I can't find the problem..
Submitted by aim4it on Wed, 2006-07-05 16:53 | ||
I've been playing around with item making and editing and ran into a problem. I've been replacing the default merc armor because its suck more then dryad armor even thou the merc army is being bank rolled by valdis :roll: As you can see this armor works..... Yet i'm confused as to why i can't get the gloves to work [t:template,n:amr_glv_merc] { doc = "mercenary_gloves"; specializes = base_armor_gloves; [common] { screen_name = "Mercenary Gloves"; allow_modifiers = false; rarity = unique; } [defend] { armor_style = 002; armor_type = type02; defense = 6.0; } [gui] { equip_slot = es_forearms; inventory_icon = b_gui_ig_i_amr_gntl_type02_002; inventory_height = 2; inventory_width = 1; } [magic] { [enchantments] { [*] { alteration = alter_strength; value = 3; description = "+<value> Strength"; duration = #infinite; is_permanent = true; is_single_instance = false; } [*] { alteration = alter_armor; value = 2; description = "+<value> Armor"; duration = #infinite; is_permanent = true; is_single_instance = false; } [*] { alteration = alter_fire_resistance; value = 0.08; description = "+<value> Fire Resistance"; duration = #infinite; is_permanent = true; is_single_instance = false; } [*] { alteration = alter_gold_dropped; value = 0.12; description = "+12% Gold Dropped"; duration = #infinite; is_permanent = true; is_single_instance = false; } } } [pcontent] { [base] { item_level = 0.0; } } [loot_drop_indicator]{} } forums: |
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Strange.....Are you sure that you did not miss any semicolons and that the gloves are in the same format as the merc armor? :?
Yes, I've compared both the files and their the same, the only thing I can think of is the eninge doesn't like duplicate templates(although the Hot-fix mod has many) and i'll have to make a new item that draws the same skin, but that still leaves a problem of having it replace the starting gear.
The code in the top post (for the gloves) works for me... but only when placed in amr_generic_sets.gas. To override an existing template you need to put it in a modified version of the same file, making your changes there... (a new gas file won't work right).
Unique item should be working in a seperate gas file. Uniques are not defined in set gas files. IT looks like you are overriding some gpg template. I can override those in my own gas files. I have ran into one exception with overriding a npc template though. I have not replaced any unique templates, so they may have an exception. I have made uniques in my own gas files, so it should not matter.
I think you need another template for the unique item. I do not have any references in front of me, but I think that is a base template that has a template for variations. I could be wrong, since I havn't looked at uniques in awhile, but I think the problem lies in the structucture. I'll take a look when I get home.
-Wyvante at school
Each armor part is an individual gas file, when I had them all in one gas file only the helm would work.
Hmm, why does the set have rarity = unique; ? The file is fine. I thought it was a unique. I don't see a problem.
Again, if you're adding new templates (with new template names) then you can use new gas files... but if you're replacing templates (changing existing game content) then you need to make the changes in the original file/files (otherwise the changes won't work properly).
Each file was named after the template it was replacing, ie: amr_bdy_merc template = amr_bdy_merc.gas
And I set them as unique to make them stand out and I could see if they worked easily.
And the DS2Mod is reporting out that it finds duplicates of those gears.
If that works for you, then great... but if it doesn't then try what I've described.
(Use TV2 to extract the file with the templates you want to modify, and then make your changes...).
It is best to override the entire gas file with the same name. It can cause problems otherwise. It should work, but I think dungeon siege gets confused. Old habbit of mine is creating new gas files when I can to cut down on file size. That is not proper though.
Wow, who would have thought that editing the tutorial dagger would create an exception :?
That's more than just a dagger issue.
Yep I'm lost, I don't know why its doing this, and umm yea i haven't touch any files other then amr_generic_sets and wpn_dagger, so i don't understand what its doing in traps... 8O
Almost looks like all the game resources aren't loading properly... Do some basic troublshooting (remove one modified file at a time to see which one is causing the problem). Then look for syntax errors (missing / extra braces...).
I don't think the engine liked me adding 100 str to a lvl 0.0 character :?
After comenting out the alter strength portion or the template, the game loaded the wpn_dagger.gas fine, and I not longer get exceptions, I guess somthing in this file is get cloned and thats the other items went missing from the DB. :roll:
Look at the alter_strength block's duration... there's a " (quote) where there shouldn't be, and "is_permanent" contains a typo (is_permanet). :idea:
Fixed typo, still crashes if its not commented out.
Even though my mods never work, when I'm helping friends out with their mods, I've found that the slightest error can have devastating effects on an otherwise perfectly coded mod. You have to scan over the entire thing to make sure you didn't misspell something or press an extra key on accident.
Even an extra space or a misplaced } or { can ruin the entire mod, for example : a liche that i made had a slight error in it, and that effects dragons of all colors and types that i made.
Just a tip: What I do is I look at one type part of the code at a time (i.e. the "}, {" symbols) to make sure they are all in place and that there are no stragglers left out of place. If you go step-by-step like this, you will almost deffinitely find the problems, given there are any at all.
Extra spaces shouldn't bother it.
here is what i would change -
typos have already been fixed, and i haven't even extracted those other files, their untouched, there shouldn't be a problem with them.
I had a similer problem in DS1. When i made a liche lord summon, it seemed to effect all of the skeletons and wraiths in the game, saying they were not there. I never even touched the skellys. I fixed it by taking the templates that were actually there, and added the missing templates to the monster file, forcing it to see the missing skellys. Try finding the actual "missing"(not really) templates and put them with your dagger, so if it sees the dagger, then it MUST see the missing items, unless it is intentionally ignoring the templates. In that case, reinstall.
/example
aim4it,
One other thing comes to mind... Did you make changes to an extracted file (leaving all the other templates in the file alone)? If you just renamed your modified file to be the same as one of GPG's then you'll be overriding some of GPG's templates without providing replacement code...