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Why won't it frickin' work!

I've been goofing off and trying to figure out how I can make a mod... This one I really got into and I'm stumped.

////////////////////////////////////////////////////
//	TEMPLATE:	misc_spear-evilsoldier-01
//
//	ITEM:		Test Spear
////////////////////////////////////////////////////

[t:template,n:misc_spear-evilsoldier-01]
{
	doc = "misc_spear-evilsoldier-01";
	specializes = Test Spear;

	[aspect]
 	{
 	 	model = m_w_misc_spear-evilsoldier-01;
 	 	[textures]
 	 	{
 	 		0 =  b_w_spear-evilsoldier-01;
 	 	}
 	}
	[common]
	{
		allow_modifiers = false;
		screen_name = "Wrath of Valantis";
		base_screen_name = "Spear";
		rarity = unique;
	}
 	[gui]
 	{
	 	inventory_icon = b_gui_ig_i_w_spear-evilsoldier-01;
 	 	inventory_height = 4;
		inventory_width = 1;
 	}
	[pcontent]
	{
		
	//[spell_ffx]
	//{
	//	cast_flick = "ffx_immolate";
	//}
      [efct_emitter]
	{
		effect = efct_staff_glow; // efct_staff_glow
	}
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 500;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_fire";  //
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_fire_sword
									  &hit_ffx			= ffx_spell_fire_sword_hit;
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 0.50;  
				description			= "50% of Physical Damage Reflected to Enemy";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "xerias_fury";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_xerias_fury
									  &hit_ffx	  = ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= alter_max_life;
				value				= 2500;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_lightning";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_lightning_sword
									  &hit_ffx		= ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 5; 
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_ancestors";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_ancestors;
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 5000;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_ice";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_ice_sword
									  &hit_ffx		= ffx_spell_ice_sword_hit;
			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 1.00;
				description			= "+100% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "spirit_embrace";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_spirit_embrace;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 1.00;
				description			= "+100% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_magic";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_magic;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 1250;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_the_fallen";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_the_fallen;
			}
			[*]
			{
				alteration			= alter_custom_dammage;
				value				= 125;
				max_value			= 250
				description			= "Adds 250 to 500 Weapon Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "blackened_tooth_of_karsha";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_blackened_tooth_of_karsha;
			}
			[*]
			{
				alteration			= alter_custom_damage;
				value				= 125;
				max_value			= 250;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "nightmarrow";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_nightmarrow;
			}
		}
	}
	[pcontent]
	{
		[base]
		{
			item_level = 50.0;
		}
 	}
 	[loot_drop_indicator]{}
}

I'm mostly having trouble with this section:

////////////////////////////////////////////////////
//	TEMPLATE:	misc_spear-evilsoldier-01
//
//	ITEM:		Test Spear
////////////////////////////////////////////////////

[t:template,n:misc_spear-evilsoldier-01]
{
	doc = "misc_spear-evilsoldier-01";
	specializes = Test Spear;

	[aspect]
 	{
 	 	model = m_w_misc_spear-evilsoldier-01;
 	 	[textures]
 	 	{
 	 		0 =  b_w_spear-evilsoldier-01;
 	 	}
 	}
	[common]
	{
		allow_modifiers = false;
		screen_name = "Spear of Razgalath";
		base_screen_name = "Spear";
		rarity = unique;
	}
 	[gui]
 	{
	 	inventory_icon = b_gui_ig_i_w_spear-evilsoldier-01;
 	 	inventory_height = 4;
		inventory_width = 1;
 	}
	//[spell_ffx]
	//{
	//	cast_flick = "ffx_immolate";
	//}
      [efct_emitter]
	{
		effect = efct_staff_glow; // efct_staff_glow
	}

Any ideas on what the Hell I'm doing wrong?

EDIT: I think I've figured out my problem, but the answer is unknown to me.

I'm guessing the problem would have to be the inventory icon template. I copied the template from the "Prismatic Sword of Haste" mod and changed the last part.... How do I find out the real inventory icon? Also, what about textures?[/code]

One problem I see is specializing in test spear. It should be Test_spear if that was a base item. Specialize it in base_fighter_staff_template instead.

