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Item Duplication


darkus37

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using this method, via the Winter Forge. Wouild you need to have the necessary scrolls read, depending on the items properties, in order to dupe it? Or can you dupe it if you havent read all the scrolls?

 

Asking because I havent really played around with WF on my character that had finished the game before I'd installed the mod. She can't get back out into the world to gather up all the scrolls.

 

 

I am pretty sure Phaenan put the "cheat" mode on the latest release which allows you to do what you want without materials and such. I believe you'd have to select that mode from the barrel in camp.

 

Otherwise, yes, you would need the materials and scrolls.

 

Currently though I am about to try this right+lift click drag thing to see if it works. One of the things I do NOT like about the latest TWF is how spread out all of the materials are at the vendors, as well as whatever random script (s)he put that the vendors don't always have the same things or quantities. It creates a ton of random traveling just to the merchants (every 30 minutes of play time BTW for them to refresh) just to get enough of the higher end dragonbone bars to craft enough pieces.

 

The previous version that just gave Badahn all of the high end mats in stacks of 5 was a bit much true, but that was better than this.

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yeah, as far as I know, the cheat code for material check is still there (I'm still running 3.3 havent upgraded to 4.2 yet).

I meant the scrolls that you have to have the skill to read, so that you can learn to make the additions, not the scrolls that you have to have for ingredients.

 

Phaenan is a She, btw :wink:

 

right-left click drag? Fill me in?

 

I wholeheartedly agree. While I absolutely love this mod, and give Phaenan massive amounts of credit for the genious behind this mod.... the whole thing with scrolls and materials kinda ruins it to some degree. Especially for characters that have ended the game, and can't go back out into the world to hunt for them.

(there's the argument of well.... why would an endgame character need to do that?) Because TWF allows you to make small mods to DLC gear, and thus allow you to transition them to Awakening. As well as upgrade them, to make them more comparable with the items, weapons, armor, and such that is available from the expansion.

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Thanks for replying - I thought I was the only one who thought it became too complicated. I don't know how to use the new system so I am using the one available at the Nexus which is 2.12 I think. I simply want a process where you place an item on the anvil and then can create copies of it in batches. I really hope someone can do this.
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I would like to repeat the request. :sweat:

 

A mod to duplicate items.

 

- The duplication trick doesn't work with unique items (because you need two or more). And the whole point is to get Felon's Coats for all your rogues or Spellweavers for your mages.

 

- Winters Forge is overkill for this and awfully complicated and knotty. Besides, unique items often have several enchantments and I don't even know if that's possible with WF.

 

Just a simple magic chest would be nice. You put one item in and take two out. :smile:

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back in the day when I was playing on my own UO server, something like this would have been easy. Create a container, throw in a script for get itemid, then something like create item # blah blah blah.

 

granted it was more complex than that, but thats the general gyst of it.

 

for THIS mess of a game tho, I'm about 90% clueless on the implementation. I know that part of it could be done on a custom vendor. The part of additem. (or AddTo as this game refers to it)

Tho I dont know if it's dependant on an event, or if could be made to just add it automatically. Tho I guess a cutscene could be made to trigger the event, Like drop the item on the vender, then have a dialog saying something like "Duplicate this" or w/e. The part of it actually getting the identification and whatnot is the part that I have no clue AT ALL about. Tho I guess WF's scripts MIGHT have some leads on that one.

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I don't how you can get out of an item tag the actual name of the item for instance out of the amulet Apprentice's Amulet the itemtag gen_im_acc_amu_am17. Maybe if you override the event of a specific merchant (something like DarkeWolf suggested) then you could get the item tag with GetEventObject but as far as I know there isn't such a event (perhaps try something with EVENT_TYPE_USE, EVENT_TYPE_CLICK, EVENT_TYPE_UNEQUIP?). I think it is possible but I have know idea how to actually script this. Maybe the simplest solution would be to just look the item name in the toolset up and then add it with the console command:

runscript createitem <creature> <item>

<creature> - the tag of the creature to create the item on.

<item> - the tag of the item to create

 

P.S.: Another idea: maybe look at the code from http://social.bioware.com/project/463/ (Example package: Camp storage chest).

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back in the day when I was playing on my own UO server, something like this would have been easy. Create a container, throw in a script for get itemid, then something like create item # blah blah blah.

 

granted it was more complex than that, but thats the general gyst of it.

 

for THIS mess of a game tho, I'm about 90% clueless on the implementation.

 

I know what you mean. Its all pretty complicated. The toolset isn't the most user friendly either. With TES I was at least able to do little customisations myself.

 

It would have been a nice mod but its far from essential. Thanks for looking at it anyway. Goes for everyone. :smile:

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