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Custom Armor Allowing Force Powers??


ChAiNz.2da

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Greets All!

 

Quick question. I have stumbled around everywhere trying to find an answer to this but no luck (as of yet).

 

I know there are mods out there that allow "all" Jedi to use Force powers even with heavy armor and such...BUT, is there any way to make custom armor (and ONLY that specific armor) be able to have that function?? (excluding robes, clothes, etc. they would stay the same in-game)

 

Basically, I would 'like' to make Heavy Armor for Jedi...but doesn't restrict force powers. I've already been able to kill the max dex bonus and the heavy armor proficiency requirement, it's just this one last function that's making me regret eating paint chips all those years :fist:

 

Is this a simple .2da edit or does this have to be achieved with *groan* scripts...or is it even possible?

 

I don't want to put this in requested mods cuz' I wanna make it myself. Besides I wouldn't learn anything if someone keeps doing it 'for' me, tutorials however...are ALWAYS welcomed. I've downloaded, saved and absorbed everything in the Tut's section, but none of them specifically deals with this...

 

There are several different avenues I was going to "try". BUT if someone already knows and have threatened to throw their computer in the street cuz' it's not possible, I'd muchly appreciate the warning.

 

:::insert sad puppy dog eyes here:::

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If I recall correctly;

 

The only way to do what you want would be to add a new armor line into baseitems.2da copy the heavy armor line to the bottom, give it its proper sequential number, and remove the force power restrictions (copy the values in those cells from the Jedi Robes), this would seperate your new heavy armor from the others in the game, and allow yours to have force powers be used while wearing it.

 

Then just change the baseitem refrence number in your armors .uti file to the new baseitems.2da line you made and go into the game and try it out.

 

I hope this helps! :D

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After nearly 30 minutes of looking through backlogs of threads...

(yes this is me publicly bitching about the lack of search functions for non-moderators)

 

I found my old post on the subject...

 

http://www.lucasforums.com/showthread.php?threadid=125966

 

Basically you can 'require' a certain class of armor via spells.2da just as you can 'forbid' such items. But you can't be specific on a particular armor in this way.

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Originally posted by Achilles

Have you tried downloading the mod that removes the armor restriction to see how it works? That might be a good jumping off point. If that mod can do it for all armor, you should be able to figure out how to do it for one, right?

 

I hope that helps.

 

Captain Obvious I am not...doh! mmmm...tasty paint chips :drool1:

 

(Later that day) Well after reviewing...

 

 

Hmmm...seems the one I have is just a "spells.2da" file. When I compared this file to an extracted "spells.2da" file the only thing it seems to change is the "forbiditemmask" value to 0x0000.

 

Thing is, I'm not sure where or how I can incorporate this value to a specific item :(

 

I'm gonna try browsing through all of the .2da file options (extraction galore...yay) and I guess try to reverse engineer some of these tables till I (hopefully) find something that references restrictions.

 

I'll keep everyone updated...wish me luck! (I'm glad it's Friday)

:guiness:

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Originally posted by RedHawke

If I recall correctly;

 

The only way to do what you want would be to add a new armor line into baseitems.2da copy the heavy armor line to the bottom, give it its proper sequential number, and remove the force power restrictions (copy the values in those cells from the Jedi Robes), this would seperate your new heavy armor from the others in the game, and allow yours to have force powers be used while wearing it.

 

Then just change the baseitem refrence number in your armors .uti file to the new baseitems.2da line you made and go into the game and try it out.

 

I hope this helps! :D

 

 

Well nuts...I already have a baseitem line to kill the dex and proficiency restrictions, but for the life of me I'm not sure which column actually refers to force restrictions. Of the choices I have (I compared my line to the jedi robe) these are the differences:

 

 

column - robe - my armor

----------------------------------------------------

itemclass - a_JediRobe - a_Class8

invsoundtype - 11 - 14

itemtype - 38 - 35

bodyvar - I - G

armortype - leather - armor

storepanelslot - 5 - 15

 

some seem plain obvious that it is going to do anything but I'm curious in the item class, itemtype, armortype fields. Anyone know if these would work (changing) or some combination has to be adjusted. I'm so close I can taste it...at least I hope that's what I taste :/

 

And THANK YOU everyone for helping thus far....I had 3 replies before I was able to re-post...WOW!

