eidospsogos Posted January 24, 2004 Share Posted January 24, 2004 i think the title is pretty self-explanatory. but if not i was wondering if it was possible to remove alignment restrictions for items such as the star forge robes etc. if so does anyone know how? Link to comment Share on other sites More sharing options...
Kitty Kitty Posted January 24, 2004 Share Posted January 24, 2004 Sure. For this method, you'll need both kotor_tool and GFFEditor. Open up kotor_tool, and browse down the .BIFs to Templates. Open that up, and find the item you want.. now.. they're listed by codes, not by names.. For example, Revan's Robes happen to be g_a_mstrrobe06.uti You can find a list of these codes on the web in various places, because they're the same thing you enter when using the "giveitem" cheat inside the game. Anyways.. you open that (will launch GFFEdit when double clicked) Click plusses to open branches and find "PropertiesList" and open that one. You'll see labels starting with 0 and counting up (this item has 5 of them). Each one is either a power or a limitation of some sort. Go back to the Kotor_tool window (just leave it up) and use it to open up Itempropdef.2da (for reference). Now.. back in the GFFEdit window, open up the plus next to the 0. Near the end of that list, you'll find "Propertyname" and "subtype". Now.. what you do is, look up the number you see under propertyname in that itempropdef table. For our example, we see the number 43. Scanning down the list, we find that 43 is defined as UseLimitationAlignmentGroup in the table. Wow.. how lucky. First try Anyway, scanning more across that same row, you'll find IPRP_ALIGNGRP listed in the subtyperesref colum. Soooo.. now we open IPRP_ALIGNGRP.2da, and -looking back at the g_a_mstrrobe06.uti file (the one GFFEdit has open), we see the subtype field reads as "3". Looking at the IPRP_ALIGNGRP data, we find 3. Well.. lookie lookie.. 3 for that table corresponds to Dark side. Ok.. heck with that.. we want everyone to use it. So change this "3" to a "0" (which as we see in IPRP_ALIGNGRP is the index for "All". Now, for this example, you could also have just removed the entire 0 entry and renumbered the others so they start at 0 and go up one for each you find... OR.. if you really wanna be cute about it.. why not leave all the other cool stuff as is, and give Revan's robe a wisdom bonus while you're in there? To do that, instead of switching the 3 to a 0, switch the 43 (from the propertyname field) to a 0. (if you look back at itempropdef.2da, you'll see that 0 is "Ability". Now scanning across that line, we find that we reference IPRP_ABILITIES as our subtypes. Okie doke.. open IPRP_ABILITIES.2da. Once there, we find that wisdom is 4. So we make the subtype a 4. Neeto.. Now, looking back up again, we see entries up above the propertyname etc. One called CostTable and one called CostValue. Now, I'm not 100% sure how CostTable works, but I know for most things where it needs to be used (like adding to an ability or such), it's generally a 1. You can poke through some examples to see how they look. So anyway, make it a 1. (if you open the plus by the 1 in the propertieslist, and look that one up as we did this one, you'll see it's to add the +4 strength, and it's costtable is a 1 also... you'll also notice that its CostValue is a "4".) Soooo.. for THIS costValue.. just make the 0 however much you want to add to wisdom. When you're done making changes, write this file (g_a_mstrrobe06.uti) to KotOR\Override. And tada... you're done. Hope this made as much sense as I intended it to, and didn't ramble around TOO badly. *Edit* When you write the .uti file (from the GFFEditor) be sure to "save as", NOT export. Export will turn it into ascii data, which will NOT work for these templates. Need to save as, and name it exactly as it was when you opened it. */edit* -Kitty Link to comment Share on other sites More sharing options...
eidospsogos Posted January 24, 2004 Author Share Posted January 24, 2004 you truly are the most helpful person i have yet to meet on these forums. Link to comment Share on other sites More sharing options...
Drakron Posted January 24, 2004 Share Posted January 24, 2004 Well I was wondering how to remove those damn feats requirements out of head gear (what was BioWare thinking) and looks I could use this to make such alterations. Link to comment Share on other sites More sharing options...
Kitty Kitty Posted January 24, 2004 Share Posted January 24, 2004 You can indeed Drakron. However, it has to be done item by item for everything you'd wish to alter. It's probably easier and faster to just make light armor a bonus feat for all classes by altering the feats.2da file. But either way that makes you happy is good. And thanks eidospsogos. Nice to make a helpful contribution now and again. =) -Kitty Link to comment Share on other sites More sharing options...
