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GeorgiaBoy
02-07-2010, 01:50 AM
Is it the same method as DoP? I took 1handedaxes, quadrupled the file size, placed it in a folder 'database', called axe_mod and placed the database folder in the axe_mod folder, zipped the axe_mod folder and placed the zipped axe_mod folder in the assets directory next to assets001 and assets002. Is this right?

Shadow
02-07-2010, 10:51 AM
It is pretty much the same as DoP or Kivi. However in your description you don't want that axe_mod folder.

GeorgiaBoy
02-09-2010, 04:15 PM
I went ahead and added some one-handed axes:

Axe12
{
Base BaseOneHandedAxe

Name $$Hand Axe$$

TextureName Textures/icons/Items/handaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 3
}

Axe13
{
Base BaseOneHandedAxe

Name $$Axe$$

TextureName Textures/icons/Items/axe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 7
}

Axe14
{
Base BaseOneHandedAxe

Name $$Double Axe$$

TextureName Textures/icons/Items/doubleaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 13
}

Axe15
{
Base BaseOneHandedAxe

Name $$Military Pick$$

TextureName Textures/icons/Items/militarypick.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 19
}

Axe16
{
Base BaseOneHandedAxe

Name $$War Axe$$

TextureName Textures/icons/Items/waraxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 25
}

Axe17
{
Base BaseOneHandedAxe

Name $$Hatchet$$

TextureName Textures/icons/Items/hatchet.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 31
}

Axe18
{
Base BaseOneHandedAxe

Name $$Cleaver$$

TextureName Textures/icons/Items/cleaver.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 34
}

Axe19
{
Base BaseOneHandedAxe

Name $$Twin Axe$$

TextureName Textures/icons/Items/twinaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 39
}

Axe20
{
Base BaseOneHandedAxe

Name $$Crowbill$$

TextureName Textures/icons/Items/crowbill.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 43
}

Axe21
{
Base BaseOneHandedAxe

Name $$Naga$$

TextureName Textures/icons/Items/naga.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 48
}

Axe22
{
Base BaseOneHandedAxe

Name $$Tomahawk$$

TextureName Textures/icons/Items/tomahawk.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 54
}

Axe23
{
Base BaseOneHandedAxe

Name $$Small Crescent$$

TextureName Textures/icons/Items/smallcrescent.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 61
}

Axe24
{
Base BaseOneHandedAxe

Name $$Ettin Axe$$

TextureName Textures/icons/Items/ettinaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 70
}

Axe25
{
Base BaseOneHandedAxe

Name $$War Spike$$

TextureName Textures/icons/Items/warspike.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 79
}

Axe26
{
Base BaseOneHandedAxe

Name $$Berserker Axe$$

TextureName Textures/icons/Items/berserkeraxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 85
}

Axe28
{
Base BaseOneHandedAxe

Name $$Grunt Axe$$

TextureName Textures/icons/Items/handaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 21
}

Axe29
{
Base BaseOneHandedAxe

Name $$Flesh Carver$$

TextureName Textures/icons/Items/handaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 23
}

Axe30
{
Base BaseOneHandedAxe

Name $$Black Metal Axe$$

TextureName Textures/icons/Items/axe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 24
}

Axe31
{
Base BaseOneHandedAxe

Name $$Marauder Axe$$

TextureName Textures/icons/Items/doubleaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 26
}

Axe32
{
Base BaseOneHandedAxe

Name $$Hacking Cleaver$$

TextureName Textures/icons/Items/militarypick.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 33
}

Axe33
{
Base BaseOneHandedAxe

Name $$Hillborne Axe$$

TextureName Textures/icons/Items/waraxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 34
}

Axe34
{
Base BaseOneHandedAxe

Name $$Guerilla Cleaver$$

TextureName Textures/icons/Items/hatchet.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 34
}

Axe35
{
Base BaseOneHandedAxe

Name $$Gloom Reaper$$

TextureName Textures/icons/Items/cleaver.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 37
}

Axe36
{
Base BaseOneHandedAxe

Name $$Sickle Axe$$

TextureName Textures/icons/Items/twinaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 39
}

