Jump to content

Why dragonbone weapons got no enchant slots?!


tony007

Recommended Posts

Is Bioware stupid? Oh, wait, they are, they're from EA, what ya expect?

 

Anyway, they say in the loading screen tips that dragonbone is "magical" or something and it can hold more runes than other weapons. Heck, I don't see a difference between dragonbone and iron weapons in rune slots. Well, probably programing error? Or pure stupidity by Bioware?

 

The ONLY dragonbone weapons that have enchantment slots are those from the Warden's Keep weapons/armor merchant.

 

Ok, I'm a moderate modder, and i can understand that dragonbone weapons are supposed to have 3 enchantment slots. If you don't know how to mod, I'd advise you not to read ahead and do as much as you can to help me in your power. Still, if you feel a little adventurous, go ahead and read. If you are a modder, read on with ease and help me if you can.

 

Why must dragonbone weapons have 3 enchant slots, here's the answer (must have Dragon Age Toolset installed):

 

Go look in C:\Program Files\Dragon Age\tools\Source\2DA\rules and open the file BITM_base.xls. In there, there are variable tabs. by Default, you should land at the second tab, "ItemStats." The tab before it, "BITM_Base" has the rune slot stuff. Once you're at the "BITM_Base" tab, Ctrl+F and search for "RuneCount." it's a subtitle. Below it, you should see a bunch of 0's and -100's. Here's what the comment says:

 

Jacques Lebrun:
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

 

Ok, you understand now.

 

Exit the file and open "materialtypes." In there, search for "RuneCount." And as you see, Dragonbone is set to 3, which means it's 0(from the BITM_Base)+3(modifier from material type)=3, therefore ALL dragonbone weapons are supposed to have 3 enchantment slots.

Link to comment
Share on other sites

...The ONLY dragonbone weapons that have enchantment slots are those from the Warden's Keep weapons/armor merchant...

 

It seems that the number of slots increase as your level increases. At level 22 all weapons that are made of dragonbone all have 3 slots. As far as I know, they are all default to the base game. I don't know what level it starts, but I was at 22 when I noticed my swords that had no slots when I found them, suddenly had 3 slots each. I do not own wardens keep.

 

Also, as your level increases, your old weapons get progressively higher base stats.

Link to comment
Share on other sites

Correct me if I'm wrong, but usually the game is finished around lvl 22-23 since there is only a finite amount of xp?

 

I can't be sure, but it might be a fair guess that location and a random factor also plays a part on the loottable. My dog found me a 3 slot staff just an hour ago, so there is a chance of a 3 slot tier 7 weapons (or a found cake). :bunny:

Link to comment
Share on other sites

I think you just answered your own problem, if you've been playing around in the console you may have corrupted something in the game.

 

I don't see how the console could mess this up. I just used it to add xp that's all. There's no harmful effects for using the console as far as i know. And this bugginess in rune slots is beyond the harm that the console can do I'm sure.

 

Let me explain (i just found this out):

 

The rune slots, for me anyway, appear at different times. For example, there could be no enchant slots for an axe while i play today, and 2 days later (or the next time i start the game after exiting), the rune slots are there. Heh, This is what i call programming glitch.

 

I'm going to go "mod" language on you. If you're not a modder, try your best to understand, if you are, read with ease.

 

The variables in materialtypes.xls state SPECIFICALLY how many rune slots there OUGHT to be in a certain weapon made of a certain material. Why the game alternates between showing the enchantment slots are not, i do not know. It could be a bug in some codes or files that i haven't found yet.

 

Furthermore, I found out that while i was trying to make myself a new sword that if you want runes to be added to your weapon you must go to the “Variables” section under the “Attributes” tab. Where it says ITEM_RUNE_ENABLED, fix the “value” (not the “default”) to 1, which in binary terms, says, “Yes, rune slots enabled."

 

Well you see, I've checked pretty much every weapons in the game and the ITEM_RUNE_ENABLED values are all set to 0, which would mean the weapons "RUNE" slots are disabled. So there must be another way for the game to "understand" that the rune slots are supposed to be on. Where this other way is, i do not know. Perhaps it could be in an .xls file, perhaps something else, but the only sureshot to telling the game that rune slots MUST be enabled for a certain weapon is to set ITEM_RUNE_ENABLED to 1. But if you even touch the "Single Player" database, the whole game is screwed. So i guess we'll have to live with this bug until a patch comes or until we find this "other way."

 

Correct me if i'm wrong.

Link to comment
Share on other sites

I still don't see your problem. There is no 100% failsave way in the game to only get the best items with all possible slots - that is called scaling loottable or, even simpler: luck. Your luck decides not only what item you get, it also determines if that item has runeslots, and if that much should be true, how many runeslots. Some items will be there everytime, while others may only be seen in that chest for one out of one hundred games.

 

My expiriences:

Even at low level you may get a 3 slotted tier 7 weapon (never found high tier armor at low level so far), but the chance is rare (your dog might even be able to fetch you tier 7 while ur still around lvl 2, even though it won't do you much good, since you would need to wait rather long to have the stats to wield it).

Around lvl 10-12 you can sense the improving dropchance, even though the loot is usually around tier 4-6. If you have completed some of the 4 points pointed out by Alistair and Moorigan, the chances become pretty fair. Instead of weapons, my main concern at lvl 12 for example was the runes. Hard to get them in Grandmaster level, but I'm pretty sure that there is enough game left to get a good collection as well.

 

But of course, you might be able to change the loottable itself(if you get around the protection), empty it completely, then drop in only your personal verified gear. You will then get what you want, but where is the fun in that?

Link to comment
Share on other sites

  • 2 weeks later...

tony007

1/

You said "Well you see, I've checked pretty much every weapons in the game and the ITEM_RUNE_ENABLED values are all set to 0, which would mean the weapons "RUNE" slots are disabled"

Might i ask if you checked the unique Melee weapons..... at all? Since most if not all do actually have the ITEM_RUNE_ENABLED set to 1....

The plain easy, common weapons won't have enchants.

Remember vanilla ranged weapons don't have enchants and mage weapons are the only weapons that have the Item_rune_enabled set to 1 but have no enchants.

 

2/

"The variables in materialtypes.xls state SPECIFICALLY how many rune slots there OUGHT to be in a certain weapon made of a certain material. Why the game alternates between showing the enchantment slots are not, i do not know. It could be a bug in some codes or files that i haven't found yet."

 

Yes it does say specifically how many they CAN have if it is a weapon type that allows for runes (Melee) and if said weapon has ITEM_RUNE_ENABLED value set to 1

 

3/

"The rune slots, for me anyway, appear at different times. For example, there could be no enchant slots for an axe while i play today, and 2 days later (or the next time i start the game after exiting), the rune slots are there. Heh, This is what i call programming glitch."

 

Are you sure that its the EXACT same axe? one that you haven't inadvertently altered? If it is exact same axe then it is a possible bug but i haven't heard of a bug like that tbh.

 

4/

"But if you even touch the "Single Player" database, the whole game is screwed. So i guess we'll have to live with this bug until a patch comes or until we find this "other way.""

Well you are correct, doing things with the "singleplayer module" will likely render game useless, however if instead of altering that module you actually alter a module of your own then it won't break.

 

As far as console commands for the XP go it won't really break the game, the enemies will scale with you (unless some had spawned prior to mass levelup, in which case they are unfortunate) as will the items but only 'special/unique' weapons will tend to get rune slots.

 

Good luck with the modding and the frustration

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...