How do I create item sets?
#1
Posté 26 novembre 2009 - 06:52
#2
Posté 26 novembre 2009 - 09:34
The Slots column in the xls indicates which items must be equipped for the bonus; see the comment for the numbers and then add them together to get the value. The property column maps to the properties.xls properties sheet.
#3
Posté 26 novembre 2009 - 10:36
Modifié par dbmccart, 26 novembre 2009 - 10:47 .
#4
Posté 27 novembre 2009 - 04:52
#5
Posté 27 novembre 2009 - 10:02
What I haven't figured out is why the Item Set bonus doesn't affect my other party members at the moment, I've got some work to do it seems. Works on my character though
Edit: You may want to hold off on that, now for some reason nobody gets item bonuses now....lol sheesh.
Re-Edit: This may be an oversight on my part or the by-product of something else but in Lothering, I had item bonuses for everyone, upon entering camp...they disappeared....anyone have thoughts? I heard the DLC does something wierd to set bonuses (I also seem to have encountered a -10% fatigue bug with Sten and Alistair only...reads -10% when nekkid.)??
Modifié par TheGreenLion, 27 novembre 2009 - 11:05 .
#6
Posté 27 novembre 2009 - 11:45
Worked like a charm now my Arcane Warrior set works great.TheGreenLion wrote...
You add it in through the toolset, when you have the item your looking at it will be in Variables>Item_Set and you put an integer value in the slot before "default" like 14 is the integer that reduces the cost of spells/abilities. I found it by looking at the Description in the medium chain mail set, and then it's Variables number. You can find others in a similar way if you want different attributes.
What I haven't figured out is why the Item Set bonus doesn't affect my other party members at the moment, I've got some work to do it seems. Works on my character though
Edit: You may want to hold off on that, now for some reason nobody gets item bonuses now....lol sheesh.
Re-Edit: This may be an oversight on my part or the by-product of something else but in Lothering, I had item bonuses for everyone, upon entering camp...they disappeared....anyone have thoughts? I heard the DLC does something wierd to set bonuses (I also seem to have encountered a -10% fatigue bug with Sten and Alistair only...reads -10% when nekkid.)??
#7
Posté 28 novembre 2009 - 04:34
#8
Posté 29 janvier 2014 - 05:33
#9
Posté 29 janvier 2014 - 07:43
Open <DA install dir>\\tools\\Source\\2DA\\itemsets.xls and save a copy somewhere else. What you are going to do is extend this 2DA. See here for additional info/explanation.
Rename the sheet to something appropriate like "item_sets_tibsec" (without quotes). Once you are finished, you can delete the existing data between rows 3 and 33 (not the two header rows), but they serve as a useful guide in the meantime. You will add the info for your item set in a new row.
The first column is ID. Choose a number above the existing maximum (30). Normally you'd go with a very large number (in the millions) to minimise the risk of conflicts with other mods, but I'm not sure if this sheet suffers from the high ID bug, so for initial testing you should keep the number under 255. Go with something like 143. Once you have confirmed everything else works you can experiment with changing the ID to something higher.
The second column is Label. This is just for your personal reference, so use something appropriate, especially if making multiple item sets. For example "TibSec's Massive Armour", etc.
The third column is a string reference. Notionally this should be pointing to text string in a talk table that will show up on the item description in-game (as is the case with things like class/race restrictions), but this doesn't actually match any valid strings. In all but one case for the vanilla sets, it just duplicates the Slots column, so I'd stick with that convention.
The fourth column is Slots. This is where you define what pieces actually comprise the set. If you mouseover the header, you'll get a pop-up comment that explains what values to use. You need to add the values together to get the number for your set. So if your set comprised gloves, boots, and chest, you'd need 16+32+4 = 52. If your set also includes a helmet you need to add another 8, for a value of 60. There is also provision for including belts, amulets, rings, and weapons.
The fifth column is where you specify the first property that your item set grants. Open <DA install dir>\\tools\\Source\\2DA\\properties.xls and go to the Properties worksheet (it may be obscured - click on the small arrow on the far bottom left to scroll back through the sheets). This sheet lists all the properties you can use. Once you find something appropriate, you need to note the ID number and the min and max values. Then back in your item sets 2DA, specify the ID number of the property you want in the Prop1 column.
