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stingerhs

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Originally posted by Achillies

Someone insinuated that T7nowhere was working on one. What would be cool is if someone made a Force Pike so that I didn't have to use a quarterstaff for my mod. I will admit thought, I wished that I had tried those out before. I don't know why I think that animation is so cool on a melee weapon.

Im the one tyhat mentioned T7 working on models , i didnt saw specifically axes though ;)

 

It would be nice if he would make them though. i know i would like a two headed axe . ie

 

axehead handle axehead

 

basically the double bladed sword but with axe heads.

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hey achillies, how did ya get the weapon range to work on your blasterpack? i've done everything i can think of to get things to corrolate, but its not working. i also tried just comparing the baseitems.2da and your .uti files you included in your blaster pack, but i can't see where those lines match up to make things work properly. i know they work, i just don't know how.

 

Edit: by the way, i dl fred's latest version of kt, and my .2da's work fine now, and if anyone else out there knows what i'm taking about, please feel free to speak up.

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Originally posted by stingerhs

hey achillies, how did ya get the weapon range to work on your blasterpack? i've done everything i can think of to get things to corrolate, but its not working. i also tried just comparing the baseitems.2da and your .uti files you included in your blaster pack, but i can't see where those lines match up to make things work properly. i know they work, i just don't know how.

 

Edit: by the way, i dl fred's latest version of kt, and my .2da's work fine now, and if anyone else out there knows what i'm taking about, please feel free to speak up.

 

If you look at Baseitems.2da you'll see that I added lines 92 and 93. What I did was take lines 12 and 13 (blaster pistol and heavy plaster) and make duplicates. Then I renumbered them, changed the Label, and then reduced the maxrange entry from 23 to 10. Then I opened the blaster pistol uti and changed base item from 12 to 92. Lastly, I opened the heavy blaster uti and made a similar change from 13 to 93.

 

That's it. Please let me know if that doesn't help.

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Originally posted by stingerhs

hmm, didn't think of that. thanx, now the sniper rifles are done. :evil1: all i gotta do now is make it so they can be found ingame. this shouldn't take long.

 

I put together a break down of all the merchant inventories and posted it on my website. Since a majority of merchants sell the same items (each merchant might sell a small selection of unique items) you might want to consider putting it up for sale somewhere. Fazza on Tattoine might be a good choice :)

 

Just a couple suggestions. Good luck finding a suitable place.

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Originally posted by Darth333

You could also set your own custom merchant ;)

 

good idea, the only problem is that i would like to release the items asap, and that might take some time. also, my items are just a tad on the expensive side due to their fairly powerful nature. this probably won't be a problem with cheaters, but for people like me, puttin down 6000+ creds for a good weapon is well worth it, but it drains the ol'walllet mighty fast.

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Originally posted by stingerhs

good idea, the only problem is that i would like to release the items asap, and that might take some time. also, my items are just a tad on the expensive side due to their fairly powerful nature. this probably won't be a problem with cheaters, but for people like me, puttin down 6000+ creds for a good weapon is well worth it, but it drains the ol'walllet mighty fast.

 

Three words:

 

"Shosey's....Extreme....Pazaak"

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Originally posted by stingerhs

would it be possible to change what some of the wookies fight with during the game to one of my weapons? if so, how? (please don't let it be scripting.....)

 

Should be a few easy utc mods.

 

Find the appropriate .utc files

Double-click

Click on the Inventory button

Double click on the slot you want the weapon to go in

Enter the templateresref for your custom weapon

Click ok.

Save the utc to your Override folder

Repeat as necessary.

 

I hope that helps.

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OK, this should be my final announcement reguarding my item pack. first off, a big hats off to achillies for giving me ideas and helping me out. thanx very much, achillies, and i mean that. :D second, all i have left is to find the placeables for a couple of weapons and modify a couple of merchants. so, my pack should be within 2 days tops. just a note: don't bug me about NOT including an item overview in my readme. there's too many items, and not enough time. go figure. anyway, i'll post them @ pcgamemods.com. btw, achillies, i'll send you my baseitems.2da if ya want it. thanx folks!!! :snipe1:

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Originally posted by stingerhs

OK, this should be my final announcement reguarding my item pack. first off, a big hats off to achillies for giving me ideas and helping me out. thanx very much, achillies, and i mean that. :D second, all i have left is to find the placeables for a couple of weapons and modify a couple of merchants. so, my pack should be within 2 days tops. just a note: don't bug me about NOT including an item overview in my readme. there's too many items, and not enough time. go figure. anyway, i'll post them @ pcgamemods.com. btw, achillies, i'll send you my baseitems.2da if ya want it. thanx folks!!! :snipe1:

 

Stingerhs,

 

It was my pleasure to help you. Congratulations on completing your mod! :D

 

As for the 2da, I did finish my mod first...perhaps you could add your stuff to mine instead of vice versa? It does only seem fair :) People may have already downloaded my mod and if I make the changes, they would have to download your mod AND download my mod a second time to be up to date.

