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Joined: Mar 2015
Location: SW France
G
stranger
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stranger
G
Joined: Mar 2015
Location: SW France
I want to have a crack at making a crafting mod.

But the first question I have is: what is the structure of the game? All the very detailed and valuable stuff I have read starts from the assumption that I understand the structure of the game ... Osiris? Excel files? Text files? What I (and perhaps others) need is a brief and easily understandable explanation of what all these files are and how they interact.

For example, if I want to add a crafting item (say, make 2 small potions into a large one, or making a potion add a resistance to an item of armour) what files do I have to change/add?

I have looked around but find myself stuck in a very thick smoke cloud!


Taxation without representation is still tyranny
Joined: Jun 2013
old hand
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old hand
Joined: Jun 2013
Well Osiris is the scripting engine so for crafting I don't think you will need to deal with that.

The excelfiles are located in "Data\Public\MYMOD\Stats".

The excel files generate the text files via macros the "generated" files in the folder "Data\Public\MYMOD\Stats\Generated" You can edit them directly or use the excel files to generate new ones using the "all.xlsm" file. I find that generating a file individually like "ItemCombos.xlsm" doesn't work. So use all.xlsm after modifying and saving the file you are editing.

The files you probably need to look at are
ItemCombos.xlsm
Modifiers.xlsm and ValueLists.xlsm(to see what you can add to items)

Stats.lsb (you need to unpack MAIN for this using LSTools).


This seems like the most relevant thread on the subject:
http://www.larian.com/forums/ubbthr...ords=crafting&Search=true#Post561521

Anytime I try to mess around with these excel files I copy/paste an entry and change it first to get a feel for it.

Qualifier:
I have not tried to modify crafting.

Last edited by SniperHF; 02/04/15 09:00 PM.

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