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Old 02-02-2012, 05:35 PM   #1
Glabro
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Editing base item properties?

I'd like to know if there's any way to edit base item properties without going through each .uti manually (for example, changing damage on a weapon class)?

Or is there a handy way to do such changes fast?

The last time around I remember that editing the baseitems.2da file had no effect (what does it actually effect?).

Thanks! I'm looking to do stuff like scale blaster damage to tabletop specs, nerf down double sabers, change the base armor ratings of armor, etc. etc. all of which is on the baseitems.2da file but doesn't seem to effect anything.
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Old 02-02-2012, 06:36 PM   #2
Sithspecter
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I've done quite a bit of baseitem.2da editing in my day, but I have no idea how you could do this, aside from editing each one manually. Of course, there is always the chance that we have just missed it. Looking through the columns, I didn't really see anything that I though looked like it.



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Old 02-02-2012, 06:44 PM   #3
Glabro
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Ok, thanks. It takes quite a huge amount to go through ALL the items to make the change, so I suppose I'll just have to give up on it. At least I found a mod that already changes blasters for the better.
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Old 02-02-2012, 06:47 PM   #4
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Baseitems.2da is the template for all items.
numdice * dietoroll = damage range
Individual uti files add modifiers to these base attributes.
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Old 02-02-2012, 07:00 PM   #5
Glabro
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But...does editing the baseitems.2da actually change the in-game base values of the items by itself? I tested it in Kotor I, and it didn't work. Is it different in TSL?

For example, changing the double saber to a 2d8 in the baseitems.2da file, all the double sabers encountered were still 2d10...did I do something wrong? It'd be great if it worked.
Or is it just the visual display that doesn't change?

Hmm, no, I remember changing armour defense bonuses around, and I verified they didn't affect my AC / Defense value in-game. But does damage work then?
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Old 02-02-2012, 11:32 PM   #6
Darth DeadMan
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I never tested this in K1, but in TSL everything works just fine. At least for me (I've changed base damage for sabers and blasters, also played around with AC). It affected even the items which already were in my inventory, not only the new ones.


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Old 02-03-2012, 03:07 AM   #7
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I changed lightsabre [ROWLABEL=8]to 5x5. It reads "Damage: Energy, 5-25" in game. AC also works. I changed the entire armor system to grant damage resistance instead of AC.
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Old 02-03-2012, 04:54 AM   #8
Glabro
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Whoa, that's great - time to get modding! Thanks!

They must have added this functionality for TSL - or alternatively I was doing something wrong with placing the file (or it being overridden by a mod's baseitems file).
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Old 02-03-2012, 07:16 AM   #9
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It works in K1, which is what I was referring to. If the file is in the base override directory and you changed the proper columns it should work.
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Old 02-03-2012, 10:37 AM   #10
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Yep, it did. That's great. My blasters & other ranged weapons are now doing PNP damage (3d6 for a normal blaster pistol, 3d8 for heavies and carbines!). It really emphasizes the Star Wars feeling and makes ranged attackers dangerous, and deflection important.

I must have done something wrong back in K1. Thanks, everyone!
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Old 02-19-2013, 07:55 PM   #11
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Armour System

Quote:
Originally Posted by Kl0kw3rk View Post
I changed lightsabre [ROWLABEL=8]to 5x5. It reads "Damage: Energy, 5-25" in game. AC also works. I changed the entire armor system to grant damage resistance instead of AC.
I've been hoping to do the same thing to the armour system. You were able to do this from baseitem.2da, rather than having to edit the individual .uti files? I ask because I don't see a column in baseitem.2da to grant damage resistance.


"Out of every hundred men, ten shouldn't even be there; eighty are just targets; nine are the real fighters, and we are lucky to have them, for they make the battle. Ah, but the one, one is a warrior, and he will bring the others back."
-Heraclitus
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