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Originally posted by Achillies

Stingerhs,

 

It was my pleasure to help you. Congratulations on completing your mod! :D

 

As for the 2da, I did finish my mod first...perhaps you could add your stuff to mine instead of vice versa? It does only seem fair :) People may have already downloaded my mod and if I make the changes, they would have to download your mod AND download my mod a second time to be up to date.

 

oh yeah, knew there was a reason ya asked me for it BEFORE you posted your pack. oh well, my baseitems has your stuff in it anyway, so they work together. YIPPEEEE!!! (can ya tell i'm a little lacking in the sleep department?? :wornout: )

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Originally posted by stingerhs

oh yeah, knew there was a reason ya asked me for it BEFORE you posted your pack. oh well, my baseitems has your stuff in it anyway, so they work together. YIPPEEEE!!! (can ya tell i'm a little lacking in the sleep department?? :wornout: )

 

Hehe, yeah. Good news though. Glad you were able to work it all out. Now get some rest.

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quick question: why would fazza's store be listed as "kas_fazzastore" instead of "tat_fazzastore"? i'm guessin that fazza was originally intended for kashyyk instead of tatioone. hmm, i hope that doesn't affect my mod.........

(stupid lazy devs that thought no one would mod their game....grrrrrrr!!!!)

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Originally posted by stingerhs

quick question: why would fazza's store be listed as "kas_fazzastore" instead of "tat_fazzastore"? i'm guessin that fazza was originally intended for kashyyk instead of tatioone. hmm, i hope that doesn't affect my mod.........

(stupid lazy devs that thought no one would mod their game....grrrrrrr!!!!)

I would verify the kashyyyk files to see if there is a store with the same name (this is what they did with Bandon .utc file: same name on Manaan and the Endar Spire but not the same contents..arghhhh!:mad: ).

If you don't find it, then you should be safe.

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Originally posted by Darth333

I would verify the kashyyyk files to see if there is a store with the same name (this is what they did with Bandon .utc file: same name on Manaan and the Endar Spire but not the same contents..arghhhh!:mad: ).

If you don't find it, then you should be safe.

 

merci, madame!!!

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Originally posted by Darth333

I would verify the kashyyyk files to see if there is a store with the same name (this is what they did with Bandon .utc file: same name on Manaan and the Endar Spire but not the same contents..arghhhh!:mad: ).

If you don't find it, then you should be safe.

 

Nope, the Ithorian merchant (Janos) on Kashyyyk is listed as Kas_Janosstore.utm.

 

More fun with .utm files. On Korriban, there was another merchant planned. Not sure who/what/where it was supposed to be, but you can check out the inventory in koltokorriban.utm.

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Originally posted by Achillies

On Korriban, there was another merchant planned. Not sure who/what/where it was supposed to be, but you can check out the inventory in koltokorriban.utm.

Yes, I have seen this. I am currently revising the rim files to see if there is more stuff like this that we could restore in the game (Deadeye Duncan per example). I found a few ones on Taris and Dantoine, including an Iriaz and a dialog with a Hutt. When I'll be finished, I will release a small pack of unused files.

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Originally posted by Darth333

Yes, I have seen this. I am currently revising the rim files to see if there is more stuff like this that we could restore in the game (Deadeye Duncan per example). I found a few ones on Taris and Dantoine, including an Iriaz and a dialog with a Hutt. When I'll be finished, I will release a small pack of unused files.

 

That sounds really cool Darth333! :D

 

Duncan on Manaan is really cool, I have no idea why Bioware left things like that out of the game. :confused:

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Originally posted by RedHawke

I have no idea why Bioware left things like that out of the game. :confused:

 

Time constraints, flow of the story, and play time reduction, I imagine. It's kinda fun to play through and look for hints of things that never made it into the game. Bioware has talked about a lot of stuff that had to be changed or removed to keep the game at a "reasonable" length. Give us more to do I guess.

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