Axe37
{
Base BaseOneHandedAxe

Name $$Ebonclaw Reaver$$

TextureName Textures/icons/Items/crowbill.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 46
}

Axe38
{
Base BaseOneHandedAxe

Name $$Crescent Edge$$

TextureName Textures/icons/Items/naga.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 48
}

Axe39
{
Base BaseOneHandedAxe

Name $$Moon Cleaver$$

TextureName Textures/icons/Items/tomahawk.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 52
}

Axe40
{
Base BaseOneHandedAxe

Name $$Ribsplitter$$

TextureName Textures/icons/Items/smallcrescent.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 53
}

Axe41
{
Base BaseOneHandedAxe

Name $$Corpse Harvester$$

TextureName Textures/icons/Items/ettinaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 55
}

Axe42
{
Base BaseOneHandedAxe

Name $$Felstone Reaver$$

TextureName Textures/icons/Items/warspike.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 56
}

Axe43
{
Base BaseOneHandedAxe

Name $$Demon's Claw$$

TextureName Textures/icons/Items/berserkeraxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 59
}

Axe44
{
Base BaseOneHandedAxe

Name $$Jagged Broadaxe$$

TextureName Textures/icons/Items/handaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 62
}

Axe45
{
Base BaseOneHandedAxe

Name $$Fel Iron Hatchet$$

TextureName Textures/icons/Items/militarypick.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 65
}

Axe46
{
Base BaseOneHandedAxe

Name $$Marshfang Blade Axe$$

TextureName Textures/icons/Items/waraxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 68
}

Axe47
{
Base BaseOneHandedAxe

Name $$Fel Edged Battleaxe$$

TextureName Textures/icons/Items/hatchet.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 71
}

Axe48
{
Base BaseOneHandedAxe

Name $$Double Bladed Axe$$

TextureName Textures/icons/Items/cleaver.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 73
}

Axe49
{
Base BaseOneHandedAxe

Name $$Primeval Adze$$

TextureName Textures/icons/Items/twinaxe.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 75
}

Axe50
{
Base BaseOneHandedAxe

Name $$Reactive Waraxe$$

TextureName Textures/icons/Items/crowbill.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 77
}

Axe51
{
Base BaseOneHandedAxe

Name $$Beaked Axe$$

TextureName Textures/icons/Items/naga.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 80
}

Axe52
{
Base BaseOneHandedAxe

Name $$Disk Axe$$

TextureName Textures/icons/Items/tomahawk.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 82
}

Axe53
{
Base BaseOneHandedAxe

Name $$Dire Axe$$

TextureName Textures/icons/Items/smallcrescent.tga
UseModelName Models/Weapons/axe1_hatchet.mdl

ItemLevel 85
}

I added these on to the end of the axe1handed file in the Assets\assets1\Database\Items directory, making the mod as the first post. The items do not show up correctly. The icon graphics do not show up at all, except for the colored outline. I am sure Shadow would know, but he is VERY busy. Does anybody else have any ideas?

Many Thanks from a snowy Cleveland (sitting in the airport)...

GB

GeorgiaBoy
02-10-2010, 11:50 AM
I also wanted to edit the irem prefixes and suffixes. Looks like it is a little different than DoP...

GeorgiaBoy
02-10-2010, 08:15 PM
Arrrgh. I think I'll wait for the release. This is taking too much time away from playing. Uh, I should say 'testing'.

GeorgiaBoy
02-14-2010, 11:55 PM
Din's is not converting .tga graphic files to .ctx files. Am I doing something wrong, or is that not part of the beta?

Thanks,

GB

Shadow
02-15-2010, 11:19 AM
Din's is not converting .tga graphic files to .ctx files. Am I doing something wrong, or is that not part of the beta?

It's suppose to be doing the conversion. Off hand I'm not sure where they are going to get saved though.

GeorgiaBoy
02-15-2010, 04:11 PM
Hi Shadow,

I need to write down these questions offline (I was using this thread I had random questions) and wait until the beta is done...these questions can wait.

