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Why won't it frickin' work!

I've been goofing off and trying to figure out how I can make a mod... This one I really got into and I'm stumped.

////////////////////////////////////////////////////
//	TEMPLATE:	misc_spear-evilsoldier-01
//
//	ITEM:		Test Spear
////////////////////////////////////////////////////

[t:template,n:misc_spear-evilsoldier-01]
{
	doc = "misc_spear-evilsoldier-01";
	specializes = Test Spear;

	[aspect]
 	{
 	 	model = m_w_misc_spear-evilsoldier-01;
 	 	[textures]
 	 	{
 	 		0 =  b_w_spear-evilsoldier-01;
 	 	}
 	}
	[common]
	{
		allow_modifiers = false;
		screen_name = "Wrath of Valantis";
		base_screen_name = "Spear";
		rarity = unique;
	}
 	[gui]
 	{
	 	inventory_icon = b_gui_ig_i_w_spear-evilsoldier-01;
 	 	inventory_height = 4;
		inventory_width = 1;
 	}
	[pcontent]
	{
		
	//[spell_ffx]
	//{
	//	cast_flick = "ffx_immolate";
	//}
      [efct_emitter]
	{
		effect = efct_staff_glow; // efct_staff_glow
	}
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 500;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_fire";  //
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_fire_sword
									  &hit_ffx			= ffx_spell_fire_sword_hit;
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 0.50;  
				description			= "50% of Physical Damage Reflected to Enemy";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "xerias_fury";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_xerias_fury
									  &hit_ffx	  = ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= alter_max_life;
				value				= 2500;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_lightning";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_lightning_sword
									  &hit_ffx		= ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 5; 
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_ancestors";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_ancestors;
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 5000;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_ice";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_ice_sword
									  &hit_ffx		= ffx_spell_ice_sword_hit;
			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 1.00;
				description			= "+100% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "spirit_embrace";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_spirit_embrace;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 1.00;
				description			= "+100% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_magic";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_magic;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 1250;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_the_fallen";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_the_fallen;
			}
			[*]
			{
				alteration			= alter_custom_dammage;
				value				= 125;
				max_value			= 250
				description			= "Adds 250 to 500 Weapon Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "blackened_tooth_of_karsha";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_blackened_tooth_of_karsha;
			}
			[*]
			{
				alteration			= alter_custom_damage;
				value				= 125;
				max_value			= 250;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "nightmarrow";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_nightmarrow;
			}
		}
	}
	[pcontent]
	{
		[base]
		{
			item_level = 50.0;
		}
 	}
 	[loot_drop_indicator]{}
}

I'm mostly having trouble with this section:

////////////////////////////////////////////////////
//	TEMPLATE:	misc_spear-evilsoldier-01
//
//	ITEM:		Test Spear
////////////////////////////////////////////////////

[t:template,n:misc_spear-evilsoldier-01]
{
	doc = "misc_spear-evilsoldier-01";
	specializes = Test Spear;

	[aspect]
 	{
 	 	model = m_w_misc_spear-evilsoldier-01;
 	 	[textures]
 	 	{
 	 		0 =  b_w_spear-evilsoldier-01;
 	 	}
 	}
	[common]
	{
		allow_modifiers = false;
		screen_name = "Spear of Razgalath";
		base_screen_name = "Spear";
		rarity = unique;
	}
 	[gui]
 	{
	 	inventory_icon = b_gui_ig_i_w_spear-evilsoldier-01;
 	 	inventory_height = 4;
		inventory_width = 1;
 	}
	//[spell_ffx]
	//{
	//	cast_flick = "ffx_immolate";
	//}
      [efct_emitter]
	{
		effect = efct_staff_glow; // efct_staff_glow
	}

Any ideas on what the Hell I'm doing wrong?

EDIT: I think I've figured out my problem, but the answer is unknown to me.

I'm guessing the problem would have to be the inventory icon template. I copied the template from the "Prismatic Sword of Haste" mod and changed the last part.... How do I find out the real inventory icon? Also, what about textures?[/code]

Sharkull wrote:

If you want absolutely everything logged when using ds2mod (not advised for long term usage) there is even a target line flag you can use (log_all=true).

What Sharkull said, add log_all=true to the commandline on the DS2Mod icon, or you can use the run command in start menu "C:\Documents and Settings\aim4it\Desktop\DS2Mod.exe loadanysave=true log_all=true"

Lord_Claw_II wrote:
I need to have people look at this.

To Darkelf: How good of a modder are you?
I need someone to test my mod for me because my computer doesn't log anything about it when I run DS2MOD.exe

I have to face the truth, I'll never be able to mod. I can't seem to get anything right with them. I'm sick of being faced with my failures so I'm dropping everything. If someone can get this damned mod to work I'll be very grateful, although I doubt anyone will. If someone does, I would like to be contacted and sent a copy. I don't even want credit any more...

i would be glad to test it for ya. Im sorry i havent been keeping up with this thread got lost on the valdis one.
i too get frustrated, but i dont let that frustration get to the point of quitting, i get the thought in my mind that i want to get it done. gotta think positive, get some sleep and concentrate on a fresh mind. if i can fix it i would send it back to ya and ya wouldnt have to even give me credit if ya didnt want too, im not into ego trips. i just want to see the community making mods again. and ds2 needs more mods Smile

Yeah... I just tried the Commandline thing with log_all=true.... STILL DOESN'T WORK.

