Decimated pcontent in LOA
Submitted by Lukawh on Mon, 2016-05-23 14:49 | ||
Hello guys. Has anyone ever wondered/thought/explored why there so many items that used to be in original version od DS 1 and in LOA they are not present? What I mean is the following example: [t:template,n:ax_g_c_2h1b_avg] { doc = "Field Axe"; specializes = base_axe; [aspect] { model = m_w_axe_073; selection_indicator_scale = 0.65; } [attack] { attack_range = 0.5; f damage_max = 74.000000; f damage_min = 58.000000; is_two_handed = true; } [common] { screen_name = "Field Axe"; } [gui] { active_icon = b_gui_ig_i_ic_axe_003; equip_requirements = strength:21; inventory_height = 3; inventory_icon = b_gui_ig_i_w_axe_167; inventory_width = 1; } [pcontent] { [base] { f modifier_max = 3.000000; f modifier_min = 0.000000; } [c_fin] { f damage_max = 85.000000; f damage_min = 67.000000; equip_requirements = strength:23; inventory_icon = b_gui_ig_i_w_axe_168; model = m_w_axe_074; f modifier_max = 9.000000; f modifier_min = 2.000000; } [c_mag] { f damage_max = 231.000000; f damage_min = 181.000000; equip_requirements = strength:47; inventory_icon = b_gui_ig_i_w_axe_170; model = m_w_axe_076; f modifier_max = 46.000000; f modifier_min = 33.000000; } [c_str] { f damage_max = 161.000000; f damage_min = 127.000000; equip_requirements = strength:36; inventory_icon = b_gui_ig_i_w_axe_169; model = m_w_axe_075; f modifier_max = 31.000000; f modifier_min = 17.000000; } [o_avg] { active_icon = b_gui_ig_i_ic_axe_007; f damage_max = 104.000000; f damage_min = 82.000000; equip_requirements = strength:26; inventory_icon = b_gui_ig_i_w_axe_173; model = m_w_axe_079; f modifier_max = 16.000000; f modifier_min = 6.000000; } [o_fin] { active_icon = b_gui_ig_i_ic_axe_007; f damage_max = 134.000000; f damage_min = 106.000000; equip_requirements = strength:31; inventory_icon = b_gui_ig_i_w_axe_174; model = m_w_axe_080; f modifier_max = 24.000000; f modifier_min = 11.000000; } [o_mag] { active_icon = b_gui_ig_i_ic_axe_007; f damage_max = 273.000000; f damage_min = 215.000000; equip_requirements = strength:54; inventory_icon = b_gui_ig_i_w_axe_176; model = m_w_axe_082; f modifier_max = 56.000000; f modifier_min = 41.000000; } [o_str] { active_icon = b_gui_ig_i_ic_axe_007; f damage_max = 193.000000; f damage_min = 151.000000; equip_requirements = strength:41; inventory_icon = b_gui_ig_i_w_axe_175; model = m_w_axe_081; f modifier_max = 38.000000; f modifier_min = 26.000000; } } } In original DS1, all of those would drop, while in LOA you can only find the one with stats inside 'base' block. If I create items based on this, LOA executable throws errors. I believe that GPG supressed these items so that content related to LOA would have enough space in pcontent. What I would like to know, is whether anyone had made a mod that would allow these items to be dropped in LOA as well, or at least, does anyone have a clue how to do this? Which thing in Expansion.dsres does this stuff? Lots of these items do not even have assigned textures inside their templates, and thus I see making new templates with the same attributes a folly. forums: |
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No?
I have a mod that does just that - separating the 'sub-classes' into their own stand-alone items. It's true that they probably don't have textures, but it doesn't matter. I found existing ones that looked similar and went with that.
Of course.. since I don't have LoA I cannot tell you if it fixes the issue you're describing, but I'd say there's a fair chance it will.