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Mikael Oddmund
02.05.2022, 10:50
Hello, dear people,
Glad to be here among ELEX enthusiasts! :D
I really need help with one issue i'm encountering:
I've played the game (on Steam) for about 10h. and now i've decided to give modding a try.
So, i've selected the only two mods i want (Overhaul Plus and Darker Nights and Brighter Interiors), both with their last version, and tried to install. First, i've done the manual install by copying the two .pak files into the game folder: \ELEX\data\packed and run the game. No changes. The mods were not loaded.
Then i've tried using the Vortez method, i've installed the mods with the mod manager, it appears (inside Vortex) that 2 mods are installed, but again when i tun the game they are not there...
Please explain me what am i missing... ? :dnuhr:
Many thanks to all of you willing to help!
DarthNihilus
01.11.2022, 14:56
could someone remind me how do i get position in the game?
tombom81
01.11.2022, 16:07
could someone remind me how do i get position in the game?Which position do you mean exactly? Position of the player? Use DynamicTeleporter (Nexus mods).
Or the position of dynamic entities (world sector files, elex(2)secdoc)?
Example "Tpl_Bld_Out_Gate_02" (Elex 2) 152547.141 41038.4727 -46615.875,
where 41038.4727 is the height.
"Tpl_Bld_Out_Gate_02" {
GUID = {D7C66416-2227-41A7-AB7A-D8A8216A5242};
Creator = {C72EC8CB-8486-4DE4-81D8-F7389039A794};
MatrixLocal = (mat 0.6646052 0 0.747193873 0 0 0.99999994 0 0 -0.747193873 0 0.6646052 0 152547.141 41038.4727 -46615.875 1);
DarthNihilus
01.11.2022, 16:39
Which position do you mean exactly?
yes, position of the player. for item placement purposes. decided to finish my mod, but i forgot how did i got those coordinates LMAO
DarthNihilus
13.11.2022, 17:57
is there any info about how different gEInfoCondType affects the dialogs?
tombom81
13.11.2022, 18:25
is there any info about how different gEInfoCondType affects the dialogs?Not sure what you mean exactly. If an infoscript (dialog) has a quest the following gEInfoCondTypes determine when the dialog is active (== visible dialog line) (dependent on the quest's state, Running, Delivery, Failed, Success) while InfoCondType Activator activates the quest.
DarthNihilus
13.11.2022, 19:03
Not sure what you mean exactly. If an infoscript (dialog) has a quest the following gEInfoCondTypes determine when the dialog is active (== visible dialog line) (dependent on the quest's state, Running, Delivery, Failed, Success) while InfoCondType Activator activates the quest.
yes, that's what i wanted to know.
DarthNihilus
20.11.2022, 16:10
one late question - are the loottables accessible?
tombom81
20.11.2022, 17:15
Loot tables of items? Concerning the npc's inventories? Usually the devs define the initial values (weapons, items) by code (exe, dll) here.
Changeable by modifying savegames. Or you could use InfoCommandGive in a dialog to transfer items.
(Npc's weapons are in the hidden stack. Can be made unhidden. But that's another story.)
DarthNihilus
20.11.2022, 20:31
Loot tables of items?
well, i meant, like, the animal trophies.
DarthNihilus
25.11.2022, 16:20
can i omit a property if it's default value?
like do i need to write
bool Permanent = True;
int CurrentInfoCommandIndex = 0;
bool InfoIsRunnig = False;
int StartChapter = -1;
int EndChapter = -1;
int CommentGivenCmdIndex = 0;
class eCEntityStringProxy SmalltalkPartner = "";
int SmalltalkGivenCmdIndex = -1;
bool SmalltalkRewind = False;
float SmalltalkInnerRange = 600;
bool SmalltalkInnerRangeTestWithLOS = True;
float SmalltalkOuterRange = 1200;
class bCString SmalltalkExitRoutineName = "";
class bCString SmalltalkPartnerExitRoutineName = "";}
or the
bool Permanent = True;} will be enough?
tombom81
25.11.2022, 16:36
can i omit a property if it's default value?I didn't test it but I'm pretty sure, you can't.
btw: usually you use copies of infos (don't you?), then change the properties of your concerns. So it's not really "time saving" when "omitting".
DarthNihilus
25.11.2022, 22:05
though i successfully edited the _Items sectors, and the _Interactibles, I can't get it what's wrong - i was editing the
HOM_Buildings
HOM_Decoration
HOM_Nature
sectors but the edits are not changing in the game...even starting a new one... why would the game do that with me?:dnuhr:
tombom81
26.11.2022, 11:35
though i successfully edited the _Items sectors, and the _Interactibles, I can't get it what's wrong - i was editing the
HOM_Buildings
HOM_Decoration
HOM_Nature
sectors but the edits are not changing in the game...even starting a new one... why would the game do that with me?:dnuhr:I remember that problem. Worked for me when putting new entites into a _NPCs.elex2sec(doc) file.
edit: reviewing modded elexsecdoc files I found this line modified:
bool StaticScene = False;
instead of "True". Thus changes will apply, because the game doesn't handle the sector as static any more.
Starting a new game is only required, when you want to change savegame relevant data. For example items in existing chests. (That's logical, at least.)
Btw, I remember people having created an own worldsector file for Elex 1, but the name has to be registered in the World.elexwrl file then.
Read here (https://forum.worldofplayers.de/forum/threads/1508137-NPC-Interaction-Create-Vendor-or-Trainer?p=25655719&viewfull=1#post25655719).
DarthNihilus
26.11.2022, 12:08
i do know about the World file for new things. This time i wanted to edit a bit of the vanilla surface (wanted to remove all the bushes, which are branches xD) also wanted to make some paintings but the cat is only 512*512, and i don't have any idea how to make a custom new painting thing. was thinking about modding the mesh of the cat paint but donno how to open the meshfile. if just someone could make me a template for a 1024 panting, so i have to replace just the Df image...
tombom81
26.11.2022, 13:50
if just someone could make me a template for a 1024 panting, so i have to replace just the Df image...Talking about .eleximg files? That's rather simple: they contain a DDS header which contains width and height as DWords.
Maybe the problem with "cat" (catalogue? atlas file?) is different. But it's hard to judge because your description of the problem is "diffuse". You don't give enough details (names of involved files for example?)
DarthNihilus
26.11.2022, 15:18
Talking about .eleximg files? That's rather simple: they contain a DDS header which contains width and height as DWords.
Maybe the problem with "cat" (catalogue? atlas file?) is different. But it's hard to judge because your description of the problem is "diffuse". You don't give enough details (names of involved files for example?)
by the "cat" i mean the cat painting (image) Obj_Dec_Hum_Painting_1_Df.eleximg
i tried to place a full hd image instead of the cat image but it shrinks the image to the original size (512*512) in the game
so i thought maybe only editing the mesh will allow me to make the painting object bigger to fit the 1920 image?
tombom81
26.11.2022, 16:11
by the "cat" i mean the cat painting (image) Obj_Dec_Hum_Painting_1_Df.eleximg
i tried to place a full hd image instead of the cat image but it shrinks the image to the original size (512*512) in the game
so i thought maybe only editing the mesh will allow me to make the painting object bigger to fit the 1920 image?Understand. I'll check that (and maybe the mesh) when I have time.
btw: where is said picture displayed in the game?
DarthNihilus
26.11.2022, 16:38
Understand. I'll check that (and maybe the mesh) when I have time.
btw: where is said picture displayed in the game?
the most known location is the ruin to the left of Abessa entrance (which is near the city wall)
https://fastupload.io/en/UMxdWjMjhYqMjYB/preview
tombom81
26.11.2022, 18:46
Strange cat that you have there!:D
I doubled the size of the picture frame mesh in all 3 dimensions and checked it in blender; looked ok.
https://upload.worldofplayers.de/files12/Obj_Dec_Hum_Painting_1_L1.zip
HTH
(btw: there's some more blocks of vertices in the file which I don't quite understand, col mesh? whatever. So I hope I didn't miss something.)
edit: well, doesn't seem to work§cry (I remember having had a cleaning_bot 5 times bigger, but that was an skn file)
DarthNihilus
27.11.2022, 07:06
ok, no new paintings for me, then :(§chill
tombom81
27.11.2022, 14:25
ok, no new paintings for me, then :(§chillWhy not? Seems that cat picture is forced to its small size but there's no reason to put any bigger texture onto a suiting mesh:
https://upload.worldofplayers.de/files12/elhKRTyka2ugiveMeapic.jpg
DarthNihilus
27.11.2022, 14:51
Why not? Seems that cat picture is forced to its small size but there's no reason to put any bigger texture onto a suiting mesh:
then i do need a suiting mesh with a bit of explanation attached:D
edit: wait, you mean to change a texture of any other object? donno how
tombom81
27.11.2022, 15:16
It's up to you to find a suiting mesh. Windows are best candidates. There might be also walls which could be used.
If you don't want to use an existing entity you need to copy one (change of first guid required, leave creator guid unchanged, though, put NewPos line after "Creator =..." line).
As destination I usually use a _NPC sector file, as you may know there's trouble with others...
Searched for a window (just to get the name of the texture to be replaced):
EDA_Factory_Buildings.elexsecdoc, entity "Scn_EdanFactory_Part_23_L1" there's
MeshFileName = "Obj_Bld_Ruins_Factory_Windows_1_L1";
In that msh file you'll find: Obj_Bld_Ruins_FactoryWindow_1_DfA.eleximg
(Well, "A" should mean Alpha, because it's window glass; I ignored this.)
I chose a 1024x1024 picture (png for example, without alpha channel) and renamed it to Obj_Bld_Ruins_FactoryWindow_1_DfA.png.
(Did this before conversions because you never know whether the name is saved into the data then. Just to be safe.)
Use nvcompress for example to convert the png to dds.
Then drag'n drop the resulting dds file onto the elexresman. Results in an eleximg file.
In your mod folder create a sub folder "Image" (without the quotes).
Copy above eleximg into it and drag 'n drop the mod folder onto the elexresman.
DarthNihilus
27.11.2022, 16:10
thanks!
In that msh file you'll find: Obj_Bld_Ruins_FactoryWindow_1_DfA.eleximg
do you know if it's possible to edit the msh somehow to change this img name?would be cool to make one dummy object and change the images
tombom81
27.11.2022, 17:01
You could change ..DfA to ..DfB or DfC for example. Afair you can change the whole texture name in the mesh file, as long as you keep it's size. (If it's longer or shorter an adjustion of the DWord before is require which hold the string len.)
btw: usually there's more than only the diffuse texture for a mesh. (If you don't change them, too, this might lead to visual errors, dunno.)
DarthNihilus
27.11.2022, 17:57
Afair you can change the whole texture name in the mesh file, as long as you keep it's size. (If it's longer or shorter an adjustion of the DWord before is require which hold the string len.)
yeah, the usual "hard" way :D will see into it later
now to switch to another topic - do you have any info about bik <--> elexvid ? all i managed so far is to delete the header upto the "BIK" text, rename the file extension and watch the video.
tombom81
27.11.2022, 18:31
Nope. All I found was .video (signature "VI01") in the code.
btw: thanks to you I felt motivated to create a tex mod for Elex 1!§wink
https://upload.worldofplayers.de/files12/JonaAndMe_ingame.jpg(Find it on Nexus soon.)
DarthNihilus
29.11.2022, 16:07
§wink
I saw a message in the internets that the animation for picking up items could be removed. You know something about that? I experimented a bit but no success
tombom81
29.11.2022, 17:10
I saw a message in the internets that the animation for picking up items could be removed.Do you have a link?
You know something about that?I'd think it should be possible to reduce the duration. Usually animations are composed of frames. Maybe setting the frame counter to zero (or one) should do?
But first we'd need to know in which file that animations is contained?
Only anim I can "see" so far is It_Ani_Int_Jackhammer_L1.elexskn for example
edit: I browsed through the movement animations of "Male" and nearest hits were "SitAndSleep", "StandUp". No "Pick" or "Loot" or something like that.
Chances are high that the devs put it into the code.
DarthNihilus
29.11.2022, 19:47
Do you have a link?
http (https://rpgrussia.com/threads/est-li-mod-na-autoloot-v-elex.42932)
tombom81
29.11.2022, 20:15
Understand.:D I think, sooner or later we'll find out "how to switch off anis", too. (It's a little bit funny that I couldn't find the animation frames so far. Need to check the skn flies again.)
edit: the skn files are for characters head's and bodies; maybe references to blendshapes (for face anim?) contained, dunno.
But the animations are to be found in elexnet files, I guess.
Facial expressions seem to be there, too:
540 male_face_anger_01.xmd.xml
541 fem_face_anger_01.xmd.xml
Male.elexnet, format unknown so far, but there's many animation string names:
0 male_melee_1h_sword_attack_default_01.xmd.xml
..
9 fem_melee_1h_sword_attack_default_02.xmd.xml
10 male_melee_2h_axe_attack_default_02.xmd.xml
..
77 fem_melee_1h_parade_attack.xmd.xml
78 male_melee_2h_mace_parade_attack.xmd.xml
..
251 male_default_jetpack_start.xmd.xml
252 fem_default_jetpack_start.xmd.xml
..
1115 male_take_high.xmd.xml
and maybe for looting?
94 male_take_low.xmd.xml
1822 male_take_low.xmd
..
//last entries
2275 male_transition_default_run_to_default_stand.xmd
2276 male_melee_2h_mace_attack_heavy_end.xmd
DarthNihilus
30.11.2022, 18:15
i had a faint feeling that the audio max length will be of a hex matter, and indeed, it's ------ tadaaaaaa ---- 127 seconds :rolleyes:
DarthNihilus
03.12.2022, 10:38
what could be the reasons the NPC is not showing up in the game? i made two npc's, one is there other is not, when i copy the present's matrix and extents, the second is showing up. can't get the problem. does the height of creation matters? or distance from specific objects?
tombom81
03.12.2022, 12:18
Hard to tell without seeing the secdoc file(s).
Are both npcs in the same one?
Usually you don't touch matrix and extends directly. NewPos () cares for them, and NewRot().
edit: maybe it's a matter of creator guids (apart from the unique GUID, as you know). I had a similar problem years ago when copying Gregor. Despite giving the copy in the secdoc file a unique GUID. Don't remember how I solved it. Both npcs shared the same Creator guid (used the same template).
Guess new npcs in secdoc files should have their own templates. So copying the template of the original npc, changing the tpl guids (so that the new npc has a different creator guid) should do the trick.
btw: where has your question about icons gone?:D
DarthNihilus
03.12.2022, 13:29
yeah, they're in one. for now i managed to spawn the other one a bit farther. if something happens again, i'll send you the secdoc.
about the icons, i was wondering where are they stored, but then i saw the GUI_Icons_Df file and thought that that's it and deleted the question, but then i saw that these are some strange colorful icons and not the source ones. after that i found the flash coded thing with all those white icons. so the devs decided not to use those pretty icons, well it's a shame. i tried to cut out one and use it, but in the game i have something white...
just managed to make an npcsmalltalk xD
tombom81
03.12.2022, 13:49
after that i found the flash coded thing with all those white icons. so the devs decided not to use those pretty icons, well it's a shame. i tried to cut out one and use it, but in the game i have something white...Yes, I loved that icon atlas from Risen, too. (The devs often change things to the worse.§cry)
The problem with cutting is that the data is spread sequentially in the fll file. But accessing some icon data should not be the problem. Need to think about some pixelcolor to BGRA converter to change an icon. (For changing existing ones. New ones will require an understanding of the fll format's overall structure.)
just managed to make an npcsmalltalk xDSee. (You and Magus seem to be the only Elex 1 modders atm...§wink)
DarthNihilus
03.12.2022, 14:09
You and Magus seem to be the only Elex 1 modders atm...§wink
thanks to baltram's tool and your explanations §prost
DarthNihilus
03.12.2022, 17:12
about the texture replacing - whenever i edit the image name in the elexmsh file the object disappears :eek:
tombom81
03.12.2022, 17:39
Did you take into account that it's some kind of "reference chain"?
An .elexmsh contains the names of the material file/s which contain/s the names of the textures.
But I have to confess that I never tested it.:D
What I did was giving selfcreated images names of vanilla textures.
(Then converted them to dds, and those to eleximg.)
DarthNihilus
03.12.2022, 18:51
Did you take into account that it's some kind of "reference chain"?
AFAIK it's tpl->msh->image no?
tombom81
03.12.2022, 19:32
What is "image no"?