Okay, Darkelf. What's your E-mail?

EDIT: DE, can I give you occasional ideas for mods and you sometimes make them? I'm pretty sure I'll never have any luck with mods, so that would be my only way to do it.

Lord_Claw_II wrote:
Yeah... I just tried the Commandline thing with log_all=true.... STILL DOESN'T WORK.

Okay, Darkelf. What's your E-mail?

EDIT: DE, can I give you occasional ideas for mods and you sometimes make them? I'm pretty sure I'll never have any luck with mods, so that would be my only way to do it.

[pcontent] 
   { 
       
   //[spell_ffx] 
   //{ 
   //   cast_flick = "ffx_immolate"; 
   //} 
      [efct_emitter] 
   { 
      effect = efct_staff_glow; // efct_staff_glow 
   } 

im a little concerned about this code here.. i see 1 {
but i dont see a } for the pcontent block
the // make the line a remark so the } on the //} line dont turn pcontent block off
efct emitter probably never turns on and it should give an error that the file isnt parsed i think

my email is darkelf @ tds.net
i would be interested in your ideas but im not god so i cant perform miracles and produce every mod, but i can try to help people if i can if not then maybe someone else can, and i hope that ya wont give up and try to fix your own... sometimes the greatest achievements are your own accomplishments! i have hope that ya can succeed. im not giving up on ya. and ya should not give up on you either! Smile

also i noticed above that the pcontent block is in the template twice the one at the bottom of the template is good, the one i posted in post above needs to be taken out

[pcontent]
{
ya may be able to turn the stuff below those 2 lines back on.. but i make no guarantees

Sharkull's picture

Lord_Claw_II wrote:
Yeah... I just tried the Commandline thing with log_all=true.... STILL DOESN'T WORK.

The DS2TK requires patch v2.2, so maybe your downpatching is the cause of your problems. :idea:

I'm only using TV2. That shouldn't be corrupting the files in any way at all. I've been using TC2 to tank all my mods. Which is a totally separate program from the DSTK2.

EDIT: Oh, and, Darkelf; iI've also tried adding another bracket to the pcontent tag. No difference was apparent. Like I said I'm giving up. I've already sent you the file.

EDIT-EDIT: Sharkull;
I can still make playable maps with SE2 so no, DSTK2 does not require the V2.2 update to function properly.

Sharkull's picture

Lord_Claw_II wrote:
I've been using TC2 to tank all my mods. Which is a totally separate program from the DSTK2.

Yes, I know... but do YOU know that the log_all=true thing only works with DS2Mod, which is part of the DS2TK, which requires patch v2.2... Wink

If you're tanking your mods before testing you may just be having tank problems. Patch to v2.2 and test with DS2mod and untanked bits... it's MUCH easier to test mods this way (there are *gasp* actual error messages when there's a problem... :o ).

No. I'll never use 2.2 update again because I always have re-install DS2 to play with other people. Its a pain in the ass and I really don't want to be doing it anymore.

firebat's picture

Lord_Claw_II wrote:
No. I'll never use 2.2 update again because I always have re-install DS2 to play with other people. Its a pain in the ass and I really don't want to be doing it anymore.

You are stuck then... You will need DS2mod for debugging... I think you must make a choice, keep version 2.0 and play with other people that have 2.0 or patch to 2.2 and mod and play with people that have 2.2... And there are people with the 2.2 patch that play on-line...

Yes, but just not enough. Probably about 20-40% of all players do... And that's not too many, seeing how many people play DS2 overall.

If you have enough diskspace you could make two installs. (I think)

Templarian Arch Sorcerer's picture

sol77 wrote:
If you have enough diskspace you could make two installs. (I think)

Bah! Whats so bad about 5 GB of your HD being taken by DS2? :P

I think I have a little over 1000GB for HD space... Not sure, though...

This was all I could afford at the time being... Sad

Lord_Claw_II wrote:
I think I have a little over 1000GB for HD space... Not sure, though...

This was all I could afford at the time being... Sad

Holy HardDrive space!

I only got a Western Digital Raptor 74GB 10,000rpm SATA drive and an old 38 GB Maxtor drive...

Lord_Claw_II wrote:
No. I'll never use 2.2 update again because I always have re-install DS2 to play with other people. Its a pain in the ass and I really don't want to be doing it anymore.

I know if you update with just the 2.1 patch you can mod and move saves around like you could in ds1. Plus mods worked as host if others joined your game with 2.1, perhaps that is why they patched to 2.2 and the stupid crc check.

I know I popped a bunch of items into games for people when the game first came out and I was testing if ds1 mods would work in ds2 with some minor adjustments (which they mostly did).

So if you want to do this just update to the 2.1 patch. If you have it or can find it still. I know I still have it. :mrgreen:

Huh? Do they need the 2.1 patch to join?

Yes. It is like any setup. If you have no patches only people playing with no patches could join. Same if you are using the 2.2 patch only those that run the 2.2 patch could join. I just suggest the 2.1 patch because it is the most mod friendly set up DS2 had.

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