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#618137 21/09/17 03:31 PM
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Is it possible to add a new WeaponType for weapon stats? I figured out how to add the value (to Enumerations.xml to get it to work inside the editor, and ValueLists.txt for the end result), but I'm missing a few things:

  • What determines the placement of the weapon on the character, i.e. on the back or hilt, when sheathed. It seems to default to the main hand / hilt, despite being configured as a two-handed weapon and using Staves as the AnimType. The animations look fine when unsheathed.
     
  • What determines what sounds the weapon uses on impact? You can see this changes when switching between WeaponTypes - Sword sounds different from Staff, for instance.
     
  • What influences how that WeaponType is displayed inside item information? My new WeaponType doesn't display as text at all.

[Linked Image]

Bonus question: Can deltamods be applied to an ItemGroup instead of a WeaponType? That's why I'm making a new WeaponType ultimately.

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Good news. It looks like deltamods do work with a new weapon type value:
[Linked Image]

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So it seems that AnimType applies to the weapon when unsheathed, otherwise it reverts to the WeaponType value to get the correct AnimationSet. In this case, Quarterstaffs isn't one of the default WeaponTypes, so it uses the 1H animation set. Not sure how to work around that without doing something wonky like making these a Sword WeaponType, to avoid the Staff deltamods and get ones relevant to the stats used.

Ideally AnimType should apply to the weapon when sheathed too, or we need another field to override which animation set to use.

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Are you encountering hardcoded issues?

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As far as I can tell, yes. The problems are:

Quote
  • Whatever decides which animation subset to play when your weapon is sheathed ignores AnimType and tries to match it to WeaponType.
  • There doesn't seem to be anywhere where you can specify "WeaponType (unsheathd) = This Animation Set".
  • Custom WeaponTypes don't show up in the tooltip, so wherever that's specified may be hardcoded.
  • The location where weapons are attached to the player seems to be tied to WeaponType too.

Animation Sub Sets / Animation Set Types seem to be hardcoded as well:

[Linked Image]

So, for instance, if you wanted to add a new weapon type like a whip, and wanted to create a new animation subset for it for all the races, that seems impossible at the moment, since you can't add a new subset. Subets seem defined by the animation set type.

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Hey LaughingLeader,

I'll bring this up with our animators and stats guys, see if they can clarify some of the issues you're encountering smile Will try to come back to you soon.


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Hey KVN!

I think the most crucial thing right now would be making the sheathed/weapon bone location match that of the AnimType, or adding a new field to specify that.

Tooltips and the ability to add new animations for a new type would be wonderful too of course, but my quarterstaffs being glued to the hilt (rather than the back, like a staff) is the one thing preventing me from truly feeling the mod is ready for others, haha.

Thanks.

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Bumping, I'm curious to know the solution as well. Ran into the same issue on my end, tho for now I'm working around it by using the existing ones (which is not ideal, as I have a bunch of two-handed scythes pretty much ready to go but their descriptions read "Two-handed Axe" lol)

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Originally Posted by Leon2th
Bumping, I'm curious to know the solution as well. Ran into the same issue on my end, tho for now I'm working around it by using the existing ones (which is not ideal, as I have a bunch of two-handed scythes pretty much ready to go but their descriptions read "Two-handed Axe" lol)

Haha, same here. I still can't decide if my Quarterstaffs should be "Swords", "Axes", or "Maces". Visually the animation/placement for swords look best, but it feels weird.

Also, scythes sound great. Can't wait to see those when you release your mod.

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Hey,

sorry for the late response, here's a compilation of responses:

Modeling/Rigging:
Quote

What determines the placement of the weapon on the character, i.e. on the back or hilt
-- there is a dummy in the character rig per weapon type
What determines what sounds the weapon uses on impact?
-- material type in the settings of the material


Animation:
Quote

I think the most crucial thing right now would be making the sheathed/weapon bone location match that of the AnimType, or adding a new field to specify that.

If you want it sheathed on the back, you'll need to make it a staff (or a spear, etc.).


Stats:
Quote

Short answer is - you can't add new weapon types, he'll have to reuse Single-handed.
Can't do custom animations.
But he can have custom animations for all single handed weapons.
He can also straight up remove one of the weapon types, like Spears, and add his own instead of it.
Animations are defined per character template but only for existing weapon anim types


So in summary:

While some parts of the weapon system are available, there are several code-supported elements that are more or less inevitable. So making a completely new weapon type will currently be impossible. You'll have to reuse an existing one. Sheathing location is determined by a dummy in the character rig. So not per weapon, but per weapon type. In that sense, if you make it a staff, it should sheath on the back. (We're still working on making an example character rig available)

I'll be talking to the appropriate people again once they are available (some people have holidays right now smile ) to get more precise info on what's possible and what we could do further. So if there are anymore specifics you need to know, be sure to post them.

Sincerely,
Kevin

Last edited by Larian_KVN; 02/10/17 12:48 PM.

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Originally Posted by LaughingLeader
Haha, same here. I still can't decide if my Quarterstaffs should be "Swords", "Axes", or "Maces". Visually the animation/placement for swords look best, but it feels weird.

Also, scythes sound great. Can't wait to see those when you release your mod.


I was primarily developing it to release it with a class mod I've also been tinkering with, tho lately I've been more inclined to get it out there as a stand-alone thing since the class mod is quite a ways away (drawing the skill icons, getting the effects juuust right... yadda yadda lol).


