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Simple step by step guide to making new items


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#101
Pangaea

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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...

 

Excellent thread. As I got Near Inifinity working (on Linux no less) due to another issue I wanted to sort out (those barking dogs made me barking mad), I had a look at this too. Followed your steps above, and it worked well. I copied Frostreaver, changed it to a +2 weapon, and changed the acid effect with fire. Seemed to do the trick.

 

th_Frostreaver-edit.jpg

 

Not going to use it in the actual game, a Frostreaver +2 would be a rather big upgrade on a generic Battle Axe +1, but I have a question nevertheless. I don't want to edit the text fields themselves, as that will muck up the text for the actual Frostreaver, would be it be possible to add a new StringRef, at the end of everything else, or will that still mess up the dialog.tlk file, and crash the game? Is there no way to keep the text correct for the weapon you copied it from, and still have something unique for your 'new' weapon, without making a mod?



#102
Pangaea

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Hope somebody gets back to me on this, but I've now tried this in Near Infinity, and it loaded fine at least. Would it be safe to do this and play on though, or would the changed dialog.tlk file give me crashes at some point down the road?

th_Firefroster-descr.jpg

 

th_Firefroster-action.jpg

 

th_Firefroster-NI.jpg

(I keep getting errors when posting the direct link, so have to use the thumb instead, even if it's a bit awkward to use)



#103
ussnorway

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Yes and no... you can add to the dialog file with a WeiDU mod but that gets outside basic modding. I'd suggest using a dialog that doesn't play a major in-game part and editing that for eg, each of the fail heads for the Fail of ages has their own text and thats hardy game busting if one of the heads says "such and such axe" just before you wack it together into a new item is it?

 

 

p.s most errors at posting time are because your browser needs a plugin updated... for example that image host site you use has a script to copy the code onto the clipboard for you when you click on it to post... your broswer tries to run an Adobe plugin.

 

plugin.png

 

pps nice axe mate perhaps you could make it an quest item upgrade?



#104
Pangaea

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Thanks, it was fun to create this little gadget thanks to your and Fred's guides. Managed to turn it into a mini-mod with this text:

 

BACKUP ~axetest/backup~
AUTHOR ~Pangaea~

BEGIN ~Pangaea's Firefroster Mod~
COPY ~axetest/items/axetest.itm~ ~override~
    SAY NAME2 ~Firefroster, Battle Axe +2~
    SAY DESC ~This was the axe of Pangaea, a little known god that was worshipped by both firespitting trolls and cold-hurling mods in the acid pits of times long gone by.

STATISTICS:

Combat Ability:
 + 1 point fire damage to target
 + 1 point cold damage to target
THAC0: +2 bonus
Damage: 1D8 +2
Damage type:  slashing
Weight: 7
Speed Factor: 5
Proficiency Type: Axe
Type:  1-handed
Requires: 10 Strength
Not Usable By:
 Druid
 Cleric
 Mage
 Thief~

 

I then see that a few text fields have been added to the dialog.tlk file, and this is the safe way, right? Otherwise what you mention about using little used or "pointless" text is good too.

 

Not sure why the picture links turn out bad on this site, but I tried with Direct link, IMG code, and IMG thumb (the three I have selected in Photobucket), and the site here just turn them into regular URL links, with no picture. Well, unless I use the IMG thumb. Do you use something else?

 

Don't know how to turn it into a quest item upgrade, at least formally in-game, but I could "cheat" it in at some point I guess.



#105
Grond0

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Firefroster-NI.jpg

(I keep getting errors when posting the direct link, so have to use the thumb instead, even if it's a bit awkward to use)


I had a quick look at the coding for your pictures (using the grey button on the top left of the menu bar when drafting a post). That looks OK and I just changed the above picture from thumb to full-size to confirm it works. I suspect the problem is therefore not to do with Photobucket or this site, but how your computer interacts with them.
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#106
Borco

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After being referred to this post by Grond0, I would like to ask whether you guys have any idea on how to solve the following issue with a custom-made item:

  1. By using NearInfinity, I have created a new item on the basis of Thieves' Hood from BG2.

  2. The item has been exported into BG:EE override folder and implemented into the game via ShadowKeeper.

  3. Everything seems to be in order other than the missing description image of the item (i.e. on the item description screen you get after right-clicking the item in your inventory).

