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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. There is already something that does something similar to that. I'd look it up and copy it down. Frenzy has a minor, special characteristic to it because it's part of a group of abilities that is only Frenzy, and only that one ability, but it's grouped like that for some reason and sometimes there's extra code attached to the abilities. No worries about the questions dude.
  2. I just learned how to enchant, but I've been doing ItemMods forever. Any example items that other people have made would answer all of your questions but feel free to ask me. Notice that the reason we couldn't solve your problem is because you didn't take an example and compare it line-by-line to yours--which is exhausting but better it's better than exhausting all the other efforts.
  3. <?xml version="1.0" encoding="utf-8"?> <StringTableFile xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Name>game\items</Name> <Entries> <Entry> <ID>1665000</ID> <DefaultText>Helm of Sux</DefaultText> <FemaleText /> </Entry> <Entry> <ID>17651000</ID> <DefaultText>This helm really sux.</DefaultText> <FemaleText /> </Entry> </Entries> </StringTableFile>
  4. in my example, you'd type in "giveitem helm_sux"
  5. Yeah you probably need to change the debug name because it has a different guid so two items with the same debug name are loading into the game. If they were the same guid, it would overwrite the original. { "GameDataObjects": [ { "$type": "Game.GameData.EquippableGameData, Assembly-CSharp", "DebugName": "helm_sux", "ID": "2d65bad9-fb0a-45e6-b27e-081c75ebd065", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 1665000, "DescriptionText": 17651000, "FilterType": "Clothing", "InventoryAudioEventListID": "3b0b476e-883e-4a9e-9a61-956eabf30b6d", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "IsJunk": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 300, "IconTextureSmall": "gui/icons/items/head/crimson_plate_helm_s.png", "IconTextureLarge": "gui/icons/items/head/crimson_plate_helm_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "None", "EquipmentSlot": "Head", "AppearancePiece": { "ModelVisualDataPath": "prefabs/lax03/appearance/helm/a_lax03_helm302_v01.asset" }, "ItemModsIDs": [ "f87bfccf-53ad-41f1-8c8a-70a9593b5074" ], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "00000000-0000-0000-0000-000000000000", "CannotUnequip": "false", "ItemRendererPrefab": "", "ItemModel": "", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] } ] } ] }
  6. you gotta have the initial code at the top that you used to have in your ItemMods file. { "GameDataObjects":[{ Edit: Then add ] } To close it out at the very end. Edit2: To be clear, this code has to be in all gamedatabundle files. Items and ItemMods, everything in that filetype.
  7. It looks like you already gave it a different guid. Did you check the output log? Maybe try giving it a new debug name and then add it via console with the new debug name. Also, I don't recognize that item mod id. 05a417b4-a671-425a-a209-766f00ffa3cd Doesn't show anything on my items.gamedatabundle. Where'd you get it? Try f87bfccf-53ad-41f1-8c8a-70a9593b5074
  8. Cool, dude, thanks for the pics. Try adding an item mod that already exists to it and then if it works, replace it with yours?
  9. Did you do this? Also remove this: <NextEntryID>1</NextEntryID> <EntryCount>3</EntryCount> Why is this here? Bmac did a tutorial on how to make icons for a weapon. He added that mod for download on the Nexus. In that mod, it has a stringtable file, and it doesn't include this text. I'd use that as a reference point for making new items, because he's a dev. And did you check the output log? It will tell you if your mod didn't load. Sometimes it even has a nice reason why.
  10. You might want to right click on the code in Visual Studio and then format it like they do on the intro video. It makes it look a lot cleaner but that's just my opinion. You're creating both a mod and an upgrade (item recipe) for the same mod. Upgrades (recipes) only add a new mod or change an existing mod. You can cut out the recipe code out and still have a helm with a status effect. But, while I'm looking at it, you don't have the right item guid for that upgrade anyway. The one problem I see instantly with your code is the parentequippable. Change that back to None. Parentequippable is almost always only for weapons, not armor. Here it means "when this helm attacks, do 30% more damage." Obviously you're not attacking with your helmet, so we don't need this here. Another problem I see is that you have a JSON filetype that is called "crimson_helm_enchantment.gamedatabundle" and then another file called "Overwhelming_Crit" which is a gamedatabundle filetype. You probably have a noob setting on Windows that doesn't show filetype extensions. This means when you rename the file, it doesn't change the filetype. You have to change the file-type, not just the name. You should have files that say crimson_helm_enchantment.gamedatabundle and Overwhelming_Crit.gamedatabundle and their file-type must be gamedatabundle because that's their name AND their file extension. So change the windows settings and then rename the file. Also notice that you used DynamicValue of a stat. This looks correct, but you're probably multiplying by too little and the big issue is that you're trying to do too much before learning anything. If you try everything simultaneously you'll never know why something doesn't work. Start with the easy stuff and build from there. Also, I keep everything for an item in the same gamedatabundle file so I can read it and match guids easier. As long as it's GameData code, it can be in the same file.
