Last Updated: Sep 18, 2008, 08:59:30 pm First Created: Oct 27, 2007, 06:17:57 am
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| File version: |
0.79 |
| For M&B version: |
1.0 |
| Downloads: |
49,953 |
Size: |
61.6KB |
| Views: |
57,763 |
Type: |
ZIP |
| Rating (5 votes): |
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This utility edits item_kinds1.txt directly and allows for editing, inserting, and deleting items without having to mess with Python scripts. BACK UP YOUR ITEM_KINDS1.TXT FILE BEFORE USING!!!
Features
- Edit, add, and delete items
- Allows changing of item flags, capabilities, and modifiers
- Limited support for triggers
- Auto-calculate weapon speed, damage, difficulty and cost
File History
Fixed bug where edited damage values would not save
Mon, Nov-19-2007
No longer tries to default to <root>:\Program Files\Mount&Blade\Modules\Native, but should remember last folder opened.
Can now edit .808 version of file with one caveat - the file seems to be the exact same format except for triggers, so if you load up a .808 file and save it, you will loose all triggers. You can add them back in manually if you want, but don't try to add them through the editor or you will probably crash the game.
Tue, Nov-20-2007
Added item numbers to all items for easier identification when modifying troops/parties
Fixed bug where editing inserted was quirky (sometimes edits affected item that was cloned).
Fri, Apr-04-2008
Should work for older versions (.800+) still. Triggers still will not work for .890+, but the only native items using them are the flintlock and torch. There is some partial language support, but not working totally yet.
Why a new version? Some foreign (non-US) users could not get it to work. I guess Windows has regional settings, and if you live in a place where a thousands separator is "." as opposed to "," and where the decimal indicator is "," as opposed to ".", the program would die trying to read decimal data. This version forces the numeric parsing to expect US style numbers as is used in the items file.
Just unzip the editor and the settings.xml into the same directory.
Tue, May-06-2008
-Reverted trigger handling to simpler interface. Triggers show up as text lines that you can edit or ignore to your hearts content. Very few triggers were valid for items anyways, and it makes this compatible with older versions (Possibly even .751?) This also means that there is no control on triggers, you can type whatever you want there, so be careful.
-Added application config file
-Config file has autoSave option. When turned on, every time you use the "Save File" option, it will back up your current file first. For example, saving "item_kinds1.txt" would create "item_kinds1.txt_20080506_095501". Obviously, the date/time stamp varies depending on when you save it
-Added language support. In the config file, you define a language file. Use key "languageFile" and a value pointing to the location of the file. The file layout is pretty simple. Use the "english.lang" file as a template. The file contains entries such as "Save_File=". If you change this to "Save_File=Avesay Ilefay", then the editor will show "Avesay Ilefay" where it originally showed "Save File". Be warned: the variables are case sensitive. So if you change the entry to "save_file=test", "test" will not show up because "save" and "file" were not capitalized. If you mispell an entry, leave it blank, or delete an entry, it will used default values.
Thu, May-08-2008
-Fixed one more regional setting bug. Some PC's with "." as thousands separator and "," as decimal separator would screw up item weights when saving. Hopefully this will fix that issue
Sat, May-10-2008
-Fixed bug where using the translation feature for terms "Blunt", "Pierce", and "Cut" could screw up Thrust and Swing damages.
Mon, May-19-2008
Item file changed for .952, so this will not work with it at present. Still works for .951 and earlier.
Mon, May-19-2008
Changed to work for .952. The item modifiers changed. Included in ZIP are 2 language files, english.lang (use for pre .952) and english_.952.lang (for .952). As you can see in the files, there are many more modifiers, although only about half appear to be used.
Fri, May-30-2008
The repository automatically marked all downloads designed for .951 to .952, but the item file modifiers had changed significantly making the editor incompatible. I released a new version May-19th, but then the repository subsequently changed the downloads' version compatabilities back to .951, leading many people to think that my editor is still not compatible with .952.
So this is just a notice that this DOES work with .952, and even .953. It is still backwards compatible as well. See the update just above for details. Make sure to have the config file point to english_.952.lang for .952+, and to english.lang for .951 and prior.
Sat, Jul-05-2008
Since I've been asked a few times, yes this still works for .960. Make sure to have the config file point to english_.952 unless using for a version pre .952.
Thu, Sep-18-2008
-Yes, still works for 1.0. The only change was to the Language file to accomodate the new item modifiers (Lordly, Master, and Champion). Use English_1.0 for 1.0, use english_.952.lang .952-.960, and english.lang for pre .952. |
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Looks really good, but how do some more detailed instructions would be great. For example, how would I go about adding pistols and muskets to the game and having them sold by merchants?
Also, how do you go about editing the accuracy of ranged weapons? Also, I'm assuming that the game determines range as a function of missile speed and accuracy?
Quote:
Looks really good, but how do some more detailed instructions would be great. For example, how would I go about adding pistols and muskets to the game and having them sold by merchants?
Sorry, but I don't know much about inserting items in terms of what you need to do aside from the item_kinds1.txt. Check the M&B forums for details of adding models, etc.
Also, marking an item as itp_merchandise should allow them to be sold by merchants.
Quote:
Also, how do you go about editing the accuracy of ranged weapons? Also, I'm assuming that the game determines range as a function of missile speed and accuracy?
It looks like the accuracy is stored in the item's 'foot armor' field. I will look to update the label for ranged weapons.
Range is most affected by 'missile speed' I believe.
Oops, it appears the ranged weapon accuracy is not stored in the foot armor field. In fact, I don't see it anywhere. I'm not sure it is an editable attribute, using this file anyways.
This mod is awsome!! Easily worth the five star rating! It allowed me to modify the flintlock pistol to increase its accuracy and give it a magazine. Through modification of the troops.txt file I gave them to each of my heros and myself and now am running around in any mod I choose with a well balanced gun!!
Its easy to do and doesn't require modding skills at all!!
I've done a test on it, and yes the accuracy of missile weapons is stored in the foot armour field.
Unfortunately, just ticking the merchandise field doesn't automatically put the item in the merchant's stuff for sale, which is a real shame. I'm guessing that there is a field in the merchant's entry of the troops.txt file that specifies which items a merchant will have for sale and that one of these will refer specifically to firearms. If anyone knows which it is, that'd be great.
I'd love it if you could come up with a similar thing for the troops.txt file!!
This is to wraithcat PLS could u tell me how u got firearms,if u just say:
display_wp_firearms = 1
so how do u make them merchants sell them and did u have to make the gun?
would this work .902
PLEASE MAKE NEW VERSION FOR .903
PLS
When editing guns the accuracy is in the foot armour section
Accuracy is in the foot armor field. If left at 0, it defaults to 99. That is why it doesn't look like there is accuracy stored for bows, because they are all 99 by default. I am working on a new version that labels the field appropriately when viewing ranged weapons.
Mitch95, I've checked and this still works with version .900 - .903 except for item triggers. If you don't care about the flintlock or torch (the only 2 items with triggers, and they don't show in the game normally anyways) you can use this version to edit.
If you want to retain the triggers for those two items, you can still use my editor. Just make a copy of item_kinds1.txt first, make your changes, and then cut and paste the trigger lines from the copy back under the flintlock and torch.
Thanks a lot man

