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how do i get custom items IN game


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#1
oirecanti

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ok i have been going nuts looking for help on this. i downloaded some custom items, armor and weapons, i have tried the override files and the HAK file but i can not figureout how to get the items IN games. all i know is to point a new module to an hak or use overrides but how do i game the item into my inventory? i downloaded "Daggerknight's Dragon Pack Volume 2" but i cont figure out how to spawn the items or any other items from other packs. this is the link  http://neverwinter.n...com/mods/100//?

it doesnt tell me what to do and seeing as the game is older, i cant find much help on this. so any help would be greatly appreciated. thank you



#2
Tchos

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Yes, information on that was hard for me to find when I was starting, too.  You'll need to use the console.  To access the console, hit the backtick key (`), also the same key that has the tilde (~) on US keyboards.  The key to the left of the number 1.

 

With the console open, type this:

debugmode 1

It should report success.  Next, you need to have the name of the file's blueprint.  For items like weapons and armour, they're .uti files.  You install them in your override folder.  (Unless you're making a module, use the override, not the hak.)

 

Once you know the file name of the item you want (the .uti file), you type this in the console (let's say the item is named big_sword.uti):

giveitem big_sword

Then you should see a message saying you gained the item.  Finally, type:

debugmode 0

to go back to normal, and close the console by hitting the backtick key again.

 

However, the pack you linked does not include any .uti files, and is expected to be used by modders to make their own .uti files in their mods.



#3
oirecanti

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ok then, how do i make the files into a .uti to use in game?



#4
Tchos

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For that you need to open the toolset with the weapon (or armour) mod installed in your override, make a copy of whatever kind of item it's supposed to be (like a greatsword, shortsword, etc.), and then change the model of the blueprint to the new model.  I haven't made this particular kind of item in my mods yet, so I can't be very specific.  I'd look up a tutorial on creating new weapon blueprints.

 

Alternatively, look for a different mod where the author supplied the necessary blueprints.



#5
oirecanti

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i have tried playing with the toolset but its not getting me anywere. from what i have read i need to combine two MDBs and one DDS to make one UTI, but for the life of me i can figure it out



#6
Tchos

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The MDB (the model/mesh file) should already know which DDS (texture file) to use, so as long as you have them all installed, all you need to deal with are the MDBs.  I don't know enough about weapon/armour making to know whether it's accurate to say you need two of them for 1 UTI, but that's not the way it is for other blueprints.



#7
TheWilloughbian

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I'm posting here because I have a similar question.  I downloaded some custom armor files and loaded them into my override. For some reason the armors don't show up in the "Armor Set" dropdowns.  Take for instance this mod, http://www.nexusmods...er2/mods/1078/?.  The spear shows up just fine, #250 in the dropdown.  But the robe entry does not show up in the armor editor. I have the same issue with other armor mods that I've tried.  Am I doing something wrong, or is this a "feature" of the toolset that armor and clothing MDBs don't show in the toolset, but weapons do.



#8
Tchos

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This topic was about blueprints and getting them in the game.  Your question is about installing new items and getting them in the toolset, which deserves its own topic.  But no, that is not a feature.  Armour and clothing show up in the toolset in the Armour Set dropdowns as long as they're installed correctly with no conflicts.  You didn't mention which ones don't show up, but if it's one that uses its own subset of the list, then it needs its own 2DA entries. 

 

The better way of installing new armour items is by using the armour naming conventions, which don't require any 2DA editing.  At least one popular armour set puts its own subset in...I think Acme is one of them.  But it can be easily changed to use the standard naming conventions instead by renaming the armour pieces using MDB Cloner.  Renaming them with normal Windows renaming will not work.

 

I haven't run into any upper limit on how many can be added with the standard conventions.  I have more than 250 items for several of the categories (naked, cloth) and well over 100 for others (plate, padded).  If you want to do it that way, you'd have to check the wiki to refer to the appropriate naming for the type of item, and make sure there are no numbering conflicts (you can skip numbers, though).  Also bear in mind that there seems to be an off-by-one difference between the number of the filename and the number in the dropdown list of the Armour Set.



#9
TheWilloughbian

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You know, I was just noticing that the number in the list and the file name were different. This clears things up a bit. I discovered that I could edit armor appearance from the properties tab. Still it would be nice if they would show up in the dropdowns.



#10
Tchos

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Right, there's something wrong over there if they're not showing up in the dropdown lists.  If it works in the properties tab but doesn't in the dropdowns, then it's not a matter of a lack of 2DA or incorrect naming.  Could it be that the armour is for female only?  If so, it would only show in the dropdown list if you set the armour appearance tab to female appearance.  It could also be race-specific.






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