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column - robe - my armor

----------------------------------------------------

itemclass - a_JediRobe - a_Class8

invsoundtype - 11 - 14

itemtype - 38 - 35

bodyvar - I - G

armortype - leather - armor

storepanelslot - 5 - 15

 

For your armor on its new baseitems.2da line try changing the itemclass to a_jedirobe, the itemtype to 38, and leave the bodyvar a G, and see if your new armor works with force powers.

 

Note: You might have to boost the defense a little in the .uti on the new type armor because the base defense might now be that of a jedi robe, this is easy to do with KT.

 

I hope this helps! :D

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the forbiditemmask field of spells.2da prevents the spell from working w/ certain armor (or lightsaber) and requireitemmask requires certain armor (or lightsaber) for the spell to work. Feel free to read about it in the link I provided.

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Originally posted by RedHawke

For your armor on its new baseitems.2da line try changing the itemclass to a_jedirobe, the itemtype to 38, and leave the bodyvar a G, and see if your new armor works with force powers.

 

Note: You might have to boost the defense a little in the .uti on the new type armor because the base defense might now be that of a jedi robe, this is easy to do with KT.

 

I hope this helps! :D

 

 

Well after experimenting and returning here (to see your reply RedHawke), I happened to have gotten it to work! You'll be pleased to know you where right on the money!

 

What I did was change the itemtype to 38, and the armortype to leather. That's it...Ureka!

 

But when I changed the itemclass to a_jedirobe it worked as well, but I lost my icon for the armor (big ugly white square). When I changed it back to a_Class8, type38, Leather everything seems to work :D

 

(oh, the AC didn't change when referenced to a_jedirobe so that's some good news as far as the customized .uti keeping it's initial settings).

 

I'm going to still experiment with a brand new game (just in case there's some hidden save info residing) but I think WE ALL got it to work...go team!

 

BTW, everyone here that replied is definitely going into the Special Thanks readme of this mod once it's released...I'm very grateful! Thank you all so much! I'll keep you posted... wheee

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Originally posted by tk102

The reason that works is because you've changed the armor type of your armor to that of robes, which is not excluded by the forbiditemmask values for each entry in spells.2da. I hope this makes sense... it's hard to tell... ;)

 

 

Yeah it makes sense now, hehe

 

One of my first attempts I had tried changing the BaseItem value of my armor (in GFF Editor) to the same as a jedi robe. Well...that pretty much just turned my armor into uhh a robe ;)

 

I guess I was afraid that changing "itemtype" would result in the same way...I think my brain just saw the word "item", associated the two as being the same and shut-down. I never really noticed that the number value was different (referencing a different table)

 

I read that thread tk102, did a way of changing the color of Malak's model saber the same as normal sabers ever discovered?

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Originally posted by tk102

What a horrible naming convention! :p I certainly hope you use suffixes like grn, blu, vio instead, Chainz.

 

Anyway, this thread has completely changed into a different topic. Maybe a friendly moderator could split this thread and retitle the second half so that others may find it. Or... better yet... needle those admins into turning the Search function back on! <mode=rant>

 

 

My last post here honest! :) Yeah I agree that this topic has strayed. Like I said, once I get deeper into that project, I'll start a new thread with an appropriate title. Until then I'd like to thank everyone once again for all the wonderful help. I've been beta-testing this (armor) mod all morning, grabbing screen shots and such...everything is running smoooooth

 

It'll probably be posted on pcgamemods soon (gotta convert my thumbnails) and I'll just post a "new mod available" thread. I've appropriately named the armor:

 

Segan Wyndh's Armor (yeah, sounds like Second Wind)

 

Which is exactly what it took for me to see this project through. Thanks Everyone this has been a hoot!

 

**To the moderators, feel free to lock this down if it's becoming more of a nuisance thread. And yeah, search engine would be peachy, dreamy, way kewl, gnarly to say the least ;)

 

::EDIT::

Wow Darth you're quick! I had just finished this reply when you're post came through! I'll check that thread out. Thanks!

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