hello there I am trying to add my own custom weapons into the game. I am a noobish scripter/modder just starting out and testing my own knowledge i am learning on my own on a test mod so i can start my own mod. Just basic weapons really. I want to change the damage out put for the weapons. like a Greatsword for ie. Damage is 2d6 [19-20/x2]. i want to make another Greatsword that the damage is different ie. Damage is 2d10 [18-20/x3].
now I know I have to go into the hard code to get to this, the 2da file in data. Unzip the file with winrar and get to the baseitems.2da and open it with TlkEdit2 and get something that looks like a spreadsheet. I find the greatsword and copy it and paste it in a new row at the bottem and change columns of the number sides on dice to 10 the crit threat to 3 and crit multiplier to 3. Save it as baseitems.2da. this is where I think I go wrong, I load up the program ladydesires tool pack and import the baseitem.2da file that i just changed and save it in the my User name > My Documents > NeverWinter Nights 2 > Hak as new_weapons.hak. i am not sure if i have created the hak file right. I load up the tool set and load my mod then go into View > module propreties and in the hak pak i pick the new_weapons.hak and save it but i can't find the weapon i created.
Was following Amphibious Bagel Lession 3: custom content part 1 and 2 but number 3 wasn't finish explaining the rest of the steps. though of sreaching google and found that she is on this forum asking for more info Content for her tutorials. thoses tutorials would be very helpful because i am not too much of a learner from text. Actually seeing how to do it is much easier way for a noob modder/scripter to get going faster. I thank you for the tutorials you have put out so far.
If someone could get back to me on this would very helpful.
Add basic weapons to nwn2.
Débuté par
DoomsDay1000
, avril 21 2013 12:53
#1
Posté 21 avril 2013 - 12:53
#2
Posté 21 avril 2013 - 02:51
Focusing on a modeling answer: i would look at http://www.rwscreations.com/ which probably has the best source of material on the subject of modeling new weapons ( and hellfire is probably the most knowledgeable modeler in the community ) ( especially since there are what is needed to redo the animations, provided you have the ability, you'd have to recreate anything you do for the horses as well )
For a simpler answer: regarding haks and 2da files and them not loading.
There are too many 2da files with the same name. Most of what you are doing is just in baseitems.2da ( which lets you change the rules for specific weapons, try turning on the great club for example, it actually works just isn't on )
Make a new hak, add your 2da file to it, then add it to a module as the very top most hak. That ensures it's in use. ( I actually keep all my 2da's in their own hak at the top like that, prevents all the confusion, and the second hak is the all the official game 2da files, the only way a 2da gets in use is if i put it in my top hak as the second one blocks all others. )
For a simpler answer: regarding haks and 2da files and them not loading.
There are too many 2da files with the same name. Most of what you are doing is just in baseitems.2da ( which lets you change the rules for specific weapons, try turning on the great club for example, it actually works just isn't on )
Make a new hak, add your 2da file to it, then add it to a module as the very top most hak. That ensures it's in use. ( I actually keep all my 2da's in their own hak at the top like that, prevents all the confusion, and the second hak is the all the official game 2da files, the only way a 2da gets in use is if i put it in my top hak as the second one blocks all others. )
#3
Posté 21 avril 2013 - 05:10
also look at strref if it is not **** you will not see the label - if strref is **** then your weapon will have the name of the label (with-no-spaces or bork time)
or you can make a custom tlk file - there should be or there was a custom tlk turtorial on the vault - it isnt specifically for the purpose im suggesting to you (ive done it this way) but the basics are the same.
or you can make a custom tlk file - there should be or there was a custom tlk turtorial on the vault - it isnt specifically for the purpose im suggesting to you (ive done it this way) but the basics are the same.
Modifié par Morbane, 21 avril 2013 - 05:12 .
#4
Posté 21 avril 2013 - 05:33
For baseitems.2da? A fun little workaround that doesn't involve making a custom tlk file is to search the default one with a tlk editor for a string ref that happens to more or less match what your item name should be. That's how I got a custom base item type to display as "Sheet of Paper".
#5
Posté 22 avril 2013 - 01:57
The weapon stats that are listed when you examine a weapon (damage type and amount, critical range and amount) have to reference a strref in a tlk file. So if you create a custom weapon type with damage attributes that don't happen to match one of the existing weapons, then you'll either (a) have to make do with the closest damage description, or (
create a custom tlk file.
#6
Posté 22 avril 2013 - 03:05
Mm, the method I mentioned probably isn't very useful for items that need to display stats, then. For weapons, best ignore what I said.
#7
Posté 25 avril 2013 - 11:01
I was doing it right and i was looking for the label of the name that i created and since i called the same string ref as the other it was the same i noticed i had 2 greatswords but one was the one i have changed.. Spawned them into a chest and then examine them both the same so i put this post up. then just tried it after thinking for a few days that it might have changed but the examine was the same since i copied it. made a weapon that was insane ie rapier with 3d20 [1-20/x20]. the examine was still the same as the original one( since i copied most of the stuff) and was doing criting for 600-680. so i am going to need to make a tlk file for the changes.
thanks guys.
thanks guys.
#8
Posté 26 avril 2013 - 07:17
Good Luck Dooms
#9
Posté 29 avril 2013 - 12:03
It was much easier when I created a lance weapon type. The string references for the lance are already in the talk file (left over from NWN1 most likely), as is the baseitem.2da entry. I elongated a couple of the spear models, added a couple of rapier hilts, and ended up using the halberd stats string reference. The halberd says it does piercing and slashing damage, whereas the lance only does piercing, but the rest of the stats matched so I lived with it.
There was even a Weapon Master feat for the lance as a weapon of choice, just waiting to be reactivated. With a bit of tinkering in the class 2DAs I was able to create a lance WM character. I called him Lancelot of course.
There was even a Weapon Master feat for the lance as a weapon of choice, just waiting to be reactivated. With a bit of tinkering in the class 2DAs I was able to create a lance WM character. I called him Lancelot of course.
Modifié par DannJ, 29 avril 2013 - 12:12 .





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