Results 41 to 60 of 61
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it's in the flle, World_Global.r3secdoc, search for "Patty", then
ClassData { [class eCAnimation3Controller_PS, Version 9] = <
1B 00 48 75 6D 5F 46 5F 42 6F 64 79 5F 4E 6F 6E 5F 43 69 74 69 7A 65 6E 5F 31 5F 4C 31 00 00 00 00 00 00 1B 00 48 75 6D 5F 46 5F 42 6F 64 79 5F 4E 6F 6E 5F 43 69 74 69 7A 65 6E 5F 31 5F 4C 31 ..>..}
(it's the changed bytes, original bytes are 1A 00 ..)
"in der Erkundung dieser weiten und wunderbaren Welt" (post #70, höre link unten)
TAS for Elex 2 at ELEX II Nexus - Mods and Community (nexusmods.com)
Tuvok, scannen Sie den Planeten nach Mikroplastik!
"Hört mir bloß auf mit "Stormson".
"In Toussaint wird schon für kleinere Schmähungen als diese Satisfaktion verlangt."
Genug der "Blumensträuße". Ich WILL MadBob! Beugt die Realität!
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I thought you used r3secdoc files already (see your post as of 17.12.16, 12:50 o'clock)
The r3sec files are in Risen3\data\packed\Sector after you unpacked 0_na_sec.pak.
Then convert r3sec to r3secdoc (and vice versa) using baltram's r3resman.exe"in der Erkundung dieser weiten und wunderbaren Welt" (post #70, höre link unten)
TAS for Elex 2 at ELEX II Nexus - Mods and Community (nexusmods.com)
Tuvok, scannen Sie den Planeten nach Mikroplastik!
"Hört mir bloß auf mit "Stormson".
"In Toussaint wird schon für kleinere Schmähungen als diese Satisfaktion verlangt."
Genug der "Blumensträuße". Ich WILL MadBob! Beugt die Realität!
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Oh, that's true. I forgot about it
You meant this?
ClassData {
[class eCAnimation3Controller_PS, Version 9] = <1A 00 48 75 6D 5F 46 5F 42 6F 64 79 5F 4D 61 69 6E 5F 50 61 74 74 79 5F 31 5F 4C 31 00 00 00 00 00 00 1A 00 48 75 6D 5F 46 5F 42 6F 64 79 5F 4D 61 69 6E 5F 50 61 74 74 79 5F 31 5F 4C 31 00 00 00 00 1A 00 48 75 6D 5F 46 5F 48 65 61 64 5F 4D 61 69 6E 5F 50 61 74 74 79 5F 31 5F 4C 31 00 00 00 00 17 00 46 61 74 5F 46 65 6D 61 6C 65 5F 42 61 73 65 5F 48 65 61 64 5F 4C 31 00 00 00 00 00 00 19 00 48 75 6D 5F 46 5F 48 61 74 5F 4D 61 69 6E 5F 50 61 74 74 79 5F 31 5F 4C 31 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>;
I don't believe it's an armor
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yeah, it's the body, that's the reason why it confused me.
Seems the armors are items which are named like It_Body_Dmj_Warrior"in der Erkundung dieser weiten und wunderbaren Welt" (post #70, höre link unten)
TAS for Elex 2 at ELEX II Nexus - Mods and Community (nexusmods.com)
Tuvok, scannen Sie den Planeten nach Mikroplastik!
"Hört mir bloß auf mit "Stormson".
"In Toussaint wird schon für kleinere Schmähungen als diese Satisfaktion verlangt."
Genug der "Blumensträuße". Ich WILL MadBob! Beugt die Realität!
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And the only one thing I need to do is replace the armor from this one to another one (character)?
Last edited by Germano; 19.06.2017 at 19:11.
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you'll have to try it out - there have to be made some more investigations, it's a little bit complex when it comes to "clothing" (where I don't know exactly the difference to a skinned mesh).