Base item... I'm totally new at modding.... Its name in-game is Test Spear... so, Test_Spear?

EDIT: How do I find the inventory icons for certain items?

Nah use what the Test spear uses: base_fighter_staff_template

What about the inventory icon? How do I find that?

EDIT: This is the code that I have so far:

////////////////////////////////////////////////////
//	TEMPLATE:	misc_spear-evilsoldier-01
//
//	ITEM:		Test Spear
////////////////////////////////////////////////////

[t:template,n:misc_spear-evilsoldier-01]
{
	doc = "misc_spear-evilsoldier-01";
	specializes = base_fighter_staff_template;

	[aspect]
 	{
 	 	model = m_w_misc_spear-evilsoldier-01;
 	 	[textures]
 	 	{
 	 		0 =  b_w_spear-evilsoldier-01;
 	 	}
 	}
	[common]
	{
		allow_modifiers = false;
		screen_name = "Wrath of Valantis";
		base_screen_name = "Spear";
		rarity = unique;
	}
 	[gui]
 	{
	 	inventory_icon = b_gui_ig_i_w_spear-evilsoldier-01;
 	 	inventory_height = 4;
		inventory_width = 1;
 	}
	[pcontent]
	{
		
	//[spell_ffx]
	//{
	//	cast_flick = "ffx_immolate";
	//}
      [efct_emitter]
	{
		effect = efct_staff_glow; // efct_staff_glow
	}
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 500;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_fire";  //
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_fire_sword
									  &hit_ffx			= ffx_spell_fire_sword_hit;
			}
			[*]
			{
				alteration			= alter_inteligence;
				value				= 500;
				description			= "+<value> Inteligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 0.50;  
				description			= "50% of Physical Damage Reflected to Enemy";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "xerias_fury";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_xerias_fury
									  &hit_ffx	  = ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= alter_max_life;
				value				= 2500;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_lightning";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_lightning_sword
									  &hit_ffx		= ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 5; 
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_ancestors";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_ancestors;
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 5000;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_ice";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_ice_sword
									  &hit_ffx		= ffx_spell_ice_sword_hit;
			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 1.00;
				description			= "+100% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "spirit_embrace";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_spirit_embrace;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 1.00;
				description			= "+100% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_magic";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_magic;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 1250;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_the_fallen";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_the_fallen;
			}
			[*]
			{
				alteration			= alter_custom_dammage;
				value				= 125;
				max_value			= 250
				description			= "Adds 250 to 500 Weapon Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "blackened_tooth_of_karsha";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_blackened_tooth_of_karsha;
			}
			[*]
			{
				alteration			= alter_custom_damage;
				value				= 125;
				max_value			= 250;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "nightmarrow";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_nightmarrow;
			}
		}
	}
	[pcontent]
	{
		[base]
		{
			item_level = 50.0;
		}
 	}
 	[loot_drop_indicator]{}
}

It still doesn't work... WHAT AM I DOING WRONG!!

Have you checked Objects.ds2res for the inventory icon?

         }
         [*]
         {
            alteration         = alter_custom_dammage;
            value            = 125;
            max_value         = 250
            description         = "Adds 250 to 500 Weapon Damage";
            duration         = #infinite;
            is_permanent      = true;
            is_single_instance   = false;
            custom_effect      = "blackened_tooth_of_karsha";
            custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
                             ?weapon_ffx = ffx_wpn_blackened_tooth_of_karsha;
         }
         [*]
         {
            alteration         = alter_custom_damage;
            value            = 125;
            max_value         = 250;
            duration         = #infinite;
            is_permanent      = true;
            is_single_instance   = false;
            custom_effect      = "nightmarrow";
            custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
                             ?weapon_ffx = ffx_wpn_nightmarrow;
         }

You have alter_custom_damage twice, one is missing a description.

