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  1. #141 Zitieren
    General Avatar von tombom81
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    Hi, maybe it's a matter of "offset". I found the concerning post here.
    As of now I guess that 44 (at 0x2c in .elexdlg: "FSB5") has to be replaced by 400 (0x190) for ELEX 2.
    edit: no, you can't simply replace 44. It's a little bit more complicated...

    (Maybe this has been fixed already on Github; need to have a look at. edit: seems, no solution for elex2dlg so far.)

    @MagusTheMagician: could you send me your fmod.dll (32 bit), if any? Just badly failing in compiling the resman project for 64 bits.
    "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!
    tombom81 ist offline Geändert von tombom81 (15.09.2022 um 21:48 Uhr)

  2. #142 Zitieren
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    Zitat Zitat von MagusTheMagician Beitrag anzeigen
    Thank you very much!

    Btw thanks to your tool I managed to get the Navigation Free Points working ingame. Great Stuff.
    That's cool! (Was too busy to try it out myself. Those daily routines need an overhaul/expanding, imho, but for existing NPCs their routine states are saved in the saves, so any changes would require starting the game from the very beginning. Which I really don't like...)

    If you can fix the dialogues, the immersion levels will be infinite.
    Depends on. I fear there's more than the pointer at offset 4 to be cared for in the bytes up to offset 0x190.

    But atm I'm stuck here:
    Drag/drop of your elex2dlg ("FSB5" at offset 0x2C) -> .wav file
    (conversion of .wav to .MP3, 320 kbps by "Wav To MP3")
    Drag/drop .MP3 -> .elex2snd

    How the h. did you manage to get an .elex2dlg file? (I have a renamed original .elex2dlg for injection but it's not changed.)
    "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!
    tombom81 ist offline Geändert von tombom81 (14.09.2022 um 17:22 Uhr)

  3. #143 Zitieren
    General Avatar von tombom81
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    Zitat Zitat von MagusTheMagician Beitrag anzeigen
    The names of the .mp3 and the stock .elex2dlg must perfectly match.
    I know.
    The problem was that I had the elex2dlg to be modified in the resman directory instead of the MP3 dir... (Thanks for explaning, though.)

    Now for the coding, keep fingers crossed, please...

    The Main thing I'm getting is that a dialogue will be played for its full duration while commandplayjingle will only display subtitles for a hard set of time (like 2s) and it also always cuts the music, even though there are false and true settings for that.
    Another toDo...?

    Btw while the Navigation works as long as the npc is in its original area, if I kick him out of group far away somewhere even the class gCInfoCommandSetRoutine doesn't bring him back.
    You may have a look at Ivan's SetRoutine(s), RoutineName = "Camp"; or
    "STWithMorkons" or "NewStartTavar" or "Prison". Maybe the template (and the entity in the secdoc) need a property change for such long journeys? You could compare your NPC's to Ivan's properties.
    "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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  4. #144 Zitieren
    General Avatar von tombom81
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    Zitat Zitat von MagusTheMagician Beitrag anzeigen
    but of 6 tries I managed to get it to work once and the NPC was still standing at the far away position and just had a ghost in the starting area.
    I remember of a similar problem using an existing NPC (ages ago in ELEX 1).

    I just thought I would have it already released but there is always some small detail in every mod that drags it forever.
    Sounds familiar.

    edit: well, I managed to move the FSB5 block to 0x190 (instead of 0x2C, as it was for ELEX (1)).

    But it's muted in Elex2. Probably some other offsets to be handled? (Between the bold rectangle and the resource revision.)

    (edit 2: the DWORD at 0x721B is the pointer from offset 4 (0x7224) - 0x24, which is 36 and appears in Baltrams code. 0x36A0+0190= 0x3830; 3830+39D0= 0x7200, the 0x10 at 0x721A is "magic")

    Someone with more insight might figure it out (don't bother about the hash 0xADDB7E27 = "class eCDialogueResource2"):

    [Bild: E2_dlg_FSB.jpg]

    For comparison, file with MP3 injected, some values patched manually, still muted ingame:

    [Bild: elex2dlg_still_muted.jpg]

    Anker= anchor, haha. values shifted/patched. Still muted ingame. Maybe I get another idea. Later.

