Author Topic: Adding an inventory item to an existing Bioware Creature  (Read 979 times)

Offline Diana

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Adding an inventory item to an existing Bioware Creature
« on: January 08, 2006, 03:52:00 PM »
Hi people,

If it is at all possible, can someone point me to a thread where one can add a new inventory item to an existing Bioware creature?  I'm tinkering with a very, very old mod and I'd like to see if this can be done without my replacing a creature which I altered, stored on my Hard Drive, and then overwrote via a COPY_EXISTING in a .tp2.

Thanks

Offline Ghreyfain

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Re: Adding an inventory item to an existing Bioware Creature
« Reply #1 on: January 08, 2006, 04:04:43 PM »
From the WeiDU readme:

ADD_CRE_ITEM itmName #charge1 #charge2 #charge3 flags slot [ EQUIP ] [ TWOHANDED ]
See the ADD_CRE_ITEM tutorial.

From the ADD_CRE_ITEM tutorial (in the WeiDU readme):

This tutorial was thoughtfully provided by Japheth.

This command is a little bit more complex. First I'll list all the valid flags and inventory slots.

Flags:
none
identified
unstealable
stolen
undroppable
identified&stolen
identified&unstealable
identified&undroppable
unstealable&undroppable
stolen&undroppable
identified&stolen&undroppable
identified&unstealable&undroppable
Inventory Slots:
helmet
armor
shield
gloves
lring
rring
amulet
belt
boots
weapon1
weapon2
weapon3
weapon4
quiver1
quiver2
quiver3
quiver4
cloak
qitem1
qitem2
qitem3
inv1
inv2
inv3
inv4
inv5
inv6
inv7
inv8
inv9
inv10
inv11
inv12
inv13
inv14
inv15
inv16
Now here is the syntax:
COPY_EXISTING ~alynar.cre~ ~override/alynar.cre~
  ADD_CRE_ITEM ~itemname~ #charge1 #charge2 #charge3 ~Flags~ ~Inventory Slots~ [EQUIP] [TWOHANDED]
EQUIP and TWOHANDED are optional and are only needed when dealing with weapons. I'll give some examples now.

Example #1:

If I want to add a Ring of Protection to Sir Alynar, here's what I'd do:
COPY_EXISTING ~alynar.cre~ ~override/alynar.cre~
  ADD_CRE_ITEM ~ring06~ #0 #0 #0 ~IDENTIFIED~ ~RRING LRING~
This will add the item to his right ring slot. If that slot is full, it will be added to the left ring slot. If both are full, we move the current right ring (the first slot in the list) to an an empty inventory slot so that the Ring of Protection is still put in it's appropriate slot.

Example #2:

If I want to add a +2 Longsword to his second weapon slot, but don't want to equip it, here's what I'd do:
COPY_EXISTING ~alynar.cre~ ~override/alynar.cre~
  ADD_CRE_ITEM ~sw1h06~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON2~
Again, if there happens to be a weapon in his second weapon slot already, then we simply move that weapon to an empty inventory slot.

Example #3:

Same deal as example #2 except now I want to equip the sword.
COPY_EXISTING ~alynar.cre~ ~override/alynar.cre~
  ADD_CRE_ITEM ~sw1h06~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON2~ EQUIP
This will put the sword in his second weapon slot and equip it. And again, if there's already a weapon in that slot, it will be moved to an empty inventory slot.

Example #4:

If you want to add a two-handed weapon and equip it, here's what you do:
COPY_EXISTING ~alynar.cre~ ~override/alynar.cre~
  ADD_CRE_ITEM ~sw2h01~ #0 #0 #0 ~NONE~ ~WEAPON2~ EQUIP TWOHANDED
This will place the item in the second weapon slot (and again, if there's already a weapon there it's moved to inventory), remove anything that's in the shield slot and put it in an empty inventory slot and finally it will equip the weapon.

If you just want to add a two-handed weapon to a cre but don't need it equipped, then you don't have to worry about specifying EQUIP or TWOHANDED.

Finally, it is worth noting that any WeiDU variables inside %s in the itemname will be replaced by their values.

Phew, that's it.
Earn Money Sleeping.

Offline Diana

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Re: Adding an inventory item to an existing Bioware Creature
« Reply #2 on: January 08, 2006, 06:41:33 PM »
Thanks, but my friend, I'm a NOOB, not a Wedu NINJA like the rest of you.  All I wish to do is add an item to an open inventory slot to an existing Biwoare Cre.  It is not to be equipped, just occupy an empty inventory slot.

Offline devSin

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Re: Adding an inventory item to an existing Bioware Creature
« Reply #3 on: January 08, 2006, 07:49:38 PM »
COPY_EXISTING ~sourcefile.ext~ ~override~
  ADD_CRE_ITEM ~itemref~ #0 #0 #0 ~NONE~ ~INV8~

sourcefile.ext is the file you wish to patch
itemref is the reference of the item you wish to add to the inventory
#0 #0 #0 is #charges1 #charges2 #charges3 (unless you're adding an item with special abilities, leave at 0)
NONE for the flags (unless you want the item identified, use none)
INV8 is the slot (you can use a slot list, like ~INV1 INV2 INV3~, or just pick a random slot)

Offline Diana

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Re: Adding an inventory item to an existing Bioware Creature
« Reply #4 on: January 09, 2006, 07:08:57 AM »
Thanks!  Exactly what I was looking for and very detailed so I understand what does what.

 

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