Ok so now that i've added some items to Craft Staff and Forge Rings, I'm just wondering... What next? I'm going to try and finish the robes of the archmagi, but then what? So I guess if anyone has any suggestions for items (from the DMG) that CAN be put into this game that aren't in already, post them here and i'll se what I can do. I'm only looking for rods, staves, rings wondrous items and maybe potions, please bear in mind if a required spell is NOT in the Toee game, It won't work. This thread is like my to do list.
Personally, I'd like to see a Cloak of Elvenkind in gray (which is the color they're supposed to be) instead of green so my rogue can wear one without looking silly. But since there's no gray cloak models, I'm sure that can't be done. Barring that, is there anyway to include the "Shadow" armor enhancement. Silent Moves is in the game, but Shadow isn't for some reason.
I'm gonna have a look at adding the other craftable effects for weapons and armor, they are present in one file or another, although the prerequisites for crafting them is missing, so i'll put them in and see what happens, maybe I'll find out what happened to Shocking burst in the process! If I do I'll try and fix that too. I could change the cloak of elvenkind to black, there is a column labeled colour in protos, i'll try and play with that too (to see if it changes anything).
I was thinking gray because it's what it should be and it's a nice neutral color. Black has the same problem as green in that it's an extreme color choice. A black cloaked ranger seems odd to me. But I worry too much about character appearance I think, anyway. I generally don't use the Elven Chains (without throwing a monk's robe over it) just because they are so hideous.
Ok so I changed some entries in protos, here's a rundown... Boots and cloaks of elvenkind are now black, Mantle of spell resistance is now white on the charatcer model (was black for some reason). Cape of the mountebank is now green. Hope this helps. P.S. I've included the changes made to the robes of the archmagi too.
Why green? Just curious. Red seems more appropriate. (I realize the Cloak of Charisma is already red, but I don't think it matters if multiple magic cloaks have the same color.) Also, if you're going to change the color of the boots of elvenkind, might as well make the gloves of dex black to match.
It's not difficult to change, how do you want it then? Gloves of dex in black, mountebank in red, charisma in green? Right? anything else? It's no problem I just realised today that the chimes of opening dont have a cost, and are using the wrong spell as a prerequisite to craft, so I need to resubmit the changes again.
Crafting weapons. I've crafted the holylongsword+1 you get for marrying Meleny to +3 and it's tough on undead. The flaminglongsword from the fire temple at +3 is tough on trolls. They seem to work okay, I wasn't aware you can go beyound +3. I've had Burne at level 11 and I never noticed if he could craft more than +3. I was close to endgame and I never tried. In the old game, a paladins HolyAvenger was +5. If you can craft beyound +3 that would be a good thing..
When you enchant a new item, you may empower them so that the have a +3 total. Sometimes, it happens (but is a bug) that the item gains an additional +3 so that the total is +5, for example. I highly suggest you of NOT enchanting +5 or +4 armors/weapons since the enchanter may often reduce (!!!!) the +5 bonus to +3. Another thing about weapons: if you like to use an holy sword against undead, it is your funny, but it is not absolutely the best weapon. Some undeads are neutral, so the holy attribute is uneffective, while many others have DR bludgeonin/5 or slashing/5 so that it is always better to have a slashing and a bludgeoning weapon. More, a flamming longsword will make only 1d6 of letal damages to trolls so they will fall unconscious because of the non-letal damages recived from the same weapon first than to be killed from the fire damages done from that weapon. At the end you'll have to use the coup de grace opdion. Fire swords are instead extremely effective against cold type creatures, since in this way they deal twice the fire damage.
Nah, I mean, for example, to make black wizaed robes but keep the blue ones as well, or make a black wizard hat but keep the blue one. I can change it, by editing the skin to black, but then all wizard robes or hats are black. What I'm after is to have both, basicly to add a whole new item to the game based on an existing one. This tread continues in general modding.
use notepad, copy the line you want to alter, change the first number to an unused number and save, open phalzyr's editor change the number from column 22 or 23? to match, make your changes, and save. open description.mes add a new line with your new item number and description and save. Then test it.
Wizard robes are protos.tab number 6130, the black greater temple robes are number 6113, column 34 "model" column 53 "inventory icon", and column 62 "colour" are the columns you need to change, just change the numbers in those three columns of your new items to match the three columns from line 6113 to make your wizard robes look like greater temple robes.
Still not clear enough I guess, I can edit the skins, I made the wizard robe black by changing the tga but that changes every wizard robe in the game. there are some items, eg villager garb the there are enough of and not really important that I'll just write over, but I want to know how, if I make the new skins and have the models, to get the game to then look and see that now there are two types of wizard hat (or robe), the standard one and the new one that I just made, the black one.