    And "yes", "FSB5" starts at 0x190 now. You wouldn't think me to have missed that, would ye?
    The bytes from offset 8 to 0x18F might contain some surprise (=required offsets), though.

    In fact, it's a little bit naive to think you can leave them unpatched...
    "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!
    tombom81 ist offline Geändert von tombom81 (15.09.2022 um 21:33 Uhr) Grund: update

  5. #145 Zitieren
    General Avatar von tombom81
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    Zitat Zitat von MagusTheMagician Beitrag anzeigen
    Looks like the edit would have to be precise,
    The calculations should match now. Guess, there's another part in the elex2dlg to be patched. Yeah, start of file from offset 8 to 0x18F...

    Using a debugger on loading the dlg file could help, but I'm always lost after the 100 th indirect jmp/call. (It's only a matter of putting the correct breakpoints said my prof, haha.)

    I should be able to release it tomorrow hopefully. It will be so much fun.
    Great! But no hurries. Seems the playing field is yours ...
    "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!
    tombom81 ist offline Geändert von tombom81 (15.09.2022 um 21:35 Uhr)

  6. #146 Zitieren
    Lehrling
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    Zitat Zitat von MagusTheMagician Beitrag anzeigen
    It's finally done. My best examples of what can be done with elexresmans
    Wow! Music from Gothic series! Nice!
    LiveToWin ist offline

  7. #147 Zitieren
    General Avatar von tombom81
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    Zitat Zitat von MagusTheMagician Beitrag anzeigen

    I also tried swapping a modded texture with any random DX12 one and that didn't seem to work either. So maybe DX12 doesn't load modded Image folder at all.
    Too bad.

    Here's what I found about the parameters which need to be changed in the elex2img file for new textures
    (thin line rectangled: hashes, for "width" and so on):

    [Bild: KeLxC1PpE2_DX12_elex2img.jpg]

    (Don't have an idea about the pixelformat, though.)

    edit: DXGI format of the contained dds is DXGI_FORMAT_BC1_UNORM (value: 0x47), if I'm not mistaken.
    edit2: strange: that elex2img DX12 file contains the same texture data as the E1 It_Jetpack.dds which has a DX10 header.
    "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!
    tombom81 ist offline Geändert von tombom81 (15.11.2022 um 20:54 Uhr)

  8. #148 Zitieren
    Abenteurer
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    Could it be that .elexdlg has the sounds' length inside it?
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  9. #149 Zitieren
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    a small bug
    actually a big one

    Code:
    class gCNumericLock_PS {                Version = 2;
                    Properties {
                        int Code = 1922;
                        enum gELockDifficulty Difficulty = gELockDifficulty_CodeOnly;
                        enum gELockSecurityLevel SecurityLevel = gELockSecurityLevel_Easy;
                        class eCScriptProxyScript OnUnlockFailed = "";
                        class eCScriptProxyScript OnUnlockSucceeded = "";
                        enum gELockStatus Status = gELockStatus_Locked;
                        class eCScriptProxyScript OnLockStatusChanged = "";
                    }
                    ClassData {
                        [class gCNumericLock_PS, Version 2] = <01 09 08 01 00 00 00 00 00 00 00 00>;
                    }
                }
    when converting, the Code is not transfered into the hex data of the ClassData, needs to be done manually.
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  10. #150 Zitieren
    General Avatar von tombom81
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    Zitat Zitat von DarthNihilus Beitrag anzeigen
    Code:
    class gCNumericLock_PS {                Version = 2;
                    Properties {
                        int Code = 1922;
                        ...
                    }
                    ClassData {
                        [class gCNumericLock_PS, Version 2] = <01 09 08 01 00 00 00 00 00 00 00 00>;
                    }
                }
    when converting, the Code is not transfered into the hex data of the ClassData, needs to be done manually.
    Thanks for reporting. Which game? E1 or E2? (Don' t expect a quick fix. But it's possible to write a simple tool, that logs the hex addresses of all classdata - NumericLock values of a worldsectorfile.)
    "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!
    tombom81 ist offline