  11. 1) It looks like you still have this problem. Did you fix this problem or was I wrong? 2) Your string numbers might be already taken. I use much larger numbers to ensure I'm not overwriting anything in the game. When you start the game, how do you know the mod doesn't work?
  12. Post all the code here and let's take a look at that too. I have had weird situations like you, where once I save something as a txt file, Visual Studio Code seems to make some other file that is linked to it and it's a permanent text file that replaces my original file if I delete it! It's like a horror movie. When that happens I just create a whole new file (or copy one from another mod) and copy+paste my code, and I must give it a new file name. But paste your code here using the code button and it's probably an issue there.
  13. Yep those are the user settings. It's actually File-->Preferences-->Settings, I was wrong. When you click on the 3 dots on the side it allows you to put in the code, rather than just toggle options. Very tricky!
  14. just save it as .gamedatabundle and .stringtable and it should work
  15. I had to go to File-->Settings-->User Settings
  16. Fhav6X on modifying C-sharp. This dude is the hero we don't deserve.
  17. - You don't have a thumb.png (I'm pretty sure it's required). Take one from another mod and copy the file. - You have a red dot at the end of your code (on the right side, in the scrollbar) meaning at that location there is an error. Probably an extra comma or not enough ] and } to close every [ and {. The error should have a red squiggly underline under it, wherever it is in the code. - You don't have any enchantment code that I can see. You have the item code but no enchantments attached to it. I made a tutorial on item-making: Item-->ItemMod-->StatusEffect/Ability If you want to do it the easy way, just find the guid of a status effect you like that is also on a piece of armor and add that to the new ItemModGameData's StatusEffectsOnEquipIDs
  18. Here's some introductory basics that I just messaged to a guy: Instructions for Changing Pallegina's Wrath of the Five Suns ------------------------------------------------- You too man you can change that easily by the way. Just find DebugName": "Wrath_of_the_Five_Suns In the abilities.gamedatabundle of the exported folder and change the "PenetrationAdjustment": 0 to 1 or w/e you want. If you want to just override the code, save it. If you want to make a mod, save that piece of code the same way everyone saves their code. That piece of code starts from { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", and ends with "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" } ] }, <----remove this comma if that's the only piece of code you're using. Comma is for multiple pieces in same lane. Every whole code file has to begin with (if it's a .gamedatabundle file) { "GameDataObjects": [ and ends with ] } This is to cancel out the [ and ( that have already been written at the beginning of the code. Visual Studio Code is used to look at the code but NotePad++ is easier to install and can do it ok too. But use Visual Studio Code so you catch mistakes. You format the code to JSON format so you can read it easier.
  19. post your code, I can fix it easy [edit: just saw that you created a different topic for it]
  20. Just spend a few hours to learn how to do this, and then you can do it to any item you want. You just copy the enchantments from another helm and change them to what you want (and change each to a new name & guid). There are detailed tutorials to walk you through this and there's an intro video that shows you how to look at the code.
  21. Wishing for : - Being able to decrement a stacked effect. This would be incredibly game-opening. You could even make hacked formulas that way. - DynamicValue--->Stat--->Attribute (Dex, Con, etc.) would be amazing as well. Bonuses based on self/enemy attributes could do so much! - True Duration Multiplier. The only way to do this is +Intellect right now.
  22. Would you be able to make a Wwise project file or tutorial that would allow us to make a custom soundtrack, replacing the original? I have a bunch of classical music that I'd prefer to play as each scene changes rather than just have a dumb playlist going. Spending at least 10 hours learning Wwise doesn't seem worth it to me, because then it's probably another 10 hours to make sure my changes work---but maybe this would be easy for you to explain? It would be awesomely appreciated. It's also cool that you figured out how to do this. I think it could have a big long-term impact and people will do fun things with it like they did in BG2.
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