Hey guys. I want to create mod, which changes monster statistic's- a mod to make game more challenging/ well balanced. Where can I find an apopriate tool to do this? You have already done some balancing mods for Risen, which program were you using? HEX? or is there a faster and easier way to modify this particular game data?
Greetings
CzarnyAfgan
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20.08.2011 15:27 -
Monster stats. balancing/ difficulty mod, where I can find a tool for editing?
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read this post. it's about editing a item but changeing monster stats is rather the same.
[Bild: dtc_sig.jpg]
Harald Iken: Überhaupt sollte man als Spieleentwickler das Wort "einfach" oder noch besser "mal eben" aus seinem Wortschatz streichen.
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Ok, I have done everything what you told me to do- now I have opened file, for example "Boar.tple" and I see window with some categories, but I tried to change parametres of monster speed with no effect in game ( i set
forwardspeedmax to 1000 instead of 500 and strafespeedmax to 500 instead of 250 ). - Still I cannot find [ and change ] ( in editor ) frames/spaces which are responsible for defence/attack/ life points/experience gained parametres... Can anybody help me?
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uhm, im sorry, i thought monster stats were stored in the .tple files under gCSkills_PS... well, they aren't.
there's something deep in the back of my mind that it could be related to the world files(lrent). but i'm not one of the moders who know much about that topic.
to be honest, thats a guess(and my last guess was already wrong).[Bild: dtc_sig.jpg]
Harald Iken: Überhaupt sollte man als Spieleentwickler das Wort "einfach" oder noch besser "mal eben" aus seinem Wortschatz streichen.
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Some values can be modified via lrent-editing:
Code:4a805 ForwardSpeedMax 4a807 float 4a80f 400.000000 4a813 StrafeSpeedMax 4a815 float 4a81c 200.000000 4a821 BackwardSpeedMax 4a823 float 4a82b 200.000000 4a82f TurnSpeedMax 4a831 float 4a839 200.000000
Now it turns in slowmotion.
As for Hitpoints you'll need the Risen-SDK, because they are engine controlled (Script_Game.dll).
Baltram did it for the ManaPoints.
A "SetHitPointsMax" function would be needed, too I think.
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OK, thanks for info!
There are so many tools in RisenSDK, that i got confused and I don't know which one I need to download and use???
Development Resources and Links for the RisenSDK.
Visual Studio 2005 SP1 (8.0.50727.762)
Visual C++ 2005 Express Edition (English)
Visual C++ 2005 Express Edition (German)
Visual C++ 2005 Express Edition SP1
Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) (English)
Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) (German)
Visual Studio 2005 Service Pack 1 Update for Windows Vista (English)
Visual Studio 2005 Service Pack 1 Update for Windows Vista (German)
Windows Server 2003 R2 Platform SDK
DirectX 9.0 (9.11.519.0)
DirectX SDK (February 2006)
DirectX SDK (February 2006) Symbol Files
DirectX End-User Runtimes (February 2006)
DirectX End-User Runtimes (November 2008) (on the Risen DVD)
PhysX 2.8.1 Build 13 (2.8.1.21)
PhysX SDK Version 2.8.1 Build 13 (PC)
PhysX System Software 9.09.0408 (WHQL) (on the Risen DVD)
FMOD Ex 2.24.00 (0.4.24.0)
FMOD Ex API 2.24.00 (Windows 32bit)
FMOD Ex API 2.24.00 (Windows 64bit)
LAME 3.98.2
LAME 3.98.2 source
LAME binaries (Windows)
zlib 1.2.1
zlib 1.2.1
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To use the SDK you need:
- Microsoft Visual C++ 2005 (or newer)
- and the Windows SDK (the former Platform SDK)
The SDK is far from completion and it will take a while to get used to it.
PowerGamer released the source code for his Unofficial Risen Patch. This will be a good starting point to see how the world content (sectors, layers, entities) can be modified.
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Ok, finally I have my Risen Lrenter installed, but there is a problem- [ I have .Net Framework 3,5 installed, moreover -the animations.pak, meshes.pak, images.pak and materials.pak copied to E:\GAMES\RISEN#\xxxxx\Risen Viewer\Resources\Scene\Paks, risen.exe path in Settings.ini file set to: RisenMainPath=E:\GAMES\RISEN#\bin\Risen.exe ] . Problem- program finds files like Game_Start_Monster_01.lrent or Game_Start_Item.lrent and other .Lrent files, but after opening there is still "Status rendering" description and black screen. What have I done wrong?
Btw.
Which program in Risen SDK is responsible for .dll files editing, as "Script_Game.dll" , because there are more than 30 programs in "bin" folder.
Thanks in advance.
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Is there a possibility, to add new characters/ monsters into game via using Risen Lrenter? I guess there is, because Shat-Otay made his "Company Mod", where he added John and Buck into Risen world.
