Hello,
I am trying to make it possible for a custom spell to be scribed to scrolls in-game, but I just can't get it to work. The custom spell is working, spell and scroll icons are set up, I can add the spell to a scroll in the toolset and I even made entries to des_crft_spells.2da and des_crft_scroll.2da as well as iprp_spellcost.2da. I appreciate any hints.
Thank you.
KTA
Scribe Scroll with Custom Spell
Débuté par
K-T-A
, févr. 15 2013 02:19
#1
Posté 15 février 2013 - 02:19
#2
Posté 21 février 2013 - 12:22
I am still looking for help/hints on this issue. If more detailed information is needed I am happy to provide it.
Thank you.
KTA
Thank you.
KTA
#3
Posté 21 février 2013 - 12:51
show your modified des_crft_scroll.2da file
in this 2da you must specify a pre-definted blueprint of the spells in question
in this 2da you must specify a pre-definted blueprint of the spells in question
#4
Posté 21 février 2013 - 04:16
I just recently had the same issue myself. It turned out that I'd missed entering the rrequired lines in the des_matcomp.2da. Even if a spell has no required components, you'll need to make certain it is represented in this 2da. Lines should correspond with those found in the iprp_spells.2da
#5
Posté 22 février 2013 - 03:37
Thank you for your replies.
I did not have any entry in 'des_matcomp.2da' but when I made one it did not matter. So here are the entries in both 2da's I made:
des_crft_scroll.2da
des_matcomp.2da
IPRP_SPELLS.2da
The scroll item exists and is called dancinglights.uti any obvious error?
KTA
I did not have any entry in 'des_matcomp.2da' but when I made one it did not matter. So here are the entries in both 2da's I made:
des_crft_scroll.2da
668 DANCING_LIGHTS dancinglights **** **** **** **** dancinglights
des_matcomp.2da
540 Dancing_Lights 0 ****
IPRP_SPELLS.2da
540 Dancing_Lights 16777312 1 0 500 840 0 1 1 iss_d_lights
The scroll item exists and is called dancinglights.uti any obvious error?
KTA
Modifié par K-T-A, 22 février 2013 - 03:39 .
#6
Posté 22 février 2013 - 03:59
both des_crft_scroll and des_matcomp 2das need to have the line number matching the line of your custom spell in spells.2da
also keep in mind that simply renaming the line number wont work as the index is recalculated by game - you need to add empty lines to do this
also keep in mind that simply renaming the line number wont work as the index is recalculated by game - you need to add empty lines to do this
#7
Posté 22 février 2013 - 04:49
Hmm... I matched the entries in des_crft_scroll, des_matcomp 2da and spells.2da but it is still not working. So here are the entries of all 2da's I made changes to:
des_crft_scroll.2da
des_matcomp.2da
IPRP_SPELLS.2da
des_crft_spells.2da
iprp_spellcost.2da
spells.2da
Why is it not working... all the 2da's have the right references now?
KTA
des_crft_scroll.2da
840 DANCING_LIGHTS dancinglights **** **** **** **** dancinglights
des_matcomp.2da
840 Dancing_Lights 0 ****
IPRP_SPELLS.2da
540 Dancing_Lights 16777312 1 0 500 840 0 1 1 iss_d_lights
des_crft_spells.2da
702 Dancing_Lights 540 1 0 0 0 0
iprp_spellcost.2da
241 Dancing_Lights 16777312 540 0.5
spells.2da
840 Dancing_Lights 16777310 is_d_lights V M VS 0x3e 0x2C dancing_lights 0 **** **** **** **** 0 0 1500 hand **** vco_smhanelec01 **** sco_mehanelec01 vs_chant_illu_lm vs_chant_illu_lf area 1000 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 15 **** 1 16777311 1 0 **** 0 **** **** **** 0
Why is it not working... all the 2da's have the right references now?
KTA
#8
Posté 22 février 2013 - 04:51
yet des_crft_spells.2da must have the 840line
#9
Posté 22 février 2013 - 05:25
Ok, now the only files that do not have my stuff in line 840 are iprp_spellcost.2da and IPRP_SPELLS.2da. But it is still not working - maybe other 2da's must be involved that I have overlooked so far?
KTA
KTA
#10
Posté 22 février 2013 - 05:29
another thing is that the spellscript must have the line
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
at the beginning of the script, if you have this or you add this and it will still not work, are you getting any feedback from game when you try to scribe this spell?
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
at the beginning of the script, if you have this or you add this and it will still not work, are you getting any feedback from game when you try to scribe this spell?
#11
Posté 25 février 2013 - 04:11
Thank you so much, ShaDoOoW! It was indeed the missing code that prevented the whole thing. Works now.
KTA
KTA





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