Anyways, this is Saddecs "appearance":
Hum_M_Body_Vest_Pir_Saddec_1_L1
Hum_M_Head_Main_Saddec_Head_1_L1
Hum_M_Head_BlendshapeTest_Head_1_L1
Hum_M_Head_Main_Saddec_Hair_1_L1
Hum_M_Body_Pants_S_Pir_Default_1_L1
Hum_M_Feet_Boots_L_Pir_Default_1_L1
and this is the one of Bones:
--------------------------------
Hum_M_Body_Main_Bones_1_L1
Hum_M_Head_Main_Bones_1_L1
Hum_M_Head_Main_Bones_1_L1 (shouldn't this be _L2 for lower lod?)
So the body has a "legs instead of pants" part? dunno.
I gave Saddec Bones body, this is the result:
[Bild: saddec_Bones_body.jpg]
Make your own tests and draw your own conclusions."in der Erkundung dieser weiten und wunderbaren Welt" (post #70, höre link unten)
TAS for Elex 2 at ELEX II Nexus - Mods and Community (nexusmods.com)
Tuvok, scannen Sie den Planeten nach Mikroplastik!
"Hört mir bloß auf mit "Stormson".
"In Toussaint wird schon für kleinere Schmähungen als diese Satisfaktion verlangt."
Genug der "Blumensträuße". Ich WILL MadBob! Beugt die Realität!
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But still don't know where are you found this:
Here? Possibly not.
"Saddec" {
GUID = {65712A40-EEFA-4577-B8D4-332AAAB54167};
Creator = {31174A1F-A140-4D08-BB28-82C3518AFC8C};
MatrixLocal = (mat 0.755410 0.000000 0.655253 0.000000 0.000000 1.000000 0.000000 0.000000 -0.655253 0.000000 0.755410 0.000000 232462.203125 30.851196 279602.656250 1.000000);
MatrixGlobal = (mat 0.755410 0.000000 0.655253 0.000000 0.000000 1.000000 0.000000 0.000000 -0.655253 0.000000 0.755410 0.000000 232462.203125 30.851196 279602.656250 1.000000);
Extents = (box 232381.312500 30.791206 279523.125000 232543.093750 229.530212 279682.187500);
Center = (vec 232462.203125 130.160706 279602.656250);
Radius = 150.807205;
TimeStamp = <62 34 CF 01 A0 90 DD 7F>;
Unknown1 = <04>;
Unknown2 = <9D A5 00 00 01 00>;
class gCNavigation_PS {
Version = 9;
Properties {
float Radius = 50.000000;
float AmbientRange = 0.000000;
float AmbientAnimationRange = 0.000000;
float CostFactorForStandardArea = 1.000000;
float CostFactorForPreferedArea = 0.050000;
float CostFactorForRiverArea = 50.000000;
float CostFactorForLowOceanArea = 10.000000;
float CostFactorForDeepOceanArea = 50.000000;
float CostFactorForConnector = 0.000100;
bool ExcludeNavMeshArea_STANDARD = False;
bool ExcludeNavMeshArea_PREFERED = False;
bool ExcludeNavMeshArea_RIVER = False;
bool ExcludeNavMeshArea_LOWOCEAN = False;
bool ExcludeNavMeshArea_DEEPOCEAN = False;
bool ExcludeNavMeshArea_CONNECTOR = False;
}
ClassData {
[class gCNavigation_PS, Version 9] = <0C 00 00 00 47 45 43 32 CB EE 10 9E 01 00 67 00 00 00 01 00 17 61 3E A8 26 80 89 7C 07 00 00 00 05 00 53 74 61 72 74 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 E0 28 E7 DA E4 2A BB 40 82 D0 4B 70 67 20 F2 1A 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6C 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0C 00 00 00 0A 00 42 6F 6F 7A 65 50 61 72 74 79 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 C6 1B 2E 20 0E 75 B3 47 AD 45 9A 31 82 3F AE 57 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 41 4E 54 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 BE 47 14 8F 92 83 E2 48 B3 09 AD 01 35 DC 3A 68 