Home   Forums   Search   Login   Register   Member List  
     
Forums  > General  > General  > FAQ: Customising Armour and Weapons  
 
Display using:  
Previous Thread :: Next Thread 
 Author Thread: FAQ: Customising Armour and Weapons
Fictrix is not online. Last active: 9/9/2015 1:55:48 AM Fictrix
Top 25 Poster
Forum Moderator
Joined: 22 Jan 2005
Total Posts: 3042
Send PM
 
FAQ: Customising Armour and Weapons
Posted: 17 Apr 2005 05:32 AM
((This stuff is all over the place, so here it is, all compiled))

*** Skills and Attributes ***

* Armour appearance can be customised using the craft armour skill
* Weapon appearance can be customised using the craft weapon skill
* These skills are based on the intelligence attribute

*** DC and Cost: Armour ***

* The cost and DC for modifying armour is determined by a number of factors. First, I'll just put some data here that is extracted from the 2da file, des_crft_aparts. It will make sense in a moment:

Part :: Cost :: DC
Feet :: 2 :: 2
Shin :: 5 :: 3
Thigh :: 5 :: 4
Pelvis :: 5 :: 5
Torso :: 25 :: 8
Belt :: 3 :: 2
Neck :: 2 :: 1
Forearm :: 5 :: 2
Bicep :: 5 :: 5
Shoulder :: 5 :: 4
Hand :: 2 :: 2


* The cost to modify armour is calculated as follows:

F = Final cost to modify
V = Value of armour (in GP)
C = Cost, as indicated by the 2da file (eg. torso = 25)

F = V/100 x C

* The DC to modify armour is calculated using a combination of the value of the armour (in GP); the base AC of the armour; and the DC value in the 2da file (eg. torso = 8).

(I can't figure out the formula for that, sorry folks. The scripts are just too confusing.)

* Both the cost and DC are cumulative, so the more changes you want to make, the higher they go. It is better to modify armour appearance bit by bit rather than all at once.

*** DC and Cost: Weapons ***

* The cost to modify a weapon's appearance is calculated as follows:

F = Final cost to modify
V = Value of weapon (in GP)

F = (V/4) + 1

* The DC is always 15

* Both the cost and DC are cumulative, so the more changes you want to make, the higher they go. It is better to modify weapon appearance bit by bit rather than all at once.

*** Creating Armour and Weapons ***

* Armour and weapons can be created using CNR
* Vives does not use the HOTU crafting system for creating weapons or armour at all

*** Permanently Adding/Removing Item Properties ***

* No system exists in Vives to permanently add or remove properties to items (ie. there is no blacksmith to give your longsword permanent +1d6 acid damage). There are some CNR options (which I won't mention—FOIG) but nothing like the blacksmith in HOTU. And quite frankly it's a very difficult thing to implement so do not touch this topic or else you will be slapped upside the head with a chicken on a stick and a trout.

*** Custom Content ***

* Because Vives uses the default HOTU script to modify armour appearance, you cannot modify armour parts to take on the appearance of custom content. So, no adding cloaks.
* This means once you've made changes and gotten rid of an armour part that had a custom appearance (eg you remove a cloak) you CANNOT get it back again (unless you pop it in a rental container and leave it there after reset).

Anyone who says otherwise is lying. You. Cannot. Have. Custom. Armour Parts. Unless. They. Are. Already. There.

* Vives uses lots of haks and trying to set up a system which permits you to do this is really really hard and time-consuming. Take it from someone who tried to rewrite the default script and conversation to something friendlier. And that was WITHOUT custom content. I shudder to think of the scripting and 2da editing nightmare pdwalker would have to face.

*** Modifying Other Item Appearances ***

* The appearances of the models of other items (eg helmets and shields) cannot be modified
* The feature can potentially be made available if the builders want to set it up but it is a really really really time-consuming thing to set up

*** Miscellany ***

* No, there are no hoods
* Vives doesn't use CEP
* Things such as the hat in the cavalier outfit, the Elven chainmail and the hauberks are achieved using robes (Don't ask; it's a complicated thing to explain. Just accept it.)

*** Reference ***

More information can be found in these scripts
* x2_inc_craft
* x2_inc_itemprop
(Open in the Toolset with the Script Editor; make sure you select the "All Resources" checkbox)

And this 2da file:
* des_crft_aparts
(Open with an application like NWN Explorer)

*** Related Threads ***

* [Wishlist] NPC Tailor
Previous Thread :: Next Thread 
Page 1 of 1
 
Forums  > General  > General  > FAQ: Customising Armour and Weapons