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EYE don't get it, wherre are my shields?

I re tanked the eye shields with a priority of 800, but they don't show up, like, anywhere. When I first tested them I had removed any other mods that contained shields and the eye shields showed up. I put the Halloween shields back and no eye shields. Darkelf and bare_elf both report not finding the shields as well. I r confused. Maybe it's the pcontent?

The shields are in the game, I gave them to myself with the console command, so I just don't know. Sad

I uploaded them just to see if anyone else can find a problem.

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Package icon OME shield v 3b.zip157.78 KB
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Could it be a conflict with template names or something else the same between the Halloween shields and the Eye shields? Have you tried merging the Halloween Shields and Eye Shields into one mod? It could be pcontent I have not had time to look at the templates but you might try pcontent=false or whatever the command is to turn it off.

Elf

All the templates have unique names. The shields showed up in stores when I was first testing them, but I had no other shield mods going at the same time. It was only when I put the Halloween shield mod back in that I noticed the eye shields weren't showing up any more. They are still in the game and will drop when I use the console command (from dark/light elves mod).

As you suggested I may just roll them in with the Halloween shields or maybe with some shields I was working on in August.

Re: pcontent, I wanted it on the shields because I rarely use it and wanted the eye shields to be a little bit nicer.

I am going to re-write the templates with out any pcontent and see how that works out. Here is the one of the templates with pcontent enabled. I think I wrote it correctly, but I wonder if the numbers are too high or too low...I don't know from this fancyshmancy pcontent stuff!! Tongue

[t:template,n:sh_ra_kite_eyez]
{
	doc = "Ice Shield";
	specializes = base_shield;
	[aspect]
	{
		model = m_a_shd_16;
		[textures]
		{
			0 = b_c_edm_me;
		}
	}
	[common]
	{
		pcontent_special_type = rare, unique, normal;
		screen_name = "OHMYEYE!!";
	}
	[defend]
	{
	  f defense = 2.000000;
	}
	[gui]
	{
		equip_requirements = strength:10;
		inventory_height = 3;
		inventory_icon = b_gui_ig_i_a_shd_075ii;
		inventory_width = 2;
	}
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration = alter_chance_to_block_melee_damage;
				description = "45% Chance to Block Melee Attack";
				duration = #infinite;
				innate_enchantment = true;
				is_permanent = true;
				is_single_instance = false;
				value = 45;
			}
			[*]
			{
				alteration = alter_chance_to_block_ranged_damage;
				description = "30% Chance to Block Ranged Attack";
				duration = #infinite;
				innate_enchantment = true;
				is_permanent = true;
				is_single_instance = false;
				value = 30;
			}
			[*]
			{
				alteration			= alter_ARMOR;
				//value				=(((#str)/4)*(#str))-25;
				//value				=(((#dex)/4)*(#dex))-25;
				value				=(((#int)/4)*(#int))-25;
				description			= "Armor Rating Increases With";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ARMOR;
				//value				=(((#str)/4)*(#str))-25;
				value				=(((#dex)/4)*(#dex))-25;
				//value				=(((#int)/4)*(#int))-25;
				description			= "Your Chosen Skill";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ARMOR;
				value				=(((#str)/4)*(#str))-25;
				//value				=(((#dex)/4)*(#dex))-25;
				//value				=(((#int)/4)*(#int))-25;
				description			= "Str. Dex. or Int.";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}
	[pcontent]
	{
		[base]
		{
		  f modifier_max = 22.000000;
		  f modifier_min = 6.000000;
		}
	}
}

I looked at the templates for the Eye Shields and I could not find anything wrong with them! Just in case I tried removing the Pcontent line. "pcontent_special_type = rare, unique, normal;" and that did not help one bit. Next I tried retanking the mod at a priority of 35767 this also did not help. I think what I will do next is take one of the templates from Halloween Shields and modify it for the eye shield and see if I can get it to work. We will get the shields working Kathy, even if I have to poke the eyes out of all the Krug on the map.

Elf

Edit: Before doing anything else I decided to check a few more things and here is what I discovered.

1. The texture for sh_ra_kite_eyez does not exist anywhere in the artwork for the mod.
2. There is only one texture in the folder art/bitmaps/armor/shields not two. the texture is b_a_shd_k0726_k.psd
3. converting this texture to raw format changes nothing.

More experiments to follow.

Elf

bare_elf wrote:
I looked at the templates for the Eye Shields and I could not find anything wrong with them! Just in case I tried removing the Pcontent line. "pcontent_special_type = rare, unique, normal;" and that did not help one bit. Next I tried retanking the mod at a priority of 35767 this also did not help. I think what I will do next is take one of the templates from Halloween Shields and modify it for the eye shield and see if I can get it to work. We will get the shields working Kathy, even if I have to poke the eyes out of all the Krug on the map.

Elf

Edit: Before doing anything else I decided to check a few more things and here is what I discovered.

1. The texture for sh_ra_kite_eyez does not exist anywhere in the artwork for the mod.
2. There is only one texture in the folder art/bitmaps/armor/shields not two. the texture is b_a_shd_k0726_k.psd
3. converting this texture to raw format changes nothing.

More experiments to follow.

Elf

I think a Krug eye poking expedition is definitely called for! I will bring a fire poker, it seems like an appropriate weapon. Laughing out loud

So, the idea for the mod came partly from eye troubles and partly because of a monster texture that doesn't seem to be used in the regular game. I was looking through the evil d folder and came across it, thought it looked cool.

t:template,n:sh_ra_kite_eyez]
{
	doc = "Ice Shield";
	specializes = base_shield;
	[aspect]
	{
		model = m_a_shd_16;
		[textures]
		{
			0 = b_c_edm_me; //*
		}

I just decided to reference the original texture and it worked. I added to the original texture when I made the second eye, so that' s why you're seeing only one texture in the mod.

It's weird, because when I had no other mods containing shields the eye shields were in many of the stores. Well, correction. When I was doing that particular batch of testing it was just for the one shield.

When I did the mod with two eye shields, both w/ pcontent is when I stopped seeing them and that happened to be when I started using my Halloween shields again.

ponder ponder ponder... Stare