Yakuzashi Posted December 18, 2017 Share Posted December 18, 2017 Hello, I have recently stared modding and I need a little bit of help with autocompiler. Could you tell me what should I do to get files in .zip archive in anim folder ? My autocompiler can't do it and I don't know how to make it manually. Moreover I need this information for custom item for my character, I tried to use someone else character mod with weapon to understand item modding, but anim folders seems to be to complex for me. I really appreciate every kind of help. Link to comment https://forums.kleientertainment.com/forums/topic/85550-item-modding/ Share on other sites More sharing options...
K1NGT1GER609 Posted December 18, 2017 Share Posted December 18, 2017 (edited) Hmm I not sure what your asking for but usually the autocompiler is the one that does the file building. Inside a anim file is a animation(binary) file, a tex(png orientated) file(s), and a build(binary) file. Usually binary files are just machine code for the most part trying to edit it would be time consuming and advanced if you don't have the right tools (At best the anim file can be renamed). If your asking for a weapon mod you can use: The equippable item can be modified into a weapon (and resized if you replace the png) but the code needs updating to suit dst. Other than that if i missed the point reply back(give plenty of detail if you can) and we'll see what we can do. Edited December 18, 2017 by K1NGT1GER609 Link to comment https://forums.kleientertainment.com/forums/topic/85550-item-modding/#findComment-985121 Share on other sites More sharing options...
Yakuzashi Posted December 19, 2017 Author Share Posted December 19, 2017 Thank you. I will check it out and hopefully learn something. Link to comment https://forums.kleientertainment.com/forums/topic/85550-item-modding/#findComment-985504 Share on other sites More sharing options...
Yakuzashi Posted December 20, 2017 Author Share Posted December 20, 2017 (edited) Thank you again. I finally understood how autocompiler works and weapon mod prototype works somehow. Edited December 20, 2017 by Yakuzashi Problem solved Link to comment https://forums.kleientertainment.com/forums/topic/85550-item-modding/#findComment-985848 Share on other sites More sharing options...
hhan Posted July 4, 2021 Share Posted July 4, 2021 On 12/18/2017 at 7:11 PM, K1NGT1GER609 said: Hmm I not sure what your asking for but usually the autocompiler is the one that does the file building. Inside a anim file is a animation(binary) file, a tex(png orientated) file(s), and a build(binary) file. Usually binary files are just machine code for the most part trying to edit it would be time consuming and advanced if you don't have the right tools (At best the anim file can be renamed). If your asking for a weapon mod you can use: The equippable item can be modified into a weapon (and resized if you replace the png) but the code needs updating to suit dst. Other than that if i missed the point reply back(give plenty of detail if you can) and we'll see what we can do. When I open it in DST its name is "MISSING NAME" and probably because I cannot find it in the scripts and files. How do I rename the weapon? Link to comment https://forums.kleientertainment.com/forums/topic/85550-item-modding/#findComment-1476189 Share on other sites More sharing options...
Monti18 Posted July 5, 2021 Share Posted July 5, 2021 GLOBAL.STRINGS.NAMES.YOUR_ITEM_NAME = "Whatever you called it" GLOBAL.STRINGS.CHARACTERS.GENERIC.DESCRIBE.YOUR_ITEM_NAME = "This is a description" GLOBAL.STRINGS.RECIPE_DESC.YOUR_ITEM_NAME = "Description when building it" Add this to your modmain, replace it with your item name and add the description you want 1 Link to comment https://forums.kleientertainment.com/forums/topic/85550-item-modding/#findComment-1476449 Share on other sites More sharing options...
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