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Simple step by step guide to making new items


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#51
ussnorway

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C Barchuk wrote...

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.


Bugger, If that’s the case you might be best to un-install and re-install the game... say yes when it asks you if you want to save your game save files.

p.s. you know that the game won’t run whilst the shadowkeeper or NI are also running?

#52
C Barchuk

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Okay so always save to the overide folder? Yea I never changed the string address. I just messed up when saving the file. When I try to open up Shadow keeper it says its out of memory and when I try to open the game it says "an Assertion failed in ChTlk Tbl. cpp at line number 97."

Modifié par C Barchuk, 26 janvier 2012 - 03:57 .


#53
ussnorway

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C Barchuk wrote...

Okay so always save to the overide folder? Yea I never changed the string address. I just messed up when saving the file. When I try to open up Shadow keeper it says its out of memory and when I try to open the game it says "an Assertion failed in ChTlk Tbl. cpp at line number 97."



I’ll go over the basic steps again;
1.    Use shadowkeeper to make a save with the sword in your inventory eg. (Blackrazer).
2.    Open that save in NI and export the sword to your override folder with a different and unique name.
3.    Now use shadowkeeper to put the new copy ie Blackrazer2 into your inventory.
4.    Open that save in NI and edit the new Blackrazer2 sword to your needs...

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.


Yes that’s correct because both swords have to share the same StrRef they will both say the same thing, understand that even though the original will say it’s now a +5 it remains only +3 and will revert back to the original text if the new sword is removed from your override folder at a later date. This issue is a game engine limitation and can’t be removed using shadowkeeper or NI but if it really rubs you roar then I suggest you try the great but more advanced system that The Fred posted...

p.s. that error looks to me like you might have accidently edited the general description instead of the identified description? :unsure:

Image IPB

#54
C Barchuk

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Yea I was thinking I could change the original back to a +3 while leaving the custom as it is. I didn't realize they share the same string REF. Okay have again a few questions about the steps:

-STEP: I got (hooray)
-STEP 2: I'll find the sword under the ITM folder in NI correct?
-STEP 3: I didn't do this part. So I have to put the newly named sword in my character inventory before editing?
-STEP 4: From here I'm opening my newly named sword from the overide folder correct?

This is what I did:

-I used shadowkeeper and added the blackrazor to my character. I shut down SK afterwards.
-I opened up NI and found the blackrazor sword under the ITM folder heading.
-I renamed it and exported it.
-I then opened up the newly named sword under the overide folder in NI and edited it.

At this point everything was cool except I noticed in shadowkeeper both the new and old version reflected my changes. It was then that I tried to fix that, not realizing I couldn't, and things messed up. I think I'm getting confused when its okay to save it and when I should only be exporting it for some reason as well.

Modifié par C Barchuk, 26 janvier 2012 - 02:03 .


#55
ussnorway

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C Barchuk wrote...

This is what I did:

-I used shadowkeeper and added the blackrazor to my character. I shut down SK afterwards.
-I opened up NI and found the blackrazor sword under the ITM folder heading.
-I renamed it and exported it.
-I then opened up the newly named sword under the overide folder in NI and edited it.


That’s ok but I personally find it simpler to open the item direct from the characters items/ spells tab (less to pick from)…

Image IPB

The items folder is like a main backup & I’ve found that it’s better not to change them because that way if I stuff something up I just have to delete the copy from the override folder and the game will revert back to it’s original files.

If you have buggered up these files then I recommend you un-install/  re-install the game (resets the basic files) “keep your save game files” and start again.  :wub:

#56
C Barchuk

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Will do. Thanks again. I really appreciate you taking the time to help me.

#57
Palle Rasmussen

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I have three items from MERP I would like to add to Bodhi's Lair (when [CHARNAME] first enters it or to Kaangax' loot, or The Twisted Rune treasure, or as a Lich treasure (whichever is easiest to do program-wise and most difficult to gain for [CHARNAME]), but I am too nub to do so.

The swords are Elven Longswords, but as Humans in MERP can use specific Elven weapons they cannot be Moonblades. They would instead be Katanas or Longswords I think. All three are only usable by Good characters.

"Helrille" (S. Iceblade- Icetongue): Long ago this blade
was crafted in Myth Drannor to help oppose evil, it has since served Elven Swordsmasters since then. How it ended in the hands of Bodhi's minions is anyone's guess. It is an Elven longsword made from mithrill and with
an ithilnaur edge.[color=rgb(0, 0, 255)">Powers]Cold Damage, slays Orks and Trolls; Save vs death or die. Wielder immune to Cold.[/color]
A very powerful blade indeed.







