AnbuOps92 Posted June 25, 2015 Share Posted June 25, 2015 Alright, just tested both. When I modified def_loot_shops I just changed how much of one item a shopkeep had with no problem, but where I started to have problems is when I tried to do it to more then 4 different items or when doubling the amount of just one item, so my conclusion is that it can be modded just very lightly. Now as for def_loot_containers, reimported the original just fine, however, I had the same thing happen to me, no items in any containers. This is what happens when I try to modify any weapon files, so conclusion for that one is that it can not be modified at all. Sorry I couldn't halp you with your mod. Hopefully the dev will put out a official mod tool soon. Link to comment Share on other sites More sharing options...
Kindo Posted June 25, 2015 Author Share Posted June 25, 2015 Thanks for the time you put into this. :) Yes, I think it's safe to assume that modding as it is now works, but very limited. Replacing a single digit with another single digit (or a double with double etc.) is all that works for most xml-editing. Anything else, even if you later compensate with lines and length to match the original, will not work in-game. Very sad, but as you wrote: hopefully, the tool kit will be released in the near future. I wanted some changes done before my third playthrough, but I guess it will have to wait. Maybe I'll replay TW1 and TW2 in the meanwhile. ;) Link to comment Share on other sites More sharing options...
AnbuOps92 Posted June 25, 2015 Share Posted June 25, 2015 No prob. You can always try using the HellGhost method if you really wanted to get your mod working, but like I said it's not the best way to mod due to moving files back and forth, but at least you don't have to worry about the file size. Link to comment Share on other sites More sharing options...
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