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Inserting New Items Special notes and Cautions. Lightsabers in Particular


Darkkender

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All of you in the community know how easy it is to add new items into the game and the sort. You make the item and throw it into your Overide folder. Further you can use scripting, creature inventory editing, Merchant editing, or object editing to get your item in game without cheating.

 

One other method to adding items is to do any of the above and pack the uti file into a area mod reducing the number of files in your overides and limiting peoples access to this item untill after they have visited the Area Mod.

 

So what is my Special Note and point.

 

If you build an area Mod and pack a new sabercrystal or saber hilt uti in the mod file, You will need to also include the same file in your overide folder content. It seems that New crystals and hilts must have there uti's in overides in order to be upgradeable or to be able to add them into a saber hilt to make the new saber.

 

As of yet to my knoweledge I have been the first person to provide an area mod with lightsaber blade crystals and hilt uti's in an area mod. I discovered this when others could not build the new imported sabers or upgrade the ones recovered.

 

All other items upgradeable or not can be packed into mod files without having to include them in the overides folder.

 

 

If a moderator would be so kind as to add this to one of the item editing tutorial spots that would be even better, so others don't have to discover this the hard way.

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Originally posted by Darkkender

If you build an area Mod and pack a new sabercrystal or saber hilt uti in the mod file, You will need to also include the same file in your overide folder content. It seems that New crystals and hilts must have there uti's in overides in order to be upgradeable or to be able to add them into a saber hilt to make the new saber.

That's more than logical: the files packed in your new area will only be used while you are in that specific area...if you want them to be accessible from other parts of the game, such as the Ebon hawk workbench, you have to put them in the override folder.

 

Edit: just to make things clear, the only files you should pack in your .mod file are the files specific to that area.

As of yet to my knoweledge I have been the first person to provide an area mod with lightsaber blade crystals and hilt uti's in an area mod.

sorry but others have done this before ;) Just look at my tk102's birthday mod which includes models made by t7, svösh and Sep ;) and if I remember well Redawke also did similar stuff...
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Also if I might add something...

 

Any items that cannot be upgraded can easily be added into your modules .mod file making them unique to your module, I did this with Gamorrean War Axes, Upgraded Bargawin Assault Blades, Cheap and Non-Functional Lightsaber Crystals, and even a Robe in my various new areas.

 

But, as Darth333 said, any upgradeable items like lightsabers will need to be placed into override so they can be accessed later on.

 

Also if the items contain unique textures, models etc, those files need to be placed into override as well, and if you are doing all of this the item.uti should probably go into override as well.

 

:D

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I'm sorry I was a little unclear on my last portion above:

 

As of yet to my knoweledge I have been the first person to provide an area mod with lightsaber blade crystals and hilt uti's in an area mod.

 

As I meant to say that I may have been the first to release an area mod without having the apropriate files in overide so they could be used throughout the game.

 

The main reason I started this thread is so others wanting to build an area mod do not repeat my mistake with my first one. It will lead to less headaches. As it is I have to release a 2nd patch to fix some other bugs that I have found

 

I had not found this information in any of the tutorials or easily if at all via searches. Now with the onslaught of new saber hilts and new modders I thought it might be good to make this info more readily available.

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