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Messages - Night

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181
Modding / Re: Any active modders?
« on: December 01, 2019, 11:30:27 PM »
Firstly and foremost thanks to "Jack-jackspack, Brygun, JCM, Sufficency, Njerpez, and whomever else contributed to these mods. i am just edditing them so they all work in cohesion.

I'm not really a modder per say, but i have taken a few mods and put them together, they work, tho I do need more gfx/truetile for the items as using the same gfx/truetile (as in [it-punt) seems to make the punt disappear as soon as you use it... -

I'd like to work directly with someone on playing with these sorts of things, moving beyond what the current modding capabilities offer, or streamlining the creation process by creating a tool to assist with mod making. I could probably remake the entire crafting system, but I lack control over turn processing, so albeit possible, it would lack the same feeling as the base game (craft item > time passes instantly > no gametick updating) but it would open up a vast array of item manipulation tools, which could be translated into usable features for example, you could track an items age that you have crafted and add decay to the item over time, or even "upgrade" an items quality. Many other things are possible. I have many ideas on my mind, NPC creation, localmap editing import/export, random events. Working along side someone familiar with the modding system would help me understand more about what type of implementations of this will feel and look good.

182
Modding / Any active modders?
« on: December 01, 2019, 07:52:06 AM »
Looking to start collaborating more with the community, any active modders working on anything? I've been considering making some mod tools to make modding more user-friendly, but I'm not to familiar with the modding syntax myself, could be cool to see what I could come up with alongside someone who knows the modding syntax well.

I've also considered making a GFX manager to handle truetile and truegfx folders for custom sprites and gfx, but I haven't investigated too much, are people still doing GFX overhauls?

There are many other things that could theoretically be done with the current mod system + memory editing, but are more likely to be bug prone.

Anywho, if anyone wants to start something or just wants to talk about theory let me know, maybe we could get a group chat started somewhere.

edit: forgot to mention I also do pixel art, so if someone is looking for GFX for their mod, that is something I can also assist with, examples of my work:
https://www.deviantart.com/dr-night/art/Digital-PS-Icon-snapshot-2-763501321
https://www.deviantart.com/dr-night/art/Digital-PS-Map-1-763618568


edit: Contact info for mod makers looking to collaborate:

Steam: https://steamcommunity.com/id/Nightipoo/
Skype: xxvnightvxx (easiest place to reach me)
Discord: Night#9736

183
Mod Releases / Re: [3.60] URWCharacterMenu
« on: November 24, 2019, 04:56:05 PM »
Yes I intend to add something to edit time in a future version, Ive actually got quite a bit of new features coming out next version that I think people will like, item editor is coming along very nicely. Ive also added teleport waypoints, click-teleport, click-direction and started working with overlays so it looks nicer. Next version will probably be released after I complete item editor.

Ill probably add time editor/freezing next release as well since its fairly simple to do.

184
Mod Releases / Re: Looking up vanilla item prices and weights
« on: November 22, 2019, 09:50:32 PM »

Actually every melee weapon has an attack/defense bonus, which is represented by a number from 0 to 6. You can check in-game by examining the weapon in your inventory, and even mod the values:
https://www.unrealworld.fi/wiki/index.php?title=Weapons

On the other hand, the accuracy parameter should be only for bows and crossbows, but it's hidden in-game and cannot be modded.

Ranged accuracy is in the struct this table was scraped from (modifiable via cheat engine). Bonus attack and defense were not described in the struct as far as I could see. Maybe someone else can spot it:

http://prntscr.com/q0rttk

Also, bows aren't exclusive to the ranged accuracy value, spears also have a ranged accuracy (not described on wiki as far as i know).

http://prntscr.com/q0s2he


edit: Potentially found attack/defence bonus. confirming atm.

