How can I add content to OC and MotB? I've seen mods that are usually erf and hak, and I can't seem to open the OC in toolset. So how can I, for example, put this backpack hak (http://nwvault.ign.c...&comment_page=2) into OC that would go over MotB?
Adding Content to OC
Débuté par
Illustair
, août 22 2012 11:36
#1
Posté 22 août 2012 - 11:36
#2
Posté 22 août 2012 - 12:45
There seems to be another problem, as you should be able to open the official campaigns in the toolset (except for Mysteries of Westgate). How are you trying to open the official stuff in the toolset?
#3
Posté 28 août 2012 - 02:39
To tell the truth, I have no idea. I can only open .mod files. Module files if I'm not mistaken, and OC is in a different file format right? .cam or something like that. Oh I remember now, someone from my other post mentioned opening all modules. Does that mean I have to add erf and hak to each and everyone of the module for an added custom item, for example, to carry over to the next module of the campaign?
#4
Posté 28 août 2012 - 03:39
A little more information on what you are trying to do would help. Are you just trying to give your character some custom items? If so, there are instructions for how to do that in the Toolset How To Thread.
Regards
Regards
Modifié par Kaldor Silverwand, 28 août 2012 - 03:42 .
#5
Posté 28 août 2012 - 08:46
Hi. There are a lot of new stuff that I'd like to add. One example is the backpack (http://nwvault.ign.c...s.Detail&id=114). But I think you already got it covered in one of those tutorials. Thanks. I'd try to make a custom item out of the override version of the Backpack mod; I think it's just a model/texture and not a character equipment by itself. Wish me luck! ;p
#6
Posté 28 août 2012 - 10:57
Those backpacks seem to be additional cloak models. You would need to:
- Put the models and textures you want into the override folder
- Create some new cloak blueprints in the toolset that use the new appearance types
- Save the new cloak blueprints into the override folder
- Use console commands while in the game to give your character the new 'cloak' and equip it
The arcane version of those backpacks would be perfect for the archivist character in my next module.
- Put the models and textures you want into the override folder
- Create some new cloak blueprints in the toolset that use the new appearance types
- Save the new cloak blueprints into the override folder
- Use console commands while in the game to give your character the new 'cloak' and equip it
The arcane version of those backpacks would be perfect for the archivist character in my next module.
#7
Posté 30 août 2012 - 03:21
Thanks, that's the proper way for building from scratch. Although what I did in my case was to build from the existing items in his test module. I just edited the values and the names to my liking, saved, copied to override, then consoled them. I also noticed that the item strings (description, name, etc) uses stringref with numbers, does that mean it shares with dialogue.tlk? What if they get to have a string reference number that is already occupied? Or I won't have to worry with tlk conflicts at all when it comes to custom items?





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