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 54 41 4B 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 B3 D9 35 5B 8C 1F E3 45 B5 24 D5 28 60 E8 A3 05 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 53 4B 49 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 BD 09 79 4C 96 40 CD 45 87 42 ED 51 F6 A1 DB F8 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 54 55 54 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 57 B5 E3 30 0C 86 3F 49 9A 41 FC 67 22 C3 60 5D 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 54 48 49 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 76 E8 4C 48 A3 1B 98 46 8F C8 7B 91 B5 45 9F 1A 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 57 4F 44 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 0E 99 8D 6E 7C FD 26 47 8A D7 C5 0C 03 F6 44 7E 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 4B 49 4C 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 93 D5 1C 92 1B 75 CD 4F AB 2C A9 2C D1 00 BF 88 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 46 4F 47 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 9C D0 55 F6 00 47 BE 45 8D 97 FE 07 40 97 9A 61 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6A 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0A 00 00 00 08 00 49 4F 54 5F 53 68 69 70 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 3A 3E AA 10 59 C2 64 45 A9 94 5C 6F 79 B4 E0 2A 00 00 00 00 47 45 43 32 CB EE 10 9E 01 00 6D 00 00 00 01 00 17 61 3E A8 26 80 89 7C 0D 00 00 00 0B 00 57 61 69 74 69 6E 67 52 6F 6F 6D 01 00 00 00 CB EE 10 9E 01 00 44 00 00 00 01 00 00 00 47 45 43 32 55 39 43 F3 01 00 32 00 00 00 02 00 9B E1 71 0F 74 EC 8C 7C 04 00 00 00 00 00 00 00 22 B1 90 6A CF 53 E5 0D 10 00 00 00 99 1B 29 45 FD 2F C1 46 B4 37 29 2B 0C F4 EA EA 00 00 00 00>;
}
}
class gCNPC_PS {
Version = 4;
Properties {
class bCString Voice = "Saddec";
class bCString RoleDescription = "Pirat mit Eingeborenenherkunft, Wortkarg, kr姴ige versoffene Stimme, ruhiger und bestimmter Sprachstil ";
enum gEGender Gender = gEGender_Male;
enum gEBravery Bravery = gEBravery_Brave;
enum gESpecies Species = gESpecies_Human;
enum gEAttitude AttitudeLock = gEAttitude_Friendly;
enum gECrime LastPlayerCrime = gECrime_None;
enum gEReason Reason = gEReason_None;
enum gEReason LastReason = gEReason_None;
enum gEReason LastPlayerAR = gEReason_None;
enum gEFight LastFightAgainstPlayer = gEFight_None;
float LastFightTimestamp = 0.000000;
float LastGoingDownTimestamp = 0.000000;
float PlayerWeaponTimestamp = 0.000000;
float LastPlayerHealTimestamp = 0.000000;
float LastDistToTarget = 0.000000;
bool DefeatedByPlayer = False;
bool Ransacked = False;
bool Discovered = False;
class eCEntityProxy CurrentTargetEntity = {00000000-0000-0000-0000-000000000000};
class eCEntityProxy CurrentAttackerEntity = {00000000-0000-0000-0000-000000000000};
class eCEntityProxy LastAttackerEntity = {00000000-0000-0000-0000-000000000000};
class eCEntityProxy GuardPoint = {00000000-0000-0000-0000-000000000000};
enum gEGuardStatus GuardStatus = gEGuardStatus_Active;
float LastDistToGuardPoint = 0.000000;
class bCString AnimationBearing = "";
class eCEntityProxy SpellTarget = {00000000-0000-0000-0000-000000000000};
