Chickenudoom Posted September 26, 2015 Share Posted September 26, 2015 I've been fiddling around with xml files using ModKitchen and I'm trying to create upgrade diagrams for the Kaer Morhen (starting) armor. Problem is, I can only seem to change the stats on the original Kaer Morhen torso and the Warrior's torso (it's upgraded form) but I cannot for the life of me figure out how to create a completely new diagram and the item I wish for it to create. I've attempted creating new items and diagrams for the armor, problem is I'm not sure if it's working because I don't know how to aquire the new diagrams (if they were indeed created properly) Anyone know how to create a brand-new diagram, as well as a brand-new item? And then acquire them in-game? Link to comment Share on other sites More sharing options...
airship Posted September 26, 2015 Share Posted September 26, 2015 I've just made a mod that let's the Wolf set have a final tier of upgrades, and made new diagrams and inserted them into the game. What I did was simply re-use the diagrams for the regular mastercrafted gear, but I'm sure it's possible to make entirely new diagrams as well. Here's how you do it: First go to the XML def_item_crafting_armor.xml. This is where you make the new armor. CTRL F and find "Starting Armor 1" Copy the entire block and paste it back in below the stuff you just copied. Give it a new name, say, Starting Armor 2, then edit in the stats you want your new armor to have. Now, search for starting armor again and you'll be brought to the item definitions. Copy the block as you did before, and rename it to Starting Armor 2. next, make sure that in the base abilities section, "Starting Armor 1 _Stats" is replaced by "Starting Armor 2 _Stats". Everything else you leave alone. Now here's a tricky bit that I have not been able to solve. "localization_key_name" defines the name of the piece. The actual names are stored somewhere, but I have not been able to figure out where, so for now you'll have to live with your upgraded Warrior's Jacket being named the exact same as the old one. If you know where this name info is stored, let me know :P Anyway, the new armor is now finished, time to make a schematic. Find the XML def_item_crafting_recipes.xml. Open it, and search for starting armor. Copy the block again, and rename to "Starting Armor Upgrade schematic 2". Again, changing the visible name would be nice if we knew where the names were stored, but alas. Search again for starting armor and you'll find the final entry we have to modify. Copy the block, rename the crafted item to Starting Armor 2, rename the schematic to "Starting Armor Upgrade schematic 2"" and change the recipe. Make sure that you replace the "Starting Armor" component with "Starting Armor 1", after all, the starting armor was spent making the warrior jacket(starting armor 1). You've now made the schematic for your new armor. Finally, how to insert it into the game. I must admit, I haven't found an ideal way of doing this. The loot container system is a complete mystery and seem to work in bizarre ways, not to mention that we have no way of creating new chests or containers. The way I do it in my mod is to give it to the Griffin merchant in White Orchard once Geralt reaches level 70, which is a simple fix. If you want it to be more difficult, perhaps give it to Hatori or Yoana? Anyway, to add the schematic to a merchant, just add a new line in their inventory (found in def_loot_shops.xml). To start, search for the name of the merchant you want. Most merchants have very generic names, so if you want a specific merchant you'll have to experiment, but it shouldn't be too difficult. Add this line: <loot_entry name="Starting Armor Upgrade schematic 2" player_level_min="0" player_level_max="0" quantity_min="1" quantity_max="1" chance="-1" /> This will make the new armor a guaranteed entry in the shop. Change player_level_min to whatever level you want it the armor to appear as. You're now done, and your game has a completely new armor in it. Hopefully this helps you accomplish what you aim to do, and I hope my explanation wasn't too rough. If you get stuck, let me know and I'll try my best to help you. Also, note that you'll need to do this one more time for new game plus, and the process for NGP is a little bit more involved, but I'm sure you'll figure it out if you just look at the differences in the XML's. Link to comment Share on other sites More sharing options...
Chickenudoom Posted September 27, 2015 Author Share Posted September 27, 2015 (edited) Actually I've already done literally everything you suggested lol!I made a mistake when trying to apply it to a merchant though. Apparently I know more about it than I realized! Thanks for your help though, please don't edit your post as I may still refer back to it :)Edit: if I can, I'm gonna try and spread out the diagrams and put them in the same containers as other Witcher gear diagrams Edited September 27, 2015 by Chickenudoom Link to comment Share on other sites More sharing options...
airship Posted September 27, 2015 Share Posted September 27, 2015 Whelp. Well, hopefully the stuff I typed up will still be helpful to someone LOL. Glad to hear you figured out what was wrong :) Link to comment Share on other sites More sharing options...
Chickenudoom Posted September 27, 2015 Author Share Posted September 27, 2015 It works!! Thanks for the help!Original Kaer Morhen (what you start with) 30 armorTier 1, (vanilla) 60 armorTier 2, 88 armor (slightly less than T1 Griffin Armor)Tier 3, 122 armor (slightly less than T1 Cat Armor)Tier 4, 161 armor (Slightly less than T2 Griffin Armor)Tier 5, 201 armor (Slightly less than T3 Griffin Armor) Every tier is slightly weaker than the Gryphon armor when it comes to base armor value, but the % resistances I added to it (as well as a boost to sign intensity) still makes the armor desireable at every tier. Definitely not overpowered at all, but still competitive. Tier 2 is availible for purchase at *most* armorers from level 1 (for a modest fee)Tier 3 is availible for purchase at *most* armorers after level 9 (for a modest fee)Tier 4 can be found in the same spot as the Tier 2 Griffin diagramsTier 5 can be found in the same spot as the Tier 3 Cat (feline) diagrams Tiers 3-5 require the same materials to craft as T2-T3 of the Griffin Armors Essentially I'm attempting to make my mod as seemless as possible, so it's as if it's part of the original game. Unfortunately I also cannot figure out how to change the names of each diagram/armor. So every upgrade is just simply "Warrior's Tunic" or whatever it's called. Gonna release it on the Nexus ASAP, but I still need to make NG+ versions. I may also create upgrades for the starting gloves, boots, and pants. We will see. Link to comment Share on other sites More sharing options...
Recommended Posts