damiancds Posted January 22, 2010 Share Posted January 22, 2010 I was going through the toolset making a new poultice-like item and I didn't get anywhere and the tutorial on the wiki was not helpful at all. What I'm doing is making a revival salve that acts just like Wynne's Revive spell (more like a grenade than a poultice). The problems I'm having: - Can't find where icons are stored (so I can take one as a template and alter it for my new item- Can't find the script or whatever that controls Wynne's revive spell- Can't decide what the activated ability is and how to use it.- No matter what I do to it, the toolset considers it a swift salve- What inventory subgroup is/means- Should I have this kind of thing be controlled by script (because most of the items don't use scripts)- What tints are - I need help Like i said, the tutorial wasn't very helpful (as it stopped before covering poultices Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 22, 2010 Share Posted January 22, 2010 I was going through the toolset making a new poultice-like item and I didn't get anywhere and the tutorial on the wiki was not helpful at all. What I'm doing is making a revival salve that acts just like Wynne's Revive spell (more like a grenade than a poultice). The problems I'm having: - Can't find where icons are stored (so I can take one as a template and alter it for my new item- Can't find the script or whatever that controls Wynne's revive spell- Can't decide what the activated ability is and how to use it.- No matter what I do to it, the toolset considers it a swift salve- What inventory subgroup is/means- Should I have this kind of thing be controlled by script (because most of the items don't use scripts)- What tints are - I need help Like i said, the tutorial wasn't very helpful (as it stopped before covering poulticesI don't know much of anything, so don't quote me on this, but maybe it's not all wrong. 1. The icons are all stored within a path that is only accessible within the toolset, new icons might be possible, but would likely require extracting from their packed form. 2. The effect related to the spell is contained as part of the spell scripts, doesn't exist on its own, and probably isn't formatted or setup to work as an item script. 3. Wynne's plot spell is not a revive, but a stun. Revive can be used by anyone with the related class and talent. 4. For a new item to exist, it must have a unique name. The item must also have either been exported to your override folder, or exported as part of a complete module. Either you didn't export it, or you didn't give it a unique name, or you didn't define the object properly. 5. Inventory subgroup is used to sort things into common use items within the inventory (not sure on this) 6. Single use items that don't apply some temporary boost to pre-defined values (health, resistance, ect) need to be scripted in order to do what you want them to do. 7. Tints for things which are not worn, equipped, or otherwise present in the world probably serve no function. Much of the toolset is poorly explained, or suffers too much from being too technical as to how to accomplish stuff. If you aren't willing to spend an hour or two digging around, taking notes, and analyzing how the game works, modding probably isn't for you. Link to comment Share on other sites More sharing options...
damiancds Posted January 22, 2010 Author Share Posted January 22, 2010 Thanks for the reply, I think i'm going to start basic like adding a different looking poultice or something, and work my way up Link to comment Share on other sites More sharing options...
Veritasiness Posted January 23, 2010 Share Posted January 23, 2010 I, too, would like to know how I can replace the icon for an item. There doesn't seem to be any item icon which will work for what I'm trying to create, and I would prefer to create one. Link to comment Share on other sites More sharing options...
damiancds Posted January 23, 2010 Author Share Posted January 23, 2010 Veritasiness, I found this just the other day that might help (it covers the module icon, but might work as well for the item icons) actual page --> http://dragonagemodding.wordpress.com/2009...od-for-release/ ---------------------------------------------- Adding a Module Icon The last thing we want to do is add a custom icon for our module. This of course isn’t a required step, but it makes it look nicer. If you don’t have any art skills you can always skip this step. The icon is 128×128 in size, and must be saved as a non-compressed DDS file. Each image editing program will be a bit different, but when you save the DDS you should be given a choice of formats. Do not choose one of the “DXT” formats, as these can cause graphic glitches and even game crashes. Choose a standard ARGB format. You can edit/create DDS files in GIMP, Paint.net, Adobe Photoshop, and probably others. I use Photoshop with the NVidia plugins for DDS files. This tutorial isn’t about creating the icon, but once you have the icon, you want to make sure everything is saved in the toolset and then close the toolset completely. The reason for this is the toolset tends to cache the game resources, and sometimes if you put your new icon in place the toolset just doesn’t see it. This will save you a lot of grief. Trust me. Once you have exited the toolset, and created your icon in DDS format, you need to put the icon file in:Documents\Bioware\Dragon Age\AddIns\[your_addin]\core\override Then start the toolset back up, and load your module. Once you are back in the toolset, open your module properties and click the 3 dots next to the Icon property. This will open a resource chooser listing all Core Game Resources that are valid for icons. Find you file in the list and select it. You should now see your icon. ---------------------------------------------- I think the only difference for the item icon is size, which i think is like 58x58, but don't quote me on it, there is another post around here that has it, found it --> http://thenexusforums.com/index.php?showtopic=176811&hl= Link to comment Share on other sites More sharing options...
Veritasiness Posted January 23, 2010 Share Posted January 23, 2010 Thanks so much! I'm gonna try this. Link to comment Share on other sites More sharing options...
Veritasiness Posted January 23, 2010 Share Posted January 23, 2010 Sorry for double post, but to update: I have tried it, and it does work great. Now, I'm trying to create a custom item which acts as both a potent health poultice, and increases damage done by nature attacks for a certain period of time. I've extended ABI_Base with a new ability, ITEM_SACRED_APRICOT, which is exacrtly the same as the potent health poultice except with different description ids, and I have set the 'is health potion' flag in the item's properties, but when I use it ingame it does not restore health. How can I make it have the same effect as a health poultice, to start? Link to comment Share on other sites More sharing options...
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