enum gEDamageCalculationType DamageCalculationType = gEDamageCalculationType_Immortal;
enum gEGuild Guild = gEGuild_Native;
class bCString Group = "";
class bCString EffectSpecies = "";
class bCString EffectMaterial = "flesh";
int XP = 100;
bool IsMage = False;
bool IsRangedFighter = True;
bool IsDirtyTrickFighter = True;
}
ClassData {
}
}
class gCInventory_PS {
Version = 4;
Properties {
bool GeneratedPlunder = False;
bool GeneratedTrade = False;
class eCScriptProxyScript OnConsumeItem = "";
}
ClassData {
[class gCInventory_PS, Version 4] = <00 00 00 00 03 00 00 00>;
}
}
class gCScriptRoutine_PS {
Version = 2;
Properties {
class eCScriptProxyScript Routine = "ContinueRoutine";
class eCScriptProxyScript AssessActive = "AssessActive";
class eCScriptProxyScript PerceiveActive = "PerceiveActive";
float AdditionalPerceptionRadius = 0.000000;
class gCScriptProxyAIState CurrentTask = "";
float TaskTime = 0.000000;
int TaskPosition = 0;
float StateTime = 0.000000;
int StatePosition = 0;
int CommandTime = 0;
bool LockAIInterrupt = False;
bool LockAIResult = False;
int AIDelay = 0;
class gCScriptProxyAIState LastTask = "";
class gCScriptProxyAIState CurrentState = "";
int CurrentBreakBlock = 0;
enum gEAIMode AIMode = gEAIMode_None;
enum gEAIMode LastAIMode = gEAIMode_None;
float EndAttackTimestamp = 0.000000;
bool RoutineChanged = False;
}
ClassData {
}
}
class gCDialog_PS {
Version = 1;
Properties {
float EndDialogTimestamp = 0.000000;
bool TradeEnabled = False;
bool TeachEnabled = False;
bool TalkedToPlayer = False;
bool PartyEnabled = False;
bool PickedPocket = False;
bool Trade_Mixed = False;
bool Trade_Food = False;
bool Trade_Booze = False;
bool Trade_Melee = False;
bool Trade_Smith = False;
bool Trade_Ranged = False;
bool Trade_Gunsmith = False;
bool Trade_Clothes = False;
bool Trade_Voodoo = False;
bool Trade_Runes = False;
bool Trade_Crystal = False;
bool Trade_Mage = False;
bool Trade_Jewelry = False;
bool Trade_Alchemy = False;
bool Teach_Melee = False;
bool Teach_Ranged = False;
bool Teach_Smith = False;
bool Teach_Gunsmith = False;
bool Teach_Hunting = False;
bool Teach_Jewelry = False;
bool Teach_Alchemy = False;
bool Teach_Brandyman = False;
bool Teach_Thief = False;
bool Teach_Crystal = False;
bool Teach_Voodoo = False;
bool Teach_Rune = False;
bool Teach_Mining = False;
bool Teach_Dialogue = False;
bool Teach_Toughness = False;
}
ClassData {
}
}
class gCParty_PS {
Version = 2;
Properties {
enum gEPartyMemberType PartyMemberType = gEPartyMemberType_None;
enum gEPartyMemberMode PartyMemberMode = gEPartyMemberMode_Following;
class bCString PartyArea = "";
}
ClassData {
[class gCParty_PS, Version 2] = <00 00 00 00 00 00 40 2A 71 65 FA EE 77 45 B8 D4 33 2A AA B5 41 67>;
}
}
class gCEffect_PS {
Version = 1;
Properties {
bool Enabled = True;
class bCRange1 SecondsBetweenRepeats = (range 1.000000 5.000000);
class gCEffectProxy Effect = "";
class gCEffectProxy EffectMedium = "";
class gCEffectProxy EffectHigh = "";
class bCVector Offset = (vec 0.000000 0.000000 0.000000);
class eCScriptProxyScript EnabledScript = "";
enum gEEffectTargetMode TargetMode = gEEffectTargetMode_Self;
class eCScriptProxyScript TargetScript = "";
