Adding new item issue

Discussion in 'General Modification' started by datakurs, Jul 21, 2018.

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  1. datakurs

    datakurs Member

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    Hi All,

    I’ve just recently started experimenting with item modding, and I’m stuck, my new item does not appear in the game (nor in shops or starting equipment).

    Being a perv, it’s an altered color of loincloth for female humans as for a start.

    What I have done (hopefully very confusing):

    Extracted and re-drawn \art\meshes\PCs\PC_Human_Female\Chest.tga. It works perfectly as default texture when nothing is equipped, also works when I change another existing armor item’s texture to this.

    Made a Data\art\armor\loincloth folder, copied here all the files from the corset folder, but corset_F_human.tga is replaced with my custom graphics, keeping the name corset_F_human.tga. Corset_addm.SKM is replaced by original PC_Human_Female.SKM, keeping the name Corset_addm.SKM. The paths are updated in all .mdf files. Content of corset_ground.txt is:

    skeleton "corset_ground.MAE"

    animation "item_idle" "corset_ground.MAE"
    animation "item_fidget" "corset_ground.MAE"​

    Made an inventory icon, tested for existing items, works perfectly.

    Inventory.mes:
    {00651} {loincloth_icon.tga}

    protos.tab:
    Line: 6721
    Obj type: obj_t_armor
    Name from Mes: Loincloth
    Col22: 6721
    Ided#: 6721
    Size: size_small
    Material: mat_cloth
    Col30: 1
    Model: 12309
    Item Flags: OIF_NO_DISPLAY // I don’t know why I used it but my model was the corset during this work and that also had this
    Weight: 1
    Value (Copper): 100
    Inventory Icon: 651
    Max Dex: 100
    Equip Slot Flags: OIF_WEAR_ARMOR
    Color: 40000
    Bonus Type 1: Armor Bonus
    BT1 Param 1: 0
    BT1 Param 2: 0

    Addmesh.mes:
    {40000}{}
    {40001}{art\meshes\armor\loincloth\corset_addm.SKM}
    {40002}{}
    {40003}{art\meshes\armor\loincloth\corset_addm.SKM}
    {40004}{}
    {40005}{art\meshes\armor\loincloth\corset_addm.SKM}
    {40006}{}
    {40007}{art\meshes\armor\loincloth\corset_addm.SKM}
    {40008}{}
    {40009}{art\meshes\armor\loincloth\corset_addm.SKM}
    {40010}{}
    {40011}{art\meshes\armor\loincloth\corset_addm.SKM}
    {40012}{}
    {40013}{art\meshes\armor\loincloth\corset_addm.SKM}

    Meshes.mes:
    {12309}{armor\loincloth\corset_ground}

    Materials.mes:
    {40000}{CHEST:art\meshes\armor\loincloth\corset_M_human.mdf}
    {40001}{CHEST:art\meshes\armor\loincloth\corset_F_human.mdf}
    {40002}{CHEST:art\meshes\armor\loincloth\corset_M_elf.mdf}
    {40003}{CHEST:art\meshes\armor\loincloth\corset_F_elf.mdf}
    {40004}{CHEST:art\meshes\armor\loincloth\corset_M_halforc.mdf}
    {40005}{CHEST:art\meshes\armor\loincloth\corset_F_halforc.mdf}
    {40006}{CHEST:art\meshes\armor\loincloth\corset_M_dwarf.mdf}
    {40007}{CHEST:art\meshes\armor\loincloth\corset_F_dwarf.mdf}
    {40008}{CHEST:art\meshes\armor\loincloth\corset_M_dwarf.mdf}
    {40009}{CHEST:art\meshes\armor\loincloth\corset_F_dwarf.mdf}
    {40010}{CHEST:art\meshes\armor\loincloth\corset_M_human.mdf}
    {40011}{CHEST:art\meshes\armor\loincloth\corset_F_human.mdf}
    {40012}{CHEST:art\meshes\armor\loincloth\corset_M_human.mdf}
    {40013}{CHEST:art\meshes\armor\loincloth\corset_F_human.mdf}

    description.mes:
    {6721}{Loincloth}

    long_description.mes:
    {6721}{This is a red loincloth.}

    InvenSource.mes:
    100,6721 added to Tailor’s Store and Shop Map Clothing Chests

    So the game does not crash, but my panties are nowhere, unless forcing it on some existing item. Could you please point me the errors in the above?
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Adding items to she shopmap or a traders invensource.mes entry will allow the items to spawn when those containers refresh, try resting for week or two to see if your item appears.

    To add items to containers on thier first spawn, you need to use ToEEWB, first copy the .mob files from the modules/ToEE/maps/*map name* into ToEEWB's mobiles folder, open the container in ToEEWB, add the item to the container's contents, save everything, copy the mobs back to your maps folder and start a new game - this last bit is important because you will get sparklies, lag and CTD's if you use a save from before the edit.
     
  3. datakurs

    datakurs Member

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    Thank you, it worked, my custom items appeared in one of the shop map chests. Now I must figure out why do these remain invisible when equipped.
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Looks like you haven't hex edited the .mdf files, I'll let @Cuchulainn explain:

     
  5. datakurs

    datakurs Member

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    Thanks, it was a useful addition.
    Finally I have realized that the problem is with the [...]_addm.skm files of the newly created armors. If I change the graphics in the corresponding sex/race .tga, also give its path in the .mdf, still the old graphics loads when the item is equipped. Maybe I'll attach illustrations and additional explanation later but now tired of it.

    update:
    Shiiit, I didn't use the same numbers in addmesh and materials. I think it will be OK from now. Let's go back drawing some more outrageous slutty garments.

    update#2:
    I'm stuck again, armor item is invisible when equipped :(
     
    Last edited: Jul 23, 2018
  6. datakurs

    datakurs Member

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    Sir, could you please check my files? I'm lost.
    This is a minimalist test, I cloned the Mystical Tattoos to a new folder (skimp2), altered the paths in the .mdf files only.
    New protos.tab line is 6721.
    Added new entry (31100) to addmesh and materials, copied the lines with modifying the paths only. Kept the old model entry.
    Made the old and the new tattoos tradable, gave them low price, put them to shop map clothing chest #1.
    Starting a new a game, picking up both old and new tattoos, only the old changes the PC texture. Why isn't the test tattoo visible?
    CO 8.1.0 new content and Temple+ 1.0.64 are installed.
     

    Attached Files:

  7. datakurs

    datakurs Member

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    Is it possible to restrict equipping an item to certain classes?
    Is it possible to give an equipped item permanent spell effects?
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    As far as restricting items to certain classes, no it's not possible.

    Items with permanent spell effects depend on the spell effect you plan on using. Stat boost spells, AC boost spells, save boost spells, spell resistance, elemental damage or protection and a number of other effects are possible, but a lot of others are not.
     
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