How can I add runes to my save game with the toolset?
#26
Posté 09 novembre 2009 - 02:45
#27
Posté 09 novembre 2009 - 02:54
getting same issue now that comp installed a sql update, if you right click the savegame_backpack and insert a structure it auto fills the value for the new items tree, you can then copy paste rest the fields, sorry lil distracted curr, if brain still awake after game i'll look closer into it to see if i can fig out what was changed and what correct value should be
#28
Posté 09 novembre 2009 - 03:10
PS: Which game are you watching?
#29
Posté 09 novembre 2009 - 03:12
I paste it. I get a whole entry exactly like what was in 31. It shows up as NEWITEM or whatever. I change the entry number to be one more than the last item (so if my bag had 50 items, I make the new one 51).
What else has to be done for a rune?
#30
Posté 09 novembre 2009 - 03:17
#31
Posté 09 novembre 2009 - 03:20
AdamTaylor wrote...
I copied an entry (ie 31 on the list).
I paste it. I get a whole entry exactly like what was in 31. It shows up as NEWITEM or whatever. I change the entry number to be one more than the last item (so if my bag had 50 items, I make the new one 51).
What else has to be done for a rune?
I had to manually add the keys. Right Click the "SaveGame_Backpack" make a new struct. It should auto number to the next one if you have 30 you will get a blank 31 struct. Right click it and create each keytype of the item you want to clone. Then populate it's data fileds with those of the other item.
#32
Posté 09 novembre 2009 - 03:56
#33
Posté 09 novembre 2009 - 04:29
Simon.Omega wrote...
AdamTaylor wrote...
I copied an entry (ie 31 on the list).
I paste it. I get a whole entry exactly like what was in 31. It shows up as NEWITEM or whatever. I change the entry number to be one more than the last item (so if my bag had 50 items, I make the new one 51).
What else has to be done for a rune?
I had to manually add the keys. Right Click the "SaveGame_Backpack" make a new struct. It should auto number to the next one if you have 30 you will get a blank 31 struct. Right click it and create each keytype of the item you want to clone. Then populate it's data fileds with those of the other item.
you dont have to create and enter you can copy paste the fields to the new structure you just created, saves you the step of populating the same data
PS. sillies and cowgirls
#34
Posté 09 novembre 2009 - 04:39
DecalGuy wrote...
Anyway to increse your maximum backpack size beyond 120 or whatever the max end game is?
dunno what max is but...
Top Level Struct
-> SAVEGAME_PARTYLIST
-> SAVEGAME_MAX_ITEMS
that looks like the backpack limit value
#35
Posté 09 novembre 2009 - 05:06
Amlaria wrote...
dunno what max is but...
Top Level Struct
-> SAVEGAME_PARTYLIST
-> SAVEGAME_MAX_ITEMS
that looks like the backpack limit value
I have tested this and it works, but it is best to apply it early to avoid any complications with lost gear etc. Other posts on this board have indicated that it is extremely advisable not to exceed 1000...but I would suggest keeping it under 500 at the absolute most, just to be sure.
Modifié par GunnyCanuck, 09 novembre 2009 - 05:07 .
#36
Posté 09 novembre 2009 - 11:12
Amlaria wrote...
DecalGuy wrote...
Anyway to increse your maximum backpack size beyond 120 or whatever the max end game is?
dunno what max is but...
Top Level Struct
-> SAVEGAME_PARTYLIST
-> SAVEGAME_MAX_ITEMS
that looks like the backpack limit value
Where do u find this?
#37
Posté 10 novembre 2009 - 06:23
DecalGuy wrote...
Amlaria wrote...
DecalGuy wrote...
Anyway to increse your maximum backpack size beyond 120 or whatever the max end game is?
dunno what max is but...
Top Level Struct
-> SAVEGAME_PARTYLIST
-> SAVEGAME_MAX_ITEMS
that looks like the backpack limit value
Where do u find this?
its the path you follow when you open your save in the toolset
#38
Posté 10 novembre 2009 - 07:49
The easiest thing to do is put some junk item in your inventory, use the position and object id for that on the pasted item, and then delete the junk item.
Also note that there are two kinds of item stacks. The trivial kind of item stack (what is used for potions) is what you are editing in the stack element. The non-trivial kind of item stack (what is used for weapons/armor) is set by the position vector.
This game makes some very strange use of 3-vectors. Inventory listing (with stacks) is one of them. Equiped item sets is another.
#39
Posté 10 novembre 2009 - 08:23
#40
Posté 10 novembre 2009 - 09:37
EDIT: are you sure that I can just use some random OBJECT_ID from some 'trash' item? I may as well use then some completely random ID, or are these still tied to a specific object somehow?
Modifié par Whailor, 10 novembre 2009 - 09:44 .
#41
Posté 11 novembre 2009 - 12:27
Whailor wrote...
OK, so for OBJECT_ID I can try to use the ID of some trash item.. What about ITEM_ABILITYID? If I make a custom item with couple of abilities (in properties, or which one does this field exactly want?) then from where can I get this?
I haven't played much with the toolset yet, but creating a custom item from scratch directly inside your save file seems kind of crazy to me. Though you might look at some magic weapons to get ideas.
EDIT: are you sure that I can just use some random OBJECT_ID from some 'trash' item? I may as well use then some completely random ID, or are these still tied to a specific object somehow?
If your random OBJECT_ID happens to collide with another existing object id, then you will be in for some trouble. My presumption is that the game assigns OBJECT_ID's sequentially as they are created. I don't know much about them except that they are a unique means of referencing objects. Also note that lots of things have OBJECT_ID's other than things in your inventory.
#42
Posté 11 novembre 2009 - 01:24
#43
Posté 12 novembre 2009 - 05:14





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