Are Custom Items Possible? If so, How?
TheLynx01
Member Posts: 8
in BG:EE Mods
Heya,
I'm a guy whose got a decent amount of experience messing around with numbers in the 2DA files and I'm halfway decent with modding, especially after discovering Near Infinity. But my brothers and I wanted to do a 3 character adventure with each other, just with a few interesting RP bits and pieces.
One Idea we came up with was for me to make them each a custom 'Heirloom' item important to their character, full text description, and several various buffs when worn/equipped.
I know Near Infinity lets you mess with container contents so I figure that's my way of placing the items if created, but the key question remains... How do I create them?
Is this a function of Near Infinity? Does it require a ton of legwork? Or should I consider trying to figure out how to replace an existing item instead of creating new ones?
Thanks in advance for the help.
I'm a guy whose got a decent amount of experience messing around with numbers in the 2DA files and I'm halfway decent with modding, especially after discovering Near Infinity. But my brothers and I wanted to do a 3 character adventure with each other, just with a few interesting RP bits and pieces.
One Idea we came up with was for me to make them each a custom 'Heirloom' item important to their character, full text description, and several various buffs when worn/equipped.
I know Near Infinity lets you mess with container contents so I figure that's my way of placing the items if created, but the key question remains... How do I create them?
Is this a function of Near Infinity? Does it require a ton of legwork? Or should I consider trying to figure out how to replace an existing item instead of creating new ones?
Thanks in advance for the help.
0
Comments
If you want to give your item a new name and description, go into Dialog.tlk (click Edit and select "Dialog.tlk" or "String table"). Click "Add" to add a new string. Put whatever text you want into the text box. Be sure to switch on the flag "Has text" for the string or else it won't be displayed in-game. Make a string this way for the item's name and a string for the item's description. Set the name of the item to the number of the string that has the name, and do the same with the description.
I can clarify if something I said here wasn't too clear.
It also then usually shows in the item's description, the General Name, and the Identified Name the word 'Error'.
Am I doing something wrong?
EDIT: I figured it out. Made a copy of Dialog.tlk and put in where the Near Infinity Jar file was, and it stopped complaining. (Now I'll just have to play hot potato with my Dialog file)
Exporting seems to do nothing, and I don't see a way for me to tell it to access one of my other Dialog files that I have sequestered in the folders where I do my modding.
I also saw a 'Release Dialog.tlk lock' in the Game tab, but this also appears to do nothing.
I feel like it's an obvious answer that I'm overlooking, and I can't seem to find anything on the forum similar to this. So how do I get past this hurdle?
I'm mod capable, but the other players are barely literate as far as competency is concerned, so I'd have to write them a basic ReadMe set of instructions, if I need them to do it.