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Lindor

Sacred Game Modder
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Everything posted by Lindor

  1. Hey I'm trying to change equipment of the inquisition guard. The six creatures I found are: rank - creature name - itemtype id - equipset id Standard - "Helf_Inqgarde_Officer_female_01", - 6629 - 490 Elite - "Helf_Inqgarde_Soldier_female_01_elite", - 6630 - 254 Elite - "Helf_Inqgarde_Officer_female_01_elite", - 6629 - 490 Standard - "Helf_Inqgarde_Soldier_DR_startquest", - 6630 - 254 Standard - "Helf_Inqgarde_Soldier_female_01", - 6630 - 254 Standard - "Helf_WL_Inqgarde_Soldier_female_01", - 6630 - 254 6629 and 6630 are only one which uses the only two female gr2 models: "models/npc/highelves/inquisitor-w-officer/v_inq-w-officer.GR2", "models/npc/highelves/inquisitor-w-soldier/v_inq-w-soldier@v1.GR2", There's also a t-energy model, but that doesn't count. So first I increased the equipslots on the two itemtypes in creatureinfo.txt so they'd hold armor: newCreatureInfo = { type = 6629, walkSpeed = 50, runSpeed = 130, fightDistMin = 12, fightDistMax = 16, gender = 3, agegroup = 3, validEquipSlots = "EID_WEAPON_L + EID_SHIELD_L + EID_WEAPON_R + EID_HELMET + EID_SHOULDER + EID_CHEST + EID_ARM + EID_HAND + EID_LEG + EID_BOOT + EID_BELT + EID_BELT_SKIRT", defaultSMType = SMT_DEFAULT, behaviour = "WildAnimal", hair1Itemtype = 0, hair2Itemtype = 0, hair3Itemtype = 0, hair4Itemtype = 0, hair5Itemtype = 0, hair6Itemtype = 0, tailItemtype = 0, dangerClass = 4, weight = 60, eBloodEffect = "BLOODFX_RED", } mgr.creatureInfoCreate(newCreatureInfo); newCreatureInfo = { type = 6630, walkSpeed = 40, runSpeed = 130, fightDistMin = 12, fightDistMax = 16, gender = 3, agegroup = 3, validEquipSlots = "EID_WEAPON_L + EID_SHIELD_L + EID_WEAPON_R + EID_HELMET + EID_SHOULDER + EID_CHEST + EID_ARM + EID_HAND + EID_LEG + EID_BOOT + EID_BELT + EID_BELT_SKIRT", defaultSMType = SMT_DEFAULT, behaviour = "WildAnimal", hair1Itemtype = 0, hair2Itemtype = 0, hair3Itemtype = 0, hair4Itemtype = 0, hair5Itemtype = 0, hair6Itemtype = 0, tailItemtype = 0, dangerClass = 5, weight = 60, eBloodEffect = "BLOODFX_RED", } mgr.creatureInfoCreate(newCreatureInfo); So I tried to add my two newly created test items to weaponpool.txt: mgr.addWeaponPool { dbid = 1269, prefDmg = 1, prefDmgProb = 0, content = {16,}, contentProb = {1,}, } mgr.addWeaponPool { dbid = 1270, prefDmg = 1, prefDmgProb = 0, content = {17,}, contentProb = {1,}, } and then add them to the two equipsets and increase the reserveEquipstes's second entry by 4: mgr.reserveEquipsets(381,1082) -- NPC_HE_Inqiguard_sword_shield mgr.createEquipset { id = 490, set = { { 664, EQUIPSLOT.WEAPON_R, 1}, { 1193, EQUIPSLOT.SHIELD_L, 1}, { 1269, EQUIPSLOT.CHEST, 1}, { 1270, EQUIPSLOT.ARM, 1}, } } -- NPC_HE_Inqiguard mgr.createEquipset { id = 254, set = { { 664, EQUIPSLOT.WEAPON_R, 1}, { 664, EQUIPSLOT.WEAPON_L, 1}, { 1269, EQUIPSLOT.CHEST, 1}, { 1270, EQUIPSLOT.ARM, 1}, } } Does not work. Don't know what I did wrong. The items exist, I can force-drop them from quest.txt and even equip them. Also despite not being scripted in equipsets.txt, the officers already have armor equipped in spite of only having weapon and shield scripted. It doesn't make sense, where do they come from? If anyone can help me pls, it'd be appreciated
  2. I'm trying to figure out how to give NPCs different items atm. From there I've got the inspiration that maybe it is an NPC which has a nonexistent blueprint/itemtype equipped. But on the other hand, the crash only happens when I'm playing inquisitor so far. So it could only be an NPC which spawns for inquisitor, but not for seraphim or dryad or high elf.