Usually the "ref chain" is like so:
It_2h_Sword_BSK_Crystal_1.elextpl -> MeshFileName = "It_Wpn_2h_Sword_BSK_Crystal_1_L1"; ..elexmsh -> material name: "It_2h_Sword_BSK_Crystal_1"
It_2h_Sword_BSK_Crystal_1.elexmat -> "It_2h_Sword_BSK_Crystal_1_Df" (and .._Sm, .._Nm and .._Sm2), 4 kinds of textures
Where "->" can be read as "contains string name"
btw: the quotes around the names only to be found in xxxdoc files
DarthNihilus
03.12.2022, 20:25
OMFG i forgot to extract the mat directory!!!! :rolleyes::rolleyes::rolleyes:
upd--
And mission complete :D
Preview
https://i.ibb.co/fpj0tK4/12.png (https://ibb.co/fpj0tK4)
https://www.mediafire.com/view/ptyxzibpah3ys3n/12.png
https://www.mediafire.com/view/ptyxzibpah3ys3n/12.png/file
DarthNihilus
04.12.2022, 14:59
sooo.. are changes in two different mods made in the w_ docs adding together? or only the last version of the doc counts?
too sad that i can't make a custom w_ document...
tombom81
04.12.2022, 15:29
Yeah, there can only be one.:D
They made a mod merger for w_info.hdr(doc) somewhere here in the forum.
I used my own one (see Nexus, Elex scripting) which I found more useful. It relies on the vanilla w_info.hdr(doc) which it appends additional infos to (which come in .txt file snippets).
But it still doesn't solve the "there can only be one" (w_info.hdr) problem.
It's required to unpack the paks of two different mods containing w_info.hdr, extract additional lines then put all together in a final w_info.hdrdoc, and pack the whole thing again.
(Maybe above mentioned mod merger does, dunno.)
btw, you don't need a tool. You can do it manually, as you may know. Apart from the packing, of course.
DarthNihilus
04.12.2022, 16:07
yeah, i know, i wanted exactly the opposite - to separate my mod into two xD
DarthNihilus
04.12.2022, 17:23
i saw you made a sword bigger. what were you changing then?
tombom81
04.12.2022, 17:38
i saw you made a sword bigger. what were you changing then?I thought that was one of my best secrets (which I would have told you as a reward:D via pm) but sadly I revealed it (https://forum.worldofplayers.de/forum/threads/1592531-Jetpack-position-adjustment?p=26973117&viewfull=1#post26973117) already, see SlotOffset matrix.
DarthNihilus
05.12.2022, 16:04
I thought that was one of my best secrets (which I would have told you as a reward:D via pm) but sadly I revealed it (https://forum.worldofplayers.de/forum/threads/1592531-Jetpack-position-adjustment?p=26973117&viewfull=1#post26973117) already, see SlotOffset matrix.
§prost
i asked only cause i saw for example those flatscreen objects, some are standart but some, like in west edan company, are bigger, and browsing thru sector files i couldn't see the difference. i thought it's the radius paramenter xD
tombom81
05.12.2022, 19:00
i thought it's the radius paramenter xDMight have been possible, too.
I had the problem, that increasing the vertices of meshes directly (picture frame of the cat pic, you remember...) didn't have an effect. So maybe it's the radius and/or the extends. (Need to check that later.)
Btw, did you ever think of making deco objects moveable? I did it for some E1 things like boots & bags. (Will try it for Elex 2, too.)
DarthNihilus
05.12.2022, 19:10
Might have been possible, too.
I had the problem, that increasing the vertices of meshes directly (picture frame of the cat pic, you remember...) didn't have an effect. So maybe it's the radius and/or the extends. (Need to check that later.)
Btw, did you ever think of making deco objects moveable? I did it for some E1 things like boots & bags. (Will try it for Elex 2, too.)
slotoffset not working for me. tried extends. it's only the distance of interactible reach.
looks like the maximum non repeating texture is 1k*1k. tried to look for the complete legendary map board, but it's somehow confusing.
about object i just was thinking to try to make em interactible, like the oil barrels and water barrels, donno if its possible. how you did the boots and bags thing?
tombom81
05.12.2022, 19:50
slotoffset not working for me.It has to be changed in the elextpl(doc) and in the sector file, afair:
class gCInteraction_PS {
...
...class bCMatrix SlotOffset = (mat 2 0 0 0 0 2 0 0 0 0 2 0 0 0 0 1);
how you did the boots and bags thing?Added a property (years ago), afair. So can give the details after I finished it for Elex 2.
There were problems, though. Like the boots kept "freezing in the air" after you kicked them. (Guess, gravity needs to be applied somehow.)
Maybe it makes more sense to make deco objects collectable. But that's only half the fun.
"Explosive barrels"? You could try out "Explosive objects" on Nexus. (But I can't guarantee that the involved E-RAMChecker tool works under Windows 10.)
DarthNihilus
10.12.2022, 01:43
do you understand the logic of "report" type quests?
tombom81
10.12.2022, 10:50
Sounds like "do you understand the world?":D So, probably, "no" - you need to be more specific.
Say quest "Hagen_ReportHimElexDeposit", one QuestActor is Actor = "Hlp_Story_MapMarker_Hagen_ElexDeposit";
So I assume you need to head to that marker for finishing the quest.
The related info is WEIDMANNX6_01742, ConditionTyoe: success (surprise), Quest: player_findelexdeposit.
That info has an additional InfoCommand, SucceedQuest Hagen_ReportHimElexDeposit.
Quest activator info is "WEIDMANNX6_01746".
btw, I updated my post here, so you can use static sectors for modified entities:
https://forum.worldofplayers.de/forum/threads/1592671-ELEX-modding?p=27091787&viewfull=1#post27091787
(https://forum.worldofplayers.de/forum/threads/1592671-ELEX-modding?p=27091787&viewfull=1#post27091787)Another edit concerning animations:
https://forum.worldofplayers.de/forum/threads/1592671-ELEX-modding?p=27093778&viewfull=1#post27093778
Maybe this is the ani for looting?
94 male_take_low.xmd.xml
1822 male_take_low.xmd
Well, if "take (low)" is really the looting/picking up of items it might be a little bit complex (from another table):
2242 Main|Animation|Animation|Locomotion|Locomotion|Idle|DefaultIdle|DefaultIdle|From Take|From_Take_Low|Closest_Anim1
2243 Main|Animation|Animation|Locomotion|Locomotion|Idle|DefaultIdle|DefaultIdle|From Take|From_Take_Low|Mirror_Transforms1
2244 Main|Animation|Animation|Locomotion|Locomotion|Idle|DefaultIdle|DefaultIdle|From Take|From_Take_Low|male_take_low
2245 Main|Animation|Animation|Locomotion|Locomotion|Idle|DefaultIdle|DefaultIdle|From Take|From_Take_Low|male_take_low1
4058 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take10
4059 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take11
4060 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take12
4061 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take13
4062 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take14
4063 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take15
4064 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take16
4065 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take17
4066 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take18
4067 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take19
4068 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take20
4069 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take21
4070 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take22
4071 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take23
4072 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take24
4073 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take25
4074 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take26
4075 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take27
4076 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take28
4077 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take3
4078 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take4
4079 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take5
4080 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take6
4081 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take7
4082 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take8
4083 Main|Animation|Animation|Locomotion|SecondaryOverlays|_Take_Take9
4322 Main|Animation|Animation|PlayerInteraction|PlayerInteraction|Take_Low|Mirror_Tra nsforms1
4323 Main|Animation|Animation|PlayerInteraction|PlayerInteraction|Take_Low|Random_Flo at1
4324 Main|Animation|Animation|PlayerInteraction|PlayerInteraction|Take_Low|Switch1
4325 Main|Animation|Animation|PlayerInteraction|PlayerInteraction|Take_Low|male_take_ low
4326 Main|Animation|Animation|PlayerInteraction|PlayerInteraction|Take_Low|male_take_ low1
4686 Main|Animation|Animation|_Take_Take
4687 Main|Animation|Animation|_Take_Take1
4688 Main|Animation|Animation|_Take_Take2
4689 Main|Animation|Animation|_Take_Take3
4690 Main|Animation|Animation|_Take_Take4
DarthNihilus
17.12.2022, 12:03
for some strange reason my mod started to make crashes ... §cry
throwing sec files one-by-one doesn't help narrow down the problem.
and it's not saving the crashlog, that's my problem.
i wonder if i should try it out on my licensed (C)(R)(TM) steam version of the game, probably it waill make a log-file...
DarthNihilus
18.12.2022, 13:07
tombom, when i create an npc where i write what soundfile is used for speech when i click on npc and he just says a line without dialog, like "Not now" etc. ?
tombom81
18.12.2022, 15:49
Good question. There's INFO_WEIDMANNX6_00005537 but it's not used in w_info.hdr(doc).
Guess it's done via code except if quest NPCs use this phrase, too. Do they? Can't remember atm.
edit: maybe it's an SVM_...elexdlg?
DarthNihilus
25.12.2022, 07:25
i have a very strange bug. suddenly my custom dialogs are all mute. :mad:
upd. Jesus, the mp3 convertion thing for this game is such a pain in da ass. solved.
DarthNihilus
25.12.2022, 10:40
such a question - is a custom cutscene possible for elex 1? i took a glimp on them in the winfo and looks like they're all hardcoded. right?
tombom81
25.12.2022, 13:20
In September 2021 I thought they were hardcoded, too. Maybe partially, but most of .elexcut is similar to worldsector files, different properties, though, like class gCCutsceneSequenceCamera, gCCutsceneCommandPlayCamera, class gCCutsceneCommandPlay2DSound.
(Didn't finish the analysation that time - dunno why...)
DarthNihilus
29.12.2022, 16:12
successfully made an item from a decor object. though i still don't fully understand the unknown0, 1 and 2 affect on this... §ugly
tombom81
29.12.2022, 19:40
Cool! And yeah, the unknowns; no idea. Btw, what about pickable (=lootable) microscopes?
https://upload.worldofplayers.de/files12/Mikroskope_pickable_QM.jpg
Other than bootles I didn't care for them.
Bootles finally were moveable (and pickable? don't remember) but sadly they were floating when moved. Like the crates here: https://upload.worldofplayers.de/files12/moveableCratesHotelGoliet.jpg
That was a ittle bit annoying.
DarthNihilus
30.12.2022, 17:12
the two motels are in a New Group in the sector file. I wish the resman could recalculate every group's item position when i put a new pos directly to the group id xD
DarthNihilus
03.01.2023, 18:50
is the a way to determine trhat i attacked an npc but not killed him (run away)?
tombom81
04.01.2023, 10:20
There's ZS_Attack_WaitForFlee, but I can't remember that it has been used for Elex. (Gothic 3 had some fleeing orcs after cities were freed.:D)
timwellton
09.10.2024, 23:51
Hey guys, I'm replying to this thread because of the texture replacement discussion. Has anyone successfully used transparency in the DDS files? I've tried every combination of DXT3/5 with Alpha enabled in both Photoshop and GIMP. No matter what I try, Elex will not honor the transparency (alpha) channel. Just to clarify, I am using baltrams elexresman to convert the DDS files back to eleximg files before packaging them. It does change the image in game as I would expect, but everything I make transparent shows up as solid in-game.
Hey guys, I'm replying to this thread because of the texture replacement discussion. Has anyone successfully used transparency in the DDS files? I've tried every combination of DXT3/5 with Alpha enabled in both Photoshop and GIMP. No matter what I try, Elex will not honor the transparency (alpha) channel. Just to clarify, I am using baltrams elexresman to convert the DDS files back to eleximg files before packaging them. It does change the image in game as I would expect, but everything I make transparent shows up as solid in-game.
Aren't ELEX textures in BC7 or BRGA888 format? Try these.
timwellton
10.10.2024, 05:36
Aren't ELEX textures in BC7 or BRGA888 format? Try these.
Thank you Czudak, you're right, Baltram mentions those formats in his readme. I have tried BC7 in the Intel Texture Works plugin but don't see an option for BRGA888. BC7 with sRGB (DX11+) doesn't work either.
Maybe I am misguided in thinking that if I make one of the diffuse maps transparent, that we will be able to see through the 3D model. Like if I make the facial texture transparent, will I be able to see through the object to the inside back of the head? Or is the object (elexskn) always an opaque object regardless of the diffuse map attached to it?
tombom81
10.10.2024, 07:11
Has anyone successfully used transparency in the DDS files?Hey!
Well, I had exactly that problem with Risen 3 some days ago (solved it: see compass mod on Nexus).
In the end it was a matter of free tools used. Only DXTbmp extracted a proper alpha channel (into a tga file).
I'd check whether your tool(s) show a proper alpha channel for transparent Elex textures.
(Also used textures for Elex skn but I can't recall whether they were transparent. At least I didn't touch the alpha channel, if any.)
Thank you Czudak, you're right, Baltram mentions those formats in his readme. I have tried BC7 in the Intel Texture Works plugin but don't see an option for BRGA888. BC7 with sRGB (DX11+) doesn't work either.
Maybe I am misguided in thinking that if I make one of the diffuse maps transparent, that we will be able to see through the 3D model. Like if I make the facial texture transparent, will I be able to see through the object to the inside back of the head? Or is the object (elexskn) always an opaque object regardless of the diffuse map attached to it?
Hey!
Well, I had exactly that problem with Risen 3 some days ago (solved it: see compass mod on Nexus).
In the end it was a matter of free tools used. Only DXTbmp extracted a proper alpha channel (into a tga file).
I'd check whether your tool(s) show a proper alpha channel for transparent Elex textures.
(Also used textures for Elex skn but I can't recall whether they were transparent. At least I didn't touch the alpha channel, if any.)
I'm now sure the new (for the DX10 and up, not the DX9 and below) .DDS format of BC7 of 32 bit plus alpha (RGBA) would be enough, then. R8G8B8 and RGB888 and RGBA8888 and shit is something I don't fully understand, so let's skip on these.
I just recalled I had this issue too when I modded some little thing for either Skyrim or Fallout 4 - I used Intel tools (including their Photoshop plugin) as well, and it always resulted in the alpha channel being non-translucent. Only after I used nVidia plugin for Photoshop *and* made sure my "to-be-exported" texture had the alpha channel - I succeeded.
Nowadays, the Intel tools are no longer supported, while it appears nVidia still provides support for their plugin (https://developer.nvidia.com/texture-tools-exporter). Just remember - export with nVidia but only after you made sure your texture has the alpha channel in the first place (and the alpha channel in the TARGA [.TGA] format appears differently than in the Portable Graphics [.PNG] one)!
timwellton
10.10.2024, 22:30
Guys, thanks again for the help. I cannot get this to work! I've tried all of the suggestions you made (DXTBmp and Nvidia Texture tools) and I'm 99% confident that my final texture has a proper alpha channel. You both mentioned TGA and PNG, but so far I haven't had to touch those. I just convert eleximg to DDS and then it opens straight in Photoshop or Gimp. Then after I delete bits I put a temporary layer underneath to confirm transparency is working right. Lastly I delete the bottom temporary layer and save the file as DDS again (with alpha). Am I missing a step? *Also I've been not saving with mipmaps to hopefully simplify things, but is that needed?
tombom81
11.10.2024, 06:41
Why not start with an existing Elex (1) texture with alpha such as Tex_Male_Hair_01_DfA.dds?
Format is BC1_UNORM_SRGB.
Save it to your mod\Image folder using your tool chain without any changes.
Create a mod.
If that tex isn't accepted by Elex something is wrong with your toolchain.
Guys, thanks again for the help. I cannot get this to work! I've tried all of the suggestions you made (DXTBmp and Nvidia Texture tools) and I'm 99% confident that my final texture has a proper alpha channel. You both mentioned TGA and PNG, but so far I haven't had to touch those. I just convert eleximg to DDS and then it opens straight in Photoshop or Gimp. Then after I delete bits I put a temporary layer underneath to confirm transparency is working right. Lastly I delete the bottom temporary layer and save the file as DDS again (with alpha). Am I missing a step? *Also I've been not saving with mipmaps to hopefully simplify things, but is that needed?
Do you load the .DDS texture via Photoshop with nVidia plugins? If yes, do you select "load alpha as channel instead transparency" (or something like this) option, so your texture actually preserves the alpha channel? You know what? Upload the texture in question here (packed .DDS in some archive, preferably); I will take a look at it.
timwellton
11.10.2024, 19:37
Do you load the .DDS texture via Photoshop with nVidia plugins? If yes, do you select "load alpha as channel instead transparency" (or something like this) option, so your texture actually preserves the alpha channel? You know what? Upload the texture in question here (packed .DDS in some archive, preferably); I will take a look at it.
I've made some good progress from both of your help. I opened one of the Bsk DfA.eleximg textures and found that it was in fact BC1 (which I had previously thought had to be BC7 or higher). Edited it and converted it back to eleximg BC1 w/alpha and it worked great. That means my tools are working!