  11. #151 Zitieren
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    Zitat Zitat von tombom81 Beitrag anzeigen
    Thanks for reporting. Which game? E1 or E2? (Don' t expect a quick fix. But it's possible to write a simple tool, that logs the hex addresses of all classdata - NumericLock values of a worldsectorfile.)
    this is for e1
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  12. #152 Zitieren
    General Avatar von tombom81
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    This is the result (codes and their offset addresses) for the Elex 1 worldsectorfile ABE_Interacts:
    Code:
    0. 0xcbc5d af 1a (6831), cbcdb: 06 08 03 01 00 00 00 00 00 00 00 00 
    1. 0xce07f a3 10 (4259), ce0fd: 04 02 05 09 00 00 00 00 04 00 00 00 01 06 00 07 
    2. 0xcea5c ec 18 (6380), ceada: 06 03 08 00 00 00 00 00 00 00 00 00 
    3. 0x1323b8 ff 0c (3327), 132436: 03 03 02 07 00 00 00 00 00 00 00 00 
    4. 0x132d91 34 06 (1588), 132e0f: 01 05 08 08 00 00 00 00 00 00 00 00 
    5. 0x15328a fb 01 (507), 153308: 00 05 00 07 00 00 00 00 03 00 00 00 08 09 04 
    6. 0x68b9ca e4 25 (9700), 68ba48: 09 07 00 00 00 00 00 00 02 00 00 00 01 04 
    7. 0x69adbb d6 1c (7382), 69ae39: 07 03 08 02 00 00 00 00 04 00 00 00 00 01 09 06 
    8. 0x69b6fc 97 25 (9623), 69b77a: 09 06 02 03 00 00 00 00 02 00 00 00 04 08 
    9. 0x69c0d7 9c 14 (5276), 69c155: 05 02 07 06 00 00 00 00 00 00 00 00 
    10. 0x69ca14 99 1e (7833), 69ca92: 07 08 03 03 00 00 00 00 03 00 00 00 01 00 04 
    11. 0x69d354 0b 20 (8203), 69d3d2: 08 02 00 03 00 00 00 00 03 00 00 00 01 07 09 
    12. 0x69dd30 f9 21 (8697), 69ddae: 08 06 09 07 00 00 00 00 00 00 00 00 
    13. 0x69e709 f0 05 (1520), 69e787: 01 05 02 00 00 00 00 00 01 00 00 00 06 
    14. 0x69f047 0f 19 (6415), 69f0c5: 06 04 01 05 00 00 00 00 01 00 00 00 08 
    15. 0x76a98d 73 15 (5491), 76aa0b: 05 04 09 01 00 00 00 00 00 00 00 00 
    16. 0xd2a914 c7 07 (1991), d2a992: 01 09 09 01 00 00 00 00 01 00 00 00 07
    "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!
    tombom81 ist offline Geändert von tombom81 (20.11.2022 um 17:20 Uhr) Grund: typo

  13. #153 Zitieren
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    Hi everyone,

    Just had a quick question about editing Elex 2 templates. The template file extension is apparently .r3tpl, but the resource manager does not support it. How do we edit Elex 2 templates?
    Jobesky ist offline

  14. #154 Zitieren
    General Avatar von tombom81
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    Zitat Zitat von Jobesky Beitrag anzeigen
    Hi everyone,

    Just had a quick question about editing Elex 2 templates. The template file extension is apparently .r3tpl, but the resource manager does not support it. How do we edit Elex 2 templates?
    Hi, it's elex2tpl now, use the latest version, elex2resman from George, 9th of March 2022, iirc.
    "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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  15. #155 Zitieren
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    Hi tombom, thanks for the info. I got it working.

