A matching title for my first thread here. Okay – being a noob to the game, the scripting language and what else there might be, I've studied some of the game files now for a while and even have done some testing. I'm playing with the additional content mod. As far as I thought I had understood, the starting equipment that's given by the "Standard Equipment Chest" in the shop is defined by py00416standard_equipment_chest.py. So, why has it no effect if I'm changing some of the proto IDs there?
Yes, I do. Hm… browsing that one's files, I can't find anything related. I guess, that's all compressed in that large TemplePlus-1.0.75-full.nupkg package, then? Any chance to edit that? Edit: What about putting the (modified) chest script into the Overrides folder? (I don't play the new classes.)
One can open that file with e.g. 7-Zip; there are some DAT files included. Extracting them yields – amongst others, of course – the T+ "Standard Equipment Chest" script – so, there's the one to edit and place into Overrides (I guess – not tested, yet).
That sounds about right, I've not modded with Temple+ but I have read threads about it. Assuming Temple+ doesn't completely override the Co8 and original file structure, making edits to the Invensource.mes file in your data/rules folder for the starting map chests and resting for about a month in game *should* refresh the inventory in the chests to your edited contents, you could also copy the .mob files from the starting map folder in modules/maps folder into Worldbuilder, add the items you want to the chests, and copy the .mobs back into the modules/maps folder/starting map folder for instant initial access to the items you added, though without performing the Invensource.mes edits these items would vanish again if you pass time to refresh the container.
Resting a month … No, I just wanted to adjust the standard equipment a bit, not what's available in the other chests. (You know, switch the ranger's shortbow to something more useful as she already received a longbow due to the weapon focus feat, e.g.) But many thanks for the insights – just starting to learn all that modding stuff here. (Do you know a good source for that scripting language?)
The language used is Python, you can edit .py files in notepad if you are hardcore - like @Shiningted, if you prefer a program that helps highlight scripting errors, PYcharm is pretty good, my personal scripting prowess is limited to copy and pasteing existing scripts and editing the details to fit my needs, there are plenty of great examples of scripts that do all sorts of useful stuff within the .py files.
I guess, then I'm going more … old school (while I'm just "editing the details of existing scripts to fit my needs")
I would recommend using PYcharm over Notepad for script editing, it helps to highlight issues that may be present in the script, Notepad offers no assistance at all in comparison.
Notepad ++ is a very nice clean version of Notepad that also uses colors and lines things up in an easier layout to understand. Once you use Notepad++ you'll never use Notepad again.
I use Notepad to format monospace font posts on another forum, so I don't really see a benefit to colors and lines...
Agreed. Although IMO the option to have many files open at the same time and being able to search whole directories in one go is more important than the color use.
just a quick comment, I don't know anything about how to mod the game, I just benefit from the great work everyone here does... but I wanted to mention, if your character has a weapon focus, typically the character starts with the weapon in hand, right? So if you have a character with a weapon focus in longbow, my experience is that the character will generate with a longbow already equipped, and anything that comes from the chest is just extra. I'm not somewhere where I can test this right now, but that's always how it's worked for me. Am I wrong about that? this comment is specifically in reply to completeCCity's post above which references the weapon focus feat.
It *should* yes, Co8 have added new weapons which may or may not be included in the starting inventory initial item spawn, but vanilla ToEE weapons should all be covered already.