Then I noticed that the Bsk Woman2 had AT at the end of the material file. Looking inside, it appears to use a different shader than the non-alpha materials - st_DfANmCo.shader
The Outlaw_WomanBoss01 (Nasty) has st_DfNmCo.shader which is missing the A for alpha.
https://i.postimg.cc/pr8TfrgQ/Screenshot-2024-10-11-122625.pnghttps://i.postimg.cc/8C0PxLGB/Screenshot-2024-10-11-122716.png
https://postimg.cc/FkrNmrF1
Felt really good about that, so I edited the Outlaw WomanBoss01 material to use st_DfANmCo in both places annnnndd, it didn't work. But I must be soooo close because now I know that the Skinmesh files do support transparency and it works for the Berserker_Woman2 textures. There must be some flag I am still missing with Outlaw_WomanBoss01 that tells the game to only render sRGB without the alpha. Thanks again everyone for the great ideas and help.
tombom81
11.10.2024, 20:04
Felt really good about that, so I edited the Outlaw WomanBoss01 material to use st_DfANmCo in both places annnnndd, it didn't work.Did you edit in a hexeditor? If so did you take into account that both strings have different sizes? If you add a char the DWORD before the string has to be increased by one.
timwellton
12.10.2024, 07:32
Did you edit in a hexeditor? If so did you take into account that both strings have different sizes? If you add a char the DWORD before the string has to be increased by one.
Ok never would have thought of that, thanks! In the screen shots in my previous comment you can see that the string is 16 characters long with the old shader name st_DfNmCo.shader. The new shader name is 17 characters long (st_DfANmCo.shader) which is what the Berserker material file has so it seemed like a fit. I changed both the 10's to 11's with HxD (the shader is referenced twice for some reason) and recreated the mod. Now the game won't start, just crashes after the initial PB screen with the dump message. So clearly I'm failing a checksum now.
https://i.postimg.cc/T3Yd6RVc/Screenshot-2024-10-12-002926.png
Was I correct to think that the DWORD is the byte 10 a few offsets before the shader name? Or is it somewhere else and maybe it is bigger than one byte position?
tombom81
12.10.2024, 08:07
So clearly I'm failing a checksum now.Didn't meet checksums in genome's data files. Usually there's a an offset at position 0x0004 of such a file, pointing to a byte 0x2C which is 4 bytes before the signature "SM09" in a .elexmat file.
(Just to be sure: you've applied an alpha channel to the belonging texture?)
Was I correct to think that the DWORD is the byte 10 a few offsets before the shader name? Or is it somewhere else and maybe it is bigger than one byte position?Yep, a DWORD is a double word, 4 bytes, not one byte.
and yes, the 10000000 before is the length DWORD of that string.
LiveToWin
12.10.2024, 17:29
Is there a way to change Jax's starting inventory (add new items)? Editing PC_Hero (and start new game) does not give any result.
[class gCInventory_PS, Version 5] {
InventoryStacks = [
class gCInventoryStack {
Version = 5;
Properties {
int Amount = 1;
int QuickSlot = -1;
enum gEStackType Type = gEStackType_Normal;
enum gEEquipSlot EquipSlot = gEEquipSlot_None;
enum gEEquipSlot PassivEquipSlot = gEEquipSlot_None;
class eCTemplateEntityProxy Template = {B15E6BC3-AD85-42CA-87FA-C3BCE34226B9};
unsigned int StackFlags = 0;
}
ClassData {
}
}
];
B15E6BC3-AD85-42CA-87FA-C3BCE34226B9 - my new item. It's work fine in the game (I already get it from "class eCTemplateEntityProxy ItemInventory" of other item).
tombom81
12.10.2024, 19:10
Is there a way to change Jax's starting inventory (add new items)? Editing PC_Hero (and start new game) does not give any result.That was already answered (more or less), iirc. (Search for World_Intern (https://forum.worldofplayers.de/forum/threads/1552857-how-do-i-turn-any-npc-into-a-teacher-and-or-merchant?p=26353196&viewfull=1#post26353196)...)
LiveToWin
12.10.2024, 19:34
Characteristics can be changed, face and body too, but inventory only through commands and scripts. It's quite sad.
tombom81
12.10.2024, 20:21
Characteristics can be changed, face and body too, but inventory only through commands and scripts. It's quite sad.InfoCommand scripting is quite simple, it's not "sad", imho. But you could apply a chest to your mod with your new item included. Then the player had to find this chest to get the item (just as an idea).
You could also give the World_Intern file a second try with giving your item the attribute hidden.. (gEStackType_Hidden, but for weapons only)
timwellton
13.10.2024, 00:46
Didn't meet checksums in genome's data files. Usually there's a an offset at position 0x0004 of such a file, pointing to a byte 0x2C which is 4 bytes before the signature "SM09" in a .elexmat file.
(Just to be sure: you've applied an alpha channel to the belonging texture?)
Yep, a DWORD is a double word, 4 bytes, not one byte.
and yes, the 10000000 before is the length DWORD of that string.
Everything you said lines up perfectly but I'm still stuck. (How in the world have you reverse engineered these files in such detail?)
What's strange to me is that I haven't changed the size of the file (using overwrite mode) but Genome notices me changing a 10 to 11. So I change the 10 to 11 to account for the new string length, and that's when Genome barfs, not when I alter the actual string. But the string lengths all happen after the SM09 signature, so I don't see where Genome is detecting a change in the file size. Either way, is there a checksum calculator out there that I need to use to re-check the file and update a value somewhere else? Does the elexskn mesh files expect the elexmat files to be an exact size?
Have you ever had luck changing strings and then the DWORD and not had Genome crash the game at start?
Also, the string is in two locations so I tried to adjust the 10 to 11 in both locations. However the second 10 only has space for 2 bytes, so it doesn't seem like a DWORD. But the Bsk_Woman2_02_AT.elexmat file also has the same (only 2 bytes for the second string), so it would seem right to change both.
Regarding your other question, I am 100% sure I've applied an alpha channel to the belonging texture. All of my edits work fine with the Berserker woman who is supposed to have an Alpha transparency. But Nasty (Outlaw Woman Boss01) only uses the non-alpha shader so the game ignores any alpha in the texture.
tombom81
13.10.2024, 09:53
What's strange to me is that I haven't changed the size of the file (using overwrite mode) but Genome notices me changing a 10 to 11. So I change the 10 to 11 to account for the new string length, and that's when Genome barfs, not when I alter the actual string.Well, overwrite mode is the wrong thing here. When you change the string length by one, you must add a char. So the file size increases by one.
If you changed the string size and added a char ('A') and kept the file size you've overwritten one char. No wonder genome's annoyed.
Either way, is there a checksum calculator out there that I need to use to re-check the file and update a value somewhere else?as I wrote already: I don't know of a checksum. But there's genome files (savegames for example) which have more than one pointer in the header, yes.
Does the elexskn mesh files expect the elexmat files to be an exact size?I don't know of a file size check by genome.
Have you ever had luck changing strings and then the DWORD and not had Genome crash the game at start?I can't remember exactly. I did it for Gothic 3 many times (Stringtable at files' end)
Will check it for Elex, as soon as my old Elex work disk is "refurbished".
Also, the string is in two locations so I tried to adjust the 10 to 11 in both locations. However the second 10 only has space for 2 bytes, so it doesn't seem like a DWORD. But the Bsk_Woman2_02_AT.elexmat file also has the same (only 2 bytes for the second string), so it would seem right to change both.Well, you mean that DWORD len WORD len structure. Sorry, missed to mention that. Then 120000001000 has to be changed to 130000001100 when you add a char in Edit mode.
LiveToWin
13.10.2024, 11:17
You could also give the World_Intern file a second try with giving your item the attribute hidden.. (gEStackType_Hidden, but for weapons only)
Already done it using InfoCommand. Just after Jax's gamestart monologue. Thank you for tips. ;)
timwellton
13.10.2024, 22:08
Thanks Tombom81 for answering all my questions. That gives me much more to go on so i'll keep at it. I know I'm close.
timwellton
14.10.2024, 06:35
Finally figured it out! Ran around in circles searching every file I could find looking for the flag or switch that tells Genome to render Alpha channels. Despite having the right shader listed in the bottom of the material file (DfANmCo.shader), it refused to render the alpha as transparent.
Anyway, it turns out that in the Material file, offset(h): 67 must be set to 3F for it to recognize the alpha (it is 00 on all RGB materials w/o alpha). Have no idea why because its a high number and not a 0, 1, 2 as I would have expected if its a flag or parameter with the engine. But all alpha materials I checked seemed to consistently use the 3F, and maybe the 01 is part of it.
https://i.postimg.cc/CdpZrQTN/Screenshot-2024-10-13-231137.png
But still, the shader strings at the EOF need to be modified (in Insert mode!) to include the A after Df (diffuse) and before Nm (normals). The RGB (non-alpha) materials all had the non-alpha shader DfNmCo. And of course, the string length needs to be revised to the new length (1 char larger in this case).
https://i.postimg.cc/HWy2YJWq/Screenshot-2024-10-13-231454.png
Tombom81 and Czudak, there is no way I could have come close to figuring this out without your answers and direction, thank you again!
Now I've just got to figure out why my edited texture is so much lighter. Shouldn't be too hard after this mind bender.
https://i.postimg.cc/ZKmrJVMN/Screenshot-2024-10-13-230238.png
LiveToWin
14.10.2024, 08:54
Another dumb question - can I make item visible in Jax's inventory, but unremovable to chests, boxes e.t.c.?
The "Quest=true" and "Permanent=true" options in the .tpl file don't seem to do this.
tombom81
14.10.2024, 12:11
Anyway, it turns out that in the Material file, offset(h): 67 must be set to 3F for it to recognize the alpha (it is 00 on all RGB materials w/o alpha).Cool!:cool:
(And in the end it turned out that the whole hassle was just to make a half-naked mod.:D)
tombom81
14.10.2024, 12:15
Another dumb question - can I make item visible in Jax's inventory, but unremovable to chests, boxes e.t.c.?I can't remember any item which behaves like so.
(There's a "hidden" inventory for equipped weapons but they're bound to weapon slots somehow, I guess.)
LiveToWin
14.10.2024, 12:50
I can't remember any item which behaves like so.
(There's a "hidden" inventory for equipped weapons but they're bound to weapon slots somehow, I guess.)
"enum gEItemCategory Category = gEItemCategory_None" make item invisible in inventory, but not in chest/box loot window. Looks like I need to find another solution for my mod.:(
UPD: Found some funny and buggy option. Just set "unsigned int Amount = 0" in item's .tlp and after adding to Jax's inventory it count always 0 and this item can't be moved to containers. :D
"It just works" ©
timwellton
14.10.2024, 16:16
Cool!:cool:
(And in the end it turned out that the whole hassle was just to make a half-naked mod.:D)
Literally! :dup: It became one of those things where I had to solve the puzzle for the puzzle itself, not the actual reward.
LiveToWin
15.10.2024, 07:13
Any ideas how to unpack/pack Icon.elexfll file?
https://i.postimg.cc/GtCJFSdK/icon.png (https://postimg.cc/sQThymBG)
https://postimg.cc/sQThymBG
https://postimg.cc/sQThymBG
tombom81
15.10.2024, 09:11
You'll need to understand the format and be a coder to change/write them.
How come that they look so smooth on your picture other than here (https://forum.worldofplayers.de/forum/threads/1603279-Elex-1-icons?p=27094205&viewfull=1#post27094205) (2nd picture)?
edit: well, seems it's a matter of zooming. When I don't zoom in "my" E1 icons look smooth, too.
(Had them smooth and colored for E2 (https://forum.worldofplayers.de/forum/threads/1603322-Elex-2-icons?p=27094994&viewfull=1#post27094994) but for E1 I'd lost interest, seems.)
LiveToWin
15.10.2024, 09:34
You'll need to understand the format and be a coder to change/write them.So, there is no way to unpack and pack yet. Okay.
How come that they look so smooth on your picture other than here (https://forum.worldofplayers.de/forum/threads/1603279-Elex-1-icons?p=27094205&viewfull=1#post27094205) (2nd picture)?I'm using NinjaRipper. It rips models and textures (and game icons) from dx9-11 games.
tombom81
15.10.2024, 10:22
So, there is no way to unpack and pack yet. Okay.I didn't unpack the elexfll file, just direct access. To change a single icon you'll need to access 16x16 pixels blocks, afaics. That's not too hard but I had written similar code years ago. So what will take longer: searching that code or rewrite it from scratch?
I saw interested people like you showing cool results for Elex (1) but after a maximum of 6 weeks they disappeared without a trace.§cry Since I'm busy with Risen 3 my motivation for E1 icons is very low, atm.
Possibly I'll check the R3 icons, too. That could result in an icon modifier. But not too soon.
I'm using NinjaRipper. It rips models and textures (and game icons) from dx9-11 games.Well, it rips from RAM, doesn't it? so the icons are located there in a block, obviously.
LiveToWin
15.10.2024, 18:22
So what will take longer: searching that code or rewrite it from scratch?
Or bruteforce copy-paste by HEX-editor. ;)
Just copied data block from edited icons texture to same data block in Icon.elexfll. I'll try to describe it in more detail later.
https://i.postimg.cc/jdB6Mc0X/20241015193421-1.jpg (https://postimg.cc/KRrgznYk)
https://www.youtube.com/watch?v=SxVn-8aw44o
Well, it rips from RAM, doesn't it? so the icons are located there in a block, obviously.I guess so.
tombom81
15.10.2024, 19:16
Or bruteforce copy-paste by HEX-editor. ;)
Just copied data block from edited icons texture to same data block in Icon.elexfll.Haha, well done!:dup:
LiveToWin
16.10.2024, 12:51
As promised, I’m posting a more detailed procedure for bruteforce replacing the icons file.
1. Edit the icons file and save it in DDS format - B8G8R8A8_UNORM (8.8.8.8 BGRA) uncompressed. The image size cannot be changed!
https://i.ibb.co/SJJgrkR/pic-1.png (https://imgbb.com/)
2. Using any HEX editor, open icons file. Find Offset (h) 3DF0 (this is the beginning of the data block) and FFAAB0 (this is the end of the data block). Select the entire data block and copy it.
3. Using a HEX editor, open Icons.elexfll. Find the beginning of the data block and its end (beginning - 40E640, end - 1405360). Select the entire data block and replace it by data from icons file. The length of the selected data blocks in both files must match!
4. Save Icons.elexfll.
https://i.ibb.co/Sm96ZWt/pic-2.png (https://ibb.co/R6VgJZ3)
https://i.ibb.co/q1bBzHj/pic-3.png (https://ibb.co/mzQJmnT)
Icons file link:
https://drive.google.com/file/d/1KijQInW3Ef-DFAUlD-xoQ7nMrSSnUEcv/view?usp=sharing
tombom81
16.10.2024, 16:50
Thanks!;) That's cool and much more efficient than a program could be.
The icons' size seems to be 60x60 pixels? (other than I wrote earlier).
Just calculating the size of the data block: 61x61x 4 bytes x 32x32= 15241216 bytes
There's a difference of 1498304 bytes. Maybe the separator line has 4 pixels?
64x64 x 4 bytes x 1024 -> difference 37696 too big.
------------------
There's some empty icons which could be used for mods. There must be an index for accessing an invidual icon in the elextpl files which contain icon strings.
(Btw, there's another 35 icons at offset 0x146F6F7. Looks more like images than icons.)
LiveToWin
16.10.2024, 17:44
The icons' size seems to be 60x60 pixels? (other than I wrote earlier).I set the grid in Photoshop to 64 pixels and it fits the size of the icons perfectly.
There's some empty icons which could be used for mods. There must be an index for accessing an invidual icon in the elextpl files which contain icon strings.Yes, there are empty spaces in the icon file for creating additional icons, and Icon.elexfll even has names for them, such as "Image117", "Image118". Modmakers can use these empty icons in their mods. ;)
https://i.ibb.co/M52Rdyz/image.png (https://ibb.co/M52Rdyz)
tombom81
16.10.2024, 18:34
Yes, there are empty spaces in the icon file for creating additional icons, and Icon.elexfll even has names for them, such as "Image117", "Image118". Modmakers can use these empty icons in their mods. ;)Well, that's great. (So no need to search for the index; plus I was in the fear that the string table in there had to be expanded...)
mcroosta
18.10.2024, 00:49
Hello all. I have multiple questions regarding modding .elextpl, recipes, and skills. Should I ask them individually here, make separate posts, or is there another thread that deals with those?
Thanks,
D
tombom81
18.10.2024, 07:59
Hello all. I have multiple questions regarding modding .elextpl, recipes, and skills. Should I ask them individually here, make separate posts, or is there another thread that deals with those?
Thanks,
DHello. I'd suggest to search through the forum first. With "posts" selected instead of threads!
For "template" (without the quotes) there's 10 pages displayed, 248 posts! Have a good time to read them all.:D
Finally (only speaking for myself, of course): my motivation to randomly answer “this and that and something else” is, to be honest, rather low.
