S4cR3d2 10 Posted September 13, 2014 Share Posted September 13, 2014 I went searching for hours online using google and didn't find out how to mod an item's stats in Sacred 2 yet so im asking here ! How is it done ? I couldn't even find it here on these forums. I did find out how to change the meshes ingame though but that is not what im after right now. I want to mod a weapon or piece of armor to have a bunch of new stats on them. Stats like experience per kill, damage value, armor 999 added, added weather effect,etc... etc... How is it done ? anyone ? Thanks Link to comment
S4cR3d2 10 Posted September 13, 2014 Author Share Posted September 13, 2014 lol, I just ran into Flix's sig and found out the link to basics of modding. im gonna read it now ! maybe I finally found the answer ! heres his link : http://www.sacredwiki.org/index.php/Sacred_2:Modding 1 Link to comment
Popular Post Flix 5,116 Posted September 13, 2014 Popular Post Share Posted September 13, 2014 Changing item bonuses is easy, it's done in blueprint.txt (located in <installation folder>/scripts/shared). The items are labeled in German though, and not very clearly. And random items are mixed in with the uniques. It's easy to get lost in the file at first. Anyway, if you have the Items Mod, we labeled all our bonuses in English so you can see what some of them are. Just for example: newBlueprint = { id = 4015, name = "dm_chaosset_gloves", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {15,13,0}, lvljump = 15, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "unique", specialuseonly = 0, bonusgroup0 = {512,1450,10,9,0}, -- Offensive Skills bonusgroup1 = {81,1400,1,9,0}, -- Wounded Rage bonusgroup2 = {767,1350,10,9,0}, -- Critical Hits bonusgroup3 = {750,1000,10,9,0}, -- Silver Slot bonusgroup4 = {751,1000,10,9,0}, -- Gold Slot itemtypes = {13415,}, wearergroups = {'WEARGROUP_DRAGONMAGE',},}mgr.createBlueprint(4015, newBlueprint); In the "bonusgroup" strings, the first number in the line defines the bonus, the second number defines the amount, the third number is the minimum level at which the bonus will spawn on the item, the fourth number is the minimum item tier on which the bonus will spawn (item tiers are 1-15), and the fifth number is the minimum difficulty at which the bonus will spawn (0 = all difficulties, 1= Silver and up, 2 = Gold and up). 2 Link to comment
S4cR3d2 10 Posted September 13, 2014 Author Share Posted September 13, 2014 (edited) Cool ! Thanks ! Where do I get the items mod ? Edited September 13, 2014 by S4cR3d2 Link to comment
Ironwill 135 Posted September 13, 2014 Share Posted September 13, 2014 Cool ! Thanks ! Where do I get the items mod ? check his signature link 1 Link to comment
peshoo 1 Posted August 1, 2015 Share Posted August 1, 2015 I've tried to change just the first number on one amulet: bonusgroup1 = {506,950,1,9,0}, to bonusgroup1 = {498,950,1,9,0},. But when I enter the game all items don't have any bonuses. Help, pls. 1 Link to comment
Popular Post Daniat 57 Posted August 1, 2015 Popular Post Share Posted August 1, 2015 like flix said first parameter stores index of modifier, so if you change it modifier will change aswell, I am not sure what you mean by "all items don't have any bonuses", but if you have changed just one line of code that change only applies to one specific item. You have to change an item you got to see if any change occured, try with a set item, and dont change id of modifier, just change the amount. Find a set item with critical hits and change 1350 (1,3 or 13,5%) to 1450 and check again bonusgroup2 = {767,1350,10,9,0}, -- Critical Hits bonusgroupN, n probably indicates the order in which modifiers are displayed so if 767 appears in bonusgroup1 change that one 2 Link to comment
Popular Post Flix 5,116 Posted August 1, 2015 Popular Post Share Posted August 1, 2015 The usual cause of missing bonuses on items after editing blueprint.txt is incorrect syntax. For me, 99% of the time it's a missing comma or an extra comma somewhere. My guess is you edited Mielikki's amulet, trying to change the Constitution bonus to Dual Wield. If you can, please paste the entire blueprint entry for the item and I can take a look at it. 2 Link to comment
peshoo 1 Posted August 1, 2015 Share Posted August 1, 2015 Original (Working): newBlueprint = { id = 3503, name = "set_mielikki_amulet", palettebits = "1111111111111111", dmgvariation = 170, minconstraints = {40,13,1}, lvljump = 20, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "unqiue", specialuseonly = 0, bonusgroup0 = {720,850,1,9,0}, bonusgroup1 = {506,950,1,9,0}, itemtypes = {7186,}, wearergroups = {'WEARGROUP_DEFAULT',}, } mgr.createBlueprint(3503, newBlueprint); Edited (Broken): newBlueprint = { id = 3503, name = "set_mielikki_amulet", palettebits = "1111111111111111", dmgvariation = 170, minconstraints = {40,13,1}, lvljump = 20, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "unqiue", specialuseonly = 0, bonusgroup0 = {720,850,1,9,0}, bonusgroup1 = {498,950,1,9,0}, itemtypes = {7186,}, wearergroups = {'WEARGROUP_DEFAULT',}, } mgr.createBlueprint(3503, newBlueprint); Am I doing it wrong, or I must do more then this? Link to comment
Daniat 57 Posted August 1, 2015 Share Posted August 1, 2015 like I said you are changing the first parameter,the modifier, and that may cause an error if the new modifier you entered doesnt allow the second parameter. I ve never modified items so I dont know how exactly works the second parameter (amount) with the modifier. To make it easy just remove bonusgroup1 and paste this: (it will add chance for critics to the amulet) bonusgroup1 = {767,1350,10,9,0}, now it should work Link to comment
Flix 5,116 Posted August 2, 2015 Share Posted August 2, 2015 I don't see anything wrong with that entry. My guess it's something else that's wrong. Did you make any other changes in that file? Link to comment
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