Thanks,

GB

udm
02-18-2010, 03:46 AM
Will we be able to mod our own events in though? Or will there be separate expansions and the like that give more random events?

Guenwhyever
02-18-2010, 06:24 AM
The habit has been for each Soldak game to have more open stuff than the previous.

IIRC we could add events in DoP, so chances are we can add events in Din's.

udm
02-20-2010, 09:48 AM
^Well I don't know about moddability in DoP, but it would be nice to get an official word on the modding capabilities of Din's. I, for one, would be more than eager to create some custom quests and events. I love writing.

Shadow
02-20-2010, 11:58 AM
It's quite moddable. We will eventually release an sdk and tools like we did with DoP and Kivi, although it is very similar to both.

GeorgiaBoy
02-21-2010, 12:21 AM
Well, I for one cannot wait for a SDK. I can't even add a single item that works! I redid the one-handed axes and added a bunch....

GB

udm
02-21-2010, 02:36 PM
Thanks Steven that's nice to hear :)

So, we will be able to script our own events too? For example, how hard would it be to create a script whereby you get attacked by the towns people if you come into town? Or kidnapping a monster? Is it possible to mod crazy things like that?

Shadow
02-22-2010, 04:37 PM
There is not a scripting system. You pretty much have to work with all the pieces that are there. That leaves a lot of things you can do though.

GeorgiaBoy
02-23-2010, 12:45 AM
so does anybody else know which files the affixes (Ex: 'Bixbite' or 'of clumsiness') are located?

Thanks,

GB

Shadow
02-23-2010, 09:31 AM
These are easy for me to find. :)

Bixbite is in Database/MagicModifiers/fireResistance.gdb
of clumsiness is in Database/MagicModifiers/cursedDexterity.gdb

Other prefixes and suffixes would be in other files in the gdbs in Database/MagicModifiers.

GeorgiaBoy
02-23-2010, 10:57 AM
These are easy for me to find. :)

Bixbite is in Database/MagicModifiers/fireResistance.gdb
of clumsiness is in Database/MagicModifiers/cursedDexterity.gdb

Other prefixes and suffixes would be in other files in the gdbs in Database/MagicModifiers.



No 'Bixbite' there, just 'FireResModifierName2' (and so forth):

ModifierResistanceFire2
{
Base BaseModifierResistanceFire

Name $$FireResModifierName2$$

ItemLevel 8
}

Same goes for the 'of clumsiness' affix.

Both were gotten from the Assets001 folder...

GB

Shadow
02-23-2010, 11:01 AM
Oh. Well if you want to see the names the $$ $$ stuff tells it to look up the name in one of the trn files. In this case Loc/English/items.trn. If you don't want to deal with the localization system you would just specify the name directly, like Name "of clumsiness"

GeorgiaBoy
02-23-2010, 11:11 AM
I think localization was a change from DoP (and an excellent idea, btw :)). I think that was causing my problems modding! :):):) I did not edit items.trn, so everything would show up blank! Now for those .tga icons not converting to .ctx files.

Thanks,

GB

Shadow
02-23-2010, 11:43 AM
You need to make sure autoBuildTextures is set to 1 in the console.

It might also be writing them out, but not reading them in. Do they get written out in an Assets directory where the User stuff goes now days (which depends on your OS)?

GeorgiaBoy
02-23-2010, 08:12 PM
My OS is Vista SP1. I brought up the console with the '`' key. However, when I typed in autoBuildTextures, nothing happens. I typed in autoBuildTextures=1...also nothing. I have over 100 .tga files that need converting. The .tga files are in a .zip file under Textures\Icons\Items. The .zip file is in the Assets folder with assets001, assets002, and assets003.

Thanks,

GB

Shadow
02-23-2010, 08:49 PM
The auto build stuff might not be finding the tga files inside of the zips.

GeorgiaBoy
02-23-2010, 09:00 PM
Just the .tga files themselves in the Assets folder? I placed the .tga files in the assets folder and it looks like something happened in the console readout. However, the system did not dump it in the User subdirectory. I keep Din's on the D: drive, so I will look around C:

GB

Edit: Did a search for .ctx files. The latest is in January. No new files made :(
Looks like a busy day. Put me on the back burner, Shadow.

