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Decimated pcontent in LOA

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.

Lukawh wrote:
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.

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.