The glorious days of the Unofficial Editor are over, and all of us who don’t know **** about modding are crying, because we can no longer ruin the carefully planned balance of mods with our overpowered, underpriced, and overall gameplay ruiners, custom items, but fear not recruit! for I shall teach how to add new items using just the humble text editor and the handy BRFeditor!, it may look hard, but its really easy once you get a hold of it (oh, and just so you know, I have given up cohesion for the sake of clarity, so don’t get mad if you see the same sentence reapeated over and over again)
Step 1: Using the brfeditor, browse the meshes in the resource folder of the mod you choose, till you find the mesh of the item that caught your eye, you must check not only its name, but also its material. NOTE: If you want the hard, but efficient way, that will take less resources from your computer, go to Step 2, if you want the “I HAVE THE SUPER COMPUTZXXORS!” way go to Step 1a.
Step 1a: Copy the brf file that holds the mesh to the resource folder of the mod you are adding items to, do the same with the brfs that hold materials and textures, and of course, copy the required texture files from one texture folder to the other, now open the module.ini file, and add:
load_mod_resource = xxxxxxx , where xxx is the name of the brf file you just copied, do this for each brf file you copied, for ex:
load_mod_resource = super_armors
load_mod_resource = armors_materials
load_mod_resource = armors_texture_names , now got to Step 5.
Step 2: Now open a new window of brfeditor (we will call this new file “extra_stuff.brf”). Select import, choose the brf file that holds the mesh you want, select the mesh and import it, check the materials tab to see if the material is there, import it as well, also check the textures tab to see if the texture is there, import it as well (should have the same name as the material, but with a .dds extension). If the material and/or texture isnt there follow Step2a
Step 2a: If the material and texture arent in the same file, check the other brf files in the resource folder, your are looking for files with “materials” and textures” in their names, browse trough them till you find the mats and texts your item needs. Import them to “extra_stuff.brf”
Step 3: The extra_stuff.brf file is now ready, save it and move it to the resource folder of the mod you are adding items to, also copy the texture file from the texture folder to the texture folder of the mod you are adding items to (for ex: costumes10.dds).
Step 4: Open the module.ini file and add the following:
load_mod_resource = extra_stuff , save.
Step 5: Now open the file “item_kinds1.txt” of the mod you took the item from, search for the mesh name (for ex: chainmail_c), you should see something like this:
itm_chainmail Chainmail Chainmail 1 chainmail_c 0 16842765 9223372036854775808 1000 164004 16.000000 100 0 20 6 7 0 0 0 0 0 0 0
0
Copy that.
Step 6: Finally open the file “item_kinds1.txt” of the mod you want to add the item to, and paste what you copied in the bottom, make sure to keep the space before “itm_chainmail”, like this:
itm_sipahi_helmet_a Sipahi_Helmet Sipahi_Helmet 1 sipahi_helmet_a 0 12 0 278 126976 2.000000 100 10 0 0 0 0 0 0 0 0 0 0
0
itm_shahi Shahi Shahi 1 shahi 0 12 0 278 126976 2.000000 100 10 0 0 0 0 0 0 0 0 0 0
0
itm_chainmail Chainmail Chainmail 1 chainmail_c 0 16842765 9223372036854775808 1000 164004 16.000000 100 0 20 6 7 0 0 0 0 0 0 0
0
Now go to the top of the file and you should see a number:
itemsfile version 2
271
Add the numbers of items you copied, in the case of this tutorial 1, so:
itemsfile version 2
272
And thats it!
Keep in mind the item must be buyable in the original mod in order for you to find it in stores in the new mod, so if you copy a super-duper item that is not merchandise and only dark knights have, you wont find it in stores in the new mod either! You have to edit them to make them merchandise, but im tired now.
Step 1: Using the brfeditor, browse the meshes in the resource folder of the mod you choose, till you find the mesh of the item that caught your eye, you must check not only its name, but also its material. NOTE: If you want the hard, but efficient way, that will take less resources from your computer, go to Step 2, if you want the “I HAVE THE SUPER COMPUTZXXORS!” way go to Step 1a.
Step 1a: Copy the brf file that holds the mesh to the resource folder of the mod you are adding items to, do the same with the brfs that hold materials and textures, and of course, copy the required texture files from one texture folder to the other, now open the module.ini file, and add:
load_mod_resource = xxxxxxx , where xxx is the name of the brf file you just copied, do this for each brf file you copied, for ex:
load_mod_resource = super_armors
load_mod_resource = armors_materials
load_mod_resource = armors_texture_names , now got to Step 5.
Step 2: Now open a new window of brfeditor (we will call this new file “extra_stuff.brf”). Select import, choose the brf file that holds the mesh you want, select the mesh and import it, check the materials tab to see if the material is there, import it as well, also check the textures tab to see if the texture is there, import it as well (should have the same name as the material, but with a .dds extension). If the material and/or texture isnt there follow Step2a
Step 2a: If the material and texture arent in the same file, check the other brf files in the resource folder, your are looking for files with “materials” and textures” in their names, browse trough them till you find the mats and texts your item needs. Import them to “extra_stuff.brf”
Step 3: The extra_stuff.brf file is now ready, save it and move it to the resource folder of the mod you are adding items to, also copy the texture file from the texture folder to the texture folder of the mod you are adding items to (for ex: costumes10.dds).
Step 4: Open the module.ini file and add the following:
load_mod_resource = extra_stuff , save.
Step 5: Now open the file “item_kinds1.txt” of the mod you took the item from, search for the mesh name (for ex: chainmail_c), you should see something like this:
itm_chainmail Chainmail Chainmail 1 chainmail_c 0 16842765 9223372036854775808 1000 164004 16.000000 100 0 20 6 7 0 0 0 0 0 0 0
0
Copy that.
Step 6: Finally open the file “item_kinds1.txt” of the mod you want to add the item to, and paste what you copied in the bottom, make sure to keep the space before “itm_chainmail”, like this:
itm_sipahi_helmet_a Sipahi_Helmet Sipahi_Helmet 1 sipahi_helmet_a 0 12 0 278 126976 2.000000 100 10 0 0 0 0 0 0 0 0 0 0
0
itm_shahi Shahi Shahi 1 shahi 0 12 0 278 126976 2.000000 100 10 0 0 0 0 0 0 0 0 0 0
0
itm_chainmail Chainmail Chainmail 1 chainmail_c 0 16842765 9223372036854775808 1000 164004 16.000000 100 0 20 6 7 0 0 0 0 0 0 0
0
Now go to the top of the file and you should see a number:
itemsfile version 2
271
Add the numbers of items you copied, in the case of this tutorial 1, so:
itemsfile version 2
272
And thats it!
Keep in mind the item must be buyable in the original mod in order for you to find it in stores in the new mod, so if you copy a super-duper item that is not merchandise and only dark knights have, you wont find it in stores in the new mod either! You have to edit them to make them merchandise, but im tired now.