Author Topic: Experimenting with Baseitem.2da  (Read 366 times)

Legacy_HugoLuman

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Experimenting with Baseitem.2da
« on: August 01, 2013, 03:51:38 am »


               In need of adjusting the stats on some weapons, without making them ludicrously expensive for low-level characters, I turned to editing the 2da for my mod-intensive module.

Anyway, playing around with this has proven quite the distraction. I thought I'd run a few experiments and post my findings here for the good of everyone, since I can't find much data by searching.

Findings so far:
-New kinds of melee weapons are totally feasible
-Custom ranged weapons work too, except that they seem unable to fire any kind of ammunition, and do not accept "unlimited ammunition" property in toolset. This needs more testing.
-Any item type can become a container by flipping a binary integer, while retaining its other properties, but doing so is a bit redundant.
-Thrown weapons do not work.
-Base item #30 is an incomplete "repeating crossbow" that was removed from the game

Pending tests:
-Messing with PropColumns
-Increasing maximum number of "On use" spell properties.
-Applying script functions to Ranged Weapons.
-Setting Vanilla ranged weapons to use custom ammunition
               
               

               


                     Modifié par HugoLuman, 04 août 2013 - 07:10 .
                     
                  


            

Legacy_HugoLuman

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Experimenting with Baseitem.2da
« Reply #1 on: August 01, 2013, 04:26:18 am »


               New data:
Ranged weapons can accept "Unlimited Ammunition" if set to use standard ammunition types after all, but deplete themselves upon firing, removing the weapon from the inventory.
               
               

               
            

Legacy_HugoLuman

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Experimenting with Baseitem.2da
« Reply #2 on: August 01, 2013, 05:29:29 am »


               Baseitem #30 is a dummied-out repeating crossbow, with unique configurable model, but still does not function properly when enabled and missing values added in.
               
               

               
            

Legacy_Shadooow

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Experimenting with Baseitem.2da
« Reply #3 on: August 01, 2013, 05:36:21 am »


               New weapons arent that much feasible because there is no vanilla way to add weapon feats for them, yet year or so back and now recently on windows too, this functionality have been covered by NWNX.

HugoLuman wrote...

New data:
Ranged weapons can accept "Unlimited Ammunition" if set to use standard ammunition types after all, but deplete themselves upon firing, removing the weapon from the inventory.

interesting find, have you tried using SetIsDestroyable on the ranged weapon already?

HugoLuman wrote...
Baseitem #30 is a dummied-out repeating crossbow, with unique configurable model

hum, you found out the model name? and show it ingame? care to make a screen or share the line?


And might add to your list my recent discovery, that a custom base items might not work in quickslot, specifically in offhand, aka you cannot add into quickslot a one handed weapon + custom "offhand but not weapon" baseitem
               
               

               


                     Modifié par ShaDoOoW, 01 août 2013 - 04:38 .
                     
                  


            

Legacy_HugoLuman

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Experimenting with Baseitem.2da
« Reply #4 on: August 01, 2013, 06:10:04 am »


               SetIsDestroyable? As in a script function? No, haven't tried anything with scripts yet.

Well, here's the screen from the toolset
'Image

EDIT: Oh, and the model name is "WBwXr"
               
               

               


                     Modifié par HugoLuman, 01 août 2013 - 05:38 .
                     
                  


            

Legacy_HugoLuman

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Experimenting with Baseitem.2da
« Reply #5 on: August 01, 2013, 06:41:32 pm »


               Thrown weapons do not work.