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Seems you installed the Risen Lrent Viewer from Galrath434.
The Lrenter you're speaking of can be found here.
extract: Composing Risen - NPCsCode:Yeah, 'composing' does not mean 'creating'! It means that we can "fill" our binary NPC-templates with nearly all components that Risen provides except 'Teaching', 'Trading' and ? (I just forgot them...) Helmets? Hmm, I found no NPC with a helmet in the demo version. And we can't create our own bodies (armors), faces and so on.
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What have I done wrong?
But I think Galraths Viewer will become the tool of the first choice...
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There is none. The Script_Game.dll are the compiled (C++) scripts and Piranha Bytes did not publish the source code.
What can be done is creating new Script libraries with the RisenSDK that will be loaded by Risen. To run arbitrary actions without starting the game session you would use the TestApp project and modify it to your needs.
ps: The RisenSDK is currently changing a lot, so it might be that the Trunk source/projects are broken for a day or two.
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i tried yesterday to find the attribute values for monsters in lrents with a hexeditor. it was fairly easy, i took a lrent with only a few monsters(Monestary_Monster_01.lrent) and searched for 0x96(hp of gnome).
there were only 50 occurences so i took a look if i could identify anything.
Code:00 00 00 00 00 00 00 19 00 00 00 19 00 00 00 00 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14
thats where the disapointment beginns... it looks like this data is stored for every single monster.[Bild: dtc_sig.jpg]
Harald Iken: Überhaupt sollte man als Spieleentwickler das Wort "einfach" oder noch besser "mal eben" aus seinem Wortschatz streichen.
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thats where the disapointment beginns... it looks like this data is stored for every single monster.
I had a look at the lrent you mentioned and it turns out that the bytes you posted are part of "gCSkills_PS". Which of course makes sense judging from the name. Here is the complete dump of the Set(btw : the size is always 136 bytes) :
Code:00 00 59 03 c4 00 34 03 00 00 00 19 00 00 00 00 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 14 00 00 00 14 00 00 00 16 00 00 16 a9 08 00 00 e0 27 59 03 c4 00 34 03 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
this is strength, dexterity, mana, wisdom and armor for a gnome.
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i tried some slight changes, increased hp, decreased hp, and it worked perfectly. well, except you have to repeat it for every singel monster(i tried to give the monsters of one typ different hp values and that also woreked.).
don't expect too much, i am no reverseengeneerer or experienced in analysing data but i'll do my best.[Bild: dtc_sig.jpg]
Harald Iken: Überhaupt sollte man als Spieleentwickler das Wort "einfach" oder noch besser "mal eben" aus seinem Wortschatz streichen.
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Wouldn't it be easier to generate a skill-Table for all monsters contained in a lrent?
You export it (in ASCII) edit it and import it into the lrent again.
So you would have let's say 27 tables (27 monster lrents?).
Would take time to edit them but if you export "GnomeHP150" for example
you could do a quick search'n replace with "GnomeHP150000000".
Ehm, ok, I was joking; maybe "GnomeHP200"?
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Ok turns out that it is quite easy to edit the Skills array. If you have a look at this enum :
Code:public enum gESkill { gESkill_Atrib_HP = 0x00000000, gESkill_Atrib_MP = 0x00000001, gESkill_Stat_LV = 0x00000002, gESkill_Stat_XP = 0x00000003, gESkill_Stat_LP = 0x00000004, gESkill_Stat_HP = 0x00000005, gESkill_Stat_MP = 0x00000006, gESkill_Stat_STR = 0x00000007, gESkill_Stat_DEX = 0x00000008, gESkill_Stat_INT = 0x00000009, gESkill_Prot_Edge = 0x0000000A, gESkill_Prot_Blunt = 0x0000000B, gESkill_Prot_Point = 0x0000000C, gESkill_Prot_Fire = 0x0000000D, gESkill_Prot_Ice = 0x0000000E, gESkill_Prot_Magic = 0x0000000F, gESkill_Combat_Sword = 0x00000010, gESkill_Combat_Axe = 0x00000011, gESkill_Combat_Staff = 0x00000012, gESkill_Combat_Bow = 0x00000013, gESkill_Combat_CrossBow = 0x00000014, gESkill_Magic_Circle = 0x00000015, gESkill_Magic_Fireball = 0x00000016, gESkill_Magic_Frost = 0x00000017, gESkill_Magic_Missile = 0x00000018, gESkill_Misc_Scribe = 0x00000020, gESkill_Misc_Alchemy = 0x0000001F, gESkill_Misc_Smith = 0x00000019, gESkill_Misc_Mining = 0x0000001A, gESkill_Misc_Sneak = 0x0000001D, gESkill_Misc_Lockpick = 0x0000001B, gESkill_Misc_Pickpocket = 0x0000001C, gESkill_Misc_Acrobat = 0x0000001E, gESkill_Misc_Trophy = 0x00000021 };
You export it (in ASCII) edit it and import it into the lrent again.
