5.8.0 NC Beta eyeglasses (masterwork appraise tool) mod

Discussion in 'General Modification' started by taltamir, Apr 26, 2010.

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  1. taltamir

    taltamir Established Member

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    Here we go, my first actual mod :p...

    based on this thread:
    http://www.co8.org/forum/showthread.php?t=8035

    The gist of the matter is:
    1. By RAW and PnP eyeglasses should not take a slot (1. non magical. 2. eyes are separate slot from than helmet)
    2. Swapping back and forth is tedious.
    3. There is actually a WOTC printed tool for +2 appraise, its called masterwork scales...
    4. Swapping it and then casting fox cunning (vs having it in the inventory and wearing +int headband) triggers bugs in wizard spell slots, especially specialists (by reducing and increasing your daily slots)
    5. Swapping back and forth and casting fox cunning requires more resting in homlet, and more traveling in and out of the inn... homlet is horrible bugged and sufficient travel / rest in the inn breaks it completely. This minimizes such travel and the risk of game breakage.

    Now, I called it "dirty mod"... why? because I did not alter the assigned number from that of armor to that of tools... why? because that would have required me to modify shops and I have no idea how to do that right now...
    On the other hand, altering those would break compatibility with other saves from older mods... so it better stay... as it stands you should be able to use this to modify existing saves. (I think)

    I have noticed a few things though:
    1. The armor feat requirement for clothes such as mystic garb is blank...but for many items such as eyeglasses it is "light armor" (same with max dex mod, etc)... this seems possibly related to some AC calculation bugs I have pointed out.

    2. just for completeness, eyeglasses are item 6031. I compared it to healer's kit and scholar's kit, items 12846 and 12847 respectively.

    3. I modified obj type from armor to generic, I noticed that column 30 is marked as 8 on eyeglasses but blank on both healer kit and scholar kit... i left it as is and it does not seem to impede its function (I tested the new eyeglasses and they work perfectly)... can someone tell me what column 30 is and if it matters that i left it as is?

    4. I deleted the entry in "equip slot flag", "helm type", "armor feat req", and "max dex"... (all of which are blank in scholar's/healer's kits.

    5. I replaced the bonus type 1 mods (armor mod of 0) with the values for bonus type 2. and deleted bonus type 2.

    PS. As this is my first mod and I am very much a modding newb, please share any insights as to what I have done wrong or what I should have done better. thank you :p
     

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    Last edited: Apr 26, 2010
  2. Spider Dwarf

    Spider Dwarf Spider

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    Admittedly I am neither a brainiac on coding of mods nor of 3.5 D&D rules, but I would say make slot 30 the same as for the scholar and healer kits. Why? Because the three devices are in essence doing the same thing, enhancing an attribute or skill.

    And logically, it would seem that slot 30 has something to do with armor and thus your changing the eyeglasses from light armor to generic may impact the internal usages of slot 30. Since the eyeglasses are so similar to the two kits, slot 30 should probably mirror the two kits.

    It may be that the reason the eyeglasses show up as light armor reflects them being devoloped from an item that was light armor. And thus slot 30 being an 8. Within the mechanics of the game is it possible that there is something better akin to the intent of the glasses?

    My 2CP worth but perhaps a consideration for mod 6.0 redo the shops to reflect the glasses as a tool and not as armor.
     
  3. taltamir

    taltamir Established Member

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    you raise a very good point. I shall do so.
     
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