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Joined: Sep 2016
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hamad Offline OP
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hello, I am trying to create my own unique items and putting them in a merchant but it's not working out. I am trying to create a unique dagger that uses 1 ap i copied _Dagger and created _Dagger1 to put in "using slot" and item group daggers then i created a new item with object category dagger1 and i our _Dagger1 in its using then i created a treasure table with rhat object category and so far everything worked out but if i put 1 in unique in weapon the item doesn't spawn like it would work unless i try to nake the item unique.


i tried to do it in another method using root table i was successful in drag and dropping item but i don't know how to add it to a treasure table as i don t know what to put in object category.

can you tell me how to add root table item to merchant and why didn't first method work as why can't i generate unique items with item group daggers?

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hamad Offline OP
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I just need the format, I know for skills books it's I_Skillbook.
I don't know what it is for weapons exactly

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Adding new items to treasure tables is just "I_NameOfYourWeaponStat". Make sure you make the ItemGroup for your unique weapon "EMPTY", or it may show up as randomly generated loot.

Also, you should probably add "_Dagger" to your "USING" field and then tweak the stats, not copy it directly. The stats with a underscore in the name are meant to signify base stats that other stats will inherit from. So in your case, a better naming convention would be to name your dagger something like "WPN_UNIQUE_MyDaggerName". Then in your treasure table, add "I_WPN_UNIQUE_MyDaggerName".

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Ok I will try that but the first method is impossible? As in creating a new unique dagger without using the root template, but just creating a new entry in weapon stats?

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hamad Offline OP
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i mean the opposite importing the item directly from root template to treasure table sorry

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hamad Offline OP
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if i remove item group dagger i get this
"Constant in script for unknown object is invalid, item with handle 'e63f9ee3-59dd-40db-9118-973924ab2bad' doesn't exist
"

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hamad Offline OP
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nvm i kept it blank before so it didn't work BUT when i put it EMPTY now it worked but the dagger it creates while it has the correct stats it's called "Dummy" and has no icon. how can I fix that? as in how to name it and give it the icon of a dagger

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hamad Offline OP
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help!? anyone?!

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So there's two parts here: the stats data and the root template that uses that stats data.

Your root template can be created from an existing dagger, yes. That's the best way to do it, to save yourself some time. Just make sure you set the stats to your new stats data.

I noticed some unique weapons use their name as the item group (so WPN_FTJ_UNIQUE_BraccusTorch has an itemgroup called WPN_FTJ_UNIQUE_BraccusTorch). Look up the TreasureTable entry called "FTJ_FlamingPigsGuardian" in the Origins TreasureTable. You can see how they added the unique Braccus Torch to that. Dropcount is set to -1. Same thing for FTJ_Magister_Orivand. His unique mace has a dropcount of -1.

Actually, as I look more into it, if you're not placing your root template in the world somewhere, I believe you need to add an entry to ItemProgressionNames.txt and ItemProgressionVisuals.txt. That's where you specify that the itemgroup "FTJ_Magister_Orivand_2HMace" = MyRootTemplateID.

Public\DivinityOrigins_1301db3d-1f54-4e98-9be5-5094030916e4\Stats\Generated\Data\ItemProgressionNames.txt
Code
new itemgroup "FTJ_Magister_Orivand_2HMace"

add levelgroup 0,0,"All"
add rootgroup "91e5bd15-033a-418b-8fca-ea0bfe5922e6",""
add namegroup "FTJ_Magister_Orivand_2HMace","",""

Public\DivinityOrigins_1301db3d-1f54-4e98-9be5-5094030916e4\Stats\Generated\Data\ItemProgressionVisuals.txt
Code
new namegroup "FTJ_Magister_Orivand_2HMace"
add name "Magister Orivand's Mace","Robust enough to put a stop to any conversation, Magister Orivand's mace fairly glimmers menace."


I haven't actually tried adding a unique weapon to a treasure table yet, so this is a learning experience for me as well.

So to get this to work for your mod, you'll need to create two text files in your mod's Public folder, under Public\MyModName_GUID\Stats\Generated\Data\, called ItemProgressionNames.txt and ItemProgressionVisuals.txt. There you add your unique weapon, like in the examples I shared.

rootgroup is the root template GUID of your item, levelgroup is the level range for that item to show up, itemgroup is the name you used in your weapon's stats, and namegroup is the namegroup used in the ItemProgressionNames file.

In the ItemProgressionNames file, it seems you can specify the name and then description of your weapon.

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hamad Offline OP
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Ah I understand I will look more into it. I thought it would be more direct/obvious than this frown. I feel that while dropping a unique item into the game is extremely easy, for some reason adding it to a merchant is much more involved


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