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Thread: Rangedonehand and Modifying Templates

  1. #1
    Priest Samsonite's Avatar
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    Rangedonehand and Modifying Templates

    Many of you may not know that this was a new weapon type class that IL did not fully implement in game. Munderbunny came across it, and made Wands from the template. I modified the Skill_Base.tpl so the game would check for it under Qualifying Weapons, as well as rippling down through all the animation tables. I recently modified the ItemCost.tpl to add rangeonehand to keep the weapons requirement stats desirable. These both work in game. Much like Staves, the "ItemCost_Unique_Mage.dbr" etc fields are left blank for Wands with an Int requirement directly entered in the Item Requirements in the Weapon Template. This keeps Str/Dex etc off wands. I don't know why IL did this, as all other weapons (excluding Staff) have calculation fields in the desired stat requirement, but hey, it does keep it an Int only requirement on the item, which is what we want for wands.

    I will now explain how to modify these two templates on your own, as well as host the already modified .tpl's for those of you who do not want to open up your templates.

    1) First off you will need Notepad++, it is free, and an excellent tool for much more than just changing these two templates.

    2)Template files are set as Read only, so you will need to change both of these .tpl's by right clicking them and unchecking Read Only in the Properties tab.

    Here is a Picture I made to follow along so you can see how the rest of this is done.



    4) To find out where the template is that we want to change open up any skill and go down to the Qualifying Weapons section. Right click on any entry, like "Sword" and select "Show Template." This will give you the popup like the one in the picture above showing where the template is.

    5) Open the Template, in this case Skill_Base.tpl and find where the weapon checks are. In this case below dualWieldOnly looks like a good place to put our entry. Copy the dualWieldOnly entry and paste it below the original, and change it to "Rangedonehand." Save it and boom you are done. Now when you reload your Art Manager you will have Rangedonehand in all your skill templates as well as animation tables.

    6) Follow the above instructions to change your ItemCost.tpl to include Rangedonehand. If you are going to make a new One handed ranged weapon, like a One Handed Cross Bow (nobody has made one yet modders!) or even a gun, you can fill the fields in your Item Cost .dbr's with the same calculations as say the Bow Calculations.

    Note: Rangedonehand was obviously left out of the original game, but is included in the game engine. So making 2 Handed weapons, like a 2H Mace or Axe is out of the picture for now.

    Modifying other Templates on the other hand can be done, I do plan on trying to make the Speaking Quest NPC's have the ability to have skills that they can use (they only have dialogs atm) to make Quest Building a bit more diverse and interesting.

    If you find some thing while messing around with Templates let me know!

    Enjoy!

    Rangedonehand.zip

  2. #2
    Olympian God Violos's Avatar
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    Again, thanks for that. Very useful.


    Just two questions:

    What do you mean by "rippling down through all the animation tables"? Does it "do" anything except make the entries appear there?
    Because those have always been there, only empty. That's why many people using the AM "found" that class - just no weapons or animations for it.

    And this...
    Much like Staves, the "ItemCost_Unique_Mage.dbr" etc fields are left blank for Wands with an Int requirement directly entered in the Item Requirements in the Weapon Template. This keeps Str/Dex etc off wands. I don't know why IL did this
    Are you sure that's something IL did? Because those weapons don't have to be "wands". I turned spears into javelins and afaik they still have their str/dex requirements.

    And thanks to you, btw, those can now be dual wielded by Barba-Zons while still using javelin attack skills. Without the ranged1h check, I had to restrict those attacks from being used with bows by adding a shield requirement.
    Last edited by Violos; 03-21-2011 at 10:14 AM. Reason: doN'T

  3. #3
    Priest Samsonite's Avatar
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    Oh shoot I never noticed them in the Animation tables, call me dumb for that one lol. I looked through the other cost tables, and the higher ones do have entries for staves, seems like the lowbie ones don't? Dunno but with some tinkering I got my wands to just have a Level and Int req. I got a TON of work on my mod done yesterday so I can't quite remember what I changed and where. I know Munder's Wands were linked to the itemcost_staff.dbr which were making them all wack with requirements ie str/dex, even the level was like 18ish on the commons which should be 25-30 or so, and I fixed it by adding calcs. I figured you could put in other cost.drs's for say bows to add str/dex. I was just wondering why the staff fields were left blank in some cost tables where they shouldn't be lol.

    Anyways Im glad you have dual wield Jav's, can't wait to see it in action

  4. #4
    Priest Samsonite's Avatar
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    I finally got around to giving Dialog Npc's skills and it worked.

    Add:

    Variable
    {
    name = "Include File"
    class = "static"
    type = "include"
    description = ""
    value = ""
    defaultValue = "database\Templates\TemplateBase\MonsterSkillManag er.tpl"
    }

    to the NPC.tpl



    This will make quest making a lot easier, and opens up waaaay more creativity.

  5. #5
    Olympian God Violos's Avatar
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    Way to go!

    Out of curiosity, can you also make them killable? That might open up some interesting possibilities as well.

  6. #6
    Priest Samsonite's Avatar
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    Boo I can't get this to work. Any ideas? I have the animation tables filled, only thing I can think of is some sort of controller is missing.

  7. #7
    Olympian God Violos's Avatar
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    Very likely. But wasn't there an option to trigger skill use through quests?

    Can you assign a controller in the Character tab? Otherwise you may have to add that too.


    But what was the part that worked, then?

  8. #8
    Olympian God ASYLUM101's Avatar
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    Would it be possible to change say, the projectileconfig -> skillprojectilenumber of a skill from a variable type, to an array type?
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    Please do not PM me asking for modding help or help fixing your game!!! Create a topic!

  9. #9
    2 handed swords and ect are not out of the picture, for example i could find a way to use the cat woman enemies (forgot there name) animations for them using one handed swords because thats a almost perfect animation for 2 handed weapons, and then put it onto the main character as it, and then make 2 handed swords using your defined choices like stats and so fourth.

    you could also hire or get people to make the models of the 2 handed weapons by completely making new models or expanding 1 handed swords model by 2x. i hope that dosnt sound stupid =D

  10. #10
    Olympian God Violos's Avatar
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    The models and animations are not a problem. You can simply scale weapons up, for example.

    The catch is that the only weapon classes which are two-handed are ranged, and the classes seem fixed.

    Like I said somewhere before, the closest you can probably get is replace spears (can't be dual wielded), and then add a hefty penalty for adding a shield (shield-requiring debuff). So even though it would be possible, people won't equip it.

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