Just randomly saying HI if anyone has an answer to my question earlier on in the comments i would b very happy camper.(not in a brokeback mountain kinda way)

i can't use it. It doesn't work in my PC.

This is what it say " The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."
Can anyone explaint for me??

What operating system are you using? Do you have .NET framework installed?
if i remember correctly the accuracy is in the foot armour section but i haven't use for a while so i might be wrong
Had a couple issues with using it on .950... does it need to be changed, or should it be just as compatible?
I haven't tried it yet...I'll take a look soon.
it not working apparently i need something called .netframework: v2.0.50727 i have searched for it but can't find please help
Google .NET framework and download it from Microsoft's site.
This, along with the Troops editor, is an outstanding piece of software and a "must have", for anyone wanting to safely and easily tinker with what M&B has to offer.
it's not working for me either. I have .net framework,and I can open it, but there is no list of items anywhere. I read there was a drop down box, and I can see it, but it doesn't open. any help?
Im trying to add an own shield but i only costs 1 denar, has 0/1693hp and you cant use it or see it. Help ME!

Great tool.
I've always hated not being able to switch my 1h wep to 2h when used without shield (and vice versa), or use some weapon's blunt side to attack.
any chance of using to to make 2 swords that you attack with at the same time? Attach to left hand for one maybe?
Are there tutorials for adding guns with this? I need a musket in my game

Guns do not appear in shops even if you do tick merchandise.
May i please put this itemeditor in a modders kit?
Go ahead.
Okay, so I've got my Item Editor. Its working fine, but
how do I insert the mod I wish to edit? In troop editor, you just click browse then select a mod. But I've looked and I can't find the way to insert your mod. Please help.
Ascarona wrote:
Are there tutorials for adding guns with this? I need a musket in my game

You can just take a mod like
Age of Blackpowder then edit that for guns. Then you can use the
Unoffical Troop Editor to edit the troops and give them different guns, or use the Item Editor to put the guns you have taken and put them in stores.
hi everyone, i'm new to the forum but i downloaded some things..... if you want to add pistols and muskets to the game follow these instructions ====> open up your "Module.ini" file in X\Mount & Blade\Modules\Native or any other mod and look for the line: "display_wp_firearms = 0" change the "0" to a "1" and then save it

. now... start the editor and look for the weapon: ie. Flintlock_Pistol,select it and on the menu on the right look for "merchandise" and check the box near it

.(edit the weapon as you like) then on the menu on the top look for "Edit -> Insert - >Here" and make some duplicates so it will be not so rare then just save

. f it worked gimme a beer

. sorry for the shit i typed i'm hungarian and only 13

. FOR ME WORKS 100%