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stranger
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OP
stranger
Joined: Jul 2017
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Hello guys. If someone can help me, it will be greatfull. The root of problem: 1. Created new Module. New skill: Added (work). a) Skilldata.txt (Data/Publick/MyMod/stats/Generated/Data/Skilldata.txt. new entry "RF_Rain_Fire" type "SkillData" data "SkillType" "Rain" data "Ability" "Defensive" data "Element" "Fire" data "Tier" "Novice" data "ActionPoints" "2" data "Cooldown" "2" data "CooldownReduction" "10" data "ChargeDuration" "0" data "Lifetime" "3" data "SurfaceType" "Fire" data "SurfaceLifetime" "12000" data "SurfaceStatusChance" "100" data "SkillProperties" "Burning,10,2" data "TargetRadius" "15" data "UseCharacterStats" "No" data "UseWeaponDamage" "No" data "AreaRadius" "15" data "TotalSurfaceCells" "125" data "SurfaceGrowStep" "5" data "SurfaceGrowInterval" "150" data "DisplayName" "RF_Rain_Fire_DisplayName" data "Description" "RF_Rain_Fire_Description" data "StatsDescription" "RF_Rain_Fire_StatsDescription" data "DisplayNameRef" "Rain Of Fire {E}" data "FXScale" "100" data "PrepareAnimationInit" "cast_long_start" data "PrepareAnimationLoop" "cast_long_loop" data "PrepareEffect" "FX_Skills_Fire_Summon_Prepare_A" data "CastAnimation" "cast_long_cast" data "CastTextEvent" "cast" data "Icon" "Skill_RF_Rain_Fire" data "TargetEffect" "FX_GP_Target_Fire_A" data "Magic Cost" "1" data "RainEffect" "FX_GP_Rain_Fire_A" data "Atmosphere" "Rain" data "ConsequencesStartTime" "1000" data "Skillbook" "RF_SKILLBOOK_Rain_Fire"
new entry "RF_Rain_Fire_1" type "SkillData" using "RF_Rain_Fire" data "Level" "1"
b) Next added in SkilLSet.txt, & in Object.txt new entry "_Skillbooks" type "Object" data "ModifierType" "Item" data "Act" "1" data "UseAPCost" "2" data "Value" "7" data "Weight" "500" data "Requirements" "Level 1" data "InventoryTab" "Magical"
new entry "RF_SKILLBOOK_Rain_Fire" type "Object" using "_Skillbooks" data "Act part" "1" data "Requirements" "Level 1"
c) Work with Editor: Create Rain_Fire.lsb in Shared/MyMod/RootTemplate. Options: Selected DataPack = MyMod (or Main?) DisplayName = RF_SKILLBOOK_RAIN_FIRE Stats = RF_SKILLBOOK_RAIN_FIRE onUseAction, use Type=Book, SKILL_ID=RF_Rain_Fire. Name = RF_BOOK_RAIN_FIRE d) Copy GUID to Object.txt in LInks Folder: object itemstat "FR_Skillbook_Rain_Fire","013875af-f35d-437a-b027-17cc5ad247a5","",0,0,"SkillbookFire",1,1,1,0,1,20
e) TreasureTable.txt this is Arhu in Cyseal new treasuretable "ST_Skillbook_FireTrainer_Earlygame" new subtable "-1" object category "I_RF_Skillbook_Rain_Fire",100,100,0,0,0,0,0,0 new subtable "-1"
d) Unpack icons.pak, Edit Ability.dds by CS6, resave in rain_fire.dds, put in Publick/MyMod/assests/Textures/icons/ Edit in folder GUI Ability.lsx by Excel: 2 1445003101 2 0 0 0 IconUVList root IconUV MapKey Skill_RF_Rain_Fire 22 2 1445003101 2 0 0 0 IconUVList root IconUV U1 0.40625 6 2 1445003101 2 0 0 0 IconUVList root IconUV U2 0.4375 6 2 1445003101 2 0 0 0 IconUVList root IconUV V1 0.25 6 2 1445003101 2 0 0 0 IconUVList root IconUV V2 0.28125 6 Public/RainFire_653821cd-64f7-487c-9102-a43e1ecb7287/Assets/Textures/Icons/RainFire_Icons.dds
Total: I have skill & it works cuz i added it in skillset. No work book, no work Merchant, Dont have icon for new skill. I found it: http://larian.com/forums/ubbthreads...p;Words=Icons&Search=true#Post508810 Thx Norbyte, but How i can upload new dds & assign GUID? I don`t know.