Usually it's a specific problem that catches my attention.
timwellton
18.10.2024, 18:44
Does anyone know why the bytes are inverted sometimes and not other times? Back in the day when I would edit save games (20+) years ago, I had a hex calculator that had an INVERT button. So if I wanted to change my money or XP, if the number was above 255, I had to type in the decimal number and invert it to see the two byte equivalent.
I see that happening here when I work on the Elexmat files. Tombom81 helped me realize that offset 0x04 had a checksum that pointed to a signature near the end of the file. In this example it is 17 03 which points to offset 0x317. Since the current Windows calculator does not contain the INVERT button I remember from old, what would be the new way to invert bytes? Is there a good google search I can use to read up on why binary files have the larger values inverted sometimes, but not other times (like the string length)?
https://i.postimg.cc/65Hn1p4R/Screenshot-2024-10-18-114320.png
I set the grid in Photoshop to 64 pixels and it fits the size of the icons perfectly.
Yes, there are empty spaces in the icon file for creating additional icons, and Icon.elexfll even has names for them, such as "Image117", "Image118". Modmakers can use these empty icons in their mods. ;)
https://i.ibb.co/M52Rdyz/image.png (https://ibb.co/M52Rdyz)
Extra awesome! I followed the instructions and brute pasted the edited .DDS icon sheet into the compiled file (saved as a 8888 BGRA, no size changes [no mipmaps and shit]). Put the new icons I wanted in the showed spot... and it doesn't work. Wether I use class bCString IconImage = "Icon_Image117/8/9"; or class bCString IconImage = "Image117/8/9"; in the item's template file, the new icon won't display. Am I missing something?
tombom81
18.10.2024, 21:31
Does anyone know why the bytes are inverted sometimes and not other times?Strings are not inverted. In intel's little endian format everything that's an offset, a pointer is structured like so:
WORD: LB HB
DWORD: LW HW, where LW is LB HB
QWORD: LDW HDW
etc (LB= low byte, HB= high byte)
Reading little endian AB CD 12 backwards will give you the address 0x12CDAB.
I see that happening here when I work on the Elexmat files. Tombom81 helped me realize that offset 0x04 had a checksum that pointed to a signature near the end of the file.I know you're fascinated of checksums somehow.:D
But it's not a checksum, just an offset. In fact I never met a checksum in Elex data files (I might be wrong, though).
They "check" by using offsets to signature bytes. Usually the offset points to the hash DWORD before the signature, as is in elexsec files, where it points to the hash of "class gCSectorResource" before "SC02".
tombom81
18.10.2024, 22:46
the new icon won't display. Am I missing something?Might be a matter of numbering.
The first indices fit (44 to be subtracted):
45 Icon_Cunning
46 Icon_Intelligence
47 Icon_Dexterity
48 Icon_Strength
49 Icon_Items
50 Icon_Quests
51 Icon_Map
52 Icon_Toughness
53 Icon_Armor
54 Icon_Attributes
55 Icon_Perks
56 Icon_Armor_Leg
57 Icon_Armor_Body
58 Icon_Armor_Head
59 Icon_Shot_03 >>>>> icon no 15, fits (59-44=15)
60 Icon_Shot_02
61 Icon_Shot_01
125 Icon_PerkChemistry -> icon no 81, ok
219 Icon_DamageType_Poison -> icon no 175, ok
but the higher the index the more I meet discrepancies:
350 Image316
351 Icon_Fo_Soup icon no on atlas: 317 (but 351-44=307)
520 Icon_Amulet01 number on icon atlas is 494
521 Icon_Amulet02
522 Icon_Amulet03
523 Icon_Amulet04
524 Icon_Amulet05
525 Icon_Amulet06
526 Icon_Amulet07
527 Icon_Amulet08
528 Icon_Amulet09
529 Icon_Amulet10
530 Icon_Amulet11
531 Icon_Amulet12
532 Icon_Amulet13
533 Icon_Amulet14
534 Icon_Amulet15
535 Icon_Amulet16
536 Icon_Amulet17
537 Icon_Amulet18
538 Icon_Amulet19
539 Icon_Amulet20
540 Icon_Amulet21
541 Icon_Amulet22
542 Icon_Amulet23
543 Icon_Amulet24
544 Icon_Amulet25
545 Icon_Amulet26
546 Icon_Amulet27
547 Icon_Ring01
Icon_Amulet01 should reside at 520-44= 476
Maybe my list is faulty but you should consider the possibility that you might have changed the wrong icon. Just my two cents.
Might be a matter of numbering.
The first indices fit (44 to be subtracted):
45 Icon_Cunning
46 Icon_Intelligence
47 Icon_Dexterity
48 Icon_Strength
49 Icon_Items
50 Icon_Quests
51 Icon_Map
52 Icon_Toughness
53 Icon_Armor
54 Icon_Attributes
55 Icon_Perks
56 Icon_Armor_Leg
57 Icon_Armor_Body
58 Icon_Armor_Head
59 Icon_Shot_03 >>>>> icon no 15, fits (59-44=15)
60 Icon_Shot_02
61 Icon_Shot_01
125 Icon_PerkChemistry -> icon no 81, ok
219 Icon_DamageType_Poison -> icon no 175, ok
but the higher the index the more I meet discrepancies:
350 Image316
351 Icon_Fo_Soup icon no on atlas: 317 (but 351-44=307)
520 Icon_Amulet01 number on icon atlas is 494
521 Icon_Amulet02
522 Icon_Amulet03
523 Icon_Amulet04
524 Icon_Amulet05
525 Icon_Amulet06
526 Icon_Amulet07
527 Icon_Amulet08
528 Icon_Amulet09
529 Icon_Amulet10
530 Icon_Amulet11
531 Icon_Amulet12
532 Icon_Amulet13
533 Icon_Amulet14
534 Icon_Amulet15
535 Icon_Amulet16
536 Icon_Amulet17
537 Icon_Amulet18
538 Icon_Amulet19
539 Icon_Amulet20
540 Icon_Amulet21
541 Icon_Amulet22
542 Icon_Amulet23
543 Icon_Amulet24
544 Icon_Amulet25
545 Icon_Amulet26
546 Icon_Amulet27
547 Icon_Ring01
Icon_Amulet01 should reside at 520-44= 476
Maybe my list is faulty but you should consider the possibility that you might have changed the wrong icon. Just my two cents.
I know what went wrong. For those who would try to follow the steps in the previous posts for modding the icon sheet: the picture below shows the exact saving parameters for saving that DDS with nVidia texture plugin for Photoshop.
https://i.imgur.com/lFHzfua.png
LiveToWin
19.10.2024, 13:40
I know what went wrong. For those who would try to follow the steps in the previous posts for modding the icon sheet: the picture below shows the exact saving parameters for saving that DDS with nVidia texture plugin for Photoshop.
Hello. This is the default DDS save window only if the mipmaps checkbox is not selected. So, where is my guide wrong? :)
Extra awesome! I followed the instructions and brute pasted the edited .DDS icon sheet into the compiled file (saved as a 8888 BGRA, no size changes [no mipmaps and shit]). Put the new icons I wanted in the showed spot... and it doesn't work. Wether I use class bCString IconImage = "Icon_Image117/8/9"; or class bCString IconImage = "Image117/8/9"; in the item's template file, the new icon won't display. Am I missing something?
Did you add alpha for new icon? Did you place it on correct place for your icon string? Show me screenshot of your icons file and I'll try to help you.
Hello. This is the default DDS save window only if the mipmaps checkbox is not selected. So, where is my guide wrong? :)
Did you add alpha for new icon? Did you place it on correct place for your icon string? Show me screenshot of your icons file and I'll try to help you.
No one said it's wrong (and I was referring to my side of the process), but the premultiplied alpha and/or the DX10+ header options could have been selected, so I posted the image for clarity, since these *do* change the data block contents in the hex editor and I thought that's important.
Yes, the dedicated alpha channel was added (the file was loaded in PS with the dedicated alpha channel to begin with). I pasted the new icon in the place you showed in the previous post. I guessed that was the string for the Image117 (I filled the other spots too [but not in this example], expecting the strings for Image118, Image119, and so on)?
https://i.imgur.com/Gu9QjCC.png
mcroosta
20.10.2024, 01:30
Hello. I'd suggest to search through the forum first. With "posts" selected instead of threads!
For "template" (without the quotes) there's 10 pages displayed, 248 posts! Have a good time to read them all.:D
Finally (only speaking for myself, of course): my motivation to randomly answer “this and that and something else” is, to be honest, rather low.
Usually it's a specific problem that catches my attention.
Ok, I can respect that.
I have been messing around for a couple weeks now, making an attempt at my own rebalance mods. To some extent I think I am re-inventing the wheel, so I don't want to waste anyone's time.
That being said, I tried searching a lot of posts to find my answers and haven't yet. So, I think I'll give asking questions a shot.
mcroosta
20.10.2024, 01:34
This is probably an old one, but why don't "unsigned int ResultAmount =" in recipes seem to work in game? Is it a game code limitation or incorrect syntax in elextpl? I am guessing has something to do with how items get transferred to inventory? I know work arounds exist.
tombom81
20.10.2024, 08:03
I have been messing around for a couple weeks now, making an attempt at my own rebalance mods. To some extent I think I am re-inventing the wheel,Hi. Well, re-inventing the wheel is how things start, don't they?:D
Rebalancing is one of the most difficult things, imho. So, good luck!
Btw, my experience with rebalance mods in general is like so: people change this and that as they thing it might be a good idea but seldomly (to mostly never) explain WHY they changed them.
Sometimes the changes are understandable, sometimes not.
I wouldn't expect a mod author explaining every aspect of his changes but it would nice to have general descriptions like "this once feels overpowered", etc.
What I'm dreaming of is a scroll bar for each aspect so that the user could adjust them to his needs.:D (Just dreaming...)
so I don't want to waste anyone's time.Don't underestimate my patience.;)
That being said, I tried searching a lot of posts to find my answers and haven't yet. So, I think I'll give asking questions a shot.You're welcome.
This is probably an old one, but why don't "unsigned int ResultAmount =" in recipes seem to work in game?didn't know of that.
Is it a game code limitation or incorrect syntax in elextpl?Hard to tell. Unsigned int should range from 0 to 65535, iirc. (ResultAmount is the count of created items, is it?) Maybe there's a limit of 999, something like this?
I am guessing has something to do with how items get transferred to inventory?Who knows. There's a hidden inventory (weapons and claws of animal), a trade inventory and a normal one. The latter is lootable, the others not, iirc.
I know work arounds exist.Tell us more.:D
(Those workarounds might give a hint what's the cause of the problem.)
mcroosta
20.10.2024, 10:17
So, I looked at the vanilla ammo recipes. In the .elextpl files the resultamount= seems like a pretty fair transaction, in most cases. For example, you get 3 Bleed bolts (resultamount=3) for 1 tape, 1 claw, and 3 regular bolts. But, crafted in game, you get only one. The way the Elex Overhaul got around this, was to change the resulting item from 3 of the single bleed bolts to a single pack (and changing the size of the pack.)
Now as I am typing this, I realized maybe just creating a "pack" .elextpl for whatever item you want to make multiples of would work. Just curious if it was a simple fix to change a line in all the vanilla recipes to make them work, correctly.
P.S. I am not the only one that gets only a single ammo from vanilla outlaw recipe, correct? :p
tombom81
20.10.2024, 11:14
For example, you get 3 Bleed bolts (resultamount=3) for 1 tape, 1 claw, and 3 regular bolts. But, crafted in game, you get only one.Strange. I'll need to check that.
P.S. I am not the only one that gets only a single ammo from vanilla outlaw recipe, correct? :pIt's long ago but I don't recall anyone complaining about recipes concerning this. Maybe it was fixed by a patch? (Going to check, as I wrote...)
(Dunno whether it's related but I had found a similar problem with coffee beans (https://forum.worldofplayers.de/forum/threads/1606453-Tasks-for-modders?p=27139866&viewfull=1#post27139866) in Elex 2.)
LiveToWin
20.10.2024, 11:44
Yes, the dedicated alpha channel was added (the file was loaded in PS with the dedicated alpha channel to begin with). I pasted the new icon in the place you showed in the previous post. I guessed that was the string for the Image117 (I filled the other spots too [but not in this example], expecting the strings for Image118, Image119, and so on)?
https://i.imgur.com/Gu9QjCC.png
No, it's not Image117. This is just an example. Those empty icons places correspond to the bCString IconImage "Image 379", "Image 380", etc.
https://i.ibb.co/r3sxccR/image.png (https://ibb.co/r3sxccR)
UPD: I think I should make an icons file with all the bCString IconImage listed in it. I'll do it when I have some time for it. :)
tombom81
20.10.2024, 12:28
UPD: I think I should make an icons file with all the bCString IconImage listed in it. I'll do it when I have some time for it. :)You might compare it to this one and tell me what's wrong with it (if it's wrong).
For "technical reasons" 44 has to be subtracted from the index number, so Icon_Cunning being number one.
