his monks as they have the same fist items equipped.Dante2377 wrote...
Monk fists already have their own items - mfist1.itm through mfist8.itm (accounting for all the +1, +2, +3 and the dice changes at the various levels). I'm not sure how, but the monk class replaces a standard fist with those. It would be easy enough to simply add +1 fire damage to those itm files, although then I'd have to always have the gauntlets on, from a RP standpoint.
I could make copies of those items, add the fire damage, and just use them, although the APR might not line up.
It's added by SCS and is used to detect the enchantment level of a weapon for scripting purposes.Dante2377 wrote...
The base mfistx.itm files all have a proficiency added - Cleric_Hallow 109. Does anyone know what that does?
#47
Inviato il 06 dicembre 2011 - 12:14
If you want to track it down yourself then I’d search for a mod that makes radical changes to the file system… Ascension or Fixpack spring to mind.
Edit: it now looks like monks have their own special rules... see chart here.
IMO that longsword +2 fire damage is looking good but you have a better idea of what you want... good luck.
Edit2; The good news is I got it working (see screenshot below) but the bad news is it’s fiddly. Copy Monkfist.itm to the override folder & rename it to MFISTX.itm (X=the number that matches your level as shown in the chart linked above)… Note that, I used the highest one as a template (and corrected the range to 1 but you can adjust that to suit your needs).

Download file from here. ... theses guys seem to be having some issues so here is a different link. (tested & working) I'm sorry for any problems that has made for you.
Warning; bad things could happen if you reset the damage to magicfire or magicice… just FYI.
Modificata da ussnorway, 07 dicembre 2011 - 04:06 .
#48
Inviato il 26 gennaio 2012 - 12:51
C Barchuk wrote...
I came across USS Norway's little guide on making items. I'm curious how to change an existing weapons bonus to hit and damage? For instance, say I wanted to changed celestial fury or blackrazor to a +5 version of itself. Is that possible? I've been trying to do it myself and have been unsuccessful at it and I'm worried I might mess something up. Thanks for any help.
I want to answer this question here so as to keep it all together.
The + to hit aptitude is a governed by the swords melee ability.
Highlight it and press the view/edit button...

now press the edit tab (at the top) and edit the + hit column.

If you want +5 to hit and damage then also edit the damagebonus colum (it’s about 2 places below the +hit) & don’t forget to update the text to reflect the new upgrade before saving your new sword as something with an unique name.
#49
Inviato il 26 gennaio 2012 - 02:29
Thank you very much for the in depth tutorial. One question: After I edit the text description, it asks me if I want to save it or export as TXT. Which one do I select? Thanks again.
EDIT: Looks like saving wasn't the correct one cause I went ahead and chose that and it saved the over the original Dialog.txt and now the original Blackrazor is now a +5...lol. Oooops.
2nd EDIT: mmmmm, I think I've messed something up. I tried fixing the original blackrazor and somehow screwed up the Dialog.tlk file and now shadowkeeper and the game itself won't start.
Modificata da C Barchuk, 26 gennaio 2012 - 02:59 .
#50
Inviato il 26 gennaio 2012 - 03:17





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