Macilrille (Q. Brilliant Sword): Recovered from the ruins of Myth Drannor, it
is an Elven longsword of clear Laen (a glassy and very hard substance), which glow brightly with white light. It cannot
be controlled, if drawn it glows.Powers; +6 OB, additional Electricity damage (5% chance for additional 20 electricity damage), it can also cast a
Chain Lightning or Sunray three times/day (as Daystar). When drawn it protects the
wielder against all lightning
directed at him.
However, the sword is intelligent and
dedicated to the struggle against evil- it will try to force its wielder to
engage any nearby evil in melee combat, the stronger the more powerful evil it
is. Save vs spell or submit to it and attack any evil in sight.






Mithrill
chainmail
: This full chainmail, coverering from head to toe, is a relic of Netheril, and is very light.Powers; +8
AC -3
Weight 10
Hide in Shadows: -30% 
Move Silently: -40% 
Lock Picking: -10% 
Find/Remove Traps: -10% 
Pick Pockets: -40% 
Requires: 9 Strength

Would that be possible? And would anyone be willing to take the challenge?

Modifié par Palle Rasmussen, 27 janvier 2012 - 04:50 .


#58
Palle Rasmussen

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Oups double post, sorry.

And 'Ello all BTW.

Modifié par Palle Rasmussen, 27 janvier 2012 - 04:13 .


#59
The Fred

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The first step would be to make the items, probably in Near Infinity. Then test them in-game (the easiest way is to use the CLUA Console to "cheat" them in) to make sure you did it right. Ignore the names and descriptions for the nonce. Adding them to a specific location is a step or two up, but shouldn't be too hard, depending (adding to a creature is the easiest, IIRC).

#60
ussnorway

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The only possible problem is the "Helrille" sword because killing someone with Magic Fire or Magic Ice damage will crash the game... just FYI.

#61
polytope

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Palle Rasmussen wrote...

However, the sword is intelligent and
dedicated to the struggle against evil- it will try to force its wielder to
engage any nearby evil in melee combat, the stronger the more powerful evil it
is. Save vs spell or submit to it and attack any evil in sight.


This feature cannot be implemented directly through the item, you'd need to script it (much like Lilarcor's random chatting, look in BALDUR.BCS).

Magic cold damage doesn't crash the game, it just doesn't play the "cold damage" sound effect - and creatures immune to cold aren't necessarily resistant to it, so it probably shouldn't be used.

#62
ussnorway

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To get you started, I stuck this "Helrille" together for you in my lunchbreak.

Notes;
1.    I gave it a quick test but there are always possible glitches with new items... normal ogres, scs ogres all die nicely but I didn’t test scs improved ogres or trolls.
2.    IMO using kill items is a pain because you don’t get any loot... It’s your game but just FYI.
3.    I haven’t restricted who can use this sword in any way because IMO if it is happy to let a vampire wield it then restricting humans or clerics seems a bit hypocritical... not that a cleric would be likely to have the necessary points in Scimitar/Wakizashi/Ninja-To (short-swords) anyway but I’ll leave that up to you.
4.    This sword does normal damage against normal targets because that’s what the game engine expects to see, AFAIA only magic damage can be “cold” only & if I made the sword that way either your game would crash or most monsters that you encountered in the game would just resist the damage which would effectively make the sword useless.


Install Instructions;
You need to put the swheli.itm & the freeze.eff files into your override folder.  :wub:



Image IPB

#63
Palle Rasmussen

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During your lunchbreak... That is truly scary ;-) Thanks. Will have a look ASAP. No BG on my laptop, which I am on.

I was thinking not used by Vampires, but with Mace of Disruption in the blood pool.

If magic "elemental" damage does not work; how does the Flail of Ages add its damage then?

Should you ever come to Aarhus, I owe you one of my favorite beers (http://g2b.dk/1274/AZ%20Ale%20Nr.%2016) for the attempt whether or not it works.

Modifié par Palle Rasmussen, 28 janvier 2012 - 05:17 .


#64
ussnorway

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It’s not all that impressive when you consider how many years I’ve been playing/modding games... I have several template items that do all kind of weird stuff and it’s fairly simple to take a club that traps an appointed target type in ‘Otiluke's Resilient Sphere’ and make it kill them instead.

I’m probably being too vague, the elemental damage is fine when added on top of normal damage eg. The FoA does X damage + a point of Y element damage however a sword that only does element damage would either need to be a spell of some sort or possibly do zero normal damage first but I’ve not tested the second idea.

On a slightly related issue the magic fire/ice damage is fine so long as the target doesn’t die from it. Eg. You cast a spell that does 5 normal, 2 fire & 20 magic fire damage to the target and the monster dies perceptibly as a result of the magic fire damage then (and only then) you run the risk of a game crash.

p.s. When not off killing trolls & various other heroine-ish deeds then I can be found at the FAI... drinking ALE!

#65
Palle Rasmussen

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Oh... it was I, who was vague; but it is actually supposed to add cold damage to its normal, just like the FoA.

