rpgg 1 Posted January 16, 2018 Share Posted January 16, 2018 Hello everyone! I'm kind of stuck. I wanted to make myself a group of summonable acolytes. Ideally I wanted them to dualwield red lightsabers... The problem is that I can't find such equipset_id. Also, I tried editing equipsets.txt but it seems that it is generated by the game and I'm not able to add anything new (even if I could, I wasn't able to find lightsaber id in the weaponpool.txt anyway...) Is there any way I could achieve that? This is the best I came up with so far... : Link to comment
Popular Post Flix 5,116 Posted January 16, 2018 Popular Post Share Posted January 16, 2018 Step one: add lightsaber in weaponpool.txt. Equipsets use the ID's from weaponpool. Weaponpool uses blueprint ID's. Step two: add the equipset. Your new equipsets aren't appearing because you have to increase the count at the top of the file. I forget the exact line right now. Something about reserving memory for a certain amount of equipsets and equipset entries. Step three: assign the equipset ID to the minion in creatures.txt. Also, High Elf robbers can't dual wield (they don't have the animations) so the left hand weapon is going to be backwards unless you choose a better minion. 2 1 Link to comment
rpgg 1 Posted January 16, 2018 Author Share Posted January 16, 2018 55 minutes ago, Flix said: Step one: add lightsaber in weaponpool.txt. Equipsets use the ID's from weaponpool. Weaponpool uses blueprint ID's. Step two: add the equipset. Your new equipsets aren't appearing because you have to increase the count at the top of the file. I forget the exact line right now. Something about reserving memory for a certain amount of equipsets and equipset entries. Step three: assign the equipset ID to the minion in creatures.txt. Also, High Elf robbers can't dual wield (they don't have the animations) so the left hand weapon is going to be backwards unless you choose a better minion. Oh, thanks. I swear I was searching through the blueprints.txt for the lightsaber but obviously I remembered wrong. As for the High Elf citizen model I used - I actually like the inverted offhand look, so I used that model on purpose Thanks again! 1 Link to comment
gogoblender 3,042 Posted January 16, 2018 Share Posted January 16, 2018 18 minutes ago, rpgg said: Oh, thanks. I swear I was searching through the blueprints.txt for the lightsaber but obviously I remembered wrong. As for the High Elf citizen model I used - I actually like the inverted offhand look, so I used that model on purpose Thanks again! And welcome to DarkMatters, rpgg! gogo 1 Link to comment
Popular Post Flix 5,116 Posted January 17, 2018 Popular Post Share Posted January 17, 2018 Lightsaber blueprint is: id = 2945, name = "Sword_1h_lightsaber", Make a new weaponpool entry that's something like: mgr.addWeaponPool { -- NPC_lightsaber_1h dbid = 1191, prefDmg = 1, prefDmgProb = 0, content = {2945,}, contentProb = {1,}, } Make a new equipset entry that's something like: mgr.createEquipset { id = 490, set = { { 1191, EQUIPSLOT.WEAPON_R, 0}, { 1191, EQUIPSLOT.WEAPON_L, 0}, } } At the very top of the file you see: "-- reserve memory for this amount of equipsets and equipsetentries" Increase the first number by 1 and the second number by 2. 1 1 Link to comment
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