This is awesome, however could you teach me to mode item's appearances only? I love the Kaer Mohen armor's appearance but clearly it's unusable later. I'm using Viper armor for now but still doesn't look as good as I'd want it to be.
equip_template="t_01_mg__viper_lvl3"<variants> ?<variant equip_template="t_01a_mg__viper_lvl3" category="gloves"></variant> </variants> That's^ the look of this grand master Wolf chest armor, when equipped.icon_path="icons/inventory/armors/armor-01.png"That's^ its icon.
equip_template="t_01_mg__bear_lvl5" <variants> ?<variant equip_template="t_01a_mg__bear_lvl5" category="gloves"></variant> </variants> icon_path="icons/inventory/armors/bear_armor_4_64x128.png"That's for grand master Bear. It's the same with gloves, pants, boots, and weapons. Just swap the bits that are different, and voilĂ !
Hi ^-^ so, I was wondering if you would be willing to create a second version of this mod without the appearance change to the wolf school set? I finally got the grand master set and I really like it with the dyes. also on a side note, i just tried using the mod and when i went to play my game it said i was missing all of the DLC's required to play my saved file O.o It's a New Game + save, so maybe thats why? :S
Will there be a version without a change in appearance? And will changing the number of items for a set bonus from this mod conflict with a change from another mod (mods that change the number of items for a set for all schools)?
I doubt it. Also, other schools are gonna look different than in the vanilla too. Maybe when I'll finish all the other schools, and enough people ask for it. But feel free, to mod it to your own personal taste.
1. Number of items required for set bonuses, are defined for all schools, in one place, not for each school, in many places. So using this mod will change it to 2/4 for Cat, Bear, Griffon, and Manticore too. 2. If you have "mod 1", that changes value "a", and "mod 2" that changes that same value "a", there will be conflicts. So, depending on what those mods you have really do, most likely yeah. That's why I've wrote about using Script Merger.
Since the armors don't follow standard light, medium, heavy bonuses, I didn't see a reason to left it in there. But as you can see in the screenshots, it doesn't break the game, or anything. There's just "nothing" there.
Thanx for answer. Got it. Won't It affect localization in any way? I use russian version. Wouldn't like there to be just "nothing" there ;)
One more question: how to fix the number of enhancement slots? I write 3 slots where there was 1 before (for example), but in the game I have no more than 1 stone inserted, although displayed 3 slots. Maybe I need to fix this somewhere else besides files (def_item_crafting_armor) ? Sorry for my poor english.
It shouldn't, but I have English-ish version, so I can't give a 100% guarantee. ~95% is best I can do. Sorry
Empty those slots, save, load. It should work now. Though, I recall some "hard-coded" limitations for items other than armor. Also, some changes made by mods to existing items, won't change already existing copies of those items. Example: If you have item "xy" already in your inventory, and install a: "change item xy" mod, those changes might only work for a new copy of that item, acquired after installing the mod, not for the copy of the item you already posses.
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equip_template="t_01_mg__viper_lvl3"
<variants>
That's^ the look of this grand master Wolf chest armor, when equipped.?<variant equip_template="t_01a_mg__viper_lvl3" category="gloves"></variant>
</variants>
icon_path="icons/inventory/armors/armor-01.png"
That's^ its icon.equip_template="t_01_mg__bear_lvl5"
<variants>
?<variant equip_template="t_01a_mg__bear_lvl5" category="gloves"></variant>
</variants>
icon_path="icons/inventory/armors/bear_armor_4_64x128.png"
That's for grand master Bear.It's the same with gloves, pants, boots, and weapons. Just swap the bits that are different, and voilĂ !
I doubt it. Also, other schools are gonna look different than in the vanilla too.
Maybe when I'll finish all the other schools, and enough people ask for it.
But feel free, to mod it to your own personal taste.
1. Number of items required for set bonuses, are defined for all schools, in one place, not for each school, in many places. So using this mod will change it to 2/4 for Cat, Bear, Griffon, and Manticore too.
2. If you have "mod 1", that changes value "a", and "mod 2" that changes that same value "a", there will be conflicts. So, depending on what those mods you have really do, most likely yeah.
That's why I've wrote about using Script Merger.
(...\dlc\bob\data\gameplay\items\def_item_crafting_armor.xml)
Since the armors don't follow standard light, medium, heavy bonuses, I didn't see a reason to left it in there.
But as you can see in the screenshots, it doesn't break the game, or anything. There's just "nothing" there.
Got it.
Won't It affect localization in any way? I use russian version. Wouldn't like there to be just "nothing" there ;)
One more question: how to fix the number of enhancement slots? I write 3 slots where there was 1 before (for example), but in the game I have no more than 1 stone inserted, although displayed 3 slots. Maybe I need to fix this somewhere else besides files (def_item_crafting_armor) ?
Sorry for my poor english.
It shouldn't, but I have English-ish version, so I can't give a 100% guarantee. ~95% is best I can do. Sorry
Empty those slots, save, load. It should work now.
Though, I recall some "hard-coded" limitations for items other than armor. Also, some changes made by mods to existing items, won't change already existing copies of those items.
Example:
If you have item "xy" already in your inventory, and install a: "change item xy" mod, those changes might only work for a new copy of that item, acquired after installing the mod, not for the copy of the item you already posses.
Thank you leveling me up! ;)