Creating custom weapons
Creating custom weapons
Does anybody know how I could design my own custom weapons or if not where I could download some. thx
Katana +6: Wrath of the Gods
1D10 damage +6 bonus to damage and THAC0
Additional +6 damage to Chaotic Evil
10% chance of decaptitation (no save)
Casts Dragon Breath once per day
Casts Comet once per day
Cast chain lightning 3 times per day
+50% magic resistance
Negative Plane protection
Not usuable by:
Mage
Cleric
Druid
[ 12-18-2001: Message edited by: Henry ]
1D10 damage +6 bonus to damage and THAC0
Additional +6 damage to Chaotic Evil
10% chance of decaptitation (no save)
Casts Dragon Breath once per day
Casts Comet once per day
Cast chain lightning 3 times per day
+50% magic resistance
Negative Plane protection
Not usuable by:
Mage
Cleric
Druid
[ 12-18-2001: Message edited by: Henry ]
Infinity Engine Editor Pro allow you to make your own Items, Spells and stores. Go to my site (link's in my signature) and go to the BGII Custom Items section, there are a few items there that I have made - with help - feel free to download them. The link to IEEP can be found at the bottom of the page.
To create the customer item is not that hard. Actually the thing which needs more work and tinkering and research are the effects: i.e. glowing weapon blade, icons which will appear and dissapear on your char portrait when you wield/unwield it, effects when you strike the target... These require tinkering
Making just the item with bonuses but without the "effects" as I stated above is easy. You can however "grab" some of the features by using the existing item and modifying it. I.e. edit the Celestial Fury and save it under the different name. Modify it, add and/or remove effects and such, redo some and done. Easier then creating one from scratch.
Making just the item with bonuses but without the "effects" as I stated above is easy. You can however "grab" some of the features by using the existing item and modifying it. I.e. edit the Celestial Fury and save it under the different name. Modify it, add and/or remove effects and such, redo some and done. Easier then creating one from scratch.
Yes, you need Infinity Editor as well as the thignie, program, which unpacked the items from BG game so that you can actually open and edit the files. In general, these items are all inside of some big file and need to be extracted before they can be used in editor..
Oh, one thing: IF you make your own item, then name it something short and unique, i.e. 'HSWRD1H' (Henry Sword 1-handed )and then copy that new "item" to Override folder. DO NOT put that item in your chars inventory through Shadow Keeper. Why? You see, if you overdo something big time, the game may crash, at least. If you add something way too messed to yout savegame, it may ruin it. However, when you put the item into the Override folder, you can use the simple CLUAConsle command to import the item, IN-GAME! So basically it's like this:
1) You create the item and copy it to Override folder (MUST be unique name, so that you wont mess up some original file!);
2) You remember the item name ;
3) Go in game, load up the savegame;
4) Use command: CLUAConsole:CreateItem("item name here")
5) Identify the item, either in shop or with the Identify scroll or maybe some char has high enough Lore. Btw, you can set the "Lore Requirement" on that item so low that anyone even with lowest INT can ID it heheh..
6) Use the item!
So even if you really overdo something big time and the game will go kaboom, at least your savegames are intact since you didn't mess with these.
[ 12-19-2001: Message edited by: Whailor ]
Oh, one thing: IF you make your own item, then name it something short and unique, i.e. 'HSWRD1H' (Henry Sword 1-handed )and then copy that new "item" to Override folder. DO NOT put that item in your chars inventory through Shadow Keeper. Why? You see, if you overdo something big time, the game may crash, at least. If you add something way too messed to yout savegame, it may ruin it. However, when you put the item into the Override folder, you can use the simple CLUAConsle command to import the item, IN-GAME! So basically it's like this:
1) You create the item and copy it to Override folder (MUST be unique name, so that you wont mess up some original file!);
2) You remember the item name ;
3) Go in game, load up the savegame;
4) Use command: CLUAConsole:CreateItem("item name here")
5) Identify the item, either in shop or with the Identify scroll or maybe some char has high enough Lore. Btw, you can set the "Lore Requirement" on that item so low that anyone even with lowest INT can ID it heheh..