    I suppose this is tangentially related but I had a question about editing a particular mod, found here: https://www.nexusmods.com/elex2/mods...ment=121463040

    In this mod, the author gives the player an XP bonus because of the harder difficulty. I want to reduce that. Under It_jetpack.elex2tpl, there is a string here:

    class gCModifySkill {
    Version = 1;
    Properties {
    enum gESkillModifier Modifier = gESkillModifier_AddValue;
    int Amount = 10;
    enum gESkill Skill = gESkill_Multiplier_XPBonus;
    }
    ClassData {

    The author told me that if I wanted to have instead a *reduction* of XP, I could change it into -10. I wondered, however, if I could make it a multiplier. What are your thoughts on the feasibility of replacing the negative with an x or *? So I would then change it to x0.5 or *0.5. Do you think that would function as a halving mechanism?
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  16. #156 Zitieren
    General Avatar von tombom81
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    Zitat Zitat von Jobesky Beitrag anzeigen
    Hi tombom, thanks for the info. I got it working.

    I suppose this is tangentially related but I had a question about editing a particular mod, found here: https://www.nexusmods.com/elex2/mods...ment=121463040

    In this mod, the author gives the player an XP bonus because of the harder difficulty. I want to reduce that. Under It_jetpack.elex2tpl, there is a string here:

    class gCModifySkill {
    Version = 1;
    Properties {
    enum gESkillModifier Modifier = gESkillModifier_AddValue;
    int Amount = 10;
    enum gESkill Skill = gESkill_Multiplier_XPBonus;
    }
    ClassData {

    The author told me that if I wanted to have instead a *reduction* of XP, I could change it into -10. I wondered, however, if I could make it a multiplier. What are your thoughts on the feasibility of replacing the negative with an x or *? So I would then change it to x0.5 or *0.5. Do you think that would function as a halving mechanism?
    Hi Jobesky,
    the design is restricted. Guess like MagusTheMagician said " it's not really possible to attach more specific options".

    "divide by 2" by simply subtracting, well, say, the value of a is 12
    the only way I can think of to get a=6 is like so:
    b= a;
    //in a loop:
    do {
    b -= 1;
    } while (b+b!=a)
    a=b;

    But how to put this into a elex2tpl?
    Instead you'll need to modify the game's binary code, I guess.

    btw: in your example the Modifier is AddValue. It adds 10 to the Multiplier_XPBonus. I have no idea why it's called Multiplier; does it really multiply XPs? I can't believe it. (Did you check that out?)

    edit: what about gESkillModifier_AddPercentOfMax? (Maybe use with it a negative value?)
    "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!
    tombom81 ist offline Geändert von tombom81 (17.02.2023 um 14:42 Uhr)

  17. #157 Zitieren
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    Zitat Zitat von MagusTheMagician Beitrag anzeigen
    gESkill_Multiplier_XPBonus already works as % multiplier so you don't need to invent anything new. int Amount = 10; makes it 10% plus XP, int Amount = -10; makes it 10% minus XP. You can go sky high with it although I assume that with -100 you won't get any xp anymore. Last note is that it multiplies all xp gains from every source.
    So if I complete a quest worth 100 XP and I kill a creature worth 10 XP and having set it to -50, the display should show that I gained 50 XP and 5 XP, correct?

    That may seem like a silly question but I've seen too many games where the display doesn't match the numbers shown on screen due to some sort of disconnect.
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  18. #158 Zitieren
    Neuling
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    Hi all
    int NumSocketSlots = 3; - the number of weapon slots. The same line is in the armor, but when changed, the armor is not added to the bench. Maybe some other file is responsible for the appearance of the armor in the bench.
    If you find a solution or know how to add armor to a workbench to set gems. I will be glad for any hints
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  19. #159 Zitieren
    General Avatar von tombom81
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    Zitat Zitat von Kros Beitrag anzeigen
    Hi all
    int NumSocketSlots = 3; - the number of weapon slots. The same line is in the armor, but when changed, the armor is not added to the bench. Maybe some other file is responsible for the appearance of the armor in the bench.
    If you find a solution or know how to add armor to a workbench to set gems. I will be glad for any hints
    Well, from a quick glance at the template "It_Bow_Bsk_02_Damaged" I'd assume it's a matter of perks (gESkill_Perk_BuildWeapons here).

    Since there's no Perk gESkill_Perk_BuildArmors, afaik, you can't modify armors that way.

