Ambaryerno Posted December 1, 2009 Share Posted December 1, 2009 I'm working on a mod called Arms and Armor which will eventually make a large number of changes in the mechanics of weaponry in the game (full project details available here: http://social.bioware.com/project/415/ ) and have run into a major mod-breaking snag: I can't get the game to recognize custom Base Item Types, or even recognize if I change weapons between existing item types. As an example: In the mod longswords are becoming a 2H sword (because they ARE) with a new type called Arming Swords which will serve the same role as the longswords currently do (1H sword). I've made the changes to the 2DA files and the Toolset sees the new item type. I set the Warden Sword to use this new base type as a test, export the mod data, clear the packages\core\override leaving just the add-in's override, and start the game. My main character is using a longsword with no shield specifically for this purpose, and that equipment works correctly: the longsword is equipped as a 2H sword. However Alistair equips the Warden Sword with a shield, and so long as the shield is equipped, the game strips the sword from inventory entirely. If I remove the shield, save, THEN start the mod, the sword is equipped but appears as Base Type longsword (2H). I then added a line in the mod script to add the Warden Sword to inventory. However when the game starts and the script runs the sword does NOT get added. If I change the Warden Sword back to Base Type Longsword, the script successfully adds it to inventory, so I know my script is good. However if I set the Warden Sword to use the Greatsword Base Type the script runs as before, but the sword still appears as a Longsword. The problem is not isolated to changing the base type of existing weapons. I created an entirely new sword using the Arming Sword base type and it still doesn't work. And it's not a problem with adding If I create a new sword using Longsword as the base type it appears correctly in inventory. The game must be drawing Base Item types from SOME other source, but I've tried looking through plots and scripts, and all the 2DAs and haven't found anything (I've specified it in BITM, ItemVariations and 2DA). Has anyone gotten custom Base Type or changing existing items from one Base Type to another to work? Link to comment Share on other sites More sharing options...
Ambaryerno Posted December 5, 2009 Author Share Posted December 5, 2009 Seriously, NO ONE has messed around with creating new Base Types? Link to comment Share on other sites More sharing options...
Pheelon Posted December 7, 2009 Share Posted December 7, 2009 Seriously, NO ONE has messed around with creating new Base Types? other than you and me (via trying to help you out) it seems not (or they are just shy :S) well, anyway i'll keep you posted - still haven't had time yet to look over your last build :S Link to comment Share on other sites More sharing options...
knyghteblades Posted December 10, 2009 Share Posted December 10, 2009 I created a new type of sword called the saber as part of my mod: Link: Citadel of the Empyrean As part of the mod, there are two magical sabers, and a "base" saber. It uses the dagger variations for the model, but has its own stats for damage, where its 'attached' (hips instead of back) and can be used as dual wield weapons. Being smaller than longswords (your arming swords) it has a lower base damage value (4 or 5 instead of 7). The xls source file you want to look at is: BITM_base.xls You can have alllllll sorts of fun in there. Enjoy!Knyghte Link to comment Share on other sites More sharing options...
Ambaryerno Posted December 10, 2009 Author Share Posted December 10, 2009 knyghte, Yes, I already have edited the BITM_Base. Also, what did you use to set it to attach to the hips? I know the location is set by BITM_base, but what settings did you use for it? The guys on the Bioware forums have been looking for that. Link to comment Share on other sites More sharing options...
knyghteblades Posted December 10, 2009 Share Posted December 10, 2009 Its in the parts.xls file. 4 and 7 instead of 5 and 10. Link to comment Share on other sites More sharing options...
Ambaryerno Posted December 10, 2009 Author Share Posted December 10, 2009 Thanks, kyghte, a LOT of people were wanting to know this. Link to comment Share on other sites More sharing options...
knyghteblades Posted December 11, 2009 Share Posted December 11, 2009 Pleased I could help. Spent a while pouring through the various xls files in the toolset. Link to comment Share on other sites More sharing options...
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