enum gEEffectLoopMode LoopMode = gEEffectLoopMode_Repeat;
enum gEEffectDecayMode DecayMode = gEEffectDecayMode_Decay;
enum gEEffectStopMode StopMode = gEEffectStopMode_Decay;
class bCRange1 RepeatProbability = (range 1.000000 1.000000);
bool UseMaxRepeats = False;
class bCRange1 MaxNumRepeats = (range 0.000000 5.000000);
bool UsePhysics = False;
float MinTouchVelocity = 400.000000;
float MinIntersectVelocity = 400.000000;
}
ClassData {
}
}
class gCSkillsNPC_PS {
Version = 3;
Properties {
int MaxBlood = 90;
int Blood = 90;
int ProtectionBlunt = 50;
int ProtectionBlade = 50;
int ProtectionBullet = 50;
int ProtectionExplosive = 50;
int ProtectionMagic = 50;
int ProtectionFire = 50;
int ProtectionIce = 50;
int ProtectionLightning = 50;
int ProtectionThunder = 50;
int ProtectionCurse = 50;
int ProtectionControl = 50;
int ProtectionFear = 50;
int AttackPower = 90;
int AttackSpeed = 100;
int RangedAccuracyBonus = 0;
int RangedCriticalBase = 0;
}
ClassData {
}
}
class gCCombatSystem2_PS {
Version = 1;
Properties {
class bCString CombatSpecies = "Human";
class bCString FightAI = "Default";
class bCString SubWeights = "Medium";
}
ClassData {
}
}
class gCCharacterMovement2_PS {
Version = 2;
Properties {
class gCMovementSpeciesProxy MovementSpecies = "human";
class eCScriptProxyScript OverwriteGoalScript = "";
class bCString ArmorEffectMaterial = "";
}
ClassData {
}
}
class eCAnimation3Controller_PS {
Version = 9;
Properties {
enum eEAnimationPhysicsRigMode PhysicsRigMode = eEAnimationPhysicsRigMode_Ragdoll;
class eTResourceProxy<class eCMotionNetworkDefResource2> NetworkResource = "Hero";
class bCFloatColor ObjectColor = (color 0.000000 0.000000 0.000000);
float LoD2Distance = 2250000.000000;
float LoD3Distance = 6250000.000000;
float ClothLoDDistance = 2250000.000000;
}
ClassData {
[class eCAnimation3Controller_PS, Version 9] = <1F 00 48 75 6D 5F 4D 5F 42 6F 64 79 5F 56 65 73 74 5F 50 69 72 5F 53 61 64 64 65 63 5F 31 5F 4C 31 00 00 00 00 00 00 00 00 02 00 00 00 20 00 48 75 6D 5F 4D 5F 48 65 61 64 5F 4D 61 69 6E 5F 53 61 64 64 65 63 5F 48 65 61 64 5F 31 5F 4C 31 00 00 00 00 23 00 48 75 6D 5F 4D 5F 48 65 61 64 5F 42 6C 65 6E 64 73 68 61 70 65 54 65 73 74 5F 48 65 61 64 5F 31 5F 4C 31 00 00 00 00 00 00 20 00 48 75 6D 5F 4D 5F 48 65 61 64 5F 4D 61 69 6E 5F 53 61 64 64 65 63 5F 48 61 69 72 5F 31 5F 4C 31 00 00 00 00 00 00 00 00 00 00 00 00 23 00 48 75 6D 5F 4D 5F 42 6F 64 79 5F 50 61 6E 74 73 5F 53 5F 50 69 72 5F 44 65 66 61 75 6C 74 5F 31 5F 4C 31 00 00 00 00 00 00 00 00 03 00 00 00 23 00 48 75 6D 5F 4D 5F 46 65 65 74 5F 42 6F 6F 74 73 5F 4C 5F 50 69 72 5F 44 65 66 61 75 6C 74 5F 31 5F 4C 31 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00>;
}
}
class gCInteraction_PS {
Version = 2;
Properties {
enum gEInteractionUseType UseType = gEInteractionUseType_NPC;
class eCScriptProxyScript EnterROIScript = "OnEnterProcessingRange";
class eCScriptProxyScript ExitROIScript = "OnExitProcessingRange";
class eCScriptProxyScript TouchScript = "";
class eCScriptProxyScript IntersectScript = "";
class eCScriptProxyScript UntouchScript = "";
class eCScriptProxyScript TriggerScript = "";
class eCScriptProxyScript UntriggerScript = "";
class eCScriptProxyScript DamageScript = "";