  3. I didn't even think about the same search option could apply to topic titles, very nice Yee, it happens sometimes that I'm looking for a specific post inside a topic, mostly by Flix, Dmitriy or myself, and sometimes I can't remember the exact wording. In advanced search there's the option to search for posts by members, but you have to input at least one word to search for (it says at least one word or tag, but if you leave the search bar empty and just add a tag, it doesn't work). So I'm already able to search for posts by members inside a topic if I know at least one word, but if I don't know it I'm somewhat lost because I can't figure out how to search for ALL posts inside a topic by author
  4. There are no of non-existent materials from material.txt being called in iteminfo.txt Lots of non-existent typicication.txt classifications being called in itemtype.txt: EDIT: If I filter by following families: "FAMILY_ARMOR", "FAMILY_FORGE", "FAMILY_HAIR", "FAMILY_ITEM", "FAMILY_HORSEARMOR", "FAMILY_WEAPON", The only non-existent classification being called is CLF_HAIR. Don't know wether that's all blueprint families though, and also don't know wether all items have the correct family scripted.
  5. Hi I wonder: is there some forums trick to search for all posts in a topic which I've written myself? Or, generally, search for posts inside topics by author? Sry, couldn't think of a good title for this topic with unequivocal attribution without formulating the whole question in the title.
  6. @Flix I've done it again with EE 3.1 directory scan. There are no nonexistent models. If it's not the divine spark boost and none of the blueprints without itemtypes, then it's either the nonexistent surface "skelettlich-doomguard-id4_v" or this: No other possibility left.
  7. @Flix I think I know why so many .btr files are exported. In the EE 3.0 directory scan for models, I only included .gr2 / .GR2 files. I guess there's no way around doing another scan. Give me a moment, I'm updating the blueprint.txt overhaul first.
  8. last but not least I can safely say that in blueprint.txt no itemtype is being called without a scripted model. Wether that model actually exists is another story, but that can be answered with above data chunk. The only thing I couldn't check is for nonexistent fx/surfaces a model expects, since that's tied to the model directly and not scripted anywhere.
  9. There we go: [deleted to save server space. It was a long list with zero meaningfullness.]
  10. These are all EE nonexistent surfaces being called in itemtype.txt: "skelettlich-doomguard-id4_v" I have access to a CM patch pak directory scan. These are all (in CM-Patch) nonexistent models being called in EE itemtype.txt: EDIT: did it again with EE 3.0 directory scan, but EE 3.1itemtype.txt. Check next post.
  11. But boost_divine_spark is not being called in EEs drop.txt
  12. itemtype 13303 is nonexistent, the item in question being: id = 3514, name = "boost_divine_spark" . Following items don't have any itemtypes scripted at all: id = 1737, name = "XXXartefact_test", id = 1394, name = "EMPTY", id = 19, name = "!Saebel", id = 228, name = "swarr_set_enforcer_helmet", id = 139, name = "!human_smith_wpn_2h_hammer", id = 196, name = "!human_shaman_wpn_2h_staff", id = 871, name = "Empty_Blueprint", .