Edit2: Loaded up DoP. Created the .ctx from the .tga in a jiffy! It may have skipped a couple, though.

GeorgiaBoy
02-24-2010, 08:31 PM
In 1handedaxes, the following is the syntax for AxeUnique1:

AxeUnique1
{
Base Axe1

Name $$Deathbringer$$

TextureName Textures/icons/items/axes_deathbringer.tga

Unique 1

MagicModifier ModifierMaxDamage1
MagicModifier ModifierArmorPiercing2
MagicModifier ModifierMagicDamage1
MagicModifier ModifierHealth1
MagicModifier ModifierColdDamage1
}


and for the artifact:

AxeArtifact1
{
Base AxeUnique1

Unique 0
Artifact 1

MagicModifier ModifierResistanceFire1
}

Three questions:

1.For the 'Base", could one have AxeUncommon1, AxeRare1, AxeVeryRare1, and AxeLegendary1 as the base as well? I tried this:

RareOneHandedAxe
{
Base BaseOneHandedWeapon

BaseOnly 1

ItemRequirement WeaponAxe

BaseName $$RareOneHandedAxe$$

Speed 0.90

MinDamageBase 1.8
MaxDamageBase 7.2

MinDamagePerLevel 0.72
MaxDamagePerLevel 1.44

StrengthReqPerLevel 3.0
DexterityReqPerLevel 3.0

UseModelName Models/Weapons/axe1_hatchet.mdl
Scale 1.0
TagName tag_rightHand

QualityTerrible Crude
QualityPoor Dull
QualityGood Superior
QualityExcellent Excellent

AttackSoundDeadlyHit Sounds/Combat/Axe/axe_deadly.wav
AttackSoundCriticalHit Sounds/Combat/Axe/axe_critical.wav
AttackSoundCrushingBlow Sounds/Combat/Axe/axe_crushing.wav
AttackSoundDeepWounds Sounds/Combat/Axe/axe_deepwounds.wav
AttackSoundNormalHit Sounds/Combat/Axe/axe_hit.wav
AttackSoundBlock Sounds/Combat/Axe/axe_block.wav
AttackSoundParry Sounds/Combat/Axe/axe_parry.wav
AttackSoundNormalMiss Sounds/Combat/Axe/axe_miss.wav
}

It appears this does not work (game does not crash). The weapon speed does not change to 0.90 from 1.05...

More questions:

2. Is there a limit to the number of modifiers an item can have?

3. How does one control the rarities of item sold by the vendors?

Thanks,

GB

interesting
02-25-2010, 03:02 PM
3. How does one control the rarities of item sold by the vendors?



I foresee problems.

GeorgiaBoy
02-26-2010, 08:18 PM
Looks like Shadow fixed the damage/armor so it rises in each item rarity categoryin patch .906!

Thanks, Shadow.

GB

GeorgiaBoy
02-28-2010, 10:04 PM
Would it be possible to have an entry in an item such as the following:

AxeUnique1
{
Base Axe1

Name $$Deathbringer$$

TextureName Textures/icons/items/axes_deathbringer.tga

Unique 1

MagicModifier ModifierMaxDamage1
MagicModifier ModifierArmorPiercing2
MagicModifier ModifierMagicDamage1
MagicModifier ModifierHealth1
MagicModifier ModifierColdDamage1
}

Instead of a particular modifier, could one put in random (instead of, say ModifierMaxDamage1), so the system would automatically select a modifier for me?

Also, can the elite,artifact,legendary levels of item quality have their own unique icon?

GB

Shadow
03-02-2010, 10:05 AM
1.For the 'Base", could one have AxeUncommon1, AxeRare1, AxeVeryRare1, and AxeLegendary1 as the base as well?
2. Is there a limit to the number of modifiers an item can have?

3. How does one control the rarities of item sold by the vendors?

1. The name itself doesn't mean anything except to make it easier for you to know which entry is which.

2. Not that I know of.

3. They basically have a magic chance number just like the player in their database entry.

Instead of a particular modifier, could one put in random (instead of, say ModifierMaxDamage1), so the system would automatically select a modifier for me?

