G'day folks,
For one particular item, I want to add a couple of new local variables. In the UTI definition, there is an attribute "Variable 2da" which I guess lets you specify which 2da set to reference. The choices are all var_*.gda and don't seem to be referenced in the m2da_base so I don't think they are extendible. Additionally, I don't want every object in the game to be saddled with extra storage overhead for a unique item.
My plan was to take the default var_item.xls, add the new local variables, change the tab name, and create a new gda and use that gda in the uti definition. Unfortunately, I don't see any method for importing a new gda into the toolset. Am I barking up the wrong tree with this approach?
Adding a new 2da rather than using a m2da
Débuté par
sillyrobot
, nov. 23 2009 11:46
#1
Posté 23 novembre 2009 - 11:46
#2
Posté 24 novembre 2009 - 02:29
nah this is simple (allready used it and it works perfectly):
1) Create a new var_whatever.xls - file add just your pararmeters and then create a gda file.
2) Copy it into the core/override directory of your mod.
3) restart the toolset
4) voilla you should be able to choose the new var_whatever 2da file:
example:
(was used for my Mysterious Bag Mod - wich even extends the 2DA_Base File and ads a complete new 2DA/M2DA ) - notice the "var_module_add"
1) Create a new var_whatever.xls - file add just your pararmeters and then create a gda file.
2) Copy it into the core/override directory of your mod.
3) restart the toolset
4) voilla you should be able to choose the new var_whatever 2da file:
example:
(was used for my Mysterious Bag Mod - wich even extends the 2DA_Base File and ads a complete new 2DA/M2DA ) - notice the "var_module_add"
Modifié par AND04, 24 novembre 2009 - 02:30 .
#3
Posté 24 novembre 2009 - 03:35
Thanks! I knew I had to be overthinking it.





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