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Idobek

Retired Gibberlings
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Posts posted by Idobek

  1. Let's say we want to remove the 'lore to identify' value from all items so that we never have to have them identified.

    BEGIN ~Identify All Items~
    COPY_EXISTING_REGEXP GLOB ~.+\.itm~ ~override~
      WRITE_SHORT 0x42 0x0000
    This will modify all item files in the game to set the 'lore to identify' value to 0. However, it will copy (and backup) every item file, including the ones that already have 0 'lore to identify'.

     

    By using BUT_ONLY_IF_IT_CHANGES, only the files that actually change will be copied.

    BEGIN ~Identify All Items~
    COPY_EXISTING_REGEXP GLOB ~.+\.itm~ ~override~
      WRITE_SHORT 0x42 0x0000
      BUT_ONLY_IF_IT_CHANGES
    To save space, you can use BUT_ONLY instead of BUT_ONLY_IF_IT_CHANGES for the same effect.

     

     

    Note: BUT_ONLY_IF_IT_CHANGES will trip over the iplot0xx items if you use C_E_R to copy all the items. I have added this piece of code to the top of my tp2 to deal with this issue.

    ALWAYS
    ACTION_IF NOT FILE_EXISTS ~override/iplot01k.itm~
      THEN BEGIN
        COPY ~IKTest/blank.itm~ ~override/iplot01k.itm~
      END
    ACTION_IF NOT FILE_EXISTS ~override/iplot04g.itm~
      THEN BEGIN
        COPY ~IKTest/blank.itm~ ~override/iplot04g.itm~
      END
    ACTION_IF NOT FILE_EXISTS ~override/iplot04h.itm~
      THEN BEGIN
       COPY ~IKTest/blank.itm~ ~override/iplot04h.itm~
      END
    ACTION_IF NOT FILE_EXISTS ~override/iplot04i.itm~
      THEN BEGIN
        COPY ~IKTest/blank.itm~ ~override/iplot04i.itm~
      END
    END
    I do it like this because then I don't have to remember copy the iplot0xx items everytime I use C_E_R on items.
  2. This post has been updated to show the latest list of tutorials out there. Thanks, igi!

     

    -theacefes

    Updated August 13, 2020 with fixed link versions provided by MilesTeg.  Thanks!

    -Caedwyr

    If you are a modder with questions about how to go about making your mod, please try the Modding Q&A forum.

    If you have questions about mods, mod installations, or mod ideas, please try the General Mod Discussion forum.

     

    Multimedia

     

    NPC

     

    WeiDU

     

    Kits

     

    Porting Mods

     

    Misc.

    Otherwise interesting new/pinned topics:

    Links to other tutorials/communities

     

  3. I made some suggestions to Cam, he liked them, but he couldn't be bothered to implement them, so he is making me do it instead.

     

    Some of the tutorial threads in this forum are being clogged up with comments. IMO this distracts for the tutorial and can scare away those that we are trying to help. I'll be the first to admit that I am one of the main perpertrators, but I'm trying to make amends. :D

     

    This is one of those 'please start a new thread for questions and comments' messages. This isn't going to be a hard and fast rule, but if tutorial looks as if it is being overwhelmed by comments I'll split the topic into the main tutorial thread (marked with an !) and a 'Disussion' thread.

     

    So, if things look a little different it is because I have been meddling.

     

    Oh, if a lot of the posts are Cam and I patting each other on the back I'll probably delete them (or I will :D - Grim).

  4. KITLIST.2da - The PROFICIENCY column is unknown, save that every kit has a unique value.

    I think it is the kit's column in weapprof.2da, with the ID column being 0.

    LUABBR.2da (ToB only) - The index name must be 3 charactes in length; the file for the HLA table is always LUXXX.2da where XXX is the entry in this table.
    I pretty sure the index name can be up to 6 charaters in length.
  5. I just have posted it, and so did Cam in the main tutorial. :D

     

    The "OMG HRADC0DED!!!!!1111111" crap is along the same lines of "each class can have a maximum of 9 kits" bollocks that is constantly floated, just because the PC can't select the kit doesn't mean the kit can't exist and be used. I'm thinking Cam will be covering all the popular misconceptions in this tutorial series. I might write a 'what I did" once I'm done with the KitPack.

     

    As for Edwin, because of the Amulet giving him spells I don't think he needs a new kit - although a title change to Red Wizard (Conjurer) could be nice.

    Consider it done.

  6. That's what I'm doing right now. AddKit() doesn't give the extra spell per level when you add a mage kit. To fix this I created duplicate mage kit with a clab file that will give the extra spells at the appropriate time. It will also (once I get round to it) remove any spells from opposition schools that are in the spell book. It could do more but currently I don't need it to.

     

    A Red Wizard kit for Edwin sounds like a project for the NPC Kit Pack. Mind if I steal the idea? LoI would benefit from the work, of course.

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