    You could try addiing a modified Receipe_PS to an armor (change Item guids, etc), though and check whether it works. (If you don't, I'll try it, sooner or later...)
    (gERecipeCategory_Gunsmith could cause problems for armors, dunno)
    Code:
    [from It_Bow_Bsk_02_Damaged]
    
            class gCRecipe_PS {
                Version = 1;
                Properties {
                    enum gERecipeCategory Craft = gERecipeCategory_Gunsmith;
                    class bTSceneObjArray<class gCCraftIngredient> CraftIngredients = [
                        class gCCraftIngredient {
                            Version = 1;
                            Properties {
                                class eCTemplateEntityProxy ItemTemplate = {D5E6B2BF-64E8-4C86-9F08-359CA01C76CE};
                                unsigned int ItemAmount = 3;
                            }
                            ClassData {
                            }
                        }
                    ];
                    class bTSceneObjArray<class gCSkillValue> RequiredSkills = [
                        class gCSkillValue {
                            Version = 1;
                            Properties {
                                int Amount = 1;
                                enum gESkill Skill = gESkill_Perk_BuildWeapons;
                            }
                            ClassData {
                            }
                        }
                    ];
                    class eCTemplateEntityProxy ResultItem = {69EF48CC-EE44-4F5D-AB65-62CE3ED9AC35};
                    unsigned int ResultAmount = 1;
                }
                ClassData {
                }
            }
    "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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  20. #160 Zitieren
    Neuling
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    Zitat Zitat von tombom81 Beitrag anzeigen
    Well, from a quick glance at the template "It_Bow_Bsk_02_Damaged" I'd assume it's a matter of perks (gESkill_Perk_BuildWeapons here).

    Since there's no Perk gESkill_Perk_BuildArmors, afaik, you can't modify armors that way.

    You could try addiing a modified Receipe_PS to an armor (change Item guids, etc), though and check whether it works. (If you don't, I'll try it, sooner or later...)
    (gERecipeCategory_Gunsmith could cause problems for armors, dunno)
    Code:
    [from It_Bow_Bsk_02_Damaged]
    
            class gCRecipe_PS {
                Version = 1;
                Properties {
                    enum gERecipeCategory Craft = gERecipeCategory_Gunsmith;
                    class bTSceneObjArray<class gCCraftIngredient> CraftIngredients = [
                        class gCCraftIngredient {
                            Version = 1;
                            Properties {
                                class eCTemplateEntityProxy ItemTemplate = {D5E6B2BF-64E8-4C86-9F08-359CA01C76CE}; - (Upgradable Item It_Bow_Bsk_02_Damaged) item crafting ingredient
                                unsigned int ItemAmount = 3; - number of items
                            }
                            ClassData {
                            }
                        }
                    ];
                    class bTSceneObjArray<class gCSkillValue> RequiredSkills = [
                        class gCSkillValue {
                            Version = 1;
                            Properties {
                                int Amount = 1;
                                enum gESkill Skill = gESkill_Perk_BuildWeapons; - Perk and workbench
                            }
                            ClassData {
                            }
                        }
                    ];
                    class eCTemplateEntityProxy ResultItem = {69EF48CC-EE44-4F5D-AB65-62CE3ED9AC35}; - final item after production
                    unsigned int ResultAmount = 1;
                }
                ClassData {
                }
            }
    Improved or legendary weapons do not have these lines. I have a feeling that the ability to insert stones into weapons is spelled out in the perk file. But I did not find files with perks.

    Assumption.
    How can you use it.
    You can create a file where the armor will have statistics. Strength, enhanced strike, resistances, companion life and so on. And then through the recipe with the requirement of armor, plantain and a little elex. Get improved armor in the game through a workbench.
    But I haven't tried.

    "It_1h_Sword_Sky_01_Enhanced"
    class gCEffectProxy HoldEffect = "eff_wpn_1h_sword_blade_sky_01_reality_loop"; - I'm also trying to find and edit the weapon effect so it stacks faster on the enemy. Because you kill the enemy faster than the effect begins to work.
    And generally understand what the effects do. For example, lightning, in addition to causing damage, also slows down the enemy. If I don't confuse anything.
    Kros ist offline Geändert von Kros (28.03.2023 um 18:31 Uhr)

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