I. Import the loot tables you need: Now that your item is ready to slay some monters, we have to add it to the game's loot tables to make it drop from monsters and chests. It's best to use existing loot tables, since they are already used across the whole game.
I made my weapon a legendary blade, and it's important to note that unique items (epics and legendaries) have their own loot tables. Here's where you can find the unique weapons' loot tables.
Vanilla Game : records\item\loottables\weapons\unique\... XPack : records\xpack\item\loottables\weapons\unique\... XPack2 : records\xpack2\item\loottables\weapons\unique\...
*Expansion *Item Type *Game Difficulty *Act Number
With that said, if I want to make my weapon drop starting from Act 2 legendary until the end of the game, I will import and edit the following loot tables.
Open the loot table(s) you wish to add your item in. Simply have the path to your .dbr in hand and add it in the array of possible drops, found in the "Loot" field.
When your item is added, don't forget to save and build the loot tables. Press F7 to build your mod.
Hello! This guide will show you how to create new uniques items and how to make them available in the game (to be dropped and found in chests.) I'll use a sword for this example, but any other item type would work just the same way.
I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.
Software for image-editing Used to edit textures and give new looks to our items. To do so, you will need a software that edit images, such as Photoshop. If you don't own it, GIMP is a free software that will suffice for this task. MS Paint just won't cut it.
I. Gather ressources: The plan is to start from an existing item, take its textures and give it a new hue. Start by opening your Art Manager and open your mod. Click on Database > Import Record... and browse to an item you want to work from. For this tutorial, I will make a new blade. Here's where the swords are stored.
Select it and press OK. The original sword is now loaded in your mod for consultation. Open the file and go to Actor Variables. Look at the file path that is set at "baseTexture". For Silence, it's this :
Items\EquipmentWeapon\Sword\Default\RSword05C.tex
Now this is where ARC Explorer comes in. Open it, press File > Open and go to this directory : C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition\Resources
When you get there, you will notice a bunch of .arc files. That's where the game's assets are stored. Now, open Items.arc, or choose the one located in the XPack/XPack2 folder if you chose an item from an expansion.
You will see a bunch of folders appear. Browse to find the texture file as seen in the "baseTexture". Double click on it, and save it where you wish. This is the texture applied to item in a 3D environment. Also, go to the Item Parameters tab, and also import the texture that's specified on the "bitmap" field. It's the texture used to represent the item in your inventory.
II. Edit the textures: When the two textures have been exported, launch TEX Viewer. Open one of the newly imported textures. Once opened, all you have to do File > Export, and save it under another name. Make sure to add the ".tga" extension at the end, or you will receive an error message.
Now, open your image-editing software. Open your .tga files and edit them as you please. I simply changed their color, turning the green of the blade with a red and the yellow handle was turned into gray.
Texture:
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UI Bitmap:
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Save your work, still in .tga format.
III. Import your texture into your mod: Open the Art Manager and select your mod. It will now be time to import your texture into your mod. Before importing it, I'd recommend creating a folder specifically for your custom textures. To do so, right-click on "name_of_your_mod/source > Create New Directory".
Now, select the matching folder, right-click, and select "Import...". Find your texture and select it. It should appear in the menu. Right-click it and choose Auto-Create Asset. You will be prompted to choose between Texture or Bitmap. Choose Bitmap, and proceed by pressing OK.
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IV. Build your texture: Your texture isn't quite in your mod yet. You will need to visit the "Assets" tab, and seek your texture in the folder structure, wich should be the same as in your "Source" tab. Right-click on it and choose "Build". When that is done, build your mod by pressing F7. Your texture will now become usable in your mod.
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II. Create your new item
I. Copy an item: Right-click on the .dbr of the item and copy it. Paste it where you like (I did in a custom directory) to create a new instance. Rename it, then right-click > Build.
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II. Edit your new item: Open your new item. There is a few parameters that you are going to be interested in editing. See the Spoiler below for details. Irrelevant parameters are omitted.
General parameters
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Item Parameters
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Item Name Tag: The name of your item. Reference it in your ModStrings.txt. More info here : https://titanquest.fandom.com/wiki/Modstrings.txt Bitmap: Texture file of your item when in the inventory. !! Include your own texture here !! ItemCostName: Contains equations that, when combined with the ItemLevel value below, sets automatic requirements. For more control and simplicity, I recommend to set them manually. ItemSetName: .dbr file that refers to the set your item belongs to. ItemClassification: Rarity of your item.