  4. The source file in question is PHELM29.BAM and for some reason I seem to be unable to incorporate it into my BG:EE source file.

This is how it has been entered in NearInfinity:

 

Untitled_zpsu8pkftua.jpg

 

Many thanks in advance.

 

Regards,

 

B.



#107
Aasim

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My wild guess - EE1 doesn't have PHELM29.bam file. So copy that one over as well.


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#108
Borco

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My wild guess - EE1 doesn't have PHELM29.bam file. So copy that one over as well.


I've already tried Aasim, but unfortunately copying PHELM29.bam into BG:EE1 override folder did not solve the issue.

#109
ussnorway

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My wild guess - EE1 doesn't have PHELM29.bam file. So copy that one over as well.

It does have it but EE works different to basic bg... thats why many of the mods don't work for it.


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#110
Grimwald the Wise

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Using Shadowkeeper, it is also very easy to add your new item to a creature. For instance, I have equipped Shank and Carbos with better slightly better weapons so that they are actually worth fighting, but also so that they are harder to fight.

 

Just put your new weapon in the already equipped quick weapon slot. Obviously use a weapon that they are already proficient in. (In this case, daggers)

 

Don't try changing their attributes. I have found that doing that causes crashes.

I chose them because it makes the item available early on.

 

In the case of the Moonblade, for obvious reasons race/alignment etc. they would not be able to use it, so put it in their inventory, not the quick weapon slot.

 

By doing this rather than equipping your own character, the item is also available in subsequent games.



#111
Grimwald the Wise

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Using this thread I have just made an item from a +1 Morningstar, an overpowered +3 morningstar from the Dark Horizons mod, and the bracers of ogre power.

 

It has made the +1 Morningstar add +1 to wisdom and gives strength of 18/00.

 

It doesn't give the electrical damage or the +3 THACO of the Dark Horizons mod and is therefore IMO more suitable for BG1.

 

I am thinking about replacing the Dark Horizons item with this one also. It would make the assassin less powerful :(  but it would stop that item being over-powered IMO. :)

 

http://i1108.photobu... 1/new item.jpg

 

If I give the new item to Shank or Carbos, it will enable a cleric who is not evil to open the chest with the potion of clarity in it and give them 1 point extra in wisdom. Being +1, I don't think that it is overpowered, and the improved weaponry that I give them will make it a risk to fight them.

 

I am wondering whether to make their improved weaponry undroppable so as not to make killing them too much of a bonus.



#112
Grimwald the Wise

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In ToB in the Underdark, I am pretty sure that there is a weapon, a sword I think, that the drow use for punishment but doesn't kill.

 

Does anyone know the name or code that it has?

 

I want to create something similar.



#113
ussnorway

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rod of pain? any thing that does fist damage should be ok in bgee but magic fist damage will still kill.


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#114
Grimwald the Wise

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rod of pain? any thing that does fist damage should be ok in bgee but magic fist damage will still kill.

 

Do you know the code for the rod of pain and/or what sort of weapon it is?

 

No doubt I can find out from the info already given so there is no need to go looking if you don't know offhand.



#115
Aasim

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Do you know the code for the rod of pain and/or what sort of weapon it is?

 

No doubt I can find out from the info already given so there is no need to go looking if you don't know offhand.

I doubt there is "rod of pain" of any sorts. If you want to make a weapon that cannot kill, make it do "stunning" damage. That damage type cannot kill anything, but will knock enemies unconcious instead when target goes below 1 HP.


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