45 Icon_Cunning
46 Icon_Intelligence
47 Icon_Dexterity
48 Icon_Strength
49 Icon_Items
50 Icon_Quests
51 Icon_Map
52 Icon_Toughness
53 Icon_Armor
54 Icon_Attributes
55 Icon_Perks
56 Icon_Armor_Leg
57 Icon_Armor_Body
58 Icon_Armor_Head
59 Icon_Shot_03
60 Icon_Shot_02
61 Icon_Shot_01
62 Icon_Items_Plants
63 Image19
64 Icon_Items_Misc
65 Icon_Items_Materials
66 Icon_Items_Food
67 Icon_Items_Keys
68 Icon_Craft_Potions
69 Icon_PerkBuildMechWeapon
70 Icon_PerkSalvageWeapons
71 Icon_PerkBuildAmmo
72 Icon_Items_Stims
73 Icon_PerkInjector
74 Icon_Perks_Outlaw
75 Icon_Perks_Cleric
76 Icon_Items_Potions
77 Icon_PerkOneManArmy
78 Icon_PerkPSIPower01
79 Icon_PerkBuildTechWeapon
80 Icon_PerkBattery
81 Icon_PerkPSI
82 Icon_Perks_Berserker
83 Icon_PerkSpell01
84 Icon_PerkSeekingShot
85 Icon_PerkScatterShot
86 Icon_PerkEnchantWeapon
87 Icon_PerkMana
88 Icon_PerkMagic
89 Icon_Craft_ApplySocket
90 Icon_Items_Sockets
91 Icon_Craft_Cook
92 Image48
93 Icon_Weapons
94 Icon_PerkExtraStamina
95 Icon_PerkExtraHealth
96 Icon_PerkRobotKiller
97 Icon_PerkMutantKiller
98 Icon_Perk6thSense
99 Icon_PerkAdventurer
100 Icon_PerkArmor
101 Icon_PerkPoisonResist
102 Icon_PerkColdResist
103 Icon_PerkFireResist
104 Icon_PerkRadResist
105 Overlay_DamageType_PSI
106 Overlay_DamageType_Reflect
107 Icon_Map_User
108 Icon_PerkJewelry
109 Icon_Weapons_TwoHanded
110 Icon_Weapons_OneHanded
111 Icon_PerkJetPackAttack
112 Icon_PerkHeavyWeapon
113 Icon_PerkGrenades
114 Icon_PerkCritChance
115 Icon_PerkReload
116 Icon_PerkAttackPower
117 Icon_PerkParadePower
118 Icon_Weapons_Heavy
119 Icon_PerkMeleeWeapons
120 Icon_Weapons_Rifle
121 Icon_PerkMining
122 Icon_PerkHackingTime
123 Icon_PerkHackingExtraTry
124 Icon_PerkHacking
125 Icon_PerkChemistry
126 Icon_PerkModifyWeapons
127 Icon_PerkPickpocket
128 Icon_PerkPickpocket2ndTry
129 Icon_PerkLockpick
130 Icon_PerkLockpickBreak
131 Icon_Items_Tools
132 Icon_Perks_Crafting
133 Icon_Craft_Jewelry
134 Icon_PerkEater
135 Icon_Perks_Survival
136 Icon_PerkTrophies
137 Icon_Perks_Personality
138 Icon_Trade_Sell
139 Icon_Trade_Buy
140 Icon_Trade_ShoppingCart
141 Icon_PerkAnimalFriend
142 Icon_PerkEmotional
143 Icon_PerkNeutral
144 Icon_PerkSynthetic
145 Icon_PerkExtraAttribute
146 Icon_PerkAdvocat
147 Icon_PerkParty
148 Icon_PerkSkillSurvival
149 Icon_PerkSkillCombat
150 Icon_PerkSkillPersonality
151 Icon_PerkBarter
152 Icon_PerkQuestXP
153 Icon_PerkBookXP
154 Icon_PerkMonsterXP
155 Image111
156 Icon_Loot_PutIn
157 Icon_Loot_Take
158 Icon_PerkAttributePoints
159 Icon_PerkSuggestion
160 Image
161 Image117
162 Image118
163 Image119
164 Image120
165 Icon_PerkOutlaw
166 Icon_PerkCleric
167 Icon_PerkBerserker
168 Icon_Weapons_Spell
169 Icon_PerkRangedWeapons
170 Icon_Perks_Combat
171 Icon_PerkSkillCrafting
172 Icon_Armor_Hand
173 Icon_Armor_Neck
174 Icon_PerkDrugCapacity
175 Icon_Quests_Running
176 Icon_Quests_Written
177 Icon_Quests_MissionItems
178 Icon_Quests_Audiologs
179 Icon_Quests_Recipe
180 Icon_PerkHeavyWeapons
181 Icon_Quests_Finished
182 Image138
183 Icon_Power_ChainLightning
184 Icon_Power_BlackHole
185 Icon_Power_EMP
186 Icon_PerkSenseMachines
187 Icon_PerkShield
188 Icon_PerkRangedBuff
189 Icon_PerkPhasing
190 Icon_PerkForceWave
191 Icon_PerkRageMode
192 Icon_PerkProjection
193 Icon_PerkCamouflage
194 Icon_PerkSenseLife
195 Icon_PerkPoisonAura
196 Icon_PerkSummonGhostAnimal
197 Icon_PerkHPintoMana
198 Icon_PerkMeleeBuff
199 Icon_PerkArmorBuff
200 Icon_PerkHeal
201 Icon_PerkCleansing
202 Icon_PerkRegeneration
203 Icon_PerkResistance
204 Icon_PerkLastStand
205 Icon_PerkItemSight
206 Icon_PerkImmuneToStatuseffects
207 Icon_PerkDoubleDamage
208 Icon_PerkHalfDamage
209 Icon_PerkAnimalinstinct
210 Overlay_DamageType_Fire
211 Overlay_DamageType_Radiation
212 Overlay_DamageType_Ice
213 Overlay_DamageType_Poison
214 Overlay_DamageType_Energy
215 Overlay_DamageType_Bleed
216 Overlay_DamageType_EMP
217 Icon_DamageType_Bleed
218 Icon_DamageType_Fire
219 Icon_DamageType_Poison
220 Icon_DamageType_Energy
221 Icon_DamageType_Radiation
222 Icon_DamageType_EMP
223 Icon_DamageType_Ice
224 Icon_Map_PartyMember
225 Icon_Map_Teacher
226 Icon_Map_Trader
227 Icon_Map_QuestClient
228 Icon_Map_QuestTarget
229 Icon_Map_Teleporter
230 Icon_Map_Player
231 Overlay_Level_3
232 Overlay_Level_2
233 Overlay_Level_1
234 Image190
235 Image191
236 Icon_PerkSocketry
237 Icon_1h_Sword_CLE_Officer
238 Icon_1h_Sword_BSK_Horn
239 Icon_1h_Sword_OUT_Curved
240 Icon_1h_Sword_OUT_Straight
241 Icon_1h_Sword_CLE_Trooper
242 Icon_1h_Sword_BSK_Broad
243 Icon_2h_Sword_BSK_Nature
244 Icon_2h_Sword_BSK_Crystal
245 Icon_2h_Axe_BSK_Double
246 Icon_2h_Axe_BSK_Single
247 Icon_2h_Axe_OUT_Edge
248 Icon_2h_Axe_OUT_Curve
249 Icon_1h_Axe_BSK_Beard
250 Icon_1h_Axe_OUT_Double
251 Icon_1h_Axe_OUT_Single
252 Icon_1h_Axe_BSK_Beak
253 Icon_1h_Hammer_OUT_Wrench
254 Icon_1h_Hammer_OUT_Screw
255 Icon_1h_Hammer_CLE_Blade
256 Icon_1h_Hammer_BSK_Club
257 Icon_1h_Hammer_CLE_Pad
258 Icon_1h_Hammer_BSK_Mace
259 Icon_2h_Hammer_CLE_Single
260 Icon_2h_Hammer_BSK_Double
261 Icon_2h_Hammer_BSK_Single
262 Icon_2h_Hammer_CLE_Double
263 Icon_Shield_BSK_heavy
264 Icon_Shield_CLE
265 Icon_Shield_BSK_light
266 Icon_Shield_OUT
267 Icon_Bow_BSK_1
268 Icon_Bow_BSK_2
269 Icon_Bow_BSK_3
270 Icon_Blaster_Plasma_Commando
271 Icon_Blaster_Plasma_Trooper
272 Icon_Rifle_Plasma_Commando
273 Icon_Rifle_Plasma_Trooper
274 Icon_GrenadeLaucher_Out_Heavy
275 Icon_GrenadeLaucher_Out_Junk
276 Icon_Flamethrower_CLE_Heavy
277 Icon_Flamethrower_CLE_Light
278 Icon_Crossbow_OUT_Light
279 Icon_Crossbow_OUT_Heavy
280 Icon_Speargun_OUT_Fullbody
281 Icon_Speargun_OUT_Airtank
282 Icon_Slugthrower_Out_Burst
283 Icon_Slugthrower_Out_Single
284 Icon_Shotgun_OUT_Scrap
285 Icon_Shotgun_OUT_Double
286 Icon_Blaster_Laser_Trooper
287 Icon_Rifle_Laser_Trooper
288 Icon_Rifle_Laser_Commando
289 Icon_Blaster_Laser_Commando
290 Icon_Rocketlauncher_OUT_Long
291 Icon_Rocketlauncher_OUT_Short
292 Icon_Ammo_Shot_Default
293 Icon_Ammo_Shot_Shrapnel
294 Icon_Ammo_Shot_Rad
295 Icon_Ammo_RL_Frag
296 Icon_Ammo_RL_Explosive
297 Icon_Ammo_RL_Plasma
298 Icon_Ammo_GL_Explosive
299 Icon_Ammo_GL_Plasma
300 Icon_Ammo_GL_Frag
301 Icon_Grenade_Rad
302 Icon_Grenade_Explosive
303 Icon_Grenade_Frag
304 Icon_Ammo_Laser
305 Icon_Ammo_Bolt_Default
306 Icon_Ammo_Bolt_Explosive
307 Icon_Ammo_Bolt_Bleed
308 Icon_Ammo_Spear_Bleed
309 Icon_Ammo_Spear_Default
310 Icon_Ammo_Spear_Pierce
311 Icon_Book
312 Icon_Wri_Letter
313 Icon_Val_ToiletPaper_Standard
314 Icon_Val_ToiletPaper_Deluxe
315 Icon_Val_OldMoney
316 Icon_Pouch
317 Icon_Val_Elexit
318 Icon_Val_Cigarette_Pack
319 Icon_Val_Cigarette_Box
320 Icon_Val_Cigarette
321 Icon
322 Icon_Pl_Heal_Small_2
323 Icon_Pl_Heal_Small_1
324 Icon_Pl_Heal_Medium_1
325 Icon_Pl_Heal_Large_1
326 Icon_Pl_Common_1
327 Icon_Misc_StrawBroom
328 Icon_Misc_OldMediKit
329 Icon_Misc_Mug
330 Icon_Misc_ElectricScrap
331 Icon_IDCardPack
332 Icon_IDCard
333 Icon_Key
334 Icon_Fo_Meat
335 Icon_Fo_Meat_Raw
336 Icon_Fo_EnergyDrink
337 Icon_Fo_BeefJerkey
338 Icon_Audiolog
339 Icon_Misc_MechanicalScrap
340 Icon_Val_ElexitBag_Large
341 Icon_Misc_OilLamp
342 Icon_Wri_Letter_WantedPosterRay
343 Icon_At_Claw
344 Icon_At_Teeth
345 Image308
346 Icon_Pl_Common_2
347 Icon_Po_Battery_Small
348 Icon_Po_Battery_Medium
349 Icon_Po_Battery_Large
350 Image316
351 Icon_Fo_Soup
352 Icon_Fo_Booze
353 Icon_Fo_Mushroom
354 Image320
355 Image321
356 Icon_Jewelry_Rings
357 Image323
358 Icon_Val_Goblet_1
359 Icon_Val_Goblet_2
360 Icon_Fo_Stew
361 Icon_Misc_Cutlery
362 Image329
363 Image_Blah
364 Image331
365 Icon_Bolt
366 Old
367 blah
368 Icon_Helmet_CLE_Low1
369 Icon_Pants_BSK_Adv_02
370 Icon_Helmet_BSK_Adv_01
371 old
372 Icon_Helmet_OUT_Adv_01_1
373 Icon_Helmet_OUT_High1
374 Icon_GenericSpellfist
375 Icon_DamageType_PSI
376 Icon_DamageType_Reflect
377 Icon_SocketItem_Empty
378 Icon_Items_ToolsAndKeys
379 Image351
380 Image352
381 Icon_SocketItem_Blue_Small
382 Icon_SocketItem_Blue_Medium
383 Icon_SocketItem_Blue_Large
384 Icon_SocketItem_Green_Small
385 Icon_SocketItem_Green_Medium
386 Icon_SocketItem_Green_Large
387 Icon_SocketItem_Red_Small
388 Icon_SocketItem_Red_Medium
389 Icon_SocketItem_Red_Large
390 Icon_SocketItem_White_Small
391 Icon_SocketItem_White_Medium
392 Icon_SocketItem_White_Large
393 Icon_SocketItem_Yellow_Small
394 Icon_SocketItem_Yellow_Medium
395 Icon_SocketItem_Yellow_Large
396 Image368
397 Image369
398 Image370
399 Image371
400 Image372
401 Image373
402 Image374
403 Icon_Map_TeacherTrader
404 Icon_Map_TeleporterInactive
405 Icon_LearnPoints
406 Icon_AttributePoints
407 Image379
408 Image380
409 Image381
410 Image382
411 Image383
412 Image384
413 Image385
414 Image386
415 Image387
416 Icon_Misc_Hammer
417 Image389
418 Image390
419 Image391
420 Icon_Misc_Cup
421 Image393
422 Image394
423 Image395
424 Icon_Misc_Wrench
425 Icon_Misc_Jackhammer
426 Image398
427 Image399
428 Image400
429 Image401
430 Image402
431 Icon_Box
432 Icon_Weapons_Ammo
433 Icon_ToyCar_1
434 Image406
435 Image407
436 Image408
437 Image409
438 Image410
439 Image411
440 Image412
441 Image413
442 Image414
443 Image415
444 Image416
445 Icon_Helmet_OUT_Low
446 Icon_Helmet_OUT_High
447 Icon_Helmet_CLE_Mid
448 Icon_Helmet_CLE_High
449 Icon_Helmet_CLE_Low
450 Icon_Helmet_BSK_Adv_02
451 Icon_Helmet_BSK_Low
452 Icon_Helmet_BSK_High
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454 Icon_Helmet_ALB_Mid
455 Icon_Helmet_ALB_Mage
456 Icon_Helmet_OUT_Mid
457 Icon_Helmet_ALB_High
458 Icon_Helmet_OUT_Adv_02
459 Icon_Helmet_OUT_Adv_01
460 Icon_Helmet_CLE_Adv_01
461 Icon_Body_CLE_Low
462 Icon_Body_OUT_Mid
463 Icon_Body_OUT_High
464 Icon_Body_OUT_Adv_02
465 Icon_Body_CLE_Mid
466 Icon_Body_CLE_High
467 Icon_Body_CLE_Adv_01
468 Icon_Body_BSK_Mid
469 Icon_Body_BSK_Adv_01
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471 Icon_Body_BSK_Adv_02
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473 Icon_Body_ALB_Mid
474 Icon_Body_ALB_Mage
475 Icon_Body_ALB_High
476 Icon_Body_OUT_Adv_01
477 Icon_Body_OUT_Low
478 Image450
479 Image451
480 Image452
481 Image453
482 Icon_Device_1
483 Image455
484 Icon_CrossAnchor
485 Image457
486 Image458
487 Icon_Body_BSK_Low
488 Icon_Pants_OUT_High
489 Icon_Pants_OUT_Mid
490 Icon_Pants_OUT_Low
491 Image463
492 Image464
493 Image465
494 Image466
495 Image467
496 Image468
497 Image469
498 Image470
499 Image471
500 Icon_Val_IronOre
501 Image473
502 Image474
503 Image475
504 Image476
505 Image477
506 Image478
507 Image479
508 Image480
509 Icon_Pants_BSK_Adv_01
510 Icon_Pants_OUT_Adv_02
511 Icon_Pants_OUT_Adv_01
512 Icon_Pants_CLE_Low
513 Icon_Pants_CLE_Mid
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515 Icon_Pants_CLE_Adv_02
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584 Icon_SensingDevice
585 Icon_Transmitter
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588 Icon_Module_1
589 Icon_Device_2
590 Icon_Electric_Device_3
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593 Electric_Device_1
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595 Icon_Val_Sulfur
596 Image570
597 Icon_ToyCar_2
598 Icon_Misc_Plate
599 Icon_Val_ToyDinosaur_1
600 Icon_Key_Lockpick
601 Image575
602 Icon_Misc_Wine
603 Icon_Po_Elex_Small
604 Icon_Po_Elex_Medium
605 Icon_Po_Elex_Large
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607 Icon_Po_Stamina_perm
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609 Icon_Po_Mana_Medium
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636 icon_stim_DoubleDamage
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639 Icon_Recipe_Po_Elex_medium
640 Icon_Recipe_Po_Elex_large
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679 Icon_Use_Mana
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681 Icon_Sun_SenseMachines
682 Icon_Sun_SenseLife
683 Icon_Sun_ItemSight
684 Icon_1h_Hammer_Club
685 Icon_Recipe_Po_Battery_small
686 Icon_Recipe_Po_Battery_medium
687 Icon_Recipe_Po_Battery_large
688 Icon_Recipe_Po_Battery_full
689 Icon_Recipe_Po_Battery_perm
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704 Icon_Recipe_Food_PoisonResistance
705 Icon_Recipe_Food_IceResistance
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762 Icon_Recipe_Ring27
763 Icon_Recipe_Ring28
764 Icon_Recipe_Ring29
765 Image743
766 Image744
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768 Icon_At_Beak
769 Icon_At_Bone
770 Icon_At_Exoskeleton
771 Icon_At_Feather
772 Icon_At_Foreleg
773 Icon_At_Fur
774 Icon_At_Giblets
775 Icon_At_Gland
776 Icon_At_Horn
777 Icon_At_HornPlate
778 Icon_At_Hose
779 Icon_At_Leather
780 Icon_At_LeatherDark
781 Icon_At_Mandibles
