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Removing Item Restrictions...?


eidospsogos

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some of that is stored in the item file itself. the value model variation in lightsaber uti's tells the game to load this model for this saber.

 

the itemfile(.uti) also contains references that allow the game to load the description and item name. the things that detremine this seem to be description, descidentified, and localized name. these values do not list the description, they simply point to the strref of what does. so it seems they are there merely as references to other files that are loaded for the description and name. i have been able to change things such as this. like i turned the environmental bastion armor into eaxr kun's armor with the description, icon, and appearance of exar's armor, but with the upgradable status(which did not show up in the description) and abilities of the bastion armor.

 

however i have read in another post that item descriptions are stored in the dailog.tlk file and they can be edited using the .tlk editor from bioware. i'm planning on checking this out very soon.

 

here's a link to that thread:

 

http://www.lucasforums.com/showthread.php?s=&threadid=121918

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So that confirms what I thought before, there is a script or control file governing Malak's saber, and we must find and edit that to make it fully upgradable. I think I will rather wait until we can get new models in-game since I would rather model new sabers anyways than use the in-game ones. I *HOPE* that is not too far away.

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  • 2 weeks later...

Been trying to create new items by modifying existing as described above. Works well except for one problem, the GFF editor won't let me change DescIdentified and LocalizedName to add item descriptions and names. I'm using the bioware GFF editor. I've looked at other modded items like Jules Wundus stuff and he seemed to have gotten around this since the fields are modifiable on his stuff. What am I doing wrong? :confused:

 

Thanks in advance for the help.

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BUT i still do not know if there is some other value that makes an armor upgradable to begin with. if there is and anyone knows it fill us in.

Alright...

Armor is either made upgradable by just including properties that upgrade it to the armor, or, by actually adding the Special" Upgradable in the Description, because I copied all of the properties from your Exar Kun armor onto a Jedi Robe as well as the description (I rewrote the whole part about Kun though, but left the upgradable thing), and the robe was upgradable. I'll test taking away the Upgradable thing in the Special to see if it still works.

 

Shimaon

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the actual entry that makes an item upgradable as far as i can tell is the extra Upgrade Type entry in the proiperties list branch. then that is specifically connected to what the upgrade does in the usual way of listing a bonus. the bonues will simply not appear until you add that particular upgrade item to the armor.

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as for item descriptions do this:

 

 

Originally posted by eiz

The item name and description are CExoLocStrings, if the STRREF is -1 you can add strings in the GFF itself (add an entry for language 0 to DescIdentified using gffeditor to do English).

 

for further info try here:

 

http://www.lucasforums.com/showthread.php?s=&threadid=121103

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  • 1 year later...
  • 10 months later...
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.

 

Actually when "ubering" you could. We changed damage type cost values to values in the thousands. With all of the different damage type cost values adjusted, In game this translated to hits of 20-40 thousand. Of course, that didn;t matter much because in"uber" the people you were hitting had an HP that could withstand 20 thousand damage and badstreffed regen that bugged to regen you thousands every second. Ahh those were the days.. :lol:

 

err.. did you bother to look at the date of the last post before performing necromancy? ~ ChAiNz.2da ;):lock:

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