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Topic Summary

Posted by: Zycopath
« on: February 27, 2007, 08:45:54 AM »

Yeah, it's DLTCEP. I'll post the settings once I get home as I'm out of town for a few days. No need to rush the answer though as this mod is (hopefully) temporarily on hold. Since I hit problems more or less every step along the way I've begun working on another mod instead to try and learn the basics of the various fields of modding (NPCs, areas, scripting etc.). 
Posted by: Rabain
« on: February 23, 2007, 06:55:01 PM »

Can you show me the extended header settings?  Are you using DLTCEP to edit it? It might be something there.
Posted by: Zycopath
« on: February 23, 2007, 06:13:35 PM »

I've done that. Like I said, no matter how long I rest (or how many enemies I attack for that matter) the weapon remains, it only vanishes after the game is loaded.
Posted by: Rabain
« on: February 23, 2007, 05:39:02 PM »

Is it a custom item similar to CHILLT you are creating in the slot?

CHILLT is a one shot attack, it is used and expended after the first attack.

You would need to customise a version of CHILLT that does not expend at all.
Posted by: Zycopath
« on: February 23, 2007, 02:21:11 PM »

At the first level a kit ability applies a custom spell to the character that causes the item to appear. I assume that the problem could be that the spell isn't re-applied upon loading a game but I can't understand why as other applied effects (such as the wizard slayers MR for example) remains if reloaded. In addition, the kit also applies a permanent version of blur which survives a loading.
Posted by: Rabain
« on: February 23, 2007, 01:34:48 PM »

What method have you used to place the item in your hand?
Posted by: Zycopath
« on: February 23, 2007, 11:06:50 AM »

Yeah, no matter how much I rest the spell is cast as soon as I "awake" but after loading both the spell effect and the actual item are nowhere to be found.
Posted by: Rabain
« on: February 23, 2007, 08:31:02 AM »

You mean the icon in your hand disappears and doesn't come back?
Posted by: Zycopath
« on: February 22, 2007, 03:39:29 PM »

Oh my friggin' god it's actually working. The only thing that's kind of strange is that before the spell is cast for the first time the "glowing hand"  shows up only in weapon slot three and four. I can live with it though, I'm just glad it's finally working :)

EDIT: I've noticed something strange though, while the Chill Touch will remain permanently (or at least after 10+ rests) it's vanished after a load the game and won't come back. The blur and other visual effects stay though.
Posted by: Nythrun
« on: February 22, 2007, 11:13:07 AM »

You'll be wanting innate spells that use effect 143 (create item in slot) using slot 10 (fist) rather than creating a magical weapon.

Flag them as innate rather than wizard, drop them off in your clab file, and you're good to go.
Posted by: Rabain
« on: February 22, 2007, 10:15:28 AM »

When you want it to do different things at different levels just add more Extended Header Effects and enter "Required Level".  You can copy effects from the first one to the others then modify each separately.  Hope that made sense!
Posted by: Zycopath
« on: February 22, 2007, 08:14:42 AM »

Let's see if I understand you correctly... the NPC got a weapon that looks like Chill Touch and when it's used the actual spell is cast, right? That sounds good, I'll try it out. I'm not sure on how to make it do different stuff at different levels but I can probably work that out myself. Thanks for you help.
Posted by: Rabain
« on: February 22, 2007, 08:03:22 AM »

I just tested something.

I edited the CHILLT item so that it called the spell Chill Touch via an Effect and resaved the item as CHILLT2 and equipped in an npcs weapon slot.   

This way when you hit someone the first time the spell is cast and replaces CHILLT2 with CHILLT which is Chill Touch.  The only problem with this is that it is considered spellcasting and the Cowled Wizards weren't very happy!  There might be a spell type that is not considered spellcasting (innate or cleric?)

You can then modify a version of Chill Touch so that it does different things at different levels, you can do this easily with spells as opposed to weapons.

Posted by: the bigg
« on: February 22, 2007, 07:18:37 AM »

The 'Arcane Fist' kit (from Sorcerer's Place Collection) emulates the Monk kit, by adding a default weapon in the SLOT_FIST that levels up with the user; in particular, the effect you desire to emulate is in files spstuff/arfist/c!affis*.spl.
Posted by: Zycopath
« on: February 22, 2007, 06:49:00 AM »

Yeah, the kit is for an NPC so technically I could settle for your solution (I've been thinking about it myself) but the thing is that I want the NPC's "weapon" to get better with levels, hence my wish to make it part of the kit.

And yes, I'm well aware of the fact that no other weapons can be equipped, that's good actually.