Also, can the elite,artifact,legendary levels of item quality have their own unique icon?

Not that I can think of. You can specify for the entire rarity but not per item.

Each item/rarity that has its own database entry can change the icon by changing the texture parm.

GeorgiaBoy
03-02-2010, 10:43 AM
Would it be possible to have an entry in an item such as the following:

AxeUnique1
{
Base Axe1

Name $$Deathbringer$$

TextureName Textures/icons/items/axes_deathbringer.tga

Unique 1

MagicModifier ModifierMaxDamage1
MagicModifier ModifierArmorPiercing2
MagicModifier ModifierMagicDamage1
MagicModifier ModifierHealth1
MagicModifier ModifierColdDamage1
}

Instead of a particular modifier, could one put in random (instead of, say ModifierMaxDamage1), so the system would automatically select a modifier for me?

Also, can the elite,artifact,legendary levels of item quality have their own unique icon?

GB

Looking through systems.gdb, I found what I think my solve this issue:

ItemNormalRandomMagicModifiers 0
ItemCommonRandomMagicModifiers 1
ItemUncommonRandomMagicModifiers 2
ItemRareRandomMagicModifiers 3
ItemVeryRareRandomMagicModifiers 4
ItemSetRandomMagicModifiers 0
ItemUniqueRandomMagicModifiers 3
ItemArtifactRandomMagicModifiers 4
ItemLegendaryRandomMagicModifiers 5


I modded it to my liking. Is this functional in the game?

Thanks,

GB

Shadow
03-02-2010, 01:12 PM
I modded it to my liking. Is this functional in the game?

Yes, it's what controls how many random mods each rarity has.

GeorgiaBoy
03-03-2010, 12:47 AM
For unique items, I left the Magic Modifier lines blank. I added items, and it seemed to work fine. I added some more, and the game hung before the town was loaded. Task manager states the game was still running. I went into the console and got the error:

Unknown UI TextSource name WorldModifierDescs

EDIT: World.gdb was corrupted. Copied a vanilla version over it and the game ran like a champ! Gotta love the debug console....

GB

GeorgiaBoy
03-04-2010, 12:13 AM
How can this be done?

GB

Shadow
03-04-2010, 09:45 AM
Change MoneyChance and MonsterNormalItemChance in systems.gdb.

GeorgiaBoy
03-06-2010, 11:52 PM
I have not found any Legenday items (Orange) in the text files, would the correct syntax to add one be as follows:

BowLegendary1
{
Base BowArtifact1

Unique 0
Artifact 1

MagicModifier (Optional, delete if I do not want this)

TextureName (Optional)

Level (Optional)
}


Thanks,

GB

Shadow
03-07-2010, 11:39 AM
You aren't going to find the legendary items because they are all generated automatically at runtime. There are 4 differences to the artifact version: the name, the base points to the artifact version of that item, Artifact is set to 0, and Legendary is set to 1. They also get a random modifier but that is specified somewhere else (but you already know about that).

tkirby2003
03-09-2010, 04:26 AM
I was looking in assets01 and assets03 zip files and they had some of the same files. Do they override one or the other? I was planning on adding some new monster cultists based on the altars of the other gods. I wanted to add a quest type where the cultist kidnaps a town member and the player has to rescue them. I was just trying to figure out how modding works and noticed the assets zips had files that were the same.

Thanks again,

Terry

GeorgiaBoy
03-09-2010, 08:01 AM
I was looking in assets01 and assets03 zip files and they had some of the same files. Do they override one or the other? I was planning on adding some new monster cultists based on the altars of the other gods. I wanted to add a quest type where the cultist kidnaps a town member and the player has to rescue them. I was just trying to figure out how modding works and noticed the assets zips had files that were the same.

Thanks again,

Terry

The way I understand it, assets003 supercedes assets001, so the .exe reads the files in assets003 over the files in assets001.

GB

timeh
03-09-2010, 10:04 AM
GB, can you make your own assets004.zip that supercedes assets003? or are you just adding your modded files back into the original archives?