And you may be right about it lack of impressiveness; but everything is easy when you do it enough, and for the unskilled, it is then impressive. There is still an Ale nr. 16, Innis Gunn or Menabra waiting for you in Aarhus for each item ;-)

#66
ussnorway

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Palle Rasmussen wrote...

Oh... it was I, who was vague; but it is actually supposed to add cold damage to its normal, just like the FoA.

Ok then, I added 2 points of cold damage to the sword for you... download the new sword from here. :wub:

Modifié par ussnorway, 29 janvier 2012 - 11:11 .


#67
Palle Rasmussen

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Hmmmm... Nearinfinity can find it in Override, but I ingame and Shadowkeeper cannot.

I also tried to change it to Katana, but with no luck :-(

#68
ussnorway

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Scimitar/Wakizashi/Ninja-To are classed as (short-swords) so click the "Filter List" button and only search through them... should be near the bottom.

Image IPB

Modifié par ussnorway, 30 janvier 2012 - 02:02 .


#69
polytope

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Palle Rasmussen wrote...

I also tried to change it to Katana, but with no luck :-(

Iirc, Near Infinity doesn't have a feature to change the animation field of items, you'd want to use DLTCEP for that purpose. 

#70
ussnorway

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A katana is just a fancy type of long sword (but I’m not certain if it gets the elf bonus?) so;
1. Change the category to Longsword (20)
2. Change the Proficiency Type: to Katana- 94

Image IPB


p.s. As polytope said the sword will still LOOK like a shortsword.

Edit; Obviously shadowkeeper would then put it in with the other longswords instead of the shortswords. :wub:

Modifié par ussnorway, 30 janvier 2012 - 02:34 .


#71
devSin

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polytope wrote...

Iirc, Near Infinity doesn't have a feature to change the animation field of items, you'd want to use DLTCEP for that purpose.

Depending on the version, there's a field that lists the available keys. You can set it manually in old versions (the "Inventory icon" field in the screenshot above). S1 is longsword, S2 is two-handed sword, SS is short sword, and SC is scimitar. I think they used S3 for the katana (BG2-only). You can look through other items to find the mappings (and the latest NI versions have a pre-filled list identifying all of them).

With an item that has the avatar code, you cannot use the minimum level field IIRC (the string isn't terminated correctly, so the game will bug out if the following byte isn't 0x00). (Of course, I don't remember that field ever working right anyway.)

Modifié par devSin, 30 janvier 2012 - 05:56 .


#72
ussnorway

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I had a go at making Macilrille... download it here, Notes;
1.    I think I see where you are looking with the berserk but IMO that needs a script and your own party members aside attacking/ killing certain evil characters (like government officials) is conceivably game breaking therefore I’ve decided that the sword enters the minds of any evil opponents as they are being hit and causes a temporary panic effect... have fun catching them!
2.    I assumed that by +6 OB you mean +6 to hit and damage.
3.    The immunity to electrical & 5% chance for extra Electric damage is added in but the chain Lightning & Sunray just seemed over the top so I dropped it.
4.    “it will try to force its wielder to engage any nearby evil in melee” I read this as the sword is cursed i.e. you can’t easily put it away.


Install Instructions;
You need to put the panic2.eff & swmacil.itm files into your override folder.

p.s. normal elf chain is probably just as good. :wub:

#73
Palle Rasmussen

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Thanks. That is three Ale nr 16 for you in Aarhus ;-) You can poke me here should you come down to us http://www.facebook....100001474590866

Is Macilrille not a Celestial Fury +3 slightly changed?

#74
ussnorway

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The basic template for “Macilrille” is “Celestial Fury” yes. You could probably have a go at copy&paste the ‘Lightning strike’, ‘Blindness’ & ‘Booming Thunder’ spells back across if you really think that “Macilrille” needs them but I’d suggest that you playtest it as is before doing that however It’s your game!

p.s. Thanks for the offer but I’m an Aussie so that would be up and a bit to the left for me. If I do win lotto someday then I’ll add Spain to the bucket list; perhaps a football match (we call it soccer here) could be fun to watch but ITMT I’m also a big Joanne Whalley fan & her future ex Val Kilmer... definite chemistry between those two.

#75
Palle Rasmussen

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Aarhus is in Denmark ;-) not that it is less expensive here, quite the contrary. The "Norway" in your name misled me, but you are right; you do need to learn proper terminology in Oz; football is where you kick the ball. Hence the "foot", I love poking fun at Americans about that. Less fun with Aussies as you guys are more down-to-earth.

I will muck about with various things I think; creating MERP weapons and gear. Those two weapons gave me a greater understanding of the basics.

BTW, the Panic effect is hilarious, but also a bit inconvenient when Bodhi running around in Panic- yet scripted to not die yet- prevents saving.

I guess transferring the Black and White "reality" of Tolkien's Middle Earth where sentinent elven swords force you to fight, and slays, creations of Morgoth is difficult...

Modifié par Palle Rasmussen, 31 janvier 2012 - 03:06 .