Drakron Posted January 24, 2004 Share Posted January 24, 2004 Well it would be easier except many head gear have such requirements as medium armor. If they were all light I could understand a bit, just give then light armor feat and be done with it but why on earth a Vacuum Mask would requires Medium Armor feat ?, I guess BioWare would say something like "Balance issues" but some of the stuff we see in the game makes me wonder about it (Fett and Calo armor being the prime examples of bad item placement). Link to comment Share on other sites More sharing options...
eidospsogos Posted January 24, 2004 Author Share Posted January 24, 2004 okay one more quick question. where are basic armor stats such as defense bonus and max dex bonus stored. i see the armor propertname = 1. but there is no corresponding reference file listed for armor in the itempropdef.2da. so how exactly are basic things like defense and dex awarded. Link to comment Share on other sites More sharing options...
Kitty Kitty Posted January 24, 2004 Share Posted January 24, 2004 Base stats are set in Baseitems.2da Any modifications to whatever you find there are done in the propertieslist in the .uti templates. -Kitty Link to comment Share on other sites More sharing options...
eidospsogos Posted January 24, 2004 Author Share Posted January 24, 2004 found the dex bonus in there, is the defense bonus titled another way....? any idea what it may be called? [Edit] i'm thinking it's baseac.....but am unsure. Link to comment Share on other sites More sharing options...
Kitty Kitty Posted January 24, 2004 Share Posted January 24, 2004 In baseitems.2da, the armor base value is the "baseac" colum. The max dex bonus base is "dexbonus". In the .uti, the entry with propertyname "1" is any additional armor value it recieves... but.. it works a little differently. If you look at itempropdef.2da, in the armor row (1), there's a colum called costtableresref, which I see winds up the same number you find in the uti for that entry's "CostTable". Then the CostValue is 5... which happens to be how much AC Revan's robe has... and since the base item it's from (Jedi Master Robe) gets a base AC of 0.. the 5 makes perfect sense. Though I'm STILL not sure what the heck that CostTable colum (or entry in the .uti) is for exactly. =/ -Kitty Link to comment Share on other sites More sharing options...
Drakron Posted January 24, 2004 Share Posted January 24, 2004 I guess its something from NwN, NwN items have a cost and we could not bypass a +10 cost when creating items (I sure HotU raised that limit a bit) without they became "illegal" items. Link to comment Share on other sites More sharing options...
Kitty Kitty Posted January 24, 2004 Share Posted January 24, 2004 Ok... but I still don't understand what the CostTable entry is for.. or what it does exactly. Course.. never having modded for NWN since even playing it once made me fairly ill (no offense intended to anyone who happens to like it) probably doesn't help me either. -Kitty Link to comment Share on other sites More sharing options...
Hyarmendacil Posted January 24, 2004 Share Posted January 24, 2004 Do you have any idea how to go about giving an item bonus feats? I believe it would involve adding another entry to the items PropertiesList, making the PropertyName value = 9, Subtype = [corresponding feat], and assuming CostTable value= 1 means add, what would CostValues's value be? 1-3 or something? Im lost beyond this and perhaps its going off topic aas well. Link to comment Share on other sites More sharing options...
eidospsogos Posted January 24, 2004 Author Share Posted January 24, 2004 actually not really. i spent all last night adding things to exar kun's armor. figured with who he was he deserved a little better. you'll want to add a user-defined structure to the properties list directory. then you will want to COPY existing brances from another subtree until you have all 7 branches of the subtree copied into your new subtree. certain things will remain the same and certain things won't. so copy the one we know will be on any armor. the limitation to humans. ChanceAppear [bYTE] = 100 CostTable [bYTE] = 0 CostValue [WORD] = 0 Param1 [bYTE] = 255 Param1Value [bYTE] = 0 PropertyName [WORD] = 45 Subtype [WORD] = 6 so there you have racialtype limitation to humans. it will be on practically all armors. (and the reason i say to copy these, is i had problems when creating my own branches and merely retyping the titles. besides it's quicker anyway ) so then you change your property name to 9,as you stated since bomus feats is listed as 9 in itempropdef.2da. but to list the feat you will be gaining you merely list the number of the corresponding feat in subtype. everything else will remain at 0. ChanceAppear [bYTE] = 100 CostTable [bYTE] = 0 CostValue [WORD] = 0 Param1 [bYTE] = 255 Param1Value [bYTE] = 0 PropertyName [WORD] = 9 Subtype [WORD] = 85 the above entry would give you two-weapon mastery. and that's about it. (IMPORTANT: do not merely copy and entire branch. let's say the item already had three branches. 0-2 . do not just copy 2. it takes less time, but it will copy the name of the branch as well, and you will have 2 number 2 branches. the branches must be in numerical order, starting at 0. i think kitty mentioned renaming them, but i have yet to figure out how to do so.) Link to comment Share on other sites More sharing options...