class eCScriptProxyScript CanAttachSlotScript = "";
class eCScriptProxyScript AttachedSlotScript = "";
class eCScriptProxyScript DetachedSlotScript = "";
class eCScriptProxyScript RoomChangedScript = "";
class gCScriptProxyAIState RoutineTask = "";
bool GroundBias = False;
class bCString FocusNameBone = "";
class bCVector FocusViewOffset = (vec 0.000000 0.000000 0.000000);
class bCVector FocusWorldOffset = (vec 0.000000 0.000000 0.000000);
class eCScriptProxyScript FocusPriorityScript = "GetFocusEntityPriority";
class eCScriptProxyScript FocusNameScript = "GetFocusEntityName";
class bTObjArray<class gCInteraction> Interactions = [
class gCInteraction {
Version = 1;
Properties {
enum gEInteractionType Type = gEInteractionType_Interact_Player;
class eCScriptProxyScript CanInteractScript = "CanInteract_Player_Talk";
class gCScriptProxyAIFunction PreInteractScript = "";
class gCScriptProxyAIFunction InteractScript = "Interact_Player_Talk";
class eCScriptProxyScript PostInteractScript = "";
}
ClassData {
}
},
class gCInteraction {
Version = 1;
Properties {
enum gEInteractionType Type = gEInteractionType_Interact_Player;
class eCScriptProxyScript CanInteractScript = "CanInteract_Player_GetUpDown";
class gCScriptProxyAIFunction PreInteractScript = "";
class gCScriptProxyAIFunction InteractScript = "Interact_Player_GetUpDown";
class eCScriptProxyScript PostInteractScript = "";
}
ClassData {
}
}
];
class bCMatrix SlotOffset = (mat 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 0.000000 1.000000);
enum gEFocusPriority FocusPriority = gEFocusPriority_Normal;
enum gEFocusNameType FocusNameType = gEFocusNameType_Entity;
int InteractionCounter = 0;
class eCEntityProxy SlotWorldItem = {00000000-0000-0000-0000-000000000000};
class eCTemplateEntityProxy SlotItem = {00000000-0000-0000-0000-000000000000};
}
ClassData {
}
}
}
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Read my post as of 18.06.2017 17:20 o'clock.
You need to know the difference of string representations: ASCII or hex and how to convert between them.
"ABC" is 41 42 43
"abc" is 61 62 63
(correct hex notation would be 0x41 0x42 and so on to avoid confusions with decimal notation)
(Feel free to ask further questions in my newly created thread to avoid spamming this tutorial thread.)"in der Erkundung dieser weiten und wunderbaren Welt" (post #70, höre link unten)
TAS for Elex 2 at ELEX II Nexus - Mods and Community (nexusmods.com)
Tuvok, scannen Sie den Planeten nach Mikroplastik!
"Hört mir bloß auf mit "Stormson".
"In Toussaint wird schon für kleinere Schmähungen als diese Satisfaktion verlangt."
Genug der "Blumensträuße". Ich WILL MadBob! Beugt die Realität!
-
- Join Date
- Aug 2017
- Posts
- 7
Hallo! Ich habe hier Hilfe bekommen würde? Wenn im Thema geirrt - leiten Sie. Schwierig zu navigieren.
Text übersetzt Online-übersetzer.
Ich habe versucht der held das Okular bis zum Eintritt der Magier. Okular ohne Magier.
Dank diesem lehrbuch.
Ich konnte dann zu den gewünschten Dateien 0_na_img.pak.
Spoiler:(zum lesen bitte Text markieren)Hum_M_Head_Player_MageGuardian_Skin_1_Df
Hum_M_Head_Player_MageGuardian_Skin_1_Nm
Hum_M_Head_Player_MageGuardian_Skin_1_Co und normales Gesicht...