The sixth column is where you specify the value of your property. This has to be between the min and max values specified in properties.xls. It may be negative or positive, depending on what your property is (for example, a fatigue bonus will usually be negative, reducing the fatigue cost when the full set is equipped).
The next two columns allow you to specify a second property, if you so desire. If you don't want/need one, simply fill the two columns with ****.
The final column is another personal reference. As you can see with the vanilla entries, this is intended to provide a basic description of what bonus properties a set provides.
Once you have entered in all the appropriate info, you can delete the vanilla rows, as mentioned above, leaving only the two header rows and your new row/s. Then you can compile your sheet into a GDA, as described in the GDA tutorial linked to above. Place the GDA in your Addin's \\module\\override\\ folder.
Now you can fire up the toolset. Open each of your items. Scroll down to the bottom of the Attributes section and select the Variables row, then click the button on the right to open the Variable window. You should see a row named ITEM_SET. In the Value column you need to enter the ID number of the appropriate set (143 was the example I used above). Double click the cell to edit. Click OK and then save. Once you have done that for every item in the set, export them as per usual.
Load the game and you should get the green icon on the bottom right of the character sheet indicating an item set bonus once all the appropriate items are equipped.
#10
Posté 15 février 2014 - 04:14
i'm trying to work through the instructions you gave me step by step but.... I cant find <DA install dir>\\tools\\Source\\2DA\\itemsets.xls I searched for it in my program files but I cant find it
again sorry for my ignorance but I could use more help
#11
Posté 15 février 2014 - 06:34
#12
Posté 21 juin 2014 - 01:35
Am I the only one with strange issues? Don't answer that! ![]()
I created item sets (armor) in addition to completely new equipment. The new Companions are created wearing the new equipment. The first thing that I noticed was that when the Companion was initially hired, they were showing no benefit to having the weapons or armor and there was no item set bonus. After panicking about that, I found out switching the weapons or removing one piece of equipment and replacing it would cause the equipment stats and item bonus to appear. For this issue, I can just write a note in the FAQ or something similar to notify players. I doubt that there is anything that I can do about it.
The second issue is a cheat. I've reduced it, but can't eliminate it. For the heavy armor, I wanted to reduce the fatigue. For the itemset bonus, I initially reduced the fatigue by 15% for the heavy armor set. Since the other Companion was wearing light armor, I didn't worry about fatigue. When the Companions were recruited, the Companion wearing heavy armor had a fatigue of -15% and the one wearing light armor had 0% fatigue! I've tried taking off the armor and putting it someone else - 'normal' fatigue for the new wearer. When put back on the original wearer, the fatigue is 0% or -15%. I've changed areas, saved and reloaded..... always the fatigue is 0%. I finally changed the itemset bonus so that fatigue was not reduced, but it is still 0%. I'm wondering if it is because the Companion is originally created wearing the equipment. Perhaps fatigue would be recalculated if the armor was worn into a fight.
Does anyone know anything about this?
#13
Posté 21 juin 2014 - 06:53
You could start them off with a set of dummy items with the same appearance (but no set bonus), then potentially have a script equip the proper items after they join the party (presumably included as part of the join script).
#14
Posté 22 juin 2014 - 10:06
I considered that - and then decided to do more testing.
After testing, I need to know more about how fatigue is calculated before I make any changes.
The new Companion - brought into the game with zero equipment (and very embarrassed by this) has 0% fatigue. That made some sense. Adding all equipment - still no fatigue. Removed all of Alistair's equipment (all original DAO equipment) and he still have some fatigue but it was lower than when he was fully equipped. Added different chest armor for Alistair - also originial DAO equipment - and his fatigue didn't change. I've removed and replaced equipment from various NPCs and the GW. I can't figure out which specific items increase fatigue and which don't. Or exactly when fatigue is recalculated.
I've removed fatigue from the itemset bonus. If - while testing something else - I have a 'eureka' moment on fatigue, I'll revisit this the itemset, new equipment, and so forth. Until then, it will just have to be an Easter egg (cheat) for those who play the mod.





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