Can someone point me in the right direction?

Discussion in 'Modding and Scripting Support' started by nomwalla, Jul 6, 2010.

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  1. nomwalla

    nomwalla New Member

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    Hmm, so I'm trying to do what should be a relatively simple bit of modding (especially when compared to, for instance, the cargo hold mod) but, unfortunately, modding (any game, not just this one) murders my brain.

    I am trying to add a little crate to the starting area (crash site, right next to Virgil) containing every single findable schematic for testing/cheating/screwing up the game purposes.

    I spent about 2 hours trying to figure out how to do this, then I gave up. The Arcanum modding tutorial was helpful in telling me how to create a new mod, but that's well beyond what I'm actually trying to do.

    So, if anyone could point me in the right direction? I'd be grateful as hell. Thanks.
     
  2. Drog Alt

    Drog Alt Member

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    It'd be easier to just add the schematics to one of the backgrounds. Basically, take the schematics' prototype numbers from mes\description.mes and add them to rules\backgrnd.mes.
     
  3. nomwalla

    nomwalla New Member

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    I had thought of that, but there's the problem of fitting 50-some schematics into one's inventory. In any case, I have no idea how to even go about editing a .mes file. I'd need a guide on doing that altogether, as well as one on finding them (I can't find backgrnd.mes or the schematics one).

    Oh, did I mention that I'm completely new to modding?

    EDIT -

    Correction, I know *how* to edit .mes files. I just have no idea where to find them.
     
  4. Drog Alt

    Drog Alt Member

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    You have to unpack the .dat files first. Arcanum3/4(and 5 if you're using the UAP) contain the .mes files.

    There are several tools in our DL section that can unpack and create .dat files.

    Also note that the "data" folder takes priority, so you don't have to put a modded file back into a .dat file. Simply create a "rules" folder inside the "data" folder and put it there.
     
  5. nomwalla

    nomwalla New Member

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    Thanks. Sorry to ask another "nooby" question, but--

    So this is what I see in schematic.mes (one found schematic)

    //Invigorator
    {4000}{500} //Name
    {4001}{501} //Description
    {4002}{690} //Drawing
    {4003}{10060} //Fatigue Restorer
    {4004}{10079} //Heal Accelerator
    {4005}{10114} //Result
    {4006}{3} // Result Amount

    The number I input in the backgrnd.mes file is 4000?

    EDIT -

    Well, I tried that, but it didn't quite work (oh well). But it did give me a chance to play a character with 4 INT. Boy was that fun.

    Anyways, what did I do wrong?
     
  6. Drog Alt

    Drog Alt Member

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    Did I say schematic.mes? I'm pretty sure I didn't.