782 Icon_At_StalkerEar
783 Icon_At_Sting
784 Icon_At_TrollEye
785 Icon_At_Trollheart
786 Icon_At_Wing
787 Icon_Trade_All
788 Image768
789 Icon_Mode_Single
790 Icon_Mode_Burst
791 Icon_Mode_FullAuto
792 Image772
793 Image773
794 Icon_WeaponMode_Explosive
795 Icon_Spell_Flamethrower
796 Icon_Spell_Firefan
797 Icon_Spell_Fireball
798 Icon_WeaponMode_Shrapnel
799 Image779
800 Image780
801 Image781
802 Image782
803 Image783
804 Image784
805 Icon_Power_Grip
806 Icon_DamageType_Stasis
807 Icon_Power_PSI
808 Overlay_DamageType_Stasis
809 Icon_Spell_Firebolt
810 Image790
811 Icon_Spell_Iceball
812 Icon_Spell_Iceshards
813 Icon_Spell_Icewave
814 Icon_Spell_PoisonBall
815 Icon_Spell_PoisonCloud
816 Icon_Spell_Wasps
817 Icon_SpellFist_Fire
818 Icon_SpellFist_Poison
819 Icon_SpellFist_Ice
820 Image800
821 Image801
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823 Overlay_DamageType_Pierce
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825 Overlay_DamageType_Shrapnel
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828 Icon_Pl_Fire
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830 Icon_Pl_Heal_Full_1
831 Icon_Pl_Healroot
832 Image815
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837 Icon_Pl_Perm_1
838 Icon_Pl_Poison
839 Icon_Pl_Rad
840 Icon_Pl_Resist_1
841 Icon_Pl_Skill_1
842 Image825
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848 Image831
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852 Icon_SkillParadeAbility
853 Icon_PSIFist_Force
854 Icon_PSIFist_Mind
855 Icon_PerkJetpack
856 Icon_Power_ForceField
857 Image840
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864 Image847
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867 Icon_Misc_Stim
868 Icon_Fo_SenseMachines_AppleBooze
869 Icon_Fo_RadResistance_BugMeatSoup
870 Icon_Fo_SenseLife_BloodyBurger
871 Icon_Fo_ItemSight_BugmeatPlate
872 Icon_Fo_SprintStamina_HighEnergySoup
873 Icon_Fo_FireResistance_BreadSoup
874 Icon_Fo_StrongerArmor_BoneSoup
875 Icon_Fo_PoisonResistance_GlandSoup
876 Icon_Fo_IceResistance_WarmingSoup
877 Icon_Fo_Water
878 Image862
879 Icon_Skull
880 Image864
881 Icon_SkillPersonality
882 Image866
883 Icon_Misc_DuctTape
884 Image868
885 Image869
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888 Image872
889 Icon_Wri_BluePrint
890 Image874
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892 Image876
893 Icon_1h_Axe_Rusty
894 Image878
895 Image879
896 Image880
897 Image881
898 Image882
899 Icon_Misc_ClericBook
900 Image884
901 Image885
902 Image886
903 Icon_Misc_NavigationNozzle_Harley
904 Icon_Misc_Casket
905 Icon_Misc_Bundle
906 Icon_Misc_Crate
907 Icon_Val_Goldcoin_1
908 Icon_Handgrenade_Explosive
909 Icon_Wri_LegendaryMap
910 Icon_Wri_TreasureMap
911 Icon_Misc_Keyring
912 Icon_Wri_Photo
913 Icon_XP
914 Icon_BonusMeleeWeapons
915 Icon_Soul
916 Icon_BonusRangedWeapons
917 Icon_BonusHeavyWeapon
918 Icon_BonusGrenades
919 Icon_BonusAttackPower
920 Icon_PlayerRank_ClericLow
921 Icon_PlayerRank_ClericMid
922 Icon_PlayerRank_ClericHigh
923 Icon_PlayerRank_OutlawLow
924 Icon_PlayerRank_OutlawMid
925 Icon_PlayerRank_OutlawHigh
926 Icon_PlayerRank_BerserkLow
927 Icon_PlayerRank_BerserkMid
928 Icon_PlayerRank_BerserkHigh
929 Image914
930 Icon_PlayerRank_None
931 Icon_Helmet_CLE_Adv_02
932 It_Misc_GrenadeBox
933 Icon_ProtectionArmor
934 Icon_BonusParadePower
935 Icon_BonusCritChance
936 Icon_BonusFireResist
937 Icon_BonusRadResist
938 Icon_BonusPoisonResist
939 Icon_BonusColdResist
940 Icon_Handgrenade_Timer
941 Icon_Handgrenade_Proximity
942 Icon_BonusArmor
943 Image928
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949 Icon_SkillSurvival
950 Icon_SkillCombat
951 Icon_SkillOutlaw
952 Icon_SkillBerserker
953 Icon_SkillCleric
954 Icon_Ammo_Shotgun
955 Image940
956 Icon_Ammo_Bolt
957 Image942
958 Icon_Ammo_Slugthrower
959 Icon_Ammo_Grenadelauncher
960 Icon_Ammo_Rocket
961 Icon_Ammo_Spear
962 Image948
963 Image949
964 Image950
965 Icon_Adjutor
966 Overlay_Level_Legendary
967 Image953
968 Icon_ResistanceLightning
969 Icon_ResistancePSI
970 Icon_ResistanceBleed
971 Icon_ResistanceExplosive
972 Icon_ResistanceEMP
973 Icon_ResistancePierce
974 Icon_ResistanceReflection
975 Image961
976 Image962
977 Icon_ResistanceFire
978 Icon_ResistanceRad
979 Icon_ResistancePoison
980 Icon_ResistanceCold
981 Icon_OneShotSpell_Bodyshield
982 Icon_OneShotSpell_Drone
983 Icon_OneShotSpell_ForceWave
984 Icon_OneShotSpell_Itemscanner
985 Icon_OneShotSpell_ForcePush
986 Image972
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989 Icon_WeaponMode_Poison
990 Icon_WeaponMode_Energy
991 Icon_WeaponMode_Radiation
992 Icon_WeaponMode_EMP
993 Icon_WeaponMode_Ice
994 Image980
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997 Icon_SocketItemsBonusCrewDamage
998 Icon_SocketItemsBonusHP
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1000 Icon_SocketItemsBonusHPPerHit
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1002 Icon_SocketItemsBonusResistAll
1003 Icon_SocketItemsBonusCritChance
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1007 Icon_OpponentLevel_Medium
1008 Icon_OpponentLevel_Easy
1009 Icon_OpponentLevel_Hard
1010 Icon_Healthregeneration
1011 Icon_Staminaregeneration
1012 Icon_PerkGuildEnergyRegeneration
1013 Icon_GuildEnergy
1014 Icon_Recipe_Food_Meat
1015 Icon_Misc_Flare_Red
1016 Icon_DamageType_Pierce
1017 Icon_DamageType_Explosive
1018 Icon_DamageType_Shrapnel
1019 Icon_DamageType_Lightning
1020 Overlay_DamageType_Lightning
1021 Overlay_DamageType_Wasps
1022 Overlay_DamageType_PowerGrip
1023 Icon_Po_Capacity_perm
1024 Image1012
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1027 Icon_MaxGuildEnergy
1028 Image1016
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1031 Image1019
1032 Image1020
1033 Image1021
1034 Image1022
1035 Image1023
1036 Image1024
1037 5CREWMEMBER
1038 10000ELEXIT
1039 CALAAN
1040 20FALLTODEATH
1041 20PICS
1042 20TELEPORTS
1043 20WEAPONSCRAFTED
1044 50PICKPOCKET
1045 50SAVESHACKED
1046 80HOURS
1047 100000ELEXIT
1048 100LOCKSPICKED
1049 300QUESTS
1050 1000ELEXIT
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1052 ALLCOMBAT
1053 ALLCRAFT
1054 ALLKLE
1055 ALLOUT
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1059 BATTLEPLANS
1060 CHOSEBER
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1063 CHOSEOUT
1064 COLLECTDEPT
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1066 ENDGAME
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1070 FINABE
1071 FINDCITY
1072 FINDRAY
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1075 FREEHOM
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1087 Image51
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1154 Image_THQ
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1158 http://adobe.com/AS3/2006/builtin
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tombom81
20.10.2024, 12:41
Strange. I'll need to check that.Check as long as you want, tombom. Seems mcroosta opened Pandora's box.:p
Well, I can't create bolts atm - maybe missing talents.
btw, when I used the Elex savegame modifier to add Bolt_Bleed recipe I found it was in in Jax' inventory already but not displayed ingame. (Thanks for another restless hours of revising my code.:D)
If you compare It_Ammo_Bolt_Bleed and It_Ammo_Bolt_Bleed_Pack doc files you'll find ItemInventory having the Bolt_Bleed Guid for the latter (while it's NULL guid for Bolt_Bleed). Very interesting.
Another news: There's 9 Ammo_Recipes wiith ResultAmount = 3
2 Ammo plasma recipes grant a ResultAmount of 2 (allegedly)
and these should give 6:
Ammo_ Bolt_Explosive, _Shot_Shrapnel, _Spear_Pierce and _ST_Default (what the hell is this?)
LiveToWin
20.10.2024, 14:06
You might compare it to this one and tell me what's wrong with it (if it's wrong).
For "technical reasons" 44 has to be subtracted from the index number, so Icon_Cunning being number one.
Yes, the list seems to be correct. The icons in image file go from left to right and from top to bottom according to this list.
https://i.ibb.co/gWrcX4H/image.png (https://imgbb.com/)
Alrighty. I finally had the proper success on displaying a custom icon (instead of changing it some other [but unused] that was in the sheet already via the template). I will compile the process later, so I wouldn't forget, and other could learn. It won't be soon, so here's another hint: enable the DX10+ header and the premultiplied alpha options while saving the modified .DDS to prevent borders from "bleeding" into every icon's 64x64 box.
mcroosta
20.10.2024, 20:56
Thanks for taking a look. I have some other questions, yet too. ;)
... I used the Elex savegame modifier to add Bolt_Bleed recipe I found it was in in Jax' inventory already but not displayed ingame. (Thanks for another restless hours of revising my code.:D)
Good to know. I was trying to make an arrow pack recipe and it wouldn't show up in the crafting station list. I must need to add it to the inventory.
If you compare It_Ammo_Bolt_Bleed and It_Ammo_Bolt_Bleed_Pack doc files you'll find ItemInventory having the Bolt_Bleed Guid for the latter (while it's NULL guid for Bolt_Bleed). Very interesting.
This makes sense to me. Though I confess limited knowledge of the structuring.
...and _ST_Default (what the hell is this?)
If you didn't guess yet, this is Slugthrower ammo or projectile.
I don't have Elex 2. How similar are the recipes and do they handle quantity, correctly (coffee beans excluded)?
tombom81
20.10.2024, 22:47
I don't have Elex 2. How similar are the recipesSame structure (iirc), if you mean that.
and do they handle quantity, correctly (coffee beans excluded)?Need to check this. (If they haven't patched it in Elex (1) it's very likely they "inherited" that bug to E2.:D)
LiveToWin
28.10.2024, 06:21
While testing new icons, I discovered that unique and upgraded range weapons (bows, blasters, shotguns, slugthrowers etc.) are displayed as regular ones on the quick bar. Any ideas on how to fix this?
While testing new icons, I discovered that unique and upgraded range weapons (bows, blasters, shotguns, slugthrowers etc.) are displayed as regular ones on the quick bar. Any ideas on how to fix this?
I noticed that too a few days ago. My noobish investigations showed that it might be connected to gEItemUseType and/or gEItemHoldType classes. Further investigation is required.
hasnogaems
21.11.2024, 12:56
Anyway, it turns out that in the Material file, offset(h): 67 must be set to 3F for it to recognize the alpha (it is 00 on all RGB materials w/o alpha). Have no idea why because its a high number and not a 0, 1, 2 as I would have expected if its a flag or parameter with the engine. But all alpha materials I checked seemed to consistently use the 3F, and maybe the 01 is part of it
Bro you are literally a hacker. Can you explain what is your modus operandi from the ground up here please? You edit memory in realtime or something?
timwellton
15.12.2024, 05:50
Bro you are literally a hacker. Can you explain what is your modus operandi from the ground up here please? You edit memory in realtime or something?
Sorry for the slow reply, I didn't notice this comment right away. The key was mostly tombom's suggestion to look at another existing texture that was already using alpha. I found that one of the Berserkers skirts had transparent sections so I knew it was possible. Next step was to use HxD to do a file compare on the elexmat files and started using trial and error to see what happened when I changed sections to match the working elexmat file with alpha. Finally found the one byte that made the difference and didn't break anything! But no not spart enough to do realtime memory editing, lol!
Apparently, the textures used in the GUI elements (like the "icon atlas") should be saved as 24-bit and not 32-bit files, because the GUI overall is handled via some Adobe Flash/Macromedia crap, and its PB implementation of SWF files. However, SWF files at most can properly handle 24-bit files with the 3 color channels and the fixed data for transparency for the proper color display (as discerned in the documentation). That means that all colored icons in ELEX were displayed wrongly, so far, due to this. I saved the icon atlas as 8888 RGBA 24-bit file and finally managed to get properly colored icons for weapons with special damage type or various map icons (like teleports).
https://i.imgur.com/iQ0IE2H.png
https://i.imgur.com/NvqHLdi.png
You might compare it to this one and tell me what's wrong with it (if it's wrong).