Item Requirements
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Self-explanatory.
Actor Variables
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BaseTexture: Texture of your item in a 3D environement. !! Include your own texture here !!
Item Parameters (the actual stats of your item)
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This is a review of the many (not all!) basic parameters you may set on your item. If you know about those, skip this. Many of the parameters share the same proprietes. I'll explain them once.
Offensive Parameters
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Offensive Global (for offensive bonuses with a global chance (5% of +10% Total Damage, +20% Poison Damage, ...))
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offensiveGlobalChance : Chance of offensive global effects to occur (choose the effects with booleans in the sections below.)
Offensive Absolute (for flat/percent based damage bonuses)
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offensiveXMin : Minimum of flat X damage.
offensiveXMax : Maximum of flat X damage.
offensiveXChance : Chance of the X damage set above to occur.
offensiveXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
offensiveXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
offensiveXModifier : Increases by X% the damage of the selected type.
offensiveXModifierChance : Chance of the percent damage bonus to occur.
Offensive Duration (for damage/debuffs over time bonuses)
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offensiveSlowXMin : Minimum of X damage over time (every second).
offensiveSlowXMax : Maximum of X damage over time (every second).
offensiveSlowXDurationMin : Minimal duration of the DoT effect.
offensiveSlowXDurationMax : Maximial duration of the DoT effect.
offensiveSlowXChance : Chance of the X damage over time set above to occur.
offensiveSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
offensiveSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
offensiveSlowXModifier : Increases by X% the damage of the selected type.
offensiveSlowXModifierChance : Chance of the percent damage bonus to occur.
offensiveSlowXDurationModifier : Increases the duration of the DoT effect by x%.
Offensive Influence (for debuffs for a set duration, such as Confusion, Mind-Control, etc.)
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See the above sections, they share similar parameters.
Retaliation Parameters
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Retaliation Global (for retaliation bonuses with a global chance (5% of 15 Piercing Retaliation, 20 Elemental Retaliation, ...))
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retaliationGlobalChance : Chance of retaliation global effects to occur (choose the effects with booleans in the sections below.)
Well, I won't hide it. I'm trying to grab items and divide by 2 (or reduce by 50%) every single parameter, that includes Armor Rating, Base Damage, bonus stats, etc. That would exclude stuff like Level requirement, Item cost, Scaling and all booleans.
You can see why I had no intention to do all of this by hand >.>
Well, I would definetly appreciate some guidance, since right now I'm quite lost.
Tried to open .dbrs in Excel, I can split the field name and the value into two columns, though I only found how to edit one at a time still. Opening several at once puts them on different pages and since it doesn't recognize the .dbr extension gives a warning message everytime I try to open one, making the whole thing extra more tedious.
Then I tried a simple script in form of a .bat file that changes the extension of all my .dbr to .xlsx, a format that Excel is supposed to read. Now it won't recognize it at all -.-
Does anyone know how to add a custom texture to a .pfx ? I can't seem to find the directory used by the Pick Texture button in the PSE (old one from Iron Lore). My .pfx are in Docs\My Games\Titan Quest - Immortal Throne\Working\source directory, but the Pick Texture button doesn't use "Working\source\Effects\textures" directory...
I can't tell for sure, but I think it takes the textures from this file :
Hi, I came up with a new idea for a mod, but accomplishing it will require to modify tons of .dbrs, and I figured it would be nice to have a "script" to run that would modify the the files I need and their parameters in the background, only I've never done it or know if it's even possible.
It's a shame I never encountered this bug in the time I spent trying your mod so it feels really weird, random and frustrating.
I hope you can find good balance and make up for this issue. But I'm not worried, everything you've delivered so far is of excellent quality. Never give up (at least not entirely)
Well, some stuff has been going on recently. Been working a lot on it and getting near the end of the mastery-design part, after wich I'll have to do the playtesting and fine-tuning.
With that said, there will probably no more news regarding the mod until the last 3 masteries have been finished. Mostly because the studies will kick in soon enough, also nobody seems to give a flying falafel about the mastery showcases, so I'll save the time doing these for something else, maybe further working on the mod itself.
In short, I'll see you again eventually. I say take care.