Kitty Kitty Posted January 24, 2004 Share Posted January 24, 2004 To rename a value, just have the line you need to rename highlighted on the left, and over on the right, type whatever you need in the "FieldID" box. When you go back to the left hand pane and click something else, it'll change it. The "name" of an entry in a tree is usually just its index, but.. if you look, you'll see a bit of text on the right side by the field index that indicates that the Field ID value will override it if used. But other than adding that bit of info you seemed to be missing, nice job on that explanation. =) And to Hyarmendacil, think of CostValue as "ok, how many?". So if you add like a bonus to an attribute, or to a save or something else.. this is where you're telling it how MUCH to add. Anything that doesn't require an amount, this field is zero. Still working out the CostTable crap.. lol -Kitty Link to comment Share on other sites More sharing options...
Hyarmendacil Posted January 24, 2004 Share Posted January 24, 2004 Yes this works. Thanks. Link to comment Share on other sites More sharing options...
Darth Stryke Posted January 24, 2004 Share Posted January 24, 2004 I want to say thanks as well kitty, just about every thread of yourse I have read has helped me with something I was working on. Which brings me to a question-the Sith lightsaber that you get on Korriban from behind the starmap, does anyone know what the item code is for it or how I can find out? Link to comment Share on other sites More sharing options...
Hyarmendacil Posted January 24, 2004 Share Posted January 24, 2004 I was just looking for that. I guess the fact that its a quest item is going to give it a different prefix than the rest of the sabers. Link to comment Share on other sites More sharing options...
Darth Stryke Posted January 24, 2004 Share Posted January 24, 2004 Yeah, I was thinking the same thing. But the thing is, it would most likely have the letters sbr in the item code or sth, or sith i would think. EDIT: I think I found something: W_lghtsbr001 under the item files-thats the only saber code ive not seen before and its the only saber I dont know the code for. Ill go test it in game now. Link to comment Share on other sites More sharing options...
Hyarmendacil Posted January 24, 2004 Share Posted January 24, 2004 Thats not it. Link to comment Share on other sites More sharing options...
Kitty Kitty Posted January 24, 2004 Share Posted January 24, 2004 That sith lightsaber is *probably* stuffed in the korriban module files. Same place you find those dark side gauntlets and mask and stuff. Malak's is g_w_lghtsbr06, and whatever the sith saber is, it's most likely inside korr_m39aa. maybe k39_itm_cersaber or somesuch. Of course, since you can't use cheat codes to "giveitem" stuff from the modules, you'll have to use trial and error to copy a template from that module to override, rename it, and then use the giveitem cheat with the new name to see if it's the right item or not. Oh.. and everyone's welcome in reference to the multi-thank you's -Kitty Link to comment Share on other sites More sharing options...
Hyarmendacil Posted January 24, 2004 Share Posted January 24, 2004 Your probably right about that. Maybe I'll have better luck making the sith saber upgradable. Malak's keeps reverting, something to do with its model. Id like to have a saber the length of malak's that I could upgrade. Does anybody have any idea what parameters make a saber upgradable. I know where it specifies what crystals can be used with a saber but beyond that? Link to comment Share on other sites More sharing options...
Darth Stryke Posted January 25, 2004 Share Posted January 25, 2004 Well, does anyone know what the PropertyName is to make a Lightsaber upgradable? (The number it uses) I looked in the PropertyDefinitions list and could not find it. Link to comment Share on other sites More sharing options...
Hyarmendacil Posted January 25, 2004 Share Posted January 25, 2004 All that seems to be located in the PropertiesList of a normal saber is a subtree for each type of crystal that can be used to upgrade it. As far as I can tell whether or not a saber is upgradable isnt contained in the items PropertiesList subtree. Link to comment Share on other sites More sharing options...
Darth Stryke Posted January 25, 2004 Share Posted January 25, 2004 If that is the case, try copying the properties list from a normal saber to Malaks saber, since malaks doesnt have one. that make make it upgradable, because if you tried to add all the stuff in 1 by 1, you might have missed something. If you did try this already-oh well. Under the mod files for korriban, where can I find the item lists for that area? I must say, modding KOTOR is VERY different from most games I have worked with and its really confusing me. Link to comment Share on other sites More sharing options...
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