6) Use the item!
So even if you really overdo something big time and the game will go kaboom, at least your savegames are intact since you didn't mess with these.
[ 12-19-2001: Message edited by: Whailor ]
Originally posted by Whailor:
<STRONG>To create the customer item is not that hard. Actually the thing which needs more work and tinkering and research are the effects: i.e. glowing weapon blade, icons which will appear and dissapear on your char portrait when you wield/unwield it, effects when you strike the target... These require tinkering
Making just the item with bonuses but without the "effects" as I stated above is easy. You can however "grab" some of the features by using the existing item and modifying it. I.e. edit the Celestial Fury and save it under the different name. Modify it, add and/or remove effects and such, redo some and done. Easier then creating one from scratch. </STRONG>
where do you find the celestial fury to edit???
"every time history repeats itself the price goes up"
anonymous
anonymous
Well, not sure if I want to spend the time on this, but in case I would, you can PM me the description of the weapon (that katana) and the e-mail address, to what I could send the item file, IF I will get around and actually do something
But yes, I wouldn't promise anything as I am a busy person. Simply sometimes I even do something useful
But yes, I wouldn't promise anything as I am a busy person. Simply sometimes I even do something useful
OK, just to add to this - I did check and tried to refresh my dusty memory on creating custom items with the charges and once per day stuff and that, and got a big carried away and created some darn neat things - not too powerful, but still formidable Guess I should try them out now, eh? Anyway, if time permits I can try to create such a weapon for you, all I need would be perhaps the text you want to enter to the item description.
Of course, I don't yet have ToB (have ordered, it's on the way) and if these spells are from ToB (I aint much of a spellcaster, so that's the reason of the ignorance), then I cannot create the item yet. Also, if these spells are something specific to some specific NPC, then I would add some other spells, because - first - it's darn pesky to get the NPC information out of them and apply it to the items without the really good tools (IEEP is good but still a lot is missing) and - second - that would make the item somewhat too powerful and then the game becomes too "unfun". What's the point to bother to advance, when you can just wipe the whole screen clear with but one special effect?
To those who use IEEP and wonder about the spells and once/twice/thrice/n times per day spells and such, a small hint - on the item combat abilities screen, there's the "Extended Header" option - simply add there new extended header and set the effects there, that way you can easily add the n times-per-day spells and stuff. Also the IEEP Spell Editor comes handy, to get the spell in-game names and icon names. Finally, Shadow Keeper is handy for extracting the items into Override folder, as well as getting the names of the items (i.e. Celestial Fury is a good weapon, but in-game, in the engine, it has another name - SW1H51).
OK, done..
Of course, I don't yet have ToB (have ordered, it's on the way) and if these spells are from ToB (I aint much of a spellcaster, so that's the reason of the ignorance), then I cannot create the item yet. Also, if these spells are something specific to some specific NPC, then I would add some other spells, because - first - it's darn pesky to get the NPC information out of them and apply it to the items without the really good tools (IEEP is good but still a lot is missing) and - second - that would make the item somewhat too powerful and then the game becomes too "unfun". What's the point to bother to advance, when you can just wipe the whole screen clear with but one special effect?
To those who use IEEP and wonder about the spells and once/twice/thrice/n times per day spells and such, a small hint - on the item combat abilities screen, there's the "Extended Header" option - simply add there new extended header and set the effects there, that way you can easily add the n times-per-day spells and stuff. Also the IEEP Spell Editor comes handy, to get the spell in-game names and icon names. Finally, Shadow Keeper is handy for extracting the items into Override folder, as well as getting the names of the items (i.e. Celestial Fury is a good weapon, but in-game, in the engine, it has another name - SW1H51).
OK, done..