Vai al contenuto

Foto

Creating a Leveling Item


  • Effettua l'accesso per rispondere
Questa discussione ha avuto 1 risposte

#1
Libris

Libris
  • Members
  • 1 Messaggi:

So I'm pretty new to modding, so I might be missing something obvious here...

 

I'm trying to create an item for DA:O that levels with the player, but I can't seem to figure out how to do that. The only tutorial of any kind I've found is a passing comment by Gigglebyte on the pyGFF Discussion Board on the Bioware social network:

 

 

 

You don't need to edit the ITEM_PROPERTY_EFFECTID or ITEM_PROPERTY_VFXID Arrays. Just the ITEM_PROPERTY AND ITEM_PROPERTY_POWERS arrays.

As Mephales said above, the index for evolving is 9115. The data 1065353216 is just a fancy "1", which basically says that your item has that property. Some properties can be changed. For instance 8000 gives you a rune slot. The maximum number of runes an item can have is 5.

So if I wanted to give an item 5 rune slots I'd add 8000 to the ITEM_PROPERTY

Add 1065353216 to the ITEM_PROPERTY_POWERS in the SAME numbered branch as the ITEM_PROPERTY and then click on the Power and click "Treat this as a floating point" and change the 1.0 to 5.0. The number 1065353216 will change to reflect this. Save the file and now you'll have an item with 5 rune slots that grows with your level. (NOTE: ANY RUNES IN AN EVOLVING ITEM WILL LEVEL WITH THE ITEM =P)

 

...my problem is I don't see anything like that. I've tried opening up my .uti file with the gff editor, the toolset, a hex editor, and tlkedit, and the only thing I see in any of these is a 'properties list' with individual nodes for 'property id' and 'property power'. I figure this is the same thing, where I would but the values above as new nodes, but how do 'treat that as a floating point'? I can't edit the .uti in the gffeditor, and this option isn't available anywhere I've checked in anything else.

 

...or am I just making things harder for myself and is there a simpler way to do this? 8P

 

Thanks!



#2
MerAnne

MerAnne
  • Members
  • 1157 Messaggi:

As a GUESS, Gigglebyte was talking about changing a SaveGame.  Or when the item is first created using an automated process.  But you are probably making this harder than it needs to be.

 

toolset wiki homepage

http://social.biowar...ating_a_module

 

toolset wiki 'creating a new module' because it is best to work in your own 'sandbox':

http://social.biowar...eating_a_module

 

toolset wiki creating a new item:

http://social.biowar...p/Item_tutorial

Make sure you have the material progression set

 

I suggest that you ALWAYS create a module and work inside it.  If someone goes wrong, it is easier to clean up. 

 

 

Nexus mod with storage and software to cause material progress/leveling.  I included the B2B file so if you want to adapt the script to run on your GW every time he/she enters Camp or whatever, an example of the leveling script is there.  Or you can just use the existing mod for material progression and not worry about creating your own mod.  There are probably other B2B files out there that would provide examples, but since I created this mod, I know what is in it.

http://www.nexusmods...age/mods/4245/?