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addict
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addict
Joined: Apr 2013
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Hi, DisplayName = RF_SKILLBOOK_RAIN_FIRE Identifiers are case sensitive; "RF_SKILLBOOK_RAIN_FIRE" is not the same as "RF_SKILLBOOK_Rain_Fire". e) TreasureTable.txt this is Arhu in Cyseal You only need one 'new subtable "-1"'; the second one will clear the first table AFAIK. d) Unpack icons.pak, Edit Ability.dds by CS6, resave in rain_fire.dds, put in Publick/MyMod/assests/Textures/icons/ If you're only adding one ability, you shouldn't edit the existing (quite large) DDS, just create a new 64x64 DDS and put your icon in there. Edit in folder GUI Ability.lsx by Excel: I'm not sure what you're editing with Excel, since the ability.lsx is an XML file, not a spreadsheet, it should definitely not be edited with Excel. How i can upload new dds & assign GUID? You don't have to assign a GUID manually, just add the icon DDS to your mod (as a texture resource) using the editor, it'll generate you a new GUID automatically and create the resource .LSB file, so you don't have to do that part manually. What you have to do, is create a new .LSX in Public\YourMod\GUI, with the appropriate contents. Sample XML:
<?xml version="1.0" encoding="UTF-8" ?>
<save>
<header version="2" time="1403875226" />
<version major="1" minor="3" revision="0" build="0" />
<region id="IconUVList">
<node id="root">
<children>
<node id="IconUV">
<attribute id="MapKey" value="Portrait_Animals_Cat_Arhu" type="22" />
<attribute id="U1" value="0.0" type="6" />
<attribute id="U2" value="1.0" type="6" />
<attribute id="V1" value="0.0" type="6" />
<attribute id="V2" value="1.0" type="6" />
</node>
</children>
</node>
</region>
<region id="TextureAtlasInfo">
<node id="root">
<children>
<node id="TextureAtlasIconSize">
<attribute id="Height" value="64" type="6" />
<attribute id="Width" value="64" type="6" />
</node>
<node id="TextureAtlasPath">
<attribute id="Path" value="Public/Main/Assets/Textures/Icons/Overrides/testportraits.dds" type="29" />
<attribute id="UUID" value="eee08d9c-e20b-4575-b79a-87c897312601" type="22" />
</node>
<node id="TextureAtlasTextureSize">
<attribute id="Height" value="64" type="6" />
<attribute id="Width" value="64" type="6" />
</node>
</children>
</node>
</region>
</save>
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stranger
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OP
stranger
Joined: Jul 2017
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Thnx, i am going to try all right now. But: About DDS, i want to create 1 big DDS, with all abilities items & etc. This is just first time when i try, & why i am added 1 skill. I found in resourse mananger: + add new Textures, but whats next? what is that type & pack what i needed to add? in my mod ofc? ( If i chosen Game, i can also chose what is type, like cloud, items, etc) in GUI all skills UV vectors. so i add ,my skill, wrote U1-U2, V1-V2.
Nice. my editor & game now are crashing every time.. arhrh
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stranger
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OP
stranger
Joined: Jul 2017
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game work now. fuh. So what about dds files? & Lsx with coordinates? So I edit all names to SPELLBOOK_RAIN_FIRE. But Arhu doesn`t have my book Editor doesn`t save my new skillbook. so it has 5071 Elements, after i Added > 5072. Reload > 5071 wtf
Last edited by Nazar; 02/07/17 10:20 PM.