So you would have let's say 27 tables (27 monster lrents?).
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sounds great.
to be honest, during past days i thought of abandoning risen modding, everything is rather cumbersome and my main intention is done.
i have contrary to the time i begun a lot of ideas, what i'd like to change/add, but it's so much work, so much to learn, so much to try...
but on the other hand it's amaizing how the tools evolve with need, how knowledge improves.(it's like math, if a physical phenomenon couldn't be describe with known means a new mathematical theory was built up)
now i have a glimmer of hope that maybe by adding some content(weapons/... means to obtain them, maybe 1-2 quests, monsterdensity) in a bit larger scale(i think of about 10-20 additional weapons of each typ if i manage to find somebody to help me with grafical stuff*) and so showing what is possible in a more than prove of concept thing, i can contribute a little bit to make risen modding appealing to others.
(*well, first i have to succeed in ading just a single new xmsh...)
...and it hate to disregard all the work of you guys.
to come back to topic, i like editing textfiles(otherwise i'd have shot me while crawling through the 20-40k lines of human combatspecies ) but i guess the "default" modder likes guis more.[Bild: dtc_sig.jpg]
Harald Iken: Überhaupt sollte man als Spieleentwickler das Wort "einfach" oder noch besser "mal eben" aus seinem Wortschatz streichen.
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Yes, you're right, sir.
But what I thought about was the Risen-Mega-Monster-Rebalancing-Mod to be done by Kuchenschlachter.
Zitat von Kuchenschlachter
Zitat von Kuchenschlachter
Code:Gnome_Paul_01_A_HP 150 Gnome_Paul_01_A_MP 0 Gnome_Paul_01_S_LV 5 Gnome_Paul_01_S_XP 0 Gnome_Paul_01_S_LP 0 Gnome_Paul_01_S_HP 150 Gnome_Paul_01_S_MP 0 Gnome_Paul_01_S_STR 25 Gnome_Paul_01_S_DEX 25 Gnome_Paul_01_S_INT 0 Gnome_Paul_01_P_Edge 20 Gnome_Paul_01_P_Blunt 20 Gnome_Paul_01_P_Point 20 Gnome_Paul_01_P_Fire 20 Gnome_Paul_01_P_Ice 20 Gnome_Paul_01_P_Magic 20 Gnome_Paul_01_C_Sword 1 Gnome_Paul_01_C_Axe 0 Gnome_Paul_01_C_Staff 0 Gnome_Paul_01_C_Bow 0 Gnome_Paul_01_C_CrossB 0 Gnome_Paul_01_M_Circle 0 Gnome_Paul_01_M_Fireba 0 Gnome_Paul_01_M_Frost 0 Gnome_Paul_01_M_Missil 0 Gnome_Paul_01_Scribe 0 Gnome_Paul_01_Alchemy 0 Gnome_Paul_01_Smith 0 Gnome_Paul_01_Mining 0 Gnome_Paul_01_Sneak 0 Gnome_Paul_01_Lockpick 0 Gnome_Paul_01_Pickpock 0 Gnome_Paul_01_Acrobat 0 Gnome_Paul_01_Trophy 0 Chicken_A_HP 30 Chicken_A_MP 0 Chicken_S_LV 1 Chicken_S_XP 0 Chicken_S_LP 0 Chicken_S_HP 30 Chicken_S_MP 0 Chicken_S_STR 0 Chicken_S_DEX 0 Chicken_S_INT 0 Chicken_P_Edge 0 Chicken_P_Blunt 0 Chicken_P_Point 0 Chicken_P_Fire 0 Chicken_P_Ice 0 Chicken_P_Magic 0 Chicken_C_Sword 0 Chicken_C_Axe 0 Chicken_C_Staff 0 Chicken_C_Bow 0 Chicken_C_CrossB 0 Chicken_M_Circle 0 Chicken_M_Fireba 0 Chicken_M_Frost 0 Chicken_M_Missil 0 Chicken_Scribe 0 Chicken_Alchemy 0 Chicken_Smith 0 Chicken_Mining 0 Chicken_Sneak 0 Chicken_Lockpick 0 Chicken_Pickpock 0 Chicken_Acrobat 0 Chicken_Trophy 0 Skeleton_LieDead_A_HP 0 Skeleton_LieDead_A_MP 100 Skeleton_LieDead_S_LV 0 Skeleton_LieDead_S_XP 