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Toolset - Changing Base Item Attributes


DarthSieger

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So I was wondering if anyone here on the forums could help me out here. I've been experimenting with the toolset recently and have figured out, with the help of some tutorials online, how to create new items and place them within the game. That part was very easy and I can do that relatively quickly. What I can figure out is how to change the base attributes of the different types of items.

 

For example, I want to change the requirements for ranged weapons, specifically, short bows and longbows, by adding a strength requirement. In real life, it actually takes as much physical strength as it does dexterity (sometimes even moreso) to wield an old-fashioned bow. Even in most works of fiction, it's usually implied or outright stated that wielding bows requires great strength. For example, in the Greek epic poem "The Odyssey," Odysseus proves his identity near the end of the story by wielding and using a bow that he was specifically mentioned as being the only person strong enough to wield.

 

From what I have been able to gather, base item requirements are tied to material types, which is why a long sword made out of silverite requires a lot more strength to use than a simple iron long sword. It seems the only way to edit this is to edit the 2da files, but I haven't the slightest clue which 2da files I'm supposed to edit. Maybe I'm missing something on the various tutorials and websites I've looked at, but I can't figure out for the life of me which ones require editing. Any help would be greatly appreciated.

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As I understand it, the equip attribute requirement of items is drawn from both

 

- BITM_base.GDA (and source XLS): the 'ReqProp1' value is the required attribute (STR, DEX, CON, etc); the 'ReqProp1Val' integer is the base amount of the attribute for equipping an item.

- materialrules.GDA (source spreadsheet is materialtypes.XLS): the 'ReqProp1Mod' value; the integer there is the additional amount of the required attribute necessary to equip gear of that material ('2' for Steel, 8,Veridium, 20, for Dragonbone, etc.)

 

The 'code' for the various attributes can be found in attributes.xls/GDA (used in the 'ReqProp1' field):

 

1 - Strength
2 - Dexterity
3 - Constitution

4 - Intelligence

5 - Willpower

6 - Magic

 

Example of how it all fits together:

 

Dragonbone massive armour has a STR requirement of 42, established by

 

BITM_base/ReqProp1 > 1 (STR)

BITM_base/ReqProp1Val > 22

materialrules/ReqProp1Mod > 20

 

22+20 = 42 STR

 

Both the BITM_base and materialrules GDAs have a ReqProp2 column that appears to be entirely unused in vanilla... conceptually, I think that is where you would add your desired second attribute requirement.

 

ETA that if you work with the XLS sources, you'll want this tutorial to generate the edited GDAs; alternatively, you can probably extract copies the needed GDAs from 2da.erf and edit the copies with GDApp.

Edited by theskymoves
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As I understand it, the equip attribute requirement of items is drawn from both

 

- BITM_base.GDA (and source XLS): the 'ReqProp1' value is the required attribute (STR, DEX, CON, etc); the 'ReqProp1Val' integer is the base amount of the attribute for equipping an item.

- materialrules.GDA (source spreadsheet is materialtypes.XLS): the 'ReqProp1Mod' value; the integer there is the additional amount of the required attribute necessary to equip gear of that material ('2' for Steel, 8,Veridium, 20, for Dragonbone, etc.)

 

 

The 'code' for the various attributes can be found in attributes.xls/GDA (used in the 'ReqProp1' field):

 

1 - Strength

2 - Dexterity

3 - Constitution

4 - Intelligence

5 - Willpower

6 - Magic

 

Example of how it all fits together:

 

Dragonbone massive armour has a STR requirement of 42, established by

 

BITM_base/ReqProp1 > 1 (STR)

BITM_base/ReqProp1Val > 22

materialrules/ReqProp1Mod > 20

 

22+20 = 42 STR

 

Both the BITM_base and materialrules GDAs have a ReqProp2 column that appears to be entirely unused in vanilla... conceptually, I think that is where you would add your desired second attribute requirement.

 

ETA that if you work with the XLS sources, you'll want this tutorial to generate the edited GDAs; alternatively, you can probably extract copies the needed GDAs from 2da.erf and edit the copies with GDApp.

Thanks for the quick reply! That was a great help. I really appreciate it.

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