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enthusiast
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enthusiast
Joined: Jun 2015
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************************************************************************ Note: nice to see the Great Norbyte descend from Byte Heaven to the realm of us mortals ;-) ************************************************************************ You can add a texture map in the texture map viewer which should automatically add it to resource manager. When specifying the .dds name, it will warn you that a file with the given name already exists, if you cpoied the file before. It will not create the .dds file for you - although it warns you if the file exists already!!! You'll have to copy the file afterwards manually. NEVER create your file inside the resource directory or you risk losing it when the resource editor or map viewer overwrites it with ... nothing. What the map viewer does though is - register the resource (even if the .dds does not yet exist in the chosen directory) - create the XML file with the correct UUID already entered in the GUI directory Of course you can also use the resource editor to register the .dds and create the XML manually (or copy an existing one and modify it). The auto-created XML file will have no image nodes, and you will have to copy the .dds to the directory given in the XML. (Should be something like Public/<YOUR-MOD>/Assets/Textures/Icons/some-name.dds) The directory written in the XML file is actually not important for the game, it's only important for the editor so that it can give you a preview of an icon when you choose one for a root template, the engine itself does not take the directory of the resource from the XML but from the resource entry (some explanation follows). The image needs to be made known for the game. This is done with the resource editor but it can also be done with the map viewer. Just make sure to add your own package in the resource editor, so your resources are nicely separated from the built-in stuff. (Don't know if the editor allows adding a new resource to Main.) As soon as you create your own package, the resource editor will create a directory Public\<YOUR-MOD>\Content that contains a subdirectory with the name of the package you created. There you will find an .lsb file (or more than one) which is used to 'register' the resources (sounds, models, textures, animations, whatever you're talented enough to create;-) with the game engine for your mod. Only copying a file without registering it only works for the stat files, everything else must be registered. This is what the 'resource editor' is for, it actually does less resource editing but more resource registering. Other specialized editors can automatically register resources for you, as mentioned, the map viewer can register icon maps, and the script editor can register new object scripts when you create them in the editor. But all specialized editors as well as the resource editor itself want to know a package to put your resource into, the Main package is probably read-only, so just create your own. I guess you already figured out the format for the image nodes in the XML. If not: the U1, V1, etc. are float values representing percentages of the left upper and right lower corner of a single icon. (In my experience, the right lower corner does not really matter.) e.g. if you have a 256x256 .dds, the left upper corner of the images will be U1=0;V1=0, U1=0.25;V1=0; U1=0.5;V1=0, ..., U1=0.5;V1=0.75, U1=0.75;V1=0.75, because you can fit 4 rows and 4 columns of 64px into a 256x256 image. And 1/4 == 0.25. In a 1204x1024 .dds, the 'step size' will be 0.125, and so on. The minimum value possible is 0 of course and the maximum is 1, which is only usable for the lower right corner of course, since an icon that had it's left upper corner at U1=1;V1=1 would actually be outside the image ;-) An .lsx is a normal text file in XML format. I think it stands for 'Larian Studios XML'. You can edit this file with a normal text editor, I use Notepad++ with the XML tools plugin enabled, but the plugin is not necessary for editing. Be careful about XML syntax errors or the game will ignore your .lsx. Small correction: a treasure table can have more than one subtable which co-exist. A subtable only defines the group of items for the treasure rolls. ... an excerpt from the unmodded 'ST_IngredientsTrader' treasure table:
...
new subtable "-3"
object category "I_GRN_Ingredient_Cylinder_Empty_A",100,100,0,0,0,0,0,0
new subtable "-3"
object category "I_GRN_Ingredient_Round_Empty_A",100,100,0,0,0,0,0,0
new subtable "3,1;4,1"
object category "I_LOOT_Wand_A",100,100,0,0,0,0,0,0
object category "I_LOOT_Wand_B",100,100,0,0,0,0,0,0
object category "I_LOOT_Wand_C",100,100,0,0,0,0,0,0
object category "I_LOOT_Wand_D",100,100,0,0,0,0,0,0
new subtable "1,1;2,1"
object category "I_LOOT_Copper_Ring",25,100,0,0,0,0,0,0
object category "I_LOOT_Silver_Ring",25,100,0,0,0,0,0,0
object category "I_LOOT_Gold_Ring",25,100,0,0,0,0,0,0
object category "I_LOOT_Gold_Ring_Heavy",25,100,0,0,0,0,0,0
...
means the trader will always have 3 empty grenade cylinders and 3 empty round grenades, the minus means independence of player and item levels, the number is the amount. Then he will have 3 or 4 inert wands, level dependent. The 1 behind the comma is the relative chance of occurrence, since both have an equal value, the chance is 50% to have 3 and 50% to have 4 inert wands. (It's NOT 1% and 1%, only the relative weight of the numbers matters, not their value.) A new subtable "3,3;4,1" would be 75% chance for 3 and 25% chance for 4 items. This is what the numbers mean. The first number behind the items (100,100,0,0,0,0,0,0) is the relative chance of occurence within the subtable. All wands have equal chance to 'drop'. Now, since this is not a level independent subtable, you will still only find 1 or two types of inert wands with an ingredient trader at a time, since the inert wands are level restricted in their links in Stats\Generated\Links\Object.txt. Only during levels where the registered 'drop levels' overlap, you can find different types. Again, the value 100 does not mean 100% chance but is weighted against the other 100s within the subtable. If all the different inert wands could drop at every level, they'd each have a 25% chance to drop (or show up in the trader's inventory). But as mentioned, there's an additional level restriction with inert wands. (The numbers following the first 100 are the chances for the drop to be common, rare, epic, divine, etc. which only matters for weapons, shields and armor, but not for inert wands of course ;-)
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stranger
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OP
stranger
Joined: Jul 2017
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I can`t add anything, cuz my editor delete all, after i close it. 1:40:58 - Template could not find root with id: 4a08b2a0-b2ec-4d92-ae62-7a22119a54a8, type: item! THIS IS VERY IMPORTANT! Data could get lost! The roottemplate probably got deleted without removing all the referenced locals! So what why i can`t add my skillbook...