Originally Posted by Larian_KVN
While some parts of the weapon system are available, there are several code-supported elements that are more or less inevitable. So making a completely new weapon type will currently be impossible. You'll have to reuse an existing one. Sheathing location is determined by a dummy in the character rig. So not per weapon, but per weapon type. In that sense, if you make it a staff, it should sheath on the back. (We're still working on making an example character rig available)


Ah man =/ I guess I'm stuck having scythes listed as two handed axes then? Or maybe I'll use LaughingLeader's method and just poke around the data files 'o' I'm fine with the animation for now, just wanted to correct that description text (which, for some reason, really bugs me).

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Originally Posted by Larian_KVN
Hey,

sorry for the late response, here's a compilation of responses:

Modeling/Rigging:
Quote

What determines the placement of the weapon on the character, i.e. on the back or hilt
-- there is a dummy in the character rig per weapon type
What determines what sounds the weapon uses on impact?
-- material type in the settings of the material


Animation:
Quote

I think the most crucial thing right now would be making the sheathed/weapon bone location match that of the AnimType, or adding a new field to specify that.

If you want it sheathed on the back, you'll need to make it a staff (or a spear, etc.).


Stats:
Quote

Short answer is - you can't add new weapon types, he'll have to reuse Single-handed.
Can't do custom animations.
But he can have custom animations for all single handed weapons.
He can also straight up remove one of the weapon types, like Spears, and add his own instead of it.
Animations are defined per character template but only for existing weapon anim types


So in summary:

While some parts of the weapon system are available, there are several code-supported elements that are more or less inevitable. So making a completely new weapon type will currently be impossible. You'll have to reuse an existing one. Sheathing location is determined by a dummy in the character rig. So not per weapon, but per weapon type. In that sense, if you make it a staff, it should sheath on the back. (We're still working on making an example character rig available)



I'll be talking to the appropriate people again once they are available (some people have holidays right now smile ) to get more precise info on what's possible and what we could do further. So if there are anymore specifics you need to know, be sure to post them.

Sincerely,
Kevin


Thanks for getting back to us Kevin. So now that we know that new weapon types aren't currently possible, I'm wondering if it would be possible to add support for a few things to at least make due for now:

Requests:

The ability to set deltamods by some other param, like the itemgroup. That way you could have a weapon set to the Staff type, but have new deltamods, without those deltamods being put in the regular staffs.

A way to remove deltamods so you can set them to the new property, i.e. removing the staff deltamods from the "Staff" WeaponType, and instead linking them to a Staff_2H itemgroup, like it uses to get the names and root templates when generating new items.

Support for overwriting the unidentified name for items with ItemProgression. Currently if you rename "Display Name Unknown" in the root templates used by ItemProgression, it overrides the ItemProgressionNames.txt values. So that "Unidentified Quarterstaff" keeps that same name when you identify it, rather than using the progression name.

Support for overwriting the displayed WeaponType tooltip name. So we could technically have a weapon be an existing type, but visually it says it's a new type. It can say "Scythe" instead of Axe, and so on. One step further would be if it used this name for the unidentified name as well.

________________________________

Support for these features would really make adding new weapons feel more customizable and their own thing.

Currently, deltamods being separated from the ItemGroup feels a bit limiting, since it ties the bonuses to the base weapon type. For instance, adding new swords that are Finesse-based will result in those swords receiving strength bonuses and regular sword-based deltamods. I haven't found a convenient way around that.

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I second that. I second that so much.

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Sounds reasonable. Thanks for the clear list. I'll talk it over with everyone that has a hand in it.

Don't expect an instant change though, these systems are rather intricate, which is the reason why it's also not fully moddable right now. And some things might simply not be possible (can't say from the top of my head).

No promises, but I'll do my best to get attention on this matter, as I'd like to support custom weapons a bit better too.

Last edited by Larian_KVN; 03/10/17 09:58 AM.

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Can't say I'd need the first 2 requests, as I will get rid of the RNG as best as possible, but the last 2 would indeed be a nice consolation if new categories and assets will stay a no-go.


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Originally Posted by Larian_KVN
No promises, but I'll do my best to get attention on this matter, as I'd like to support custom weapons a bit better too.

Righty-o. Thanks Kevin.

Originally Posted by Seelenernter
Can't say I'd need the first 2 requests, as I will get rid of the RNG as best as possible, but the last 2 would indeed be a nice consolation if new categories and assets will stay a no-go.

Removing deltamods could be useful for controlling RNG, as they're what determines the random bonuses applied to items, both picked up and when combined.

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Any news about the topic?

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I would like an update on this as well. I seem to remember you guys touting about how you can turn the game into any genre, such as a sci-fi game. It seems to me that without the ability to add custom animations to weapons this is literally impossible. Unless of course you meant medieval sci-fi laser swords and crossbows and not an actual sci-fi stuff. What about a rocket launcher? What about various machine guns? Hardcoding the animations is a major roadblock for total conversions.

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Hello everyone,

We went over the different idea, both from here, from other posts and internally.
Sadly, we came to the conclusion we will not be able to provide the suggested features.
New weapon types will not be possible as they are grounded too deep into the workings of our current stats and animation system.

As to Regulus V's questions. These limitations were known from the start and we hope to not have given the wrong idea concerning the moddability of this game aspect. Our sincerest apologies if you perceived this differently. Yes, it does mean you cannot provide custom weapon animations. This however applies mainly to the default attack and how the weapon is held while idle. You can however still provide custom models, skills and effects were needed. Personally, I would in that case create unique weapons (custom models etc. but under an existing type. E.g. putting rifles under the crossbow type) and provide them with custom skills (e.g. "Shoot"/"Laser"/"Rocket").

Sincerely,
Kevin

Last edited by Larian_KVN; 16/02/18 11:20 AM.

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