Shadow
03-09-2010, 10:33 AM
How it works is the game will read normal files that aren't in zips first and then read the zips in reverse alphabetical order. So yes things in assets003 will get used before things in assets001. That also means if you zip all your stuff up, you need to name the zip something after assets in the alphabet.

GeorgiaBoy
03-09-2010, 02:35 PM
GB, can you make your own assets004.zip that supercedes assets003? or are you just adding your modded files back into the original archives?

What Shadow said. I name my mod file ItemsMod in which the Items, Localization and Textures folder are superceded). It has a ways to go. It may not even be done before release of Din's. PM me if you like. I just wish someone (besides Soldak) could do some additional models of weapons/monsters and other map tile textures/models (snow, mountains, jungle)...

GB

GeorgiaBoy
03-16-2010, 11:03 PM
I cannot upload a screenshot, but when I use my mod, it displays plated boots for a starting character, but the plate boots are level 30. He cannot use them since he does not have the plate skill. But, should the boots even display for such a low level character?

GB

Shadow
03-19-2010, 02:36 PM
So he doesn't actually have plate boots, but it displays on the character's actually model like he does?

GeorgiaBoy
03-19-2010, 11:38 PM
So he doesn't actually have plate boots, but it displays on the character's actually model like he does?

No. The armorsmith is selling level 30 boots to a level one character. I have not seen that reappear, though. This is modded, not vanilla Din's. I was just wondering if this was supposed to happen...

The_Dajaw
03-20-2010, 11:44 PM
I want to implement a penalty on power using statmultmaxpower when equiping certain (heavy) armors, to balance fighter mages in my mod. Is there any way I can achieve this? perhaps using a status effect? Something along these lines would be great.

I've even tried making armor a set and applying the status effect to the set and although it appears correctly on the armor it doesnt seem to work...

I also tried putting a cast time penalty on armors and that displayed correctly but didnt seem to actually do anything also... (that was just adding a magic modifier to chestplate1 for testing purposes.)

Shadow
03-26-2010, 10:05 AM
In general, you would probably want to add stuff like this as a magic modifier. For example, you could make a new type of magic modifier that reduced your amount of max mana (basically the negative version of what is in power.gdb). Then manually add these modifiers to the armor in question.

The_Dajaw
03-26-2010, 10:02 PM
Thanks Steven, I've decided to see how it goes without the penalty for now, although the balance may be off it seems ok in play. I had a quick question about your mod rules on the mod page (which i've only just seen).

My mod has a lot of new .gdb files but i've also edited several others, do all my changes have to be put into a single file? I assume that adding Mod_ at the start of the gdb file will cause it to load without having to edit the database.dbl file...

Damn this means a bit of work before I'm ready for release, I've edited a lot of stuff :P. Brand new skills, classes, total rebalance of the weapons and enemies... every single magic modifier has been changed :P and I'm only half done!

Sorry if this seems stupid of me, I hadn't realised we couldn't redistribute the gdb files. I suppose its a good idea any to maintain better compatibility with patches.

Shadow
03-27-2010, 10:32 AM
My mod has a lot of new .gdb files but i've also edited several others, do all my changes have to be put into a single file? I assume that adding Mod_ at the start of the gdb file will cause it to load without having to edit the database.dbl file...

Damn this means a bit of work before I'm ready for release, I've edited a lot of stuff :P. Brand new skills, classes, total rebalance of the weapons and enemies... every single magic modifier has been changed :P and I'm only half done!

Sorry if this seems stupid of me, I hadn't realised we couldn't redistribute the gdb files. I suppose its a good idea any to maintain better compatibility with patches.

You don't have to put everything in a single file. It does keep file name collisions under control though.

The game will automatically load any gdb files that are in the Database directory. You don't have to have it start with mod_ I just do that for clarity.

I'm not worried about you having the game's gdb info in a mod. That particular rule is mostly there to prevent people from trying to mod Din's Curse into one of other games.

However, you do want to include as little of the base game as possible. The less you include, the better your mod will work with future patches and other mods.

udm
03-27-2010, 02:16 PM
What modeling software is used for Din's? Is that same program used for rigging too?