Last edited by Nazar; 02/07/17 11:02 PM.
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enthusiast
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enthusiast
Joined: Jun 2015
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I don't remember to ever have seen such an error message. You should describe exactly the steps you took, from the very beginning, from even before you opened the editor the first time, if you unpacked any .pak files and where you unpacked them, if you copied any or all unpacked files to the game's Data directory, etc. Then also if and how you created your own mod. If you made it dependent on Main or only on Shared, etc. All I could think of is that you are editing stuff inside the Main campaign instead of a mod which the editor rejects afterwards because it's a read-only campaign. As a side note: it has been described numerous times here in the forum how to set up editor and how to create a mod that modifies the Main campaign. As a second side note: the editor is all but bug free or easy to use. There is a sticky thread EE Editor Problems/Bugs thread, which you should read.
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addict
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addict
Joined: Apr 2013
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1:40:58 - Template could not find root with id: 4a08b2a0-b2ec-4d92-ae62-7a22119a54a8, type: item! THIS IS VERY IMPORTANT! Data could get lost! The roottemplate probably got deleted without removing all the referenced locals! I haven't seen that one before either, but apparently it is thrown by "ls::LocalTemplateManager::LoadTemplate" when the referenced root template GUID is invalid. It's most likely referenced from either Links/Object.txt since I can't see any other manual GUID edits in the stuff you pasted that would cause problems. Small correction: a treasure table can have more than one subtable which co-exist. A subtable only defines the group of items for the treasure rolls. Oh, good to know, haven't seen tables with multiple subtables before.
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stranger
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OP
stranger
Joined: Jul 2017
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enthusiast
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enthusiast
Joined: Jun 2015
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So, after pausing a lot of times while watching because it all was so fast, there's only one thing I noticed: You saved the root template into a subdirectory 'RootTemplate'. The root templates I created in my mod are all stored inside a subdirectory 'RootTemplates' (with an 's' at the end). Since I never found any hint where the game might take its directories from, I assume they are hardcoded.
Although I do not know how the editor works internally, I can only assume that you find your root template immediately after you create it because it's not read from the disk but because it's still in some cache, but when you restart the editor, it will look for root templates in the folder with the 's' at the end, which does not exist and so no .lsb file with root templates can be loaded. That's the only thing I could think of.
Try renaming the directory from 'RootTemplate' to 'RootTemplates' and see if it works. Other than that, everything else looks okay to me. If this is not the cause, someone else might have a hint ...
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addict
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addict
Joined: Apr 2013
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The root templates _must_ be in a folder named "RootTemplates". Specifically, the engine looks for "<YourMod>/RootTemplates/*.lsb" (and possibly "RootTemplates/*.lsf").
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stranger
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OP
stranger
Joined: Jul 2017
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Now all working. Thank you guys very much, but after i wrote "rootTemplates" My game crash every time. (wtf? i don`t know). So what i done: I delete all files, games, editor with REVO uninstaller Pro, it killed all files & clean register. After i instal Divinity & Editor, unpak all .paks in Data. My Score ^^: DDS i added with Resourse Manager. Because Atlas Viewer, couldnt add .dds file. It just created new .lsx, but: Couldn`t create file NewAtlas1234567ts.dds ( I think game didn`t have the same) So Ok. The next step: trying to add new unit (summon) for Chachter on the basing of the existing Just 1 question: Did i need edit smt for summons? For example: on 2 lvl my summon 2 lvl. Ok on 10 lvl, my sommon will be 2 or 10? Does game do itself (in .exe.) or i should write script for lvl up & my summon will be stronger & get lvl up with me?
Last edited by Nazar; 04/07/17 07:55 PM.
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enthusiast
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enthusiast
Joined: Jun 2015
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Summons will be the summoner's level when summoned, no matter which level is in the stat. (They might not level up when you level up in combat but that does not happen often enough to really matter. The next summon after your level-up will then have your new level.)
The only thing, you need to pick a character from root templates you want to use as a summon, possibly create a new one because you might want to give the summon different stats from what the existing templates have assigned.