Gesicht veränderte sich. Aber nicht so.
Ich vermute, dass es was mit der Datei machen Hum_M_Hat_Mag_Ocular_1
Spoiler:(zum lesen bitte Text markieren)
Ich habe versucht, einfach zu machen Bandage wie in Risen 2 (Verband auf dem rechten Auge). Nicht geklappt
Spoiler:(zum lesen bitte Text markieren)Augen sichtbar
Sagen Sie mir, was zu tun ist?
Ohne Unterschied - oder Okular oder Gewebe.
*** *** ***
Repeat in English
Hi! I hope I can get help here? If you made a mistake in the topic - redirect. It is difficult to navigate.
The text below translated by an online translator.
I tried to make myself a "mod" giving the eyepiece hero before joining the wizards. Eyepiece without magicians.
Thanks to this tutorial could view and find the files you need 0_na_img.pak.
Spoiler:(zum lesen bitte Text markieren)Hum_M_Head_Player_MageGuardian_Skin_1_Df
Hum_M_Head_Player_MageGuardian_Skin_1_Nm
Hum_M_Head_Player_MageGuardian_Skin_1_Co and the usual faces...
The face was varied. But not so.
I understand that we need to change the file Hum_M_Hat_Mag_Ocular_1
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I'm just trying to make a bandage as in Risen 2 (the bandage on the right eye). Did not work
Spoiler:(zum lesen bitte Text markieren)Eyes are visible
Tell me how to do?
No matter - the eyepiece or bandage
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Ich vermute, dass ein tpl
I suspect that you need tplLast edited by Alex190; 09.08.2017 at 00:52.
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Fand tpl Datei.
It_PlayerGlove_Guilds.r3tpl
Eine solche Zeile.
Spoiler:(zum lesen bitte Text markieren)class eTResourceProxy<class eCMotionSkinResource2> DefaultMeshResource = "X";
int DefaultMaterialSwitch = 0;
class eTResourceProxy<class eCMotionSkinResource2> MageMeshResource = "Hum_M_Body_Glove_Mag_GlovePlayer_1_L1";
int MageMaterialSwitch = 0;
class eTResourceProxy<class eCMotionSkinResource2> PirateMeshResource = "X";
int PirateMaterialSwitch = 0;
class eTResourceProxy<class eCMotionSkinResource2> DemonHunterMeshResource = "X";
int DemonHunterMaterialSwitch = 0;
class eTResourceProxy<class eCBlendShapeResource2> BlendShapeResource = "X";
Ersetzt "X" - Hum_M_Body_Glove_Mag_GlovePlayer_1_L1
Aktionen: 0_na_tpl.pak -> It_PlayerGlove_Guilds.r3tpl -> It_PlayerGlove_Guilds.r3tpldoc Bearbeiten -> It_PlayerGlove_Guilds.r3tpl -> Neue 8_na_tpl.pak
Ergebnis. Jäger geworden
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Bearbeiten müssen
Aber der gewöhnliche held ohne Okular! Warum? Etwas tun müssen? Wo finde "Hum_M_Head_Main_Player_Skin"? Bitte Hilfe
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Wiederholung
Found tpl file.
It_PlayerGlove_Guilds.r3tpl
The following lines
Spoiler:(zum lesen bitte Text markieren)class eTResourceProxy<class eCMotionSkinResource2> DefaultMeshResource = "X";
int DefaultMaterialSwitch = 0;
class eTResourceProxy<class eCMotionSkinResource2> MageMeshResource = "Hum_M_Body_Glove_Mag_GlovePlayer_1_L1";
int MageMaterialSwitch = 0;
class eTResourceProxy<class eCMotionSkinResource2> PirateMeshResource = "X";
int PirateMaterialSwitch = 0;
class eTResourceProxy<class eCMotionSkinResource2> DemonHunterMeshResource = "X";
int DemonHunterMaterialSwitch = 0;
class eTResourceProxy<class eCBlendShapeResource2> BlendShapeResource = "X";
Replaced "X" - Hum_M_Body_Glove_Mag_GlovePlayer_1_L1
Action: 0_na_tpl.pak -> It_PlayerGlove_Guilds.r3tpl -> It_PlayerGlove_Guilds.r3tpldoc Bearbeiten -> It_PlayerGlove_Guilds.r3tpl
-> New 8_na_tpl.pak
The result. become a hunter
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Need small edits
But the average hero without the eyepiece. Why? Something needs to be done? Where to find "Hum_M_Head_Main_Player_Skin"? Please help.Last edited by Alex190; 09.08.2017 at 13:36.
