How do I use unlock codes?

I found the template unlockcode.tpl and I figured this would be used to type a code in the console and spawn items. That would be a very neat way to get modded items into the game.

Unfortunately there are no dbr files that use it as a template so I have no idea how to use this. Anyone has any idea? Perhaps people with modding experience from TQ might figure this one out.

Attachment: pet_raven_a01 - Copy.txt

Titan Quest had the unlock code prompt in the ingame menu window, so I’m inclined to believe that it won’t be possible to implement.
Because, you need a file to use that template, but you would also need to modify another template to include the unlock code info, and then add the the link to the unlock code file to the…
Let me rephrase this, I’m getting confused.
Unlock code.dbr, needs unlock code.tpl.
Now, there needs to be a file that has a link(if that makes sense) to the unlock code.dbr, but that file’s template has to have the link as well.
For example, using exitwindow.tpl, something like this would need to be added:

Variable
		{
			name = "unlockcode"
			class = "variable"
			type = "file_dbr"
			description = ""
			value = ""
			defaultValue = ""
		}

And then in exitwindow.dbr, something like this line would need to be added.:


unlockcode,records/ingameui/player exit/unlockcode.dbr,

But from what I’ve read we can’t modify/create, and get working, templates since they need source code support.

Ummm, you can just use the “game.Spawn” cheat code. Hit ~ in a mod to enter console. I don’t know the command line arguments, I just got the cheat codes out of the exe file (see recent post, I linked it as “crazy info dump”) Edit: thread name is “Mod Tools - Strings Dump - Research tool use”

An easy way to get modded items into the game is attach them to the loot tables of a familiar and enable loot drops. Presto, loot. Maybe reduce the cooldown time too. I was going to write a tutorial on this as a way to test loot tables via instant drops. I talked about it in one of the pet threads.

dropItems,1,

Add a dbr loot file and chance to equip item. I made my pets wear gear! It was funny. They drop it too on death.

If you were to manually set its charlevel to a static value, would the loot it equips/drops be of that level in your experience? Or does the actual player level override that when generating loot? I would think it would be the former from how the way things like zombies equip themselves.

Loot defaults to monster level, which is related to your character level through the map. Pets default to your level. I haven’t looked into found how to set their level higher or lower, probably in one of the sub files that actually loads the character variables.

The loot tables have level modifiers in them, so if you are too high or two low of a level for the loot table, the loot tables have a smaller selection available.

Edit: no clue if it can be done. They use charLevel as a parameter in the bio files to set specific stats. CTRL and Left click will allow you to target them btw.

Do you mean the codes for unlocking the extra content awarded to buyers of the legendary versions of the game?

If so I would of thought that they (Crate) have implemented some kind of fail safe to stop people doing exactly this, otherwise what’s the point of buying those more expensive packs unless you just want to show your support for a small development company… oh wait… I think I just answered my own question!