The only 3d modeler I've ever used before is Lightwave. It's native format is .LWO. Will the SDK support it?

Shadow
03-27-2010, 04:54 PM
Right now the only modeling tool we support directly is Max.

The_Dajaw
03-28-2010, 02:57 PM
I've been transferring stuff over to using the overrides method, however I can't seem to get startingitems to work when using overrides, for example I have on ClassPlayerBase this:

StartingItem Dagger1-Crude
StartingItem Staff1-Crude
StartingItem ElixirVitality1
StartingItem ElixirDexterity1
StartingItem ElixirStrength1

It worked fine when I just edited a copy of classes.gdb but now it doesnt. Anyone know any reason why? I'm worried about how many more things won't work now i've started overriding things.

Shadow
03-29-2010, 09:37 AM
Currently overrides doesn't work for list like things like StartingItem :(

The_Dajaw
03-29-2010, 06:28 PM
Currently overrides doesn't work for list like things like StartingItem :(

Thats alright, I take it I'm allowed to include a modified classes.gdb in my mod then?

Shadow
03-29-2010, 08:40 PM
Thats alright, I take it I'm allowed to include a modified classes.gdb in my mod then?

That's fine with me.

The_Dajaw
03-31-2010, 02:50 PM
Sorry to keep asking questions but perhaps you can help.

As I'm getting closer to releasing my mod i'm trying to clear up a few things that are bugging me.

1. Is it possible to have StatChangeMin(Max)Damage parameters work on pets? I have lots of FriendDefense buffs that i'd like to work on pets but they don't work currently. It seems to work fine on the player character (not tested multiplayer).

2. Every class in my mod has a new skill tree, and when you select a hybrid class, and it goes back to the NewCharacter UI the button doesn't show what the skill tree is called, but the actual skill tree name as in "SkillTreeBarbarian" instead of "Barbarian". Does anyone have any idea why this would be happening? All my skill trees are named obviously. They don't cause any problems anywhere else in the game. This is really a minor issue but annoying none the less.

3. I'll try to think of some more things to annoy you with later :P

Thanks!

udm
03-31-2010, 04:09 PM
Hey Steven, any word on when the SDK will be released?

udm
04-03-2010, 04:42 PM
Which file(s) do I look at if I want to look at the visibility range of NPCs, overall ambient lighting and your maximum vision range in total darkness?

udm
04-04-2010, 05:07 AM
Also, how do I make it so my pets heal when idle? Apparently they take the same idle behavior data as certain other NPCs who also use lifestones when in range.

Shadow
04-04-2010, 11:12 AM
The sdk should be released fairly soon (next week or 2?).

visibility range of NPCs:
BaseAggressionRange in Database\Monsters\MonsterArchetypes.gdb or Database\Monsters\NpcArchetypes.gdb

overall ambient lighting:
DaySunColor/DaySunIntensity and NightSunColor/NightSunIntensity in Database\world.gdb

vision range in total darkness:
PlayerBaseLightIntensity/PlayerLightColor in Database\systems.gdb

make it so my pets heal when idle:
look at EnhancementTownNpc in Database\Monsters\npcEnhancements.gdb (specifically the TickTime/DynamicStatChangeHealthRegen lines)
add something similar to StatusEffectPlayerSummoned in Database\statusEffects.gdb

udm
04-04-2010, 12:23 PM
Many thanks, I'll play around with these files next weekend :)

udm
04-05-2010, 05:44 AM
Where can I find the spawn chance of support beams? I can't find it in any .gdb.

Shadow
04-05-2010, 10:25 AM
1. Is it possible to have StatChangeMin(Max)Damage parameters work on pets? I have lots of FriendDefense buffs that i'd like to work on pets but they don't work currently. It seems to work fine on the player character (not tested multiplayer).

2. Every class in my mod has a new skill tree, and when you select a hybrid class, and it goes back to the NewCharacter UI the button doesn't show what the skill tree is called, but the actual skill tree name as in "SkillTreeBarbarian" instead of "Barbarian". Does anyone have any idea why this would be happening? All my skill trees are named obviously. They don't cause any problems anywhere else in the game.

