maaaaaaaaap Posted June 19, 2021 Share Posted June 19, 2021 Hi, I am need of a bit of assistance. I am uncertain how the files bitm_*.gda, materialrules_*.gda and materialtypes_*.gda work together. It seems that if I rely solely on bitm, all items without exceptions get the number of runes as given in the RuneCount column - which requires that I make custom versions of normal clothing, since I do not want these to have rune slots. Can someone help me with clarification on how these files (and others I may not be aware of yet!) work together, and how I should approach them? I don't want to make rune slots for ALL equipment - but I want to enable them for the upper tiers (red steel and up) for boots, gloves and helms, and I want to enable rune slots for mage helmets and robes (but not ALL clothing). Link to comment Share on other sites More sharing options...
theskymoves Posted June 20, 2021 Share Posted June 20, 2021 (edited) It has been quite a few years since I worked with global run slots (i.e., adding slots to items that do not have runes enabled by default), but I am certain that whether an item has that capability is determined on a per-item basis, with a YES/NO toggle in the item UTI. (Ref.) IIRC, bitm.gda has a YES/NO toggle for 'these items can use rune slots', and materialrules.gda establishes the number of rune slots, based on the material (tier) of the item - higher level materials have more rune slots. From what I can recall, the game doesn't use the rune slot information in materialtypes.gda (or it might be duplicative of the information in materialrules.gda... it really has been a long time.) ETA that per the toolset wiki, the rune slot information in materialtypes is, in fact, not used by the game; the information in materialrules is. (Ref.) The rune count information in BITM is, per the wiki, 'Base number of runes. Note that 0 and even negative numbers can be increased into positive by the material types, so we use a rather large negative number to prevent runes on most items.' (Ref.) So, BITM gives a 'base' number of rune slots for an item type, and setting a large negative number there will effectively prevent rune slots from ever appearing on an item type. Materialrules assigns rune slots based on the material/tier of the item; the higher the tier, the more slots. And the item file (UTI) ultimately defines whether an given item has rune slots enabled or not. Since clothing/robes do not have rune slots enabled in vanilla, you wouldn't need to do anything to keep them from having rune slots in your mod: just use the default Bioware UTI in place. (Or don't edit the ITEM_RUNE_ENABLED variable.) Edited June 20, 2021 by theskymoves Link to comment Share on other sites More sharing options...
maaaaaaaaap Posted June 20, 2021 Author Share Posted June 20, 2021 (edited) Thanks! Great to hear from one of the toolset wizardesses. ;-)The fact that Clothing does not have tiers in DAO is a bit of a hassle, and is the reason I get into this trouble... I would rather set RuneCount in Materialrules*.gda than bitm*.gda, but as long as Clothing does not have any Materialrules attached, this might be quite difficult to work out in DAO. What I am trying to accomplish is to have max 2 runes for armor (and robes), max 1 rune for helmets, gloves, boots (including mage helmets), AND max 1 rune for tier 4 and 5, max 2 runes for tier 6 and 7, and max 3 runes for tier 8 and 9 (and as you probably have guessed, have these play together; e.g., a veridium scale armor should have 1 rune slot only). And no runes for clothing other than robes (and not for Apprentice or Tranquil). EDIT: I think I sorted out the problem - it appears that Dain's fixpack introduces a component which is supposed to give rune slots to some items that don't have that, but instead seems to override the entire ITEM_RUNE_ENABLED variable on the .uti's. Removing that, things work as you say (and how things have worked for me before also) - and I don't need to make local versions of each piece of clothing that exists in the game. :-) Edited June 23, 2021 by maaaaaaaaap Link to comment Share on other sites More sharing options...
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