LynxAQ Posted January 30, 2019 Share Posted January 30, 2019 I have been trying (for ages now) to make grenades and higher level poisons require the level of poison making required to craft them. So grenades would require improved poison making and not just basic. I have tried everything and I cannot get this to work. I have tried adjusting the requirements in abi_base and that does not work. The scripts relating to the grenades (other than the one in itemprps) do not seem to mention any requirements, and I can't find the file that links grenades to itemprps files, which appears to have the script that enforces the requirement in it. If I could find the 2da file or script that links the grenades in abi_base to itemprps I could do it by simply extending the itemprps 2da, but it is this link that is completely eluding me. Can anyone help with this issue. It may be something extremely simple and straight forward but I can't seem to see it despite looking 100's of times now. Thanks. Link to comment Share on other sites More sharing options...
balmz Posted February 4, 2019 Share Posted February 4, 2019 (edited) i believe the second version of combat tweaks has that feature and the creator made the files available to everyone https://www.nexusmods.com/dragonage/mods/354 Edited February 4, 2019 by balmz Link to comment Share on other sites More sharing options...
LynxAQ Posted February 5, 2019 Author Share Posted February 5, 2019 Thanks, but that mod only makes poisons do more damage or effects dependant on the users rank - does not restrict use. But I have, after much frustration, managed to get my restrictions to work. I will explain what I did incase anyone else ever gets lost like myself on the same topic: 1 - I extended itemprps and added my custom requirements (in this case improved, expert and master poison making as they never existed). I then converted my extended itemprps into a .gda and placed it in the appropriate override folder. This must be done before continuing as the toolset will pick up on .gda files in the override. You don't have to worry about strings or correct scripts as the toolset does not worry about those things when reading the .gda files as I have discovered, it instead reads the name described in the file. 2 - I then opened the toolset and duplicated the poison items (rank 2 and above) and named them exactly the same as the toolset with an added 't' (or any letter you want), as the toolset won't allow you to name them the exact same at this stage, however they will need to be the exact same later. 3 - I then opened the duplicated poison item files and edited the properties. Remove the restriction shown and then add your new restriction (they should show up here) you created. Save the files and export them without dependencies. 4 - You now have to open each exported file again with the toolset. You now need to remove the 't' or any other letter from the end of the item resref name. This will give your new edited items the exact same name as the default game names. Save. Now I tend to edit the actual file names by removing the 't' or whatever letter from the file names as well though I am not sure if this is required - I have not tested, but doesn't take long so I do it anyway. 5 - Now all you need to do is go back to your itemprps file and create new strings for the game to read (Requires: Improved Poison Making for example etc.) and create your script. Repackage your changes with the talk file, .gda and edited item files and your new requirements should be good to go. Don't forget to delete the initial old .gda file from your override when you replace it with the new version. There may be a shorter way to do the above steps but not that I am aware of. Also be aware that any added restrictions, properties etc will not show up in any items your characters in a save game may already have as these items are already in the save game file as they were before your changes. Any new items that you edited will show the new changes/restrictions. I had old version grenades in my save game and it was funny having a character with rank 1 poison making using old grenades and then when I made new ones and got new ones through drops, all of a sudden my character couldn't use them as it required rank 2. Right now onto my next project. Making combat tactics add stamina/mana regen per rank as these are the most useless skills in the game when you play custom made difficulty mods that require micro-management. I want the skills to have some sort of purpose. Link to comment Share on other sites More sharing options...
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