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-   -   Custom Weapon Help (http://www.ironworksforum.com/forum/showthread.php?t=6385)

mangy_dog 03-01-2002 04:05 PM

I ahve a custom weapon. I unzipped it to the override directory. Then, I opened up ShadowKeeper to give it to my character, and it wasn't there! Am I doing something wrong?

Luvian 03-01-2002 04:11 PM

I don't think custom stuff appear in shadowkeeper.

Look in the zip file you got, fing the item called *****.itm

Now, go ingame, open the CLUA console, and type this:

CLUAConsole:CreateItem("******") replace **** with the name of the item.

As an example, if the file is called Sword123.itm you would type:

CLUAConsole:CreateItem("sword123")

Luvian 03-01-2002 04:19 PM

By the way, the weapon will appear in the main character's inventory.

mangy_dog 03-01-2002 04:44 PM

Thanks a lot. I will try that out.

Azred 03-01-2002 04:54 PM

<font color = lightgreen>You can get custom items to show in ShadowKeeper if you use the Infinity Add-On Patcher. Choose "Export IAP File", use "Add New Other" to put your files together, then "Make IAP File", exit, choose "Import IAP File", select your .iap file for importation, and you are done. Now your custom item/spell is available through ShadowKeeper; I use this method all the time and it works great! :D </font>

Kaneida 03-01-2002 05:01 PM

Azred is probably right. Most custom items that you download are in the IAP format. Therefore, you'll need the IEEP item editor and just follow the intructions from the readme.text if that was included with the item that you downloaded. If you only downloaded the actual .ITM code, then all you'll need to do is to place that .ITM in the override folder. Shadowkeeper will show that item if you know what type and name of the item you've just installed.

mangy_dog 03-05-2002 08:45 AM

Thanks a lot. Now i can get the item, it just doesn't have a picture. Any ideas about that?

Azred 03-05-2002 10:17 AM

<font color = lightgreen>What is the picture that you would like for it to have? I haven't been able to create custom pictures yet (can't convert my .bmp into .bam files) so I just use the in-game pictures.</font>

mangy_dog 03-05-2002 04:02 PM

Its a short sword, so... are there any glowing short swords? If not, maybe Arbane's Sword pic. That one is pretty cool.

Azred 03-05-2002 06:22 PM

<font color = lightgreen>Well, if you have IEEP from TeamBG then load the .itm file and set inventory icon = "isw1h27", ground picture = "gsw1h07", and carried picture = "csw1h27" (for Arbane's picture). Do you also have Infinity Explorer? IE allows for fast examination of any custom external file you put into the override folder.</font>

Dakkon Darkblade 03-05-2002 08:20 PM

Let me add something that makes editing items a bit easier, and also makes finding those annoying pictures a lot easier too. What you can do is extract an .itm file from the biff's using Near Infinity or any other program that can do it, put it in your override folder or something, it doesn't matter. Then, open that file up with IEEP and you'll see that most of your work is already done for you, like the attributes and pictures and such. All you have to do then is delete whatever you don't want it to do, and type in whatever you do want it to do... and it even gives you the normal, unidentified version on the second screen for convenience.

When I make an item, I find that if you open up a few of those programs, they all can help each other out and you can make an item relatively quickly without having to search through a lot. Shadowkeeper has the nifty option of filtering items from the main item list, allowing you quicker access to finding them. It also gives you the game name (or whatever it's called, you know what I mean though, the helm06 stuff), which you can then take and put in the "Find" field of either Near Infinity or Infinity Explorer. You can find whatever pictures it uses that way, and one of them, or maybe both, I forget, give you links to go to the different pictures so you can review them. If you have Creature Maker, and are making a .cre file, shadowkeeper can help in pretty much the same way, and much much quicker than that slow program CM.

Dakkon Darkblade 03-05-2002 08:24 PM

Now I've got a question for you custom makers out there... how exactly would you go about making armor that hurts your enemies when they hit you? I have this Armor of Corruption +3 or +4 I'm working on, giving the wearer Immunity to Poison, having an Armor Class of 3, And poisoning whoever hits it, as well as dealing some cold damage. I know how to do this for weapons, but does it work the same way or not? It's studded leather by the way...

Azred 03-06-2002 08:59 AM

<blockquote>quote:</font><hr>Originally posted by Dakkon Darkblade:
Now I've got a question for you custom makers out there... how exactly would you go about making armor that hurts your enemies when they hit you? I have this Armor of Corruption +3 or +4 I'm working on, giving the wearer Immunity to Poison, having an Armor Class of 3, And poisoning whoever hits it, as well as dealing some cold damage. I know how to do this for weapons, but does it work the same way or not? It's studded leather by the way...<hr></blockquote>

<font color = lightgreen>Load your armor into IEEP and give it the equipping effect "cast spell on condition", timing mode "while equipped", probability = 100%, constant value #1 = 1, constant value #2 = 0, and resource key = spell or effect to be cast. Now, the armor will put the poison/cold effect upon whomever is unlucky enough to strike the character wearing this armor.</font>

Dakkon Darkblade 03-06-2002 06:43 PM

Here's another little funny weapon I decided to try my luck with, though what I ended up with is very strange indeed. I'll try shortly about what you said, Azred, about the armor... though do I need to set the resource key on the third page? Couldn't I just go into IEEP and tell it to Cast Spell on Condition, and set the Parameter to whatever number it has for that spell? (Though the list is horribly long, it does tell you a bunch from what I've seen) Anyway, about the item I was making... it's a ring that I've called the ring of Disease, what it does is an area effect, affecting up to 10 people I guess in that area (with the number next to that drop down I mean, though how do I set the area diameter? Or is that the Area diameter?)with a 1 damage per second Disease for either 30 or some other number of seconds. It also applies a -3 modifier to everyone's strength in that area, making them weaker, which I thought was interesting, sometimes pinning the person down to the ground so they will just sit there and take disease damage with encumberance.

So I go into the game, right? And I notice that what I had thought I set to Once per Day, and shouldn't have a charge until I rest, has a charge. I thought... interesting... so I tried to use it, and it came out with that Wand Charge thing... you know, the spell symbol with a number of 10 next to it. I clicked, nothing happened, I clicked again, nothing happened... and I clicked until it ran out, and then finally mister Dakkon walked over and used it... but to his horrible surprise, it killed him and half my party instantly! lol. So, the first mistake was forgetting to set the range, which I then set to 100, for crossbow range basically, which I'll probably change to 75... that's what made him half to walk for the area effect that was close. What I don't get though is the number of charges my once per day item has. I walked into the copper coronet later after I fixed it a bit, and was able to kill every person in there with one charge of my ring, sending 10 whirling balls of magic out in various directions. What was kinda cool though, was that I didn't get reputation down for it if they died instantly, it was only if they started dying from the disease that it would happen. So it made my mage a god basically... for a battle he doesn't want to deal with... but I don't want that. I want one charge, for a once per day. Also, should I use Protection from OpCode - Disease or 100% disease resistance to make him immune? Ring of Gaxx uses the opcode, but the resistance one does the same effect.

Azred 03-06-2002 07:04 PM

<font color = lightgreen>No, you need only type out the code for the spell in the resource key box for the "cast spell on condition" page, like "spwixxxx" for some mage spell.
You know, that is one number I haven't look at--the number next to the area box. I think I'll have to take a look at it.
There is no difference between "protection from opcode: disease" and "disease resistance 100%", unless someone makes a spell that lowers disease resistance....</font>


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