For "technical reasons" 44 has to be subtracted from the index number, so Icon_Cunning being number one.
45 Icon_Cunning
46 Icon_Intelligence
47 Icon_Dexterity
48 Icon_Strength
49 Icon_Items
50 Icon_Quests
51 Icon_Map
52 Icon_Toughness
53 Icon_Armor
54 Icon_Attributes
55 Icon_Perks
56 Icon_Armor_Leg
57 Icon_Armor_Body
58 Icon_Armor_Head
59 Icon_Shot_03
60 Icon_Shot_02
61 Icon_Shot_01
62 Icon_Items_Plants
63 Image19
64 Icon_Items_Misc
65 Icon_Items_Materials
66 Icon_Items_Food
67 Icon_Items_Keys
68 Icon_Craft_Potions
69 Icon_PerkBuildMechWeapon
70 Icon_PerkSalvageWeapons
71 Icon_PerkBuildAmmo
72 Icon_Items_Stims
73 Icon_PerkInjector
74 Icon_Perks_Outlaw
75 Icon_Perks_Cleric
76 Icon_Items_Potions
77 Icon_PerkOneManArmy
78 Icon_PerkPSIPower01
79 Icon_PerkBuildTechWeapon
80 Icon_PerkBattery
81 Icon_PerkPSI
82 Icon_Perks_Berserker
83 Icon_PerkSpell01
84 Icon_PerkSeekingShot
85 Icon_PerkScatterShot
86 Icon_PerkEnchantWeapon
87 Icon_PerkMana
88 Icon_PerkMagic
89 Icon_Craft_ApplySocket
90 Icon_Items_Sockets
91 Icon_Craft_Cook
92 Image48
93 Icon_Weapons
94 Icon_PerkExtraStamina
95 Icon_PerkExtraHealth
96 Icon_PerkRobotKiller
97 Icon_PerkMutantKiller
98 Icon_Perk6thSense
99 Icon_PerkAdventurer
100 Icon_PerkArmor
101 Icon_PerkPoisonResist
102 Icon_PerkColdResist
103 Icon_PerkFireResist
104 Icon_PerkRadResist
105 Overlay_DamageType_PSI
106 Overlay_DamageType_Reflect
107 Icon_Map_User
108 Icon_PerkJewelry
109 Icon_Weapons_TwoHanded
110 Icon_Weapons_OneHanded
111 Icon_PerkJetPackAttack
112 Icon_PerkHeavyWeapon
113 Icon_PerkGrenades
114 Icon_PerkCritChance
115 Icon_PerkReload
116 Icon_PerkAttackPower
117 Icon_PerkParadePower
118 Icon_Weapons_Heavy
119 Icon_PerkMeleeWeapons
120 Icon_Weapons_Rifle
121 Icon_PerkMining
122 Icon_PerkHackingTime
123 Icon_PerkHackingExtraTry
124 Icon_PerkHacking
125 Icon_PerkChemistry
126 Icon_PerkModifyWeapons
127 Icon_PerkPickpocket
128 Icon_PerkPickpocket2ndTry
129 Icon_PerkLockpick
130 Icon_PerkLockpickBreak
131 Icon_Items_Tools
132 Icon_Perks_Crafting
133 Icon_Craft_Jewelry
134 Icon_PerkEater
135 Icon_Perks_Survival
136 Icon_PerkTrophies
137 Icon_Perks_Personality
138 Icon_Trade_Sell
139 Icon_Trade_Buy
140 Icon_Trade_ShoppingCart
141 Icon_PerkAnimalFriend
142 Icon_PerkEmotional
143 Icon_PerkNeutral
144 Icon_PerkSynthetic
145 Icon_PerkExtraAttribute
146 Icon_PerkAdvocat
147 Icon_PerkParty
148 Icon_PerkSkillSurvival
149 Icon_PerkSkillCombat
150 Icon_PerkSkillPersonality
151 Icon_PerkBarter
152 Icon_PerkQuestXP
153 Icon_PerkBookXP
154 Icon_PerkMonsterXP
155 Image111
156 Icon_Loot_PutIn
157 Icon_Loot_Take
158 Icon_PerkAttributePoints
159 Icon_PerkSuggestion
160 Image
161 Image117
162 Image118
163 Image119
164 Image120
165 Icon_PerkOutlaw
166 Icon_PerkCleric
167 Icon_PerkBerserker
168 Icon_Weapons_Spell
169 Icon_PerkRangedWeapons
170 Icon_Perks_Combat
171 Icon_PerkSkillCrafting
172 Icon_Armor_Hand
173 Icon_Armor_Neck
174 Icon_PerkDrugCapacity
175 Icon_Quests_Running
176 Icon_Quests_Written
177 Icon_Quests_MissionItems
178 Icon_Quests_Audiologs
179 Icon_Quests_Recipe
180 Icon_PerkHeavyWeapons
181 Icon_Quests_Finished
182 Image138
183 Icon_Power_ChainLightning
184 Icon_Power_BlackHole
185 Icon_Power_EMP
186 Icon_PerkSenseMachines
187 Icon_PerkShield
188 Icon_PerkRangedBuff
189 Icon_PerkPhasing
190 Icon_PerkForceWave
191 Icon_PerkRageMode
192 Icon_PerkProjection
193 Icon_PerkCamouflage
194 Icon_PerkSenseLife
195 Icon_PerkPoisonAura
196 Icon_PerkSummonGhostAnimal
197 Icon_PerkHPintoMana
198 Icon_PerkMeleeBuff
199 Icon_PerkArmorBuff
200 Icon_PerkHeal
201 Icon_PerkCleansing
202 Icon_PerkRegeneration
203 Icon_PerkResistance
204 Icon_PerkLastStand
205 Icon_PerkItemSight
206 Icon_PerkImmuneToStatuseffects
207 Icon_PerkDoubleDamage
208 Icon_PerkHalfDamage
209 Icon_PerkAnimalinstinct
210 Overlay_DamageType_Fire
211 Overlay_DamageType_Radiation
212 Overlay_DamageType_Ice
213 Overlay_DamageType_Poison
214 Overlay_DamageType_Energy
215 Overlay_DamageType_Bleed
216 Overlay_DamageType_EMP
217 Icon_DamageType_Bleed
218 Icon_DamageType_Fire
219 Icon_DamageType_Poison
220 Icon_DamageType_Energy
221 Icon_DamageType_Radiation
222 Icon_DamageType_EMP
223 Icon_DamageType_Ice
224 Icon_Map_PartyMember
225 Icon_Map_Teacher
226 Icon_Map_Trader
227 Icon_Map_QuestClient
228 Icon_Map_QuestTarget
229 Icon_Map_Teleporter
230 Icon_Map_Player
231 Overlay_Level_3
232 Overlay_Level_2
233 Overlay_Level_1
234 Image190
235 Image191
236 Icon_PerkSocketry
237 Icon_1h_Sword_CLE_Officer
238 Icon_1h_Sword_BSK_Horn
239 Icon_1h_Sword_OUT_Curved
240 Icon_1h_Sword_OUT_Straight
241 Icon_1h_Sword_CLE_Trooper
242 Icon_1h_Sword_BSK_Broad
243 Icon_2h_Sword_BSK_Nature
244 Icon_2h_Sword_BSK_Crystal
245 Icon_2h_Axe_BSK_Double
246 Icon_2h_Axe_BSK_Single
247 Icon_2h_Axe_OUT_Edge
248 Icon_2h_Axe_OUT_Curve
249 Icon_1h_Axe_BSK_Beard
250 Icon_1h_Axe_OUT_Double
251 Icon_1h_Axe_OUT_Single
252 Icon_1h_Axe_BSK_Beak
253 Icon_1h_Hammer_OUT_Wrench
254 Icon_1h_Hammer_OUT_Screw
255 Icon_1h_Hammer_CLE_Blade
256 Icon_1h_Hammer_BSK_Club
257 Icon_1h_Hammer_CLE_Pad
258 Icon_1h_Hammer_BSK_Mace
259 Icon_2h_Hammer_CLE_Single
260 Icon_2h_Hammer_BSK_Double
261 Icon_2h_Hammer_BSK_Single
262 Icon_2h_Hammer_CLE_Double
263 Icon_Shield_BSK_heavy
264 Icon_Shield_CLE
265 Icon_Shield_BSK_light
266 Icon_Shield_OUT
267 Icon_Bow_BSK_1
268 Icon_Bow_BSK_2
269 Icon_Bow_BSK_3
270 Icon_Blaster_Plasma_Commando
271 Icon_Blaster_Plasma_Trooper
272 Icon_Rifle_Plasma_Commando
273 Icon_Rifle_Plasma_Trooper
274 Icon_GrenadeLaucher_Out_Heavy
275 Icon_GrenadeLaucher_Out_Junk
276 Icon_Flamethrower_CLE_Heavy
277 Icon_Flamethrower_CLE_Light
278 Icon_Crossbow_OUT_Light
279 Icon_Crossbow_OUT_Heavy
280 Icon_Speargun_OUT_Fullbody
281 Icon_Speargun_OUT_Airtank
282 Icon_Slugthrower_Out_Burst
283 Icon_Slugthrower_Out_Single
284 Icon_Shotgun_OUT_Scrap
285 Icon_Shotgun_OUT_Double
286 Icon_Blaster_Laser_Trooper
287 Icon_Rifle_Laser_Trooper
288 Icon_Rifle_Laser_Commando
289 Icon_Blaster_Laser_Commando
290 Icon_Rocketlauncher_OUT_Long
291 Icon_Rocketlauncher_OUT_Short
292 Icon_Ammo_Shot_Default
293 Icon_Ammo_Shot_Shrapnel
294 Icon_Ammo_Shot_Rad
295 Icon_Ammo_RL_Frag
296 Icon_Ammo_RL_Explosive
297 Icon_Ammo_RL_Plasma
298 Icon_Ammo_GL_Explosive
299 Icon_Ammo_GL_Plasma
300 Icon_Ammo_GL_Frag
301 Icon_Grenade_Rad
302 Icon_Grenade_Explosive
303 Icon_Grenade_Frag
304 Icon_Ammo_Laser
305 Icon_Ammo_Bolt_Default
306 Icon_Ammo_Bolt_Explosive
307 Icon_Ammo_Bolt_Bleed
308 Icon_Ammo_Spear_Bleed
309 Icon_Ammo_Spear_Default
310 Icon_Ammo_Spear_Pierce
311 Icon_Book
312 Icon_Wri_Letter
313 Icon_Val_ToiletPaper_Standard
314 Icon_Val_ToiletPaper_Deluxe
315 Icon_Val_OldMoney
316 Icon_Pouch
317 Icon_Val_Elexit
318 Icon_Val_Cigarette_Pack
319 Icon_Val_Cigarette_Box
320 Icon_Val_Cigarette
321 Icon
322 Icon_Pl_Heal_Small_2
323 Icon_Pl_Heal_Small_1
324 Icon_Pl_Heal_Medium_1
325 Icon_Pl_Heal_Large_1
326 Icon_Pl_Common_1
327 Icon_Misc_StrawBroom
328 Icon_Misc_OldMediKit
329 Icon_Misc_Mug
330 Icon_Misc_ElectricScrap
331 Icon_IDCardPack
332 Icon_IDCard
333 Icon_Key
334 Icon_Fo_Meat
335 Icon_Fo_Meat_Raw
336 Icon_Fo_EnergyDrink
337 Icon_Fo_BeefJerkey
338 Icon_Audiolog
339 Icon_Misc_MechanicalScrap
340 Icon_Val_ElexitBag_Large
341 Icon_Misc_OilLamp
342 Icon_Wri_Letter_WantedPosterRay
343 Icon_At_Claw
344 Icon_At_Teeth
345 Image308
346 Icon_Pl_Common_2
347 Icon_Po_Battery_Small
348 Icon_Po_Battery_Medium
349 Icon_Po_Battery_Large
350 Image316
351 Icon_Fo_Soup
352 Icon_Fo_Booze
353 Icon_Fo_Mushroom
354 Image320
355 Image321
356 Icon_Jewelry_Rings
357 Image323
358 Icon_Val_Goblet_1
359 Icon_Val_Goblet_2
360 Icon_Fo_Stew
361 Icon_Misc_Cutlery
362 Image329
363 Image_Blah
364 Image331
365 Icon_Bolt
366 Old
367 blah
368 Icon_Helmet_CLE_Low1
369 Icon_Pants_BSK_Adv_02
370 Icon_Helmet_BSK_Adv_01
371 old
372 Icon_Helmet_OUT_Adv_01_1
373 Icon_Helmet_OUT_High1
374 Icon_GenericSpellfist
375 Icon_DamageType_PSI
376 Icon_DamageType_Reflect
377 Icon_SocketItem_Empty
378 Icon_Items_ToolsAndKeys
379 Image351
380 Image352
381 Icon_SocketItem_Blue_Small
382 Icon_SocketItem_Blue_Medium
383 Icon_SocketItem_Blue_Large
384 Icon_SocketItem_Green_Small
385 Icon_SocketItem_Green_Medium
386 Icon_SocketItem_Green_Large
387 Icon_SocketItem_Red_Small
388 Icon_SocketItem_Red_Medium
389 Icon_SocketItem_Red_Large
390 Icon_SocketItem_White_Small
391 Icon_SocketItem_White_Medium
392 Icon_SocketItem_White_Large
393 Icon_SocketItem_Yellow_Small
394 Icon_SocketItem_Yellow_Medium
395 Icon_SocketItem_Yellow_Large
396 Image368
397 Image369
398 Image370
399 Image371
400 Image372
401 Image373
402 Image374
403 Icon_Map_TeacherTrader
404 Icon_Map_TeleporterInactive
405 Icon_LearnPoints
406 Icon_AttributePoints
407 Image379
408 Image380
409 Image381
410 Image382
411 Image383
412 Image384
413 Image385
414 Image386
415 Image387
416 Icon_Misc_Hammer
417 Image389
418 Image390
419 Image391
420 Icon_Misc_Cup
421 Image393
422 Image394
423 Image395
424 Icon_Misc_Wrench
425 Icon_Misc_Jackhammer
426 Image398
427 Image399
428 Image400
429 Image401
430 Image402
431 Icon_Box
432 Icon_Weapons_Ammo
433 Icon_ToyCar_1
434 Image406
435 Image407
436 Image408
437 Image409
438 Image410
439 Image411
440 Image412
441 Image413
442 Image414
443 Image415
444 Image416
445 Icon_Helmet_OUT_Low
446 Icon_Helmet_OUT_High
447 Icon_Helmet_CLE_Mid
448 Icon_Helmet_CLE_High
449 Icon_Helmet_CLE_Low
450 Icon_Helmet_BSK_Adv_02
451 Icon_Helmet_BSK_Low
452 Icon_Helmet_BSK_High
453 Icon_Helmet_BSK_Mid
454 Icon_Helmet_ALB_Mid
455 Icon_Helmet_ALB_Mage
456 Icon_Helmet_OUT_Mid
457 Icon_Helmet_ALB_High
458 Icon_Helmet_OUT_Adv_02
459 Icon_Helmet_OUT_Adv_01
460 Icon_Helmet_CLE_Adv_01
461 Icon_Body_CLE_Low
462 Icon_Body_OUT_Mid
463 Icon_Body_OUT_High
464 Icon_Body_OUT_Adv_02
465 Icon_Body_CLE_Mid
466 Icon_Body_CLE_High
467 Icon_Body_CLE_Adv_01
468 Icon_Body_BSK_Mid
469 Icon_Body_BSK_Adv_01
470 Icon_Body_BSK_High
471 Icon_Body_BSK_Adv_02
472 Icon_Body_CLE_Adv_02
473 Icon_Body_ALB_Mid
474 Icon_Body_ALB_Mage
475 Icon_Body_ALB_High
476 Icon_Body_OUT_Adv_01
477 Icon_Body_OUT_Low
478 Image450
479 Image451
480 Image452
481 Image453
482 Icon_Device_1
483 Image455
484 Icon_CrossAnchor
485 Image457
486 Image458
487 Icon_Body_BSK_Low
488 Icon_Pants_OUT_High
489 Icon_Pants_OUT_Mid
490 Icon_Pants_OUT_Low
491 Image463
492 Image464
493 Image465
494 Image466
495 Image467
496 Image468
497 Image469
498 Image470
499 Image471
500 Icon_Val_IronOre
501 Image473
502 Image474
503 Image475
504 Image476
505 Image477
506 Image478
507 Image479
508 Image480
509 Icon_Pants_BSK_Adv_01
510 Icon_Pants_OUT_Adv_02
511 Icon_Pants_OUT_Adv_01
512 Icon_Pants_CLE_Low
513 Icon_Pants_CLE_Mid
514 Icon_Pants_CLE_High
515 Icon_Pants_CLE_Adv_02
516 Icon_Pants_CLE_Adv_01
517 Icon_Pants_BSK_Low
518 Icon_Pants_BSK_High
519 Icon_Pants_BSK_Mid
520 Icon_Amulet01
521 Icon_Amulet02
522 Icon_Amulet03
523 Icon_Amulet04
524 Icon_Amulet05
525 Icon_Amulet06
526 Icon_Amulet07
527 Icon_Amulet08
528 Icon_Amulet09
529 Icon_Amulet10
530 Icon_Amulet11
531 Icon_Amulet12
532 Icon_Amulet13
533 Icon_Amulet14
534 Icon_Amulet15
535 Icon_Amulet16
536 Icon_Amulet17
537 Icon_Amulet18
538 Icon_Amulet19
539 Icon_Amulet20
540 Icon_Amulet21
541 Icon_Amulet22
542 Icon_Amulet23
543 Icon_Amulet24
544 Icon_Amulet25
545 Icon_Amulet26
546 Icon_Amulet27
547 Icon_Ring01
548 Icon_Ring02
549 Icon_Ring03
550 Icon_Ring04
551 Icon_Ring05
552 Icon_Ring06
553 Icon_Ring07
554 Icon_Ring08
555 Icon_Ring09
556 Icon_Ring10
557 Icon_Ring11
558 Icon_Ring12
559 Icon_Ring13
560 Icon_Ring14
561 Icon_Ring15
562 Icon_Ring16
563 Icon_Ring17
564 Icon_Ring18
565 Icon_Ring19
566 Icon_Ring20
567 Icon_Ring21
568 Icon_Ring22
569 Icon_Ring23
570 Icon_Ring24
571 Icon_Ring25
572 Icon_Ring26
573 Icon_Ring27
574 Icon_Ring28
575 Icon_Ring29
576 Image550
577 Icon_Scrapmetal
578 Icon_WeaponSystem
579 Image553
580 Image554
581 Icon_Gear
582 Image556
583 Icon_Hydraulic
584 Icon_SensingDevice
585 Icon_Transmitter
586 Image560
587 Image561
588 Icon_Module_1
589 Icon_Device_2
590 Icon_Electric_Device_3
591 Image565
592 Icon_Electric_Device_2
593 Electric_Device_1
594 Icon_Val_GoldOre
595 Icon_Val_Sulfur
596 Image570
597 Icon_ToyCar_2
598 Icon_Misc_Plate
599 Icon_Val_ToyDinosaur_1
600 Icon_Key_Lockpick
601 Image575
602 Icon_Misc_Wine
603 Icon_Po_Elex_Small
604 Icon_Po_Elex_Medium
605 Icon_Po_Elex_Large
606 Icon_Po_Capacity_Perm
607 Icon_Po_Stamina_perm
608 Icon_Po_Mana_Small
609 Icon_Po_Mana_Medium
610 Icon_Po_Mana_Large
611 Icon_Po_Mana_Full
612 Icon_Po_Mana_Perm
613 Icon_Po_Healing_Small
614 Icon_Po_Healing_Medium
615 Icon_Po_Healing_Large
616 Icon_Po_Healing_Full
617 Icon_Po_Healing_Perm
618 Icon_Po_Battery_Full