  13. Thanks! Hereo-specific (inquisitor) and region-specific (swamp, crystal very frequent; tyr lysia no crashes) Will write program to check for missing / nonexistent itemtypes
  14. By the way in case you're worried about that line: You must be on windows operating system in order for the exes to work, but there is an exe, namely Disable.exe, which converts all scripts back into Vanilla style and removes all modules and exe files except itself and lua54.dll, making your mod ready for publish for all operating systems. As stated in the README, Disable.exe is NOT a setback to original state. The changes coming with Enable.exe are permanent which is why you should backup your mod before enabling.
  15. I have written a quick lua program to check. I can now safely say that in EE and my mod, there are no blueprint IDs called in drop.txt that are nonexistent. But it is possible that there are blueprint IDs called which don't have working itemtypes, models, surfaces or whatever else an item needs.
  16. Well, an awkward workaround was increasing "TraderOfferUpperRareBase = 7," in balance.txt from 7 to 9, indeed very rarely tier 9 jewelry can show up now, but the issue is that I only want the jewelry, not the armor and weapons, to have higher tier appearance.
  17. Yes, ahem, I thought so as well. With that I meant that the few ones with weightedprob=50 or 75 drop up to 3-times more often than the others. And the minisets jewelry even up to 5-times more often.
  18. Hey, does someone know what dangerclass, inittype and expecttype mean in drop.txt droppatterns? Can't seem to make sense of those, so I'd appreciate if someone has already deciphered it and can teach me EDIT: minquality is also a mystery to me, it does not seem to be what I thought it was, it does not set the minimum item tier of the droplist. I'm trying to increase the jewelry quality the combo master sells, I want that tier 9 jewelry can show up without requiring the trading skill. Decreasing the tier of the jewelry I want to show up in blueprint.txt's minconstraints is not an option. But setting the minquality of the forge droplist in the combo master's droppattern to 9 did not help.
  19. A thing I noticed: in the forge droplist, some few unique/set/legendary jewelry have weightedprob=50 while all other have 150, meaning they will drop three times as often as all other unique/set/legendary jewelry. I believe it are the charo rings, kaysers luck rings, unique_amulet_Indalis and silithars finger hoop. Also all the miniset rings seem to have way too high dropchance with weightedprob=30. Don't know if this is intentional or not.
  20. What other mods do you have installed? I can't reproduce this bug anymore with my current drop.txt. Also there's nothing wrong with blueprint.txt It happens very often when I'm playing inquisitor. Not only on handling in quests, but also on killing enemies. I believe now it happens when there's a certain item that the game wants to drop out of a droplist for inquisitor, that does not exist. Also, since Vishanka and I are both playing on german and Flix is not, maybe the game language has something to do with it. A missing hash in global.res / entry in itemnames.csv? @Flix@dimitrius154
  21. I have the feeling that usagebits don't work on jewelry bonusgroups for some reason. I'm still getting shadow warrior boni for my seraphim on jewelry, as an example, in spite of the bonus having the correct usagebit.
  22. As Sauron Lord of gift I have gift for u: U can use this as template to insert into your BonusTypeBalance.lua and work from there. These are the bonustyles which I think have hardcoded scaling: Both alphabetically sorted EDIT: the mod game automatically detects wether something is a consumable by wether it has the word "potion" or the word "boost" in its blueprint name. This is necessary because the devs didn't give consumables boni the correc prefix, so I need to give them all "cs". Unfortunately, the ogre knuckles created by Flix in EE are called "forge_boost_phys" and "*_unique", both having the word "boost" in it, despite not being consumables. I recommend renaming them inside modules/modding/items/pgf.lua when using this mod and, if necessary, to give the boni of those items the correct prefix, which would be "sb".
  23. Here is a list of all boni which don't have scaling scripted upon enabling with EE: Some of those don't have difficultyvalueranges for a rason, some other like BONUS_EXPERIENCE or BONUS_SPELLDAMAGERANGE need balance scripting. I realize that this might be a lot of unwanted work, so I will set up and share a balance script for these boni which you can use as a template. Again, there's good reason to not just extract them from blueprint.txt: The numbers can't be trusted, and I need to make sure that everyone who uses this mod is aware of that.
  24. I love the third picture! Looks like taken directly from an expensive painting
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