    mes\description.mes
    Code:
    {14073}{Invigorator}
    {14074}{Reanimator}
    {14075}{Clockwork Physician}
    {14076}{Miracle Cure}
    {14077}{Mental Inhibitor}
    {14078}{Necromizer}
    {14079}{Fortifier}
    {14080}{Fuel}
    {14081}{Potion of Paralysis}
    {14082}{Lemon and Potato Charges}
    {14083}{Charged Sword}
    {14084}{Flow Disruptor}
    {14085}{Tesla Gun}
    {14086}{Bellringer}
    {14087}{Electro Armour (Medium)}
    {14088}{Pyrotechnic Bow}
    {14089}{Knock Out Gas}
    {14090}{Hallucination Grenade}
    {14091}{Electrocution Grenade}
    {14092}{Grenade Launcher}
    {14093}{Time Bomb}
    {14094}{Concussion Grenade}
    {14095}{Paralysis Grenade}
    {14096}{Mustard Gas Grenade}
    {14097}{Plastique}
    {14098}{Detonator}
    {14099}{Flame Thrower}
    {14100}{Mechanized Gun}
    {14101}{Acid Gun}
    {14102}{Accelerator Gun}
    {14103}{Pyrotechnic Gun}
    {14104}{Blade Launcher}
    {14105}{High Velocity Pistol}
    {14106}{Schreck's Multi-Barreled Pistol}
    {14107}{Long Range Pistol}
    {14108}{Tranquilizer Gun}
    {14109}{Poison Arachnid}
    {14110}{Automaton}
    {14111}{Compound Bow}
    {14112}{Envenomed Bow}
    {14113}{Medical Arachnid}
    {14114}{Illuminated Decoy}
    {14115}{Explosive Decoy}
    {14116}{Automaton Gunner}
    {14117}{Goggled Helmet}
    {14118}{Machined Platemail}
    {14119}{Wheel Clan Spectacles}
    {14120}{Envenomed Sword}
    {14121}{Envenomed Axe}
    {14122}{Miner's Helmet}
    {14123}{Pyrotechnic Axe}
    {14124}{Rifled Cannon}
    {14125}{Mechanical Dagger}
    {14126}{Elixir of Hypnotic Suggestion}
    {14127}{Brain Builder}
    {14128}{Muscle Maker}
    {14129}{Bullets}
    Now put any of these in rules\backgrnd.mes. For example, changing the line #4 to the following:
    {4}{14109 14125}
    ...will let you start with Poison Arachnid and Mechanical Dagger schematics when choosing the default background (the "no background" choice).
     
  7. nomwalla

    nomwalla New Member

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    Ah, forgive my idiocy. And thanks!
     
  8. RunAwayScientist

    RunAwayScientist Member

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    If you wish to create a crate next to the start area and manually add in every possible schematic via worldED, it is quite a simple matter.


    First, you will need to un-DAT Arcanum. You can find a un-datter here:

    http://terra-arcanum.com/downloads/


    I personally use MatuX's undatter: (http://www.terra-arcanum.com/downloads/ ... uX_TMS.zip)


    For MatuX's undater: You will need to use the command line to undat your Arcanum.dat. Since I do not recollect precisely which Arcanum contains Arcanum-1024fixed, you will have to undat them all (Arcanum1.dat, Arcanum2.dat, etc.)

    Once you have undatted, create yourself a new mod in WorldEd....say, "My Arcanum Mod" or some such. Then go to C:\...Sierria\Arcanum\Modules\MyArcanumMod and copy over the mes, townmap, worldmap, semes, oemes, (sound\dlg), (sound\music), slide, and rules folders from your undatted Arcanum folders. Then, copy over maps\Arcanum-fixed1024 to your MyArcanumMod\Maps folder. If you cannot enter the cave near the crash site, it's because you need to copy over ALL the maps. I haven't tested this out myself, so you'll have to check to see if that step is neccesary.


    I think that should be all the files required to emulate a working version of an Arcanum clone. Everything else will be already loaded by the game engine, such as the scr and dlg folder....it appears to be hard-coded loaded.


    So, once you have that done, load up your mod in WorldEd again and load the map Arcanum-fixed1024. Then, in the X and Y box type in: 92960 for X and 82592 for Y.

    Then, choose a place for your chest and add it in via the menu. Then simply add in your schematics from the "books" item icon under "items". (As AmTut would tell you, left click and hold down SHIFT and drag over the crate and release to add it to the inventory) It's not ALL the schematics, but you can manually change the number of the schematics you place to be the schematics you want them to correlate to in schematic.mes, for things that you normally discover by leveling up as a technologist.



    Once done, simply save your map using Save As... and enter in a new name. Then, alt-tab out and go into your MyModule\Maps and delete Arcanum-Fixed1024 and rename the map you just Save As...ed to Arcanum-Fixed1024 (or whatever the exact naming convention is). Then .dat your new module from File-->Compress Module. Then, try it out in game. If it doesn't work, I probably forgot to tell you to copy over the rules folder or some other particular item. I'm sure I forgot a step somewhere, in which case I apologize in advance.
     
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