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stranger
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OP
stranger
Joined: Jul 2017
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Hello guys again. So i added new unit. & have 1 question: 1. Equipment.txt I found this line: add equipmentgroup add equipment entry "_Undead_Skeleton_Grunt_SMSH" new equipment "Undead_Skeleton_Grunt_SMSSH" 2. Character.txt this stats for new unit. new entry "Undead_Skeleton_Grunt_SMSSH" type "Character" using "_Skeleton" data "Act part" "5" data "Strength" "7" data "Armor" "4" data "BodyBuilding" "1" data "Willpower" "1" in skillset.txt i should add new skills & group for my summon. i want edit weapon for my new skelet, & what means line "stats" in Root editor ( on the screen red lines) so i need edit files: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=582571#Post582571 This guide nice, but what about weapon (another model sword/blunt) ?:)
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stranger
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OP
stranger
Joined: Jul 2017
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okey... I created new line in Charater.txt, Equipment.txt & replace them
Last edited by Nazar; 06/07/17 08:31 AM.
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enthusiast
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enthusiast
Joined: Jun 2015
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Hello guys again. So i added new unit. & have 1 question:
1. Equipment.txt I found this line: add equipmentgroup add equipment entry "_Undead_Skeleton_Grunt_SMSH" new equipment "Undead_Skeleton_Grunt_SMSSH"
These are 2 unfinished entries from Equipment.txt, an 'equipment' starts with 'new equipment ...'. Not that important though. You should find an entry for "_Undead_Skeleton_Grunt_SMSH" in Weapons.txt, either in Shared or Main. This is the used weapon's stat entry which defines damage, damage type (slashing,piercing,etc.) and some other things. The entry will probably not have a lot more than the type entry and then 'using "_Swords"' or 'using "_Axe"', etc. (that's like an #include in C.) 2. Character.txt this stats for new unit. new entry "Undead_Skeleton_Grunt_SMSSH" type "Character" using "_Skeleton" data "Act part" "5" data "Strength" "7" data "Armor" "4" data "BodyBuilding" "1" data "Willpower" "1" in skillset.txt i should add new skills & group for my summon. i want edit weapon for my new skelet, & what means line "stats" in Root editor ( on the screen red lines) so i need edit files: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=582571#Post582571 This guide nice, but what about weapon (another model sword/blunt) ?:) You need to assign the character stat you made to the root template you use for the summon. You need a new (potentially copied) root template or you have side effect if you change the stat for an existing root template. But I guess that's clear. Then you need a weapon stat for your summon and you also need to link this weapon stat you create for your summon to a weapon model (weapon root template) or your skeleton cannot use it (I think). This is done via the Weapon.txt link file. Or you just use an existing entry, that's up to you. Browse the weapon link file, you will find a lot of entries for stats starting with an underscore. Those are the weapons used by npcs (including the summons, and including even the animals, whose entries are all linked to an invisible dummy template). Look at the entries that existing summons like the elementals, spiders, wolves etc. have. So the damage type - there's no blunt but only crushing ;-) - itself is defined by the stat entry. In theory, you have to make sure that the used character model provides the required animations for the used weapon type (not the damage type, but the weapon type; you could even give a hammer piercing damage via stat). The skeleton you used looks like the decapitator that is used as a witchcraft summon. As far as I remember, this model does have all weapon animations that players have, it could use all weapon types. I don't know if the animation thing is absolutely necessary or if the game provides some 'fallback mechanism' because I never had to deal with new characters in my modding history except for one non-fighting trader which was little more than copy & paste ;-) As usual, someone else has to answer this ;-)
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stranger
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OP
stranger
Joined: Jul 2017
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thanks, i think i no needed more answers for this, i understand all about this point Ok. Done.
Last edited by Nazar; 07/07/17 12:32 PM.
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stranger
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OP
stranger
Joined: Jul 2017
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Hello again guys. I have a problem. so: I have anim set for my unit, i have unit, i have textures for him, i have new model & textures for new weapon & armor. But i can`t it conver to GR2. ( Maybe someone know how to convert to GR2 - 3Ds MAX 2017 ) This is error when i tried convert .dae to .gr with ET1.8 by Norbyte Bonus: So, any way, could i add new meshes with anim set? I read theme: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=564303#Post564303 & if be honest, dont understand for the end, Do I need use meshes from game or i can use my own
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addict
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addict
Joined: Apr 2013
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Haven't seen that one before. Can you send me a copy of the DAE file?
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stranger
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OP
stranger
Joined: Jul 2017
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Haven't seen that one before. Can you send me a copy of the DAE file? Did it yesterday, chek PM
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