I went and got it out of SE2

Now I have another problem... How do i get the spear? Test Spear and the actual Morden-Viir spear are different items... When I try to make a map with the Morden-Viir spear it doesn't work. I load it up and its just a square of dirt with me and no items....

EDIT: I know i have two custom dammage tages... It says in the first's description 250-500 dammage, both give 125-250 dammage, I needed to sepparate them to add more effects.

Sharkull's picture

As aim4it indicated, all object images are included in objects.ds2res, with the image name being a folder key to the file. So names like "b_gui_ig_i_w_stf_317-a" (a fighter staff inventory image) can lead you to: objects.ds2res\world\art\bitmaps\gui\in_game\inventory\weapons\...

         [*] 
         { 
            alteration         = alter_inteligence; 
            value            = 500; 
            description         = "+<value> Inteligence"; 
            duration         = #infinite; 
            is_permanent      = true; 
            is_single_instance   = false; 
         } 

Intelligence has two L's... the alteration should be alter_intelligence

Edit: Making it easier for modders to get custom items into the game is one of the reasons why I made my_test_world. Look near the end of the readme for two quick ways to add your items... (one to a vendor, the other to a drop macro).

Templarian Arch Sorcerer's picture

Lord_Claw_II wrote:
Base item... I'm totally new at modding.... Its name in-game is Test Spear... so, Test_Spear?

EDIT: How do I find the inventory icons for certain items?

A base item is generic. It cannot be special, however other items can use it to become special. Example : My grim liche that i made is easier defined if part of it is in a basic base template.
//this is for ds1

[t:template,n:grim_liche]
{
	category_name = "1W_character";
	doc = "Liche_grim";
	specializes = base_grim_liche; //notice how this specializes on a basic grim liche

Sharkull's picture

Oh yeah. I meant to say something about specialization too. This is a way of building similar objects without duplicating common attributes, by using an inheritance structure. More on this in SU:
http://garage.gaspowered.com/?q=su_201#spec

Lord_Claw_II wrote:

Now I have another problem... How do i get the spear?

Open DS2mod.exe press the "~" key and type "give template name" ie: your test spear would be "give misc_spear-evilsoldier-01"

I've got the spear, but my mod still dosen't work

////////////////////////////////////////////////////
//	TEMPLATE:	sp_2h_unq_evilsoldier
//
//	ITEM:		Wrath of Valantis
////////////////////////////////////////////////////

[t:template,n:sp_2h_unq_evilsoldier]
{
	doc = "sp_2h_unq_evilsoldier";
	specializes = evil_soldier_spear;

	[aspect]
 	{
 	 	model = m_w_misc_spear-evilsoldier-01;
		tracer_texture = b_sfx_tra_generic-30-simple;
 	}
	[common]
	{
		allow_modifiers = false;
		screen_name = "Wrath of Valantis";
		base_screen_name = "Spear";
		rarity = unique;
	}
 	[gui]
 	{
		active_icon = b_gui_ig_i_ic_w_staff-01;
	 	inventory_icon = b_gui_ig_i_w_msc_spear-evilsoldier-01;
 	 	inventory_height = 4;
		inventory_width = 1;
 	}
	[pcontent]
	{
		
	//[spell_ffx]
	//{
	//	cast_flick = "ffx_immolate";
	//}
      [efct_emitter]
	{
		effect = efct_staff_glow; // efct_staff_glow
	}
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 500;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "nightmarrow";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_nightmarrow;

			}
			[*]
			{
				alteration			= alter_intelligence;
				value				= 500;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "blackened_tooth_of_karsha";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_blackened_tooth_of_karsha;
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 0.50;  
				description			= "50% of Physical Damage Reflected to Enemy";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "xerias_fury";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_xerias_fury
									  &hit_ffx	  = ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= alter_max_life;
				value				= 2500;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_lightning";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_lightning_sword
									  &hit_ffx		= ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 5; 
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_ancestors";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_ancestors;
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 5000;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;

