Thu Jun 22, 2006 7:44 am by Mace_166
Well, the armour is an easy one. You just need to give the armour in select_equip a name and put it into the a goods file (ST_good.ini for me). You might want to make up your own entries to get exactly what scale you want.
Mounting armour is just automatic, you don't need to add hardpoints or play around with equipment classes.
When it comes to the power/shield upgrades, they are just shield generators with modified abilities. If you give a shield gen a negative power drain it will give power instead. You can play around with different settings to get the equipment how you want it.
For mounting custom equipment, you need to add the hardpoint to the shield_link in shiparch and add an entry for the shield to be mounted. Like this:
shield_link = l_fighter_shield01, HpMount, HpShield01, Hpcloak01
..
hp_type = hp_fighter_shield_special_6, HpCloak01
hp_type = hp_fighter_shield_special_2, HpShield01
hp_type = hp_fighter_shield_special_1, HpShield01
..
Above i'm using HpCloak as a mountable hardpoint for shields and to allow equipment to be added. I've gone through the existing shields and changed each of the shield classes from 1-10 to 1-5 instead , so each new class is two old classes. Then with the spare shield classes, i have assigned them as different classes for upgrades. Give this bit some thought, and plan it out, you should have 15 spare shield classes to play around with.
Once happy open up resources.dll with reshacker.exe and click on view>find text from the top menu and search for:
Fighter Shield-Class 6. Then, modify the text for each type. Do, compile script and save.
The modified resources do not show up the change in modified date so remember to copy the file into your mod directory.