Attack/defense bonus were stored in an unusual way making it hard to correlate the wiki values to data.
http://prntscr.com/q0saqb

52 represents the attack AND defence bonus for the item staff in this case, converting 52 to hex we get 0x34, and then splitting the two numbers from each other we get the respective values 3 and 4 for defense and attack bonus. strange that its done this way...

here are some other values for reference:

Battlesword: Value 37, hex 0x25, bonus values 5 attack 2 defense.
Staff: value 52, hex 0x34, bonus values 4 attack, 3 defense.
Scimitar: value 34, hex 0x22, bonus values 2 attack 2 defense.
Boardsword: value 35, hex 0x23, bonus values 3 attack 2 defense.
Mace: value 19, hex 0x13, bonus values 3 attack 1 defense.

Highly likely this value represents the bonus'.


edit2: I have found another table created by someone on the wiki, including some values not included on this table. this is for version 3.52, however it should still be relevant.

https://github.com/fabio-t/UrwObjDump/blob/master/Dumps/3.52.constant.obj.csv

185
Solved'n'fixed bug reports / Re: [3.60] Typo in herb effect (?)
« on: November 22, 2019, 10:11:49 AM »
I was just unsure if it was an actual word or not. Google didn't return anything, so I assumed it could be a typo.

186
Not sure if this is a typo or not, but found this while i was playing with herb effects in cheat engine
http://prntscr.com/q0gj8t

187
Mod Releases / Re: Looking up vanilla item prices and weights
« on: November 22, 2019, 05:30:04 AM »
By the way, in the table I see no entries for attack/defense or accuracy. Are they stored somewhere else?

Attack/defence are determined by the blunt, edge, point, tear, squeeze, and warmth values as far as I know.
Melee accuracy I couldn't find, but ranged accuracy has its own value not currently described in the table, but it is in the data struct the table is based off of.

I may post my own findings/documentation later, as this table doesn't fully describe all the data, but has most.

the final value of the item (not base value) is also affected by quality, which is described here: https://www.unrealworld.fi/wiki/index.php?title=Quality

188
Mod Releases / Re: Looking up vanilla item prices and weights
« on: November 16, 2019, 11:35:17 PM »
And if you don't want to run it yourself, here's the full table dump from CONSTANT.OBJ: 

https://docs.google.com/spreadsheets/d/1l3JpN3IcZu3h82NXmfZ8F3hl1vYbAiQwFngQ1rB5dDs/edit#gid=0

Just wanted to give a huge thanks for this, been manually mapping this struct in cheat engine, this should help tremendously. I'd also like to point out, that Weight1 is actually the data value for deterioration, despite it being the same value as Weight2. When the item deteriorates, it loses a small chunk of Weight1's value.


189
Mod Releases / Re: [3.60] URWCharacterMenu
« on: November 13, 2019, 09:36:01 PM »
Any plan for a cross platform version? (Linux)

This is probably possible with mono, but I'd have to do my research on it as I've never used it, and probably learn a bit of linux which I'm not too familiar with. So probably not in the near future, at least by me. I might dabble in it at some point, since you asked, but no promises ;)

190
Mod Releases / [Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b
« on: November 12, 2019, 06:49:07 AM »
[Outdated][3.71][3.63][3.62] URWCharacterMenu v1.0.4b

Ancient cheat menu I've been working on for the past couple of year's, noticed a lot more people playing since steam release and decided to create something more user-friendly than manually using cheat engine.

Warning: When using the injury editor, make sure your injuries are valid when adding new ones (type, severity, location, damage, side) as I have not added error checking for incomplete injuries, and they do cause a game crash when viewed.

Menu:


Inventory:


Injury Editor:


Map tab:


Console:


Console commands:
  • ~ key - Opens console. Must have Unreal world focused.
  • /tpadd waypointname - Adds a waypoint at your current location to your characters waypoint file.
  • /tpdel waypointname - Removes a waypoint from your waypoint list.
  • /tp waypointname - Teleports to a saved waypoint.
  • /tp x y - Teleports to X Y map location.
  • /tpclick - Toggles localmap left-click teleportation, must be zoomed in. (when you reach map render edge, you must move manually to update the map)
  • /dirclick - Toggles ability to right-click on a direction to face it.
Features:
  • Skill & Attribute Editor
  • Stats Editor
    • General Stats (Hunger, Thirst, Nutrition, Energy, Carry Weight, Temperature, Fatigue)
    • Cosmetic/Identity Stats (TribeID, Weight, Height, Phobia, Physique, Gender)
    • Additional values (Starting XY location, Current XY location, Time of day, Starting skill points)
  • Injury Remover
  • Injury Editor
  • X-Ray Vision
  • Inventory Editor
    • Item ID - Changes the item to another one.
    • Quantity - Changes how many of these items you have in your inventory.
  • Name & TribeName customization
  • Teleportation
  • Local-map Onclick teleportation
  • Onclick direction changing
  • Teleport waypoints (example: /home)
  • Map tab
    • Render map - Renders game map, saves as image file.
    • Zoomed - Toggles zoom mode.
  • Tutorial/Goal changer
Future goals:
  • Item Editor
  • NPC Spawner
  • Fast Build/Task
  • Tile Editor
  • Game file exploits
  • Overlayed UI
  • Github repo
  • Save and load character settings
  • Load default items into characters .obj file
  • Adding / Removing rituals
  • Skill increase proficiency
Version History:
  • v1.0.4b - Added patch to remove checksum error message; Updated to 3.71.
  • v1.0.4 - Updated to 3.70 for steam users, forgot to do standalone for 3.63 (so use 3.62 I guess), added textilecraft to skill list.
  • v1.0.3c - Updated to 3.63 for steam users, 3.62 added for standalone users.
  • v1.0.3b - Fixed bug in injury editor, added Last tutorial/goal changer, condensed character page for a little more space, added map rendering/viewing on map tab
  • v1.0.3 - Updated to 3.62 for steam users, added injury editor
  • v1.0.2b - Revised inventory editor code and (hopefully) patched all bugs, fixed bug with text encodings, upgraded version checking substantially. Other forgotten minor-bug fixes.
  • v1.0.2 - Fixed bugs with saving/loading waypoints, fixed multiple bugs in inventory editor and improved functionality, added injury remover, added xray-vision, fixed version checking
  • v1.0.1b - Fixed multiple bugs in inventory editor, added button to add new items to inventory, added version checking
  • v1.0.1 - Added console, inventory editor, time of day, skill points, various console commands, various bug fixes, item ID scraper
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:
https://steamcommunity.com/id/Nightipoo/

Download attached to thread.

Credits:
   Night - Creator/Programming.
   Jiggie - Item ID assistance, assembly injection.
   Boomer/Jagsy - Game save files for referencing.
   Strix - Trigonometry for changing directions w/ mouse.
   Enormous Elk - Unreal world.
   Stefan - Testing.
   thefinn777 - Identifying and mapping cultural & tile map addresses and data.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

191
Hovering over the F1 to launch encyclopedia button while pressing - on the number pad increases skill points, pressing + does not decrease skill points, also increases the black transparent overlay with each keypress until focus over the button is lost.

Screenshot: http://prntscr.com/pvorld

192
Modding / [Request] Object ID list or other ideas?
« on: November 07, 2019, 09:36:17 AM »
Hi! More of a question for sami as I think he will have more of a direct answer, just wondering if you had a list of object ID's, I've managed to find the array containing the players inventory items ID's in memory, however I haven't been able to link the ID's to any public list, was wondering if you could help me out if you had any ideas?

here are acouple of IDs and their item representation i have scrapped manually:

50000 / 0xC350 - Flat Rye Bread
50001 / 0xC351 - Fur footwear
50002 / 0xC352 - Nettle trousers
50138 / 0xC3DA - Rough spear

Any help/recommendations on this would be great, as my only current option is to manually identify and label each ID to an item. Thanks!

Edit: probably going to make a scraper tonight and get the remaining working IDs, might also test some other items after finding them as the IDs i was playing with didnt seem to encompass all possible items, and had duplicates, more items should shed light on the ID's.

Edit2: Slowly documenting item stuff, the addresses i was looking at previously encompass ID's generated by the game as time progresses, so simply put each character has a small predefined set of item ids you can play with, and as you encounter more items this list of item ids expands. There are larger lists that encompass all of the item types you can expect, but they do not include item ID's your inventory can use.

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