			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 1.00;
				description			= "+100% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "spirit_embrace";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_spirit_embrace;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 1.00;
				description			= "+100% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_magic";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_magic;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 1250;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_the_fallen";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_the_fallen;
			}
			[*]
			{
				alteration			= alter_custom_dammage_ice;
				value				= 125;
				max_value			= 250;
				description			= "Adds 250 to 500 Weapon Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_ice";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_ice_sword
									  &hit_ffx		= ffx_spell_ice_sword_hit;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 125;
				max_value			= 250;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_fire";  //
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_fire_sword
									  &hit_ffx			= ffx_spell_fire_sword_hit;
			}
		}
	}
	[pcontent]
	{
		[base]
		{
			item_level = 50.0;
		}
 	}
 	[loot_drop_indicator]{}
}

Could someone copy this code and test out the mod themselves? I'm practically pulling my hair out over this.

Sharkull's picture

:roll:

Lord_Claw_II wrote:
	specializes = evil_soldier_spear;

Did you read the SU article I linked in above? This field is very important... and it looks like you made up a name yourself. Set this to a real base template that's listed in wpn_bases.gas (like Wyvante also mentions above, when telling you to use base_fighter_staff_template).

Templarian Arch Sorcerer's picture

Sharkull wrote:
:roll:
Lord_Claw_II wrote:
	specializes = evil_soldier_spear;

Did you read the SU article I linked in above? This field is very important... and it looks like you made up a name yourself. Set this to a real base template that's listed in wpn_bases.gas (like Wyvante also mentions above, when telling you to use base_fighter_staff_template).

Exactly, if i did not set the base of the Grim Liche correctly, it would not work. A template could be entirely perfect, but would not work if not correctly based.

Yes I heard you Sharkull, but that was when I thought that this was modding the Test Spear, when infact this is modding the Morden-Viir Spear item.

EDIT: This would be the same base template, huh? Crazy

Sharkull's picture

:roll: That SU documentation applies to pratically every object template in the game: weapons, armor, actors, monsters...

The weapon base templates control the animations when weilded (among many other things...). Pick the base template with the appropriate animations for the template you're creating. Your "spears" are weilded like staves... so use one of the base staff templates (the one for fighter staffs being logically more appropriate than mage staffs...).

Okay, I've copied and pasted the beggining of different mods (all content up to the [enchantments] tag) and foudn that it doesn't work with anything. The problem is with the enchantments...

Can someone look at this and tell me what you see?

////////////////////////////////////////////////////
//	TEMPLATE:	sp_2h_unq_evilsoldier
//
//	ITEM:		Wrath of Valantis
////////////////////////////////////////////////////

[t:template,n:sp_2h_unq_evilsoldier]
{
	doc = "sp_2h_unq_evilsoldier";
	specializes = base_fighter_staff_template;

	[aspect]
 	{
 	 	model = m_w_misc_spear-evilsoldier-01;
		tracer_texture = b_sfx_tra_generic-30-simple;
 	}
	[common]
	{
		allow_modifiers = false;
		screen_name = "Wrath of Valantis";
		base_screen_name = "Spear";
		rarity = unique;
	}
 	[gui]
 	{
		active_icon = b_gui_ig_i_ic_w_staff-01;
	 	inventory_icon = b_gui_ig_i_w_msc_spear-evilsoldier-01;
 	 	inventory_height = 4;
		inventory_width = 1;
 	}
	[pcontent]
	{
		
	//[spell_ffx]
	//{
	//	cast_flick = "ffx_immolate";
	//}
      [efct_emitter]
	{
		effect = efct_staff_glow; // efct_staff_glow
	}
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration			= alter_strength;
				value				= 500;
				description			= "+<value> Strength";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "nightmarrow";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_nightmarrow;

