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Found 3 results

  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. File Name: Kufferath Defender File Submitter: Flix File Submitted: 23 Feb 2016 File Category: Community Patch Uniques Name: Kufferath Defender Type: Shield Class: Unique Requires: Community Patch 1.50 This is the shield of the soldiers of the Urtamark barony. They range far and wide over the land, and are known to the people as stalwart and dependable protectors. These guardians are easily recognized by their green shields, armor and capes displaying the white tree of Kufferath castle. This shield was formerly NPC-only until it was unlocked in CM Patch 1.50 Socket Types: Gold : 2 Silver : 1 Bronze : 1 Item Modifiers: Defense Value +X Requires Shield Lore skill to unlock this modifier Ranged Defense Value +X Requires Shield Lore skill to unlock this modifier Item Levels: Silver: 20, 30, 40, 50, Gold: 60, 70, 80, 90, Platinum: 100, 110, 120, 130, Niobium: 140, 150, 160, 170, 180, 190, 200 Wiki Page: http://www.sacredwiki.org/index.php/Sacred_2:Kufferath_Defender Instructions: Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite your Shared tab in your player chest. For XP, it's located in: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Extract the Chest.sacred2chest file from this Zip file and place it in your Saved Games folder. Click here to download this file
  3. 104 downloads

    Name: Kufferath Defender Type: Shield Class: Unique Requires: Community Patch 1.50 This is the shield of the soldiers of the Urtamark barony. They range far and wide over the land, and are known to the people as stalwart and dependable protectors. These guardians are easily recognized by their green shields, armor and capes displaying the white tree of Kufferath castle. This shield was formerly NPC-only until it was unlocked in CM Patch 1.50 Socket Types: Gold : 2 Silver : 1 Bronze : 1 Item Modifiers: Defense Value +X Requires Shield Lore skill to unlock this modifier Ranged Defense Value +X Requires Shield Lore skill to unlock this modifier Item Levels: Silver: 20, 30, 40, 50, Gold: 60, 70, 80, 90, Platinum: 100, 110, 120, 130, Niobium: 140, 150, 160, 170, 180, 190, 200 Wiki Page: http://www.sacredwiki.org/index.php/Sacred_2:Kufferath_Defender Instructions: Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite your Shared tab in your player chest. For XP, it's located in: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Extract the Chest.sacred2chest file from this Zip file and place it in your Saved Games folder.
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