0 Skeleton_LieDead_S_LP 0 Skeleton_LieDead_S_HP 0 Skeleton_LieDead_S_MP 0 Skeleton_LieDead_S_STR 100 Skeleton_LieDead_S_DEX 0 Skeleton_LieDead_S_INT 0 Skeleton_LieDead_P_Edge 0 Skeleton_LieDead_P_Blunt 0 Skeleton_LieDead_P_Point 0 Skeleton_LieDead_P_Fire 0 Skeleton_LieDead_P_Ice 0 Skeleton_LieDead_P_Magic 0 Skeleton_LieDead_C_Sword 0 Skeleton_LieDead_C_Axe 0 Skeleton_LieDead_C_Staff 0 Skeleton_LieDead_C_Bow 0 Skeleton_LieDead_C_CrossB 0 Skeleton_LieDead_M_Circle 0 Skeleton_LieDead_M_Fireba 0 Skeleton_LieDead_M_Frost 0 Skeleton_LieDead_M_Missil 0 Skeleton_LieDead_Scribe 0 Skeleton_LieDead_Alchemy 0 Skeleton_LieDead_Smith 0 Skeleton_LieDead_Mining 0 Skeleton_LieDead_Sneak 0 Skeleton_LieDead_Lockpick 0 Skeleton_LieDead_Pickpock 0 Skeleton_LieDead_Acrobat 0 Skeleton_LieDead_Trophy 0 GiantBug_A_HP 420 GiantBug_A_MP 0 GiantBug_S_LV 14 GiantBug_S_XP 0 GiantBug_S_LP 0 GiantBug_S_HP 420 GiantBug_S_MP 0 GiantBug_S_STR 70 GiantBug_S_DEX 0 GiantBug_S_INT 0 GiantBug_P_Edge 56 GiantBug_P_Blunt 42 GiantBug_P_Point 70 GiantBug_P_Fire 42 GiantBug_P_Ice 56 GiantBug_P_Magic 56 GiantBug_C_Sword 0 GiantBug_C_Axe 0 GiantBug_C_Staff 0 GiantBug_C_Bow 0 GiantBug_C_CrossB 0 GiantBug_M_Circle 0 GiantBug_M_Fireba 0 GiantBug_M_Frost 0 GiantBug_M_Missil 0 GiantBug_Scribe 0 GiantBug_Alchemy 0 GiantBug_Smith 0 GiantBug_Mining 0 GiantBug_Sneak 0 GiantBug_Lockpick 0 GiantBug_Pickpock 0 GiantBug_Acrobat 0 GiantBug_Trophy 0 LizardWarrior_Elite_A_HP 840 LizardWarrior_Elite_A_MP 0 LizardWarrior_Elite_S_LV 32 LizardWarrior_Elite_S_XP 0 LizardWarrior_Elite_S_LP 0 LizardWarrior_Elite_S_HP 840 LizardWarrior_Elite_S_MP 0 LizardWarrior_Elite_S_STR 140 LizardWarrior_Elite_S_DEX 140 LizardWarrior_Elite_S_INT 0 LizardWarrior_Elite_P_Edge 112 LizardWarrior_Elite_P_Blunt 112 LizardWarrior_Elite_P_Point 112 LizardWarrior_Elite_P_Fire 168 LizardWarrior_Elite_P_Ice 56 LizardWarrior_Elite_P_Magic 112 LizardWarrior_Elite_C_Sword 3 LizardWarrior_Elite_C_Axe 3 LizardWarrior_Elite_C_Staff 3 LizardWarrior_Elite_C_Bow 3 LizardWarrior_Elite_C_CrossB 3 LizardWarrior_Elite_M_Circle 0 LizardWarrior_Elite_M_Fireba 0 LizardWarrior_Elite_M_Frost 0 LizardWarrior_Elite_M_Missil 0 LizardWarrior_Elite_Scribe 0 LizardWarrior_Elite_Alchemy 0 LizardWarrior_Elite_Smith 0 LizardWarrior_Elite_Mining 0 LizardWarrior_Elite_Sneak 0 LizardWarrior_Elite_Lockpick 0 LizardWarrior_Elite_Pickpock 0 LizardWarrior_Elite_Acrobat 0 LizardWarrior_Elite_Trophy 0
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don't worry the holiness of my mission has told me again that it's not my decission to abandon modding. only the grim reaper himself has the right to end it.
Risen-Mega-Monster-Rebalancing-Mod?! now i'm nervous. ok, it's just mega, that doesn't neccessarily mean good.
buah... yeah, that looks like a textfile i'd like to edit... ok, it looks like a pain in the ass but a million times better than hexediting lrents and i think i'm slowly getting used to such files.
geralth already gave me a new version! a gui might be a nice diversification of my work.[Bild: dtc_sig.jpg]
Harald Iken: Überhaupt sollte man als Spieleentwickler das Wort "einfach" oder noch besser "mal eben" aus seinem Wortschatz streichen.