I seemed to have missed this one.

Monsters calculated damage differently than players. If you want something like that to work on pets you will probably have to use StatMultMinDamage or StatMultMaxDamage.

The game is expecting a line in one of the localization files for SkillTreeBarbarian. The ones already in the game are in Loc\English\global.trn

In general you don't want to touch the main files like this because you won't work with future patches or other mods. Right now I don't think you have a way to add to the localization without doing this though. I'll have to add something.

Where can I find the spawn chance of support beams? I can't find it in any .gdb.

Support beams are not in the obvious place. :)

BreakableSupportBeam in Database\Chests.gdb

udm
04-05-2010, 11:08 AM
Ouch. Didn't occur to me to look in that one. Thanks :)

The_Dajaw
04-05-2010, 09:41 PM
I seemed to have missed this one.

Monsters calculated damage differently than players. If you want something like that to work on pets you will probably have to use StatMultMinDamage or StatMultMaxDamage.

The game is expecting a line in one of the localization files for SkillTreeBarbarian. The ones already in the game are in Loc\English\global.trn

In general you don't want to touch the main files like this because you won't work with future patches or other mods. Right now I don't think you have a way to add to the localization without doing this though. I'll have to add something.


I haven't added to localisation in any of my files and my skill trees are in their own gdb. I have used plain strings eg. "Barbarian" instead of localisation '$$' variables. This has worked everywhere else in the game apart from skill trees. Its not a major issue, so thats fine. Shame about the pets, but again a minor issue.

What may be a major issue however: I know I asked before about packaging a classes.gdb in with my mod as overrides don't work for startingitems... I have also edited two UI files (NewCharacter and Pickskilltree), do I have permission to include these as well? I understand that there may be compatibility issue's in the future, however I can fix these if they crop up...

Thanks for all your help Steven, amazing support from the most dedicated developer I've ever seen! Hopefully my mod will be released soon, are we getting a modding subforum? :)

udm
04-06-2010, 03:43 AM
Thanks for all your help Steven, amazing support from the most dedicated developer I've ever seen!

Aye to that, I say! :)

Shadow
04-06-2010, 09:42 AM
I haven't added to localisation in any of my files and my skill trees are in their own gdb. I have used plain strings eg. "Barbarian" instead of localisation '$$' variables. This has worked everywhere else in the game apart from skill trees. Its not a major issue, so thats fine. Shame about the pets, but again a minor issue.

What may be a major issue however: I know I asked before about packaging a classes.gdb in with my mod as overrides don't work for startingitems... I have also edited two UI files (NewCharacter and Pickskilltree), do I have permission to include these as well? I understand that there may be compatibility issue's in the future, however I can fix these if they crop up...

Thanks for all your help Steven, amazing support from the most dedicated developer I've ever seen! Hopefully my mod will be released soon, are we getting a modding subforum? :)

The SkillTreeBarbarian is automatically done in the code somewhere I believe.

Including edited UI files is fine.

I should be rearranging the forums soon.

The_Dajaw
04-09-2010, 03:47 AM
In testing a new patch for my mod I have noticed an item that shouldnt be. It is an ego item, with +1 to each stat.

Now because of my changes to magic modifiers this should be impossible, the only stats that are possible are a max of +1 str and dex, no other attributes.

Is there any hardcoded stuff for ego items that could of caused this?

I did notice the specific modifiers 'Exact' (eg. ModifierIntelligenceExact) - Is it these that are causing it?

Shadow
04-09-2010, 10:25 AM
You are probably seeing the new modifier in allAttributes.gdb.

The_Dajaw
04-09-2010, 06:16 PM
You are probably seeing the new modifier in allAttributes.gdb.

Ah great thanks. It must of snuck in with a patch :)

GeorgiaBoy
04-12-2010, 04:48 PM
Has anybody tried to reskin models (editing the texture files to create a new appearance)? I would like to make a bugbear, troll, and an ogre. Just was looking for some pointers for my next project...

GB