			}
			[*]
			{
				alteration			= alter_intelligence;
				value				= 500;
				description			= "+<value> Intelligence";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "blackened_tooth_of_karsha";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_blackened_tooth_of_karsha;
			}
			[*]
			{
				alteration			= alter_reflect_damage;
				value				= 0.50;  
				description			= "50% of Physical Damage Reflected to Enemy";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "xerias_fury";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_xerias_fury
									  &hit_ffx	  = ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= alter_max_life;
				value				= 2500;
				description			= "+<value> Health";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_lightning";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_lightning_sword
									  &hit_ffx		= ffx_spell_lightning_sword_hit;
			}
			[*]
			{
				alteration			= ALTER_MELEE_PASSIVE_SKILLS;
				value				= 5; 
				description			= "+<value> to Melee Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_ancestors";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_ancestors;
			}
			[*]
			{
				alteration			= alter_max_mana;
				value				= 5000;
				description			= "+<value> Mana";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;

			}
			[*]
			{
				alteration			= alter_life_recovery_unit;
				value				= 1.00;
				description			= "+100% Health Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "spirit_embrace";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_spirit_embrace;
			}
			[*]
			{
				alteration			= alter_mana_recovery_unit;
				value				= 1.00;
				description			= "+100% Mana Regeneration";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_magic";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_magic;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 1250;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "wrath_of_the_fallen";
				custom_effect_skrit = world\global\enchantments\actor_enchant.skrit?enchanted_ffx=ffx_spell_wrath_of_the_fallen;
			}
			[*]
			{
				alteration			= alter_custom_dammage_ice;
				value				= 125;
				max_value			= 250;
				description			= "Adds 250 to 500 Weapon Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_ice";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_ice_sword
									  &hit_ffx		= ffx_spell_ice_sword_hit;
			}
			[*]
			{
				alteration			= alter_custom_damage_fire;
				value				= 125;
				max_value			= 250;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "melee_fire";  //
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx		= ffx_spell_fire_sword
									  &hit_ffx			= ffx_spell_fire_sword_hit;
			}
		}
	}
	[pcontent]
	{
		[base]
		{
			item_level = 50.0;
		}
 	}
 	[loot_drop_indicator]{}
}

Have you checked the logs (dungeon siege 2 mod/logs) to see the the problem is?

LMFAO!

You can do that?!

... And this wasn't mentioned earlier?!

Haha, I didn't know that either. Thanks for the tip Aim4it.

Sharkull's picture

Try some basic troubleshooting... like removing all the enchantments, and then adding them back, one at a time (testing each version along the way...). Reducing the scope of where problems may exist can be very helpful at times.

I feel that I'm kind of just being a pest, so I'm dropping the project.

You are of course not a pest. We want you to succeed. Just keep on trucking and you will get there eventually. The answer is out there- ^^

Sorry... Again.

I've been up for 3 days straight... Insomnia SUCKS.

EDIT: How do I check the logs?

There are alot of you insomnia guys.. Laughing out loud
I am slowly joining the fold though. Well enough OT.

LOL. Glad I'm not alone.

It's Hell, ain't it?

How do I check the mod logs?

I'm troubleshooting while I'm waiting for a reply.

Just go to the directory that Aim4it mentioned.

Quote:
Have you checked the logs (dungeon siege 2 mod/logs) to see the the problem is?

It will be installed in the same folder as your DS2 saves.

You ofcourse have to run the mod with ds2 mod to get a log. Can't recall if you have done that..

I checked... There's only logs for Treasure Island II...

Sharkull's picture

The log files should be located here (if you're testing with the DS2Mod exe and untanked bits...):
...\My Documents\My Games\Dungeon Siege 2 Mod\Logs\...
I have 10 files in this directory, with various warnings and errors...

If you want absolutely everything logged when using ds2mod (not advised for long term usage) there is even a target line flag you can use (log_all=true).

TY. I had been using regular DS2.

Sorry for double posting but I need to have people look at this.

To Darkelf: How good of a modder are you?
I need someone to test my mod for me because my computer doesn't log anything about it when I run DS2MOD.exe

I've had problems with mods ever since my first time editing them on DS. If I even opened a mod and did anything to it, it would not work.

I have to face the truth, I'll never be able to mod. I can't seem to get anything right with them. I'm sick of being faced with my failures so I'm dropping everything. If someone can get this damned mod to work I'll be very grateful, although I doubt anyone will. If someone does, I would like to be contacted and sent a copy. I don't even want credit any more...

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