[WB] Help for bug solving of "Links Equipment +" mod

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El_Greco

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Heyho guys!

I'm the creator of the Links Equipment + mod, which you can find on the Steam Workshop. Till now I'm didn't had much problems regarding the development (except some minor ones, that I somehow worked out). Also note, that I don't use python for modding, just openBrf and the M&B ItemEditor.

The problem that I have now is following: If I add items/weapons to the game, all items/weapons from total no. 609 and above won't show up in the game. Also if I want to add them as a starting item and start a new adventure  the game will crash. So I have now the question how I can avoid the problem (at best without having to use python).

Thanks in advance, El_Greco/MrCookie! :smile:
 
El_Greco 说:
The problem that I have now is following: If I add items/weapons to the game, all items/weapons from total no. 609 and above won't show up in the game.
That's quite strange, I've never had a problem with that. Are you attempting to view your items in the cheatmenu, or through merchants?

If it's the cheatmenu, items have to be coded to show up in that. If it's purchasable in shops, make sure "merchandise" is checked for the item.

A few things you could be doing:
Forgetting to click "update" when you change the stats of an item, or forgetting to save. Also, for new items to show up in shops in a save that existed before the edit, you must wait a couple in-game days.

If none of that works, could I see the item code? To see if I could have a wrestle with it  :grin:

EDIT: Just realized I could just download your mod and see what the problem is. I'll try and make a fix once I can get home.
 
First: Thank you for trying to work something out, I aprecciate any help!! :wink:
That's quite strange, I've never had a problem with that. Are you attempting to view your items in the cheatmenu, or through merchants?

If it's the cheatmenu, items have to be coded to show up in that. If it's purchasable in shops, make sure "merchandise" is checked for the item.
Yeah, want to have them at the merchants. Also the strange thing is, that everything works, if I switch up the positions of the weapons in the "item_kinds1.txt" file.

Forgetting to click "update" when you change the stats of an item, or forgetting to save. Also, for new items to show up in shops in a save that existed before the edit, you must wait a couple in-game days.

haha, no I always make sure, that the code updated entirely. So always restart the game after changing something in the code/ .txt files and afterwards I start a whole new adventure to make sure that all merchants have a new assortment of their products. Also I set the abundance (rareness at merchants) for testing purpose from 30 (rare) to 300 (should be practically at every merchant) and still there where nothing after checking 4 shops out.. But like i said, thanks for the help, I hope you can find some problem.. :smile:

And if you don't find the module folder: Try also to look at this path:
...\SteamLibrary\steamapps\workshop\content\48700\553904285\

^^
 
Most of my experience in Morgh's is from modding my own items and units into L'aigle, of which has a gigantic amount of items, so basically I never really needed to mess with item rarities, as it would usually take you 1-3 cities to find a common item. I never have seen any item rarity in a few different modules less than 50 or more than 120, so too large or too small might be breaking it.
 
Alright, I mucked around for a bit and found (at least, in epona's case) items with an abundance under 41 won't show up, at least not in the 12 towns I checked. The rarest you can get items seems to be 41. A bit common for legendary weapons/horse, however you could add a bit more to their cost to justify that.

Making a new quest, with item reward(s), is somewhat simple, so later on you could add a lore-friendly quest that is difficult, however will reward you with either Epona, the master sword or the Hylian shield would be possible, but setting the item's abundance to 41 and making them cost a pretty penny is probably the best choice for now.


I downloaded a guide for making quests like that awhile back, so I could probably make one in a week or two.
 
What? If that's really the problem, I'm freaking out, shame on me.. haha ^^'

But thanks, I'll try it out asap!!

Making a new quest, with item reward(s), is somewhat simple, so later on you could add a lore-friendly quest that is difficult, however will reward you with either Epona, the master sword or the Hylian shield would be possible, but setting the item's abundance to 41 and making them cost a pretty penny is probably the best choice for now.

I downloaded a guide for making quests like that awhile back, so I could probably make one in a week or two.

Yeah thats the plan for later updates, and a guide for that would be reaaally helpfull! :wink:
 
This is it, I believe. Overwhelming at first, but really it just takes time (a lot of it). It also should work for Warband, as I'm pretty sure I used it on that before.
 
I have to disappoint you, but it didn't work out for me.. Had the abundance set to 50, started a new adventure, and in all of the 10 cities that I checked out, neither Epona, nor the Master Sword or Hylian Shield was buyable at the merchants (exactly these 3, that come after item no. 60:cool:. :/
Any other idea? :smile:
 
You could just give them to the player / a random companion at the start of the game, or give them out as quest rewards as David suggested (the startup merchant quest for example).
 
@Somebody:

Yeah, okay I'll guess I'll try to give it with some companions, if it works and asap through quest rewards.. Because as long as you get them only at the start of the adventure. There is no way to regain them, once they e.g. stolen by bandits.. :razz: thx anyways..
 
Oh!!! I think i found the barrier/error!!!
In the item_kinds1.txt in the 2nd line there is a "608"! I guess thats the number that limits how much items should be counted!! :grin:D

I still didn't try it out but I really think thats the problem.. ^^
 
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