619 Icon_Po_Battery_perm
620 Icon_Stim_Stamina_Reg
621 Icon_Stim_Skill_Personality
622 Icon_Stim_Skill_Craft
623 Icon_Stim_Resist_Weaken
624 Icon_Stim_Skill_Survival
625 Icon_Stim_Skill_Combat
626 icon_stim_senseitems
627 icon_stim_resistance
628 Icon_Stim_Resist_Poison
629 Icon_Stim_Resist_Rad
630 Icon_Stim_Resist_Fire
631 Icon_Stim_Resist_Bleed
632 icon_stim_ragemode
633 icon_stim_immunetostatuseffects
634 icon_stim_regeneration
635 icon_Stim_HalfDamage
636 icon_stim_DoubleDamage
637 icon_stim_AnimalInstinct
638 Icon_Recipe_Po_Elex_small
639 Icon_Recipe_Po_Elex_medium
640 Icon_Recipe_Po_Elex_large
641 Image618
642 It_Wri_Recipe_Blank
643 Icon_Recipe_Po_Healing_Small
644 Icon_Recipe_Po_Healing_medium
645 Icon_Recipe_Po_Healing_large
646 Icon_Recipe_Po_Healing_full
647 Icon_Recipe_Po_Healing_Perm
648 Icon_Recipe_Po_Mana_small
649 Icon_Recipe_Po_Mana_medium
650 Icon_Recipe_Po_Mana_large
651 Icon_Recipe_Po_Mana_full
652 Icon_Recipe_Po_Mana_Perm
653 Icon_Recipe_Po_Capacity_perm
654 Icon_Recipe_Po_Stamina_perm
655 Icon_Recipe_Stim_RageMode
656 Icon_Recipe_Stim_AnimalInstinct
657 Icon_Recipe_Stim_DoubleDamage
658 Icon_Recipe_Stim_HalfDamage
659 Icon_Recipe_Stim_ImmuneToStatusEffects
660 Icon_Recipe_Stim_Regeneration
661 Icon_Recipe_Stim_Resist_Bleed
662 Icon_Recipe_Stim_Resist_Fire
663 Icon_Recipe_Stim_Resist_Poison
664 Icon_Recipe_Stim_Skill_Survival
665 Icon_Recipe_Stim_Resist_Weaken
666 Icon_Recipe_Stim_Resistance
667 Icon_Recipe_Stim_SenseItems
668 Icon_Recipe_Stim_Skill_Combat
669 Icon_Recipe_Stim_Skill_Craft
670 Icon_Recipe_Stim_Skill_Personality
671 Icon_Recipe_Stim_Stamina_Reg
672 Icon_Recipe_Stim_Resist_Rad
673 Icon_Fo_Can
674 Icon_Fo_Powerbar
675 Icon_Fo_Bread
676 Icon_Fo_Apple
677 Icon_Fo_Beer
678 Icon_Use_Elex
679 Icon_Use_Mana
680 Icon_Sun_SixthSense
681 Icon_Sun_SenseMachines
682 Icon_Sun_SenseLife
683 Icon_Sun_ItemSight
684 Icon_1h_Hammer_Club
685 Icon_Recipe_Po_Battery_small
686 Icon_Recipe_Po_Battery_medium
687 Icon_Recipe_Po_Battery_large
688 Icon_Recipe_Po_Battery_full
689 Icon_Recipe_Po_Battery_perm
690 Image667
691 Image668
692 Image669
693 Image670
694 Image671
695 Image672
696 Image673
697 Icon_Recipe_Food_SenseMachines
698 Icon_Recipe_Food_RadResistance
699 Icon_Recipe_Food_SenseLife
700 Icon_Recipe_Food_ItemSight
701 Icon_Recipe_Food_SprintStamina
702 It_Recipe_Food_FireResistance
703 Icon_Recipe_Food_StrongerArmor
704 Icon_Recipe_Food_PoisonResistance
705 Icon_Recipe_Food_IceResistance
706 Image683
707 Icon_Recipe_Food_AttackPower
708 Image685
709 Icon_Recipe_Amulet01
710 Icon_Recipe_Amulet02
711 Icon_Recipe_Amulet03
712 Icon_Recipe_Amulet04
713 Icon_Recipe_Amulet05
714 Icon_Recipe_Amulet06
715 Icon_Recipe_Amulet07
716 Icon_Recipe_Amulet08
717 Icon_Recipe_Amulet09
718 Icon_Recipe_Amulet10
719 Icon_Recipe_Amulet11
720 Icon_Recipe_Amulet12
721 Icon_Recipe_Amulet13
722 Icon_Recipe_Amulet14
723 Icon_Recipe_Amulet15
724 Icon_Recipe_Amulet16
725 Icon_Recipe_Amulet17
726 Icon_Recipe_Amulet18
727 Icon_Recipe_Amulet19
728 Icon_Recipe_Amulet20
729 Icon_Recipe_Amulet21
730 Icon_Recipe_Amulet22
731 Icon_Recipe_Amulet23
732 Icon_Recipe_Amulet24
733 Icon_Recipe_Amulet25
734 Icon_Recipe_Amulet26
735 Icon_Recipe_Amulet27
736 Icon_Recipe_Ring01
737 Icon_Recipe_Ring02
738 Icon_Recipe_Ring03
739 Icon_Recipe_Ring04
740 Icon_Recipe_Ring05
741 Icon_Recipe_Ring06
742 Icon_Recipe_Ring07
743 Icon_Recipe_Ring08
744 Icon_Recipe_Ring09
745 Icon_Recipe_Ring10
746 Icon_Recipe_Ring11
747 Icon_Recipe_Ring12
748 Icon_Recipe_Ring13
749 Icon_Recipe_Ring14
750 Icon_Recipe_Ring15
751 Icon_Recipe_Ring16
752 Icon_Recipe_Ring17
753 Icon_Recipe_Ring18
754 Icon_Recipe_Ring19
755 Icon_Recipe_Ring20
756 Icon_Recipe_Ring21
757 Icon_Recipe_Ring22
758 Icon_Recipe_Ring23
759 Icon_Recipe_Ring24
760 Icon_Recipe_Ring25
761 Icon_Recipe_Ring26
762 Icon_Recipe_Ring27
763 Icon_Recipe_Ring28
764 Icon_Recipe_Ring29
765 Image743
766 Image744
767 Icon_Helmet_OUT_Adv_Mask_01
768 Icon_At_Beak
769 Icon_At_Bone
770 Icon_At_Exoskeleton
771 Icon_At_Feather
772 Icon_At_Foreleg
773 Icon_At_Fur
774 Icon_At_Giblets
775 Icon_At_Gland
776 Icon_At_Horn
777 Icon_At_HornPlate
778 Icon_At_Hose
779 Icon_At_Leather
780 Icon_At_LeatherDark
781 Icon_At_Mandibles
782 Icon_At_StalkerEar
783 Icon_At_Sting
784 Icon_At_TrollEye
785 Icon_At_Trollheart
786 Icon_At_Wing
787 Icon_Trade_All
788 Image768
789 Icon_Mode_Single
790 Icon_Mode_Burst
791 Icon_Mode_FullAuto
792 Image772
793 Image773
794 Icon_WeaponMode_Explosive
795 Icon_Spell_Flamethrower
796 Icon_Spell_Firefan
797 Icon_Spell_Fireball
798 Icon_WeaponMode_Shrapnel
799 Image779
800 Image780
801 Image781
802 Image782
803 Image783
804 Image784
805 Icon_Power_Grip
806 Icon_DamageType_Stasis
807 Icon_Power_PSI
808 Overlay_DamageType_Stasis
809 Icon_Spell_Firebolt
810 Image790
811 Icon_Spell_Iceball
812 Icon_Spell_Iceshards
813 Icon_Spell_Icewave
814 Icon_Spell_PoisonBall
815 Icon_Spell_PoisonCloud
816 Icon_Spell_Wasps
817 Icon_SpellFist_Fire
818 Icon_SpellFist_Poison
819 Icon_SpellFist_Ice
820 Image800
821 Image801
822 Image802
823 Overlay_DamageType_Pierce
824 Icon_WeaponMode_Pierce
825 Overlay_DamageType_Shrapnel
826 Overlay_DamageType_Explosive
827 Icon_Pl_Stamina_1
828 Icon_Pl_Fire
829 Icon_Pl_Ice
830 Icon_Pl_Heal_Full_1
831 Icon_Pl_Healroot
832 Image815
833 Icon_Pl_Mana_Full_1
834 Icon_Pl_Mana_Large_1
835 Icon_Pl_Mana_Medium_1
836 Icon_Pl_Mana_Small_1
837 Icon_Pl_Perm_1
838 Icon_Pl_Poison
839 Icon_Pl_Rad
840 Icon_Pl_Resist_1
841 Icon_Pl_Skill_1
842 Image825
843 Image826
844 Image827
845 Image828
846 Image829
847 Icon_Pl_Seedling_Broken
848 Image831
849 Image832
850 Icon_Ammo_Plasma
851 Icon_SkillAttackAbility
852 Icon_SkillParadeAbility
853 Icon_PSIFist_Force
854 Icon_PSIFist_Mind
855 Icon_PerkJetpack
856 Icon_Power_ForceField
857 Image840
858 Image841
859 Image842
860 Image843
861 Icon_Arrow
862 Image845
863 Icon_Ammo_Fuel
864 Image847
865 Image848
866 Icon_Misc_Medicine
867 Icon_Misc_Stim
868 Icon_Fo_SenseMachines_AppleBooze
869 Icon_Fo_RadResistance_BugMeatSoup
870 Icon_Fo_SenseLife_BloodyBurger
871 Icon_Fo_ItemSight_BugmeatPlate
872 Icon_Fo_SprintStamina_HighEnergySoup
873 Icon_Fo_FireResistance_BreadSoup
874 Icon_Fo_StrongerArmor_BoneSoup
875 Icon_Fo_PoisonResistance_GlandSoup
876 Icon_Fo_IceResistance_WarmingSoup
877 Icon_Fo_Water
878 Image862
879 Icon_Skull
880 Image864
881 Icon_SkillPersonality
882 Image866
883 Icon_Misc_DuctTape
884 Image868
885 Image869
886 Image870
887 Image871
888 Image872
889 Icon_Wri_BluePrint
890 Image874
891 Image875
892 Image876
893 Icon_1h_Axe_Rusty
894 Image878
895 Image879
896 Image880
897 Image881
898 Image882
899 Icon_Misc_ClericBook
900 Image884
901 Image885
902 Image886
903 Icon_Misc_NavigationNozzle_Harley
904 Icon_Misc_Casket
905 Icon_Misc_Bundle
906 Icon_Misc_Crate
907 Icon_Val_Goldcoin_1
908 Icon_Handgrenade_Explosive
909 Icon_Wri_LegendaryMap
910 Icon_Wri_TreasureMap
911 Icon_Misc_Keyring
912 Icon_Wri_Photo
913 Icon_XP
914 Icon_BonusMeleeWeapons
915 Icon_Soul
916 Icon_BonusRangedWeapons
917 Icon_BonusHeavyWeapon
918 Icon_BonusGrenades
919 Icon_BonusAttackPower
920 Icon_PlayerRank_ClericLow
921 Icon_PlayerRank_ClericMid
922 Icon_PlayerRank_ClericHigh
923 Icon_PlayerRank_OutlawLow
924 Icon_PlayerRank_OutlawMid
925 Icon_PlayerRank_OutlawHigh
926 Icon_PlayerRank_BerserkLow
927 Icon_PlayerRank_BerserkMid
928 Icon_PlayerRank_BerserkHigh
929 Image914
930 Icon_PlayerRank_None
931 Icon_Helmet_CLE_Adv_02
932 It_Misc_GrenadeBox
933 Icon_ProtectionArmor
934 Icon_BonusParadePower
935 Icon_BonusCritChance
936 Icon_BonusFireResist
937 Icon_BonusRadResist
938 Icon_BonusPoisonResist
939 Icon_BonusColdResist
940 Icon_Handgrenade_Timer
941 Icon_Handgrenade_Proximity
942 Icon_BonusArmor
943 Image928
944 Icon_Hitpoints
945 Icon_MaxHP
946 Icon_MaxStamina
947 Icon_Level
948 Icon_SkillCrafting
949 Icon_SkillSurvival
950 Icon_SkillCombat
951 Icon_SkillOutlaw
952 Icon_SkillBerserker
953 Icon_SkillCleric
954 Icon_Ammo_Shotgun
955 Image940
956 Icon_Ammo_Bolt
957 Image942
958 Icon_Ammo_Slugthrower
959 Icon_Ammo_Grenadelauncher
960 Icon_Ammo_Rocket
961 Icon_Ammo_Spear
962 Image948
963 Image949
964 Image950
965 Icon_Adjutor
966 Overlay_Level_Legendary
967 Image953
968 Icon_ResistanceLightning
969 Icon_ResistancePSI
970 Icon_ResistanceBleed
971 Icon_ResistanceExplosive
972 Icon_ResistanceEMP
973 Icon_ResistancePierce
974 Icon_ResistanceReflection
975 Image961
976 Image962
977 Icon_ResistanceFire
978 Icon_ResistanceRad
979 Icon_ResistancePoison
980 Icon_ResistanceCold
981 Icon_OneShotSpell_Bodyshield
982 Icon_OneShotSpell_Drone
983 Icon_OneShotSpell_ForceWave
984 Icon_OneShotSpell_Itemscanner
985 Icon_OneShotSpell_ForcePush
986 Image972
987 Icon_WeaponMode_Bleed
988 Icon_WeaponMode_Fire
989 Icon_WeaponMode_Poison
990 Icon_WeaponMode_Energy
991 Icon_WeaponMode_Radiation
992 Icon_WeaponMode_EMP
993 Icon_WeaponMode_Ice
994 Image980
995 Image981
996 Icon_SocketItemsBonusDamage
997 Icon_SocketItemsBonusCrewDamage
998 Icon_SocketItemsBonusHP
999 Icon_SocketItemsBonusCrewHP
1000 Icon_SocketItemsBonusHPPerHit
1001 Icon_SocketItemsBonusLowerResistOpponent
1002 Icon_SocketItemsBonusResistAll
1003 Icon_SocketItemsBonusCritChance
1004 Icon_SocketItemsBonusMonsterXP
1005 Icon_SocketItemsBonusQuestXP
1006 Icon_XPBonus
1007 Icon_OpponentLevel_Medium
1008 Icon_OpponentLevel_Easy
1009 Icon_OpponentLevel_Hard
1010 Icon_Healthregeneration
1011 Icon_Staminaregeneration
1012 Icon_PerkGuildEnergyRegeneration
1013 Icon_GuildEnergy
1014 Icon_Recipe_Food_Meat
1015 Icon_Misc_Flare_Red
1016 Icon_DamageType_Pierce
1017 Icon_DamageType_Explosive
1018 Icon_DamageType_Shrapnel
1019 Icon_DamageType_Lightning
1020 Overlay_DamageType_Lightning
1021 Overlay_DamageType_Wasps
1022 Overlay_DamageType_PowerGrip
1023 Icon_Po_Capacity_perm
1024 Image1012
1025 Image1013
1026 Image1014
1027 Icon_MaxGuildEnergy
1028 Image1016
1029 Image1017
1030 Image1018
1031 Image1019
1032 Image1020
1033 Image1021
1034 Image1022
1035 Image1023
1036 Image1024
1037 5CREWMEMBER
1038 10000ELEXIT
1039 CALAAN
1040 20FALLTODEATH
1041 20PICS
1042 20TELEPORTS
1043 20WEAPONSCRAFTED
1044 50PICKPOCKET
1045 50SAVESHACKED
1046 80HOURS
1047 100000ELEXIT
1048 100LOCKSPICKED
1049 300QUESTS
1050 1000ELEXIT
1051 ALLBSK
1052 ALLCOMBAT
1053 ALLCRAFT
1054 ALLKLE
1055 ALLOUT
1056 ALLPERSONALITY
1057 ALLSURVIVAL
1058 ALLXP
1059 BATTLEPLANS
1060 CHOSEBER
1061 CHOSECLAW
1062 CHOSEKLE
1063 CHOSEOUT
1064 COLLECTDEPT
1065 EMOCHAOS
1066 ENDGAME
1067 ENDHUM
1068 ENDNEU
1069 ENDSYN
1070 FINABE
1071 FINDCITY
1072 FINDRAY
1073 FINDSMUGGLER
1074 FIRSTFLIGHT
1075 FREEHOM
1076 HUMAN
1077 KILL20ALBS
1078 KILL20BANDITS
1079 KILL20MONSTER
1080 KILL50NPCS
1081 KILL300MONSTER
1082 KILL1000MONSTER
1083 MACHINE
1084 OLDDUTIES
1085 ROMANTIC
1086 SHOWDOWN
1087 Image51
1088 Image52
1089 Image53
1090 Image54
1091 Image55
1092 Image56
1093 Image57
1094 Image58
1095 Image59
1096 Image60
1097 Image61
1098 Image62
1099 Image63
1100 Image64
1101 Image65
1102 Image66
1103 Image67
1104 Image68
1105 Image69
1106 Image70
1107 Image71
1108 Image72
1109 Image73
1110 Image74
1111 Image75
1112 Image76
1113 Image77
1114 Image78
1115 Image79
1116 Image80
1117 Image81
1118 Image82
1119 Image83
1120 Image84
1121 Image85
1122 Image86
1123 Image87
1124 Image88
1125 Image89
1126 Image90
1127 Image91
1128 Image92
1129 Image93
1130 Image94
1131 Image95
1132 Image96
1133 Image97
1134 Image98
1135 Image99
1136 Image100
1137 Image101
1138 Image102
1139 Image103
1140 Image104
1141 Image105
1142 Image106
1143 Image107
1144 Image108
1145 Image109
1146 Image110
1147 Image112
1148 Image113
1149 Image114
1150 Image115
1151 Image116
1152 Image_Logo
1153 Image_PB
1154 Image_THQ
1155 Image_AndreB
1156 Image_TeamPB
1157 Image_Gamma
1158 http://adobe.com/AS3/2006/builtin
1159 flash.display:MovieClip
1160 flash.display:Sprite
1161 flash.display:DisplayObjectContainer
1162 flash.display:InteractiveObject
1163 flash.display:DisplayObject
1164 flash.events:EventDispatcher
1165 hasOwnProperty
1166 Error
1167 err
1168 name
1169 imageClass
1170 imageData
1171 item
1172 flash.events
1173 EventDispatcher
1174 DisplayObject
1175 InteractiveObject
1176 DisplayObjectContainer
1177 Sprite
Indeed, there are certain discrepancies with this list. Especially the icons for stim recipes are mismatched in the game. Weird PB didn't notice that.
I'm currently fixing the icons for said recipes via trial and error method.
Additionally, I noticed that Lifeblood and Overdrive stims are repeated in the crafting window while at the bench, lol.
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