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Making a basic set of armor


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#1
essexgamersteve

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im new to the DAtoolset (only been using it 4-5 days) and just wondering if wheres a basic/beginner tutorial for making a basic set of armor with a set bonus etc etc also would like to know if you can make new material type ie Blacksteel to use instead of the basic ones within the Toolset

#2
DarkeWolf

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Heyas Steve :)
Here's a few tutes that might be helpful to you.
http://social.biowar...x.php/Tutorials


http://social.biowar...p/Item_tutorial
http://social.biowar...ex.php/Item_set
http://social.biowar...Item_properties

reskinning an existing item- http://social.biowar...kinning_an_Item

custom materials- http://social.biowar...3442/blog/1352/

This one for adding custom models. Not what you're doing but something you may want to bookmark for future reference- http://social.biowar...72/index/320619

Adding the item to your character- there is a tute on how to write the script that will automatically add the item to your character when you start a new game. However, I can't find it :( And those scripts are bugged after patch 1.03 and 1.04 anyway. So I prefer a much simpler to write console command script for adding them to the PC. You will need the console enabled in your game to use these tho. http://dragonage.wik...om/wiki/Console

#include "utility_h"

void main()
{
    UT_AddItemToInventory(R"prm000im_dragon_blood_boots.uti", 1);
    UT_AddItemToInventory(R"prm000im_dragon_blood_glove.uti", 1);
    UT_AddItemToInventory(R"prm000im_dragon_blood_helm.uti", 1);
    UT_AddItemToInventory(R"prm000im_dragon_blood_plate.uti", 1);
}

Change the "prm000im_dragon_blood_boots.uti" to read "nameofmyitem.uti" (whatever you named your items when you created them)


To create a new script once you have your items made, in the tooset (TS) go to file/new
choose script.
name the script something that will be easy to remember, because you will need to type this name in the console, to run the script something like mystuff or something like that.

Copy and paste (CnP) the code that I provided above and then change the filenames of the .uti files (KEEP them in "Quotes") If you don't need that many lines of code simply comment them out like this-

//    UT_AddItemToInventory(R"prm000im_dragon_blood_plate.uti", 1);

(Edit) If you want to make it so that say... it spawns two daggers change the 1); to read 2);
Or if you need more lines for additional items simply CnP a new line in. BUT make SURE not to edit out your bracket placings or the script will not compile correctly.

Once you've got your script edited, go up to the menu options and choose File/save then tools/compile script
give it a min or two to compile, and then look down in the log window at the bottom to make sure there were no errors. If there were, the script did NOT compile, and must be corrected before trying again.
Once the script is compiled, you're not done :(

Now, go to the icons where you have item icon and script Icon. Click on the item icon and type in a search for the items that you made. When you find them, right click on them, and choose export withOUT dependancies
the log box will tell you what folder they were exported to. Repeat this with your custom material, and you additem script.
Once you've exported them, browse to the folder that they were exported to, Cut and Paste them into your override folder. Documents/bioware/dragon age/packages/core/override. You can add them all to a custom folder in override if you would like to.

Now open up the console and type in runscript mystuff (whatever you named the script) and tap the {enter} key. If thing went correctly, the new items should then spawn into the players inventory ;)

Good luck, and happy modding! :)
-DW

Edited by DarkeWolf, 24 April 2011 - 07:35 PM.
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#3
DarkeWolf

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Steve, sorry to double post, but I just remembered something else that I forgot to mention.

When you compile the script, the TS will also create a file ending with the extension .ncs
thats a proprietary file that I have as yet not found anything that will open it. However, when you cut and paste your files into your override folder, you will also need to include that .ncs file along with all the others.
Sorry for forgetting about that!

-DW

#4
essexgamersteve

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Steve, sorry to double post, but I just remembered something else that I forgot to mention.

When you compile the script, the TS will also create a file ending with the extension .ncs
thats a proprietary file that I have as yet not found anything that will open it. However, when you cut and paste your files into your override folder, you will also need to include that .ncs file along with all the others.
Sorry for forgetting about that!

-DW


thank you for all your help as my armor set moving on nicely and be ready in a day or so, thank you again

Edited by essexgamersteve, 27 April 2011 - 04:05 AM.


#5
DarkeWolf

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Steve, no problem at all, glad to hear that its going well :)
While I havent tried making custom materials yet, after getting the hang of doing armors and weapons and accessories, I've noticed that the hardest part is choosing what properties for what! :laugh:

Again... good luck, and happy modding :)
-DW

#6
essexgamersteve

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Steve, sorry to double post, but I just remembered something else that I forgot to mention.

When you compile the script, the TS will also create a file ending with the extension .ncs
thats a proprietary file that I have as yet not found anything that will open it. However, when you cut and paste your files into your override folder, you will also need to include that .ncs file along with all the others.
Sorry for forgetting about that!

-DW


thank you for all your help as my armor set moving on nicely and be ready in a day or so, thank you again


lol sorry not "armor set related" but did the material tutorial as i wanted to make materials but i think ive overdone it just a tad lol

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#7
DarkeWolf

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:blink: WOW! 114 str for a HELMET!!! :blink:
That'd be about 116-118 for the chest. Yikes!

Hahaha well.... all I can really say, is that you've taken the first steps. The next step that is hit by modders for this game, is to find out what works the way we want, and what doesn't ;)

LOL I can't really say how many of my item sets ended up being way more powerful than I'd intended them to be, and had to go back in and tone them down :laugh:

Now, one thing that you COULD do, to offset that STR requirement, is to go back to the properties of the item/helmet. For properties, there is a drop box that reads something like properties. If you click on it, there should be an option for special, or restrictions. In that option menu, there is an option to put no restrictions on the item. That should get rid of the STR/DEX/Magic requirements that the item needs. ;)
Sorry for not being 100% accurate on that, I'm at class right now and dont have the TS on this system at school.

Edit: Oh, and it's Your Thread, you can go off topic in it if you want to! ;)




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