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The item "It_PlayerGlove_Guilds" is equipped only after the player joins a guild. We cannot change that. The best I could come up with is the following:
The player starts out with the item "It_Feet_HighBoot_Polished" equipped. (I do not think this item appears anywhere else in the game.) We can change the template of that item so that is identical to the template of "It_PlayerGlove_Guilds". This way, the player starts with the ocular instead of the boots.
You can check out the mod here. You have to start a new game and play through the tutorial. After that, the hero wears the ocular.Last edited by Baltram; 10.08.2017 at 00:43.
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Thanks for the reply! I was thinking to change the head. Boots? It's great!
It remains to give the belts from the eyepiece.
Do you really think that would work? Without errors then(I was desperate)?
It wasn't bad. I just don't believe that it happened!
It is difficult to understand: "I do not think this item appears anywhere else in the game"
Could you rephrase that?
Checked a small section of the beginning: it seems to work! Thanks again!
Can I upload this mod to another website (to save, and then one day I lost a necessary file)? With your authorship, of courseLast edited by Alex190; 10.08.2017 at 01:17.
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Here you go. (I modified It_PlayerHair_Guilds.r3tpl so that each guild uses the same head model and material switch.)
The item "It_Feet_HighBoot_Polished" is only used in the very beginning of the game. It is not used by NPCs. And is not possible to loot it or buy it anywhere.
This is good because it means we do not break the game too much if we replace it by the ocular.
Yes, that is okay with me.
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Here you go. (I modified It_PlayerHair_Guilds.r3tpl so that each guild uses the same head model and material switch.)
The item "It_Feet_HighBoot_Polished" is only used in the very beginning of the game. It is not used by NPCs. And is not possible to loot it or buy it anywhere.
This is good because it means we do not break the game too much if we replace it by the ocular.
Yes, that is okay with me.Last edited by Alex190; 10.08.2017 at 01:57.
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Hallo wieder! Weiterhin ändern. Ich reinige das hud (streifen des lebens). Plötzlich.
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Kompass - leben! Was denken Sie, ist das ein Problem?
Aber das ist nicht die hauptsache.
Ich will nicht die einschränkung der magie.
Piraten im stande sind, mit den runen, jäger mit kristallen...
Dies kann man tun?
Wiederholung
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Hello again! I continue to change the game. Clean hud (strip of life). Suddenly.Spoiler:(zum lesen bitte Text markieren)
Compass - strip! This will cause further problems?
But this is not the main issue.
I want to remove the restriction of magic
Pirate knows how to work with runes, hunter and crystals...
This can be done?
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I don't understand the question.
Unfortunately the dialogs with NPCs cannot be modified.
But you can try to modify the NPC sectors. For example, this is the "dialog property set" of Mauricio:Originally Posted by THI_NPC.r3secdoc
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I don't understand the question.
I want to remove life NPC.
Compass saved life remains.
Compass to remove life to remove (screenshot. WTF?)
[Bild: 18282704_m.jpg]
Unfortunately the dialogs with NPCs cannot be modified.
But you can try to modify the NPC sectors. For example, this is the "dialog property set" of Mauricio:Last edited by Alex190; 17.08.2017 at 19:50.
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DebugMode working with Extendet Edition or not?
ERROR 404 NOT FOUND