RetsReds 64 Posted June 3, 2021 Share Posted June 3, 2021 So, this is probably way above my skill set but I'd be remiss if I didn't ask - how complicated is it to mod/replace combat arts? Say, something simple like replacing a seraphim's Soul Hammer with Demonic Blow - how complicated would that be? The animation can remain the same, as well as the sound effect - it'd just be a matter of tweaking some numbers and lines in one/several text docs, right? It'd be awesome if someone could give me some pointers. 1 Link to comment
Popular Post dimitrius154 614 Posted June 4, 2021 Popular Post Share Posted June 4, 2021 (edited) On 6/3/2021 at 7:03 PM, RetsReds said: So, this is probably way above my skill set but I'd be remiss if I didn't ask - how complicated is it to mod/replace combat arts? Say, something simple like replacing a seraphim's Soul Hammer with Demonic Blow - how complicated would that be? It's not complicated, and pretty compatible with your current savegame. Just keep the spell name, the "aspect", "focus_skill_name", "lore_skill_name", "sorting_rank" substrings in spells.txt unchanged and it's a go. In that particular example. Some CA's have certain mechanics tied to "eiStateName" and some timings tied to animations. Over-engineered? Lacking common sense approach? Welcome to German software. Edited June 4, 2021 by dimitrius154 1 1 Link to comment
chattius 2,610 Posted June 4, 2021 Share Posted June 4, 2021 57 minutes ago, dimitrius154 said: Over-engineered? Lacking common sense approach? Welcome to German software. I feel insulted and can choose the weapon: Zweihänder I work with explosives and try to keep the code for my simulations as easy as possible using interval arithmetic because of survival instinct. I won't say which countries had nice people who forced me to run the software on a computer not connected to the internet. 1 Link to comment
RetsReds 64 Posted June 5, 2021 Author Share Posted June 5, 2021 16 hours ago, dimitrius154 said: It's not complicated, and pretty compatible with your current savegame. Just keep the spell name, the "aspect", "focus_skill_name", "lore_skill_name", "sorting_rank" substrings in spells.txt unchanged and it's a go. In that particular example. Some CA's have certain mechanics tied to "eiStateName" and some timings tied to animations. Over-engineered? Lacking common sense approach? Welcome to German software. Awesome, thanks. I hoped that just tinkering with spells.txt would be enough but had to check if there isn't anything else I'd need to do. I'm glad there isn't. 1 Link to comment
Flix 5,162 Posted June 5, 2021 Share Posted June 5, 2021 For total authenticity you will also want to change the icon(s) and also the text inside global.res. 1 Link to comment
gogoblender 3,185 Posted June 5, 2021 Share Posted June 5, 2021 5 hours ago, Flix said: For total authenticity Love this Flix gogo Link to comment
RetsReds 64 Posted June 6, 2021 Author Share Posted June 6, 2021 15 hours ago, Flix said: For total authenticity you will also want to change the icon(s) and also the text inside global.res. The icon doesn't seem like a problem but changing the CA/mods description would be nice. What is this global.res and where is it? Link to comment
RetsReds 64 Posted September 17, 2021 Author Share Posted September 17, 2021 (edited) So, I've come back to this idea. I found the global.res file but I can't figure out how to open it. I tried the RES file viewer but it gives me an "Error, could not open file (Open: unknown filetype)" Notepad++ opens it but the text is just gibberish. What program are you using for .res files @Flix? I'm reading that Visual Studio is the way to go but I'm wondering whether it's above my pay grade. I'm thinking of swapping Cascading shroud with Instill belief to make a more jedi-like HE with a lightsaber and the forcefield shield. Edit: I'm assuming that even if I don't change the texts in the .res file, the mods still work properly, right? I'll just have to pick the right ones, regardless of what their text says. Edited September 17, 2021 by RetsReds Link to comment
Popular Post Flix 5,162 Posted September 17, 2021 Popular Post Share Posted September 17, 2021 6 hours ago, RetsReds said: So, I've come back to this idea. I found the global.res file but I can't figure out how to open it. Here, this topic should be of some use: 1 1 Link to comment
RetsReds 64 Posted May 9, 2022 Author Share Posted May 9, 2022 On 6/4/2021 at 9:41 PM, dimitrius154 said: Some CA's have certain mechanics tied to "eiStateName" and some timings tied to animations. Over-engineered? Lacking common sense approach? Welcome to German software. Hey, a quick follow-up if it's not too much bother - would the High Elf's Shadow Step in this category by any chance? I'm trying to tinker with its duration, as I want it to last as long as a standard horse/shadow warrior leap. But no matter what I change, even when I remove the "entry0 = {"et_teleport_2sec", 0, 50, 0, 8 }," line, the 2-sec base duration at level 1 still remains. Is there a way to tweak the duration on level 1? I remember that it shortens as you level the CA up, so maybe I can push it forward to a point where it has a shorter duration and then fix it there? I'm just not sure which number does what. Link to comment
dimitrius154 614 Posted May 9, 2022 Share Posted May 9, 2022 10 hours ago, RetsReds said: would the High Elf's Shadow Step in this category by any chance? According to what I see in the "cSpellHeTeleport" code within s2logic.dll, the 2.0 base value is hardcoded. Link to comment
RetsReds 64 Posted May 9, 2022 Author Share Posted May 9, 2022 22 minutes ago, dimitrius154 said: According to what I see in the "cSpellHeTeleport" code within s2logic.dll, the 2.0 base value is hardcoded. Blah, figures... Do you know what I can change to the "entry0 = {"et_teleport_2sec", 0, 50, 0, 8 }," to make it get to <2 sec faster? It becomes near-instantaneous at later levels but I don't know what these values mean. I just changed the model of the Fey Drake with that of a Flaming horse (and the animations) as I want a horse-riding HE that can cast stuff. So, I want to match the Shadow step speed with that of Leap so the animations match. I did the same with a Shadow warrior and just beat niob with him. It was very fun to play a proper horse rider that can do stuff on horseback even though it was the exact same SW build I've played before. Link to comment
dimitrius154 614 Posted May 9, 2022 Share Posted May 9, 2022 3 hours ago, RetsReds said: Do you know what I can change to the "entry0 = {"et_teleport_2sec", 0, 50, 0, 8 }," to make it get to <2 sec faster? Setting 50 to 100 should increase the progress approximately 100%. Link to comment
RetsReds 64 Posted May 10, 2022 Author Share Posted May 10, 2022 3 hours ago, dimitrius154 said: Setting 50 to 100 should increase the progress approximately 100%. Ok, I'll tinker with that, thank you. Link to comment
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