So, I've been a member here for a few years an avid fan of the Co8 mod since I first discovered it and always find the latest one when I get nostalgic and load up Toee again. I've never messed around with trying to mod Toee, well because it seemed pretty daunting. I've never been a heavy modder to begin with, never done anything epic in scope, but have messed around with other games, like BG 1 & 2, Planescape, IWD, Morrowind, Oblivion, FO 3 & NV, so modding isn't something entirely foreign to me, but I'm by no means adept at it either. I have been looking through the forums and couldn't find the answer to what I was looking for entirely. Basically I want to mod Elmos inventory. I thought it would be as simple as editing the invensource.mes, but apparently there must be a little more to it than that unless I am doing something totally wrong. My reasoning is I don't like that he comes with the undroppable axe, chainmail and sheild, I would like him to have some lighter gear so he can hold more in his inventory, the axe is ok, but I was thinking with his skills set as they are he should be using some sort of leather or cloth armor and maybe an enchanted buckler or at least a wodden shield(I like to use my recruits as mules). Now when I look at the invensource.mes the chainmail, axe & shield arent even listed there. It has the dagger +1, brown leather boots, cloth armor, silver, gold, platinum and 3 white pearls. I looked inside the modules folder to see if there was a different invensource.mes but there isn't and I do have the Co8 module activated, so what am I missing or not doing right? IF some one could give me some general pointers on what I am doing wrong or what I should be doing instead it would be greatly appreciated, of if there is a thread I missed that explains it point me there, Thanks.
Hi there, kevx74, Invensource.mes only controls what an NPC carries when their .mob is created. For most NPCs, that will be what they carry throughout the game, but Elmo 'gears up' when you hire him, so his inventory changes. This is done through scripting, so you will have to go to data/scr and find Elmo's scripts file - py00091elmo.py. If you open that with Notepad, you will see that Elmo has a custom script entry called 'def elmo_joins_first_time.' (This is called from his dialog when he joins.) It looks like this: Code: def elmo_joins_first_time( attachee, triggerer, sober ): #edited by darmagon for sober elmo if sober: loc = attachee.location rot = attachee.rotation attachee.destroy() new_elmo = game.obj_create(14723, loc) else: new_elmo = attachee triggerer.money_adj(-20000) [COLOR="Blue"]rchain = create_item_in_inventory( 6049, new_elmo )[/COLOR] rchain.item_flag_set(OIF_NO_TRANSFER) [COLOR="blue"]mshield = create_item_in_inventory( 6051, new_elmo)[/COLOR] mshield.item_flag_set(OIF_NO_TRANSFER) [COLOR="blue"]maxe = create_item_in_inventory( 4098, new_elmo )[/COLOR] maxe.item_flag_set(OIF_NO_TRANSFER) magd = attachee.item_find( 4058 ) if magd != OBJ_HANDLE_NULL: magd.item_flag_set(OIF_NO_TRANSFER) new_elmo.item_wield_best_all() if sober: triggerer.begin_dialog(new_elmo, 70) return SKIP_DEFAULT The lines highlighted in blue tell the game what new gear to give Elmo, so if you wanted to change those, you'd have to get the proto numbers of the items you wanted from description.mes and replace the existing proto numbers with your new ones. Likewise, you could add additional items by adding new lines with the same syntax. You'll also see that this script controls Elmo's items being non-transferable by applying the OIF_NO_TRANSFER flag to them, so if you wanted to do away with that you could either delete the lines or place a # at the beginning of each line. (This makes it so the line is not read.) Good luck.
Ahhh, I seee. That is exactly what I was looking for, I should have figured it was scripted in somehow, one thing that I know extremely little about. Thank you very much, Gaear for the timely and precise answer! As a side note, I have been messing around with the toeewb, mostly just to snoop around and see what I could see, which did bring me to the toee toolset documentation thread and was just starting to peruse Shiningted's tutorials there. Looks like I might have answered my own question in time, and will continue to read them for further information, but decided to check back here first.
Ok two new questions, one I'm kind of embarrased about, but I can not figure out how to do a screenshot. I have looked through documents and forums but cant seem to locate it. I've tried print screen and various combinitions of PS wit alt, ctrl and shift but cant seem to find them if they were taken. The other question has to do with adding a new item. I can duplicate an item no problem, but the problem comes when I try to reskin the item. Case in point, I tried using the brigand armor, since it had multiple versions, I copied the tga's and mdf and skm and renamed them all to a new name, edited the mdf to point to the new textures and hexed the skm to piont to the new textures, edited the meshes.mes to include the new mesh, made a new icon but when I equip the item alls that show up is it puts some boots(which shouldn't be there) on and the shoulder pads(?) get equipped but other than that the character is nekkid. I thought I did everything right, but my guess is it has something to do with the skm file, is there an skm editor(something similar to nifskope) to change filepaths for the textures or did I forget some other crucial step. I've spent hours pouring through through the threads on this forum but nothing has caught my eye to help me with this yet, I will continue to go through them and experiment on my own but a little guidance would be greatly appreciative. Edit: ok so I found a thread that explains adding a new weapon here: http://www.co8.org/forum/showthread.php?t=3934 And I had done most of the steps already, albiet for armor, but I seem to have found two different mesh.mes files one located at art\meshes\ and another at art\interface\meshes I had the former changed to add the new skm file but didn't think the latter would need to be changed. But I went ahead and added the item to that one too to no avail and could not find a ground.mes(if there is one). It seems to me that either I am still missing a step somewhere or somehow I have made my tga file transparent in all spots but the shoulder pads, but that doesn't expplain why he is equipped with boots. I'll keep looking and messing around.... And if I wasn't too clear in my intent, What I am trying to do is take an existing item in the game (a piece of armor is what I'm currently working on, but I would guess the same process would hold true for a weapon too) and then duplicate the item with a new skin, so that I'm not changing every other piece in the game. I'm trying to make unique items so that my hirelings(elmo and others) have a unique look to them. Well, my efforts and tinkering led to some sort of fatal crash that wouldn't allow me to load any saves nor start a new game, no I dea what I did . Back to the drawing board with a fresh install and this time I'll be smart and back up my original install folder, installing just takes too long from CD's.
When you hit print screen, the game saves a .tga of the screen in modules/ToEE. Or if you want, you can hit print screen, quite the game, and paste it into MS Paint. Print screen saves the screenshot to your clipboard, basically. I'm not a mesh/models guy, so I can't help you with the other, sorry.
FInally did it! :mrhappy: Found a nice little how to in Shiningteds blog that explaind the process, if not perfectly pretty damn close to it, on adding armors to the game, and it was a simple matter of trial and error to apply this to weapons too. So now I have made my buddy Elmo a nice set of leather armor and a small steel buckler (both with a "H" insignia to signify his Hommlet allegiance,although the 'H' is much mor prominent on the buckler than the armor,lol, and since his father is leader of the militia there), also went and added in crossbows, longbows and slings +1, +2 & +3 where there werent any, will probably do shortbows next. All seem to be functioning properly. Although I admit to using some non standard colors for some of them, but hey it's my game and I like a little color.