Author Topic: Skill points at level-up  (Read 11455 times)

DMCain

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Skill points at level-up
« on: Jan 28, 2010; 11:52 AM »
I'd like to get 2 skill points per level on my toons. Question is, is it moddable or hard-coded. If it is moddable, could someone please hook me up, or instruct me on how to do this myself. I thought I might find this in the globals with HGLModder, but not there.

I'd like to get into modding for HG:L, but have no idea where to start on it (i.e. tools, file formats, etc). I used to do mods for NWN, NWN2, Oblivion and Fallout3 (got hall of fame award for NWN2 mod).

Any help one way or the other would be appreciated. I'm getting kinda knackered with copying my toons over to my old machine and using a trainer on them for the extra skill points.

Malachor

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Re: Skill points at level-up
« Reply #1 on: Jan 28, 2010; 01:24 PM »
Unfortunately that's hardcoded.

Regarding modding, what sort of mods? Texture based or code? For textures, you can do that already(there's a sticky on the texture types in this forum), for code, you can use a hex editor, or if you were to become a founder, there's a program called reanimator.
Models aren't able to be imported, nor are new strings. I doubt new particle systems would be possible either. So modifying current content is possible(obviously), but not adding new content.

DMCain

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Re: Skill points at level-up
« Reply #2 on: Jan 28, 2010; 08:00 PM »
Well poo, was worth a try.

As far as modding, I've mostly done scripting as the games listed have published tool-sets. I have done a small amount of coding, but not for many years. As for textures and art, very, very little as I have the artistic ability of a dead newt.

I've seen mention of the Reanimator utility in several posts, yet no description of what it can actually DO. I've been tinkering with HGLModder, but all I can get with that thing is the globals (Can only do so much with that). For some reason it won't load the color sets.

Malachor

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Re: Skill points at level-up
« Reply #3 on: Jan 28, 2010; 11:36 PM »
Reanimator let's you more easily modify some of the .txt.cooked files, like items, monsters, quest, treasure, and a few others. We are working on getting the rest of the files more easily editable.

Do you have datacolorset.xml.cooked?

Sradac

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Re: Skill points at level-up
« Reply #4 on: Jan 28, 2010; 11:48 PM »
Hey what about the fact that in MP 1.3 (I THINK) they made it so you arent capped on how many points you could put into most skills per level?  Example, As a summoner that mostly uses the witch doctor, I liked in 1.3 i could save up skill points, hit level 10, and dump say 5 points into my doctor all at once.  Is this doable yet?

Malachor

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Re: Skill points at level-up
« Reply #5 on: Jan 29, 2010; 02:01 AM »
Well, technically it's been doable since we could run the game with the files unhelled. There's nothing stopping anyone from going through skills.txt.cooked and making the changes. Well, after working out what/where it is that needs to be changed anyway ;)

DMCain

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Re: Skill points at level-up
« Reply #6 on: Jan 29, 2010; 09:44 AM »
Quote from: "Malachor"
<snip>

Do you have datacolorset.xml.cooked?
Nope. Might it be hidden somewhere else, or do I need to get that particular file from someplace else?

dawe1313

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Re: Skill points at level-up
« Reply #7 on: Jan 30, 2010; 05:38 AM »
here you go. just use the hellgateaus launcher to install it



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Malachor

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Re: Skill points at level-up
« Reply #8 on: Jan 30, 2010; 08:07 AM »
I should have mentioned that I'd already pm'd him the file  :oops:
And I'll make sure it's in the next revival patch.

DMCain

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Re: Skill points at level-up
« Reply #9 on: Feb 04, 2010; 11:33 PM »
Ok, after digging in the Reanimator for a bit and looking at the players.txt file, I have come across 2 columns I am curious about - perLevelProps1 and perLevelProps2. Might these 2 columns have something to do with points per level? if not, what are they for and what values can be installed there?

Malachor

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Re: Skill points at level-up
« Reply #10 on: Feb 05, 2010; 01:20 AM »
The value in those 2 columns is 0, not 1, so I'm not sure why you'd think they would have anything to do with the skill points.

But be that as it may, they're the same as props1-5, and propsElite(and others which I won't mention).
They reference another part of the file for either, a value, a single/multi parameter property, or a formula. So all you're seeing in players(in props1-4 anyway), is the offset to the start of the aforementioned properties. To be able to change them at this stage, requires using a hex editor, though we're working on improved access for the next version of reanimator(no eta).

DMCain

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Re: Skill points at level-up
« Reply #11 on: Feb 05, 2010; 04:48 AM »
Quote from: "Malachor"
The value in those 2 columns is 0, not 1, so I'm not sure why you'd think they would have anything to do with the skill points.

My thought on these was that since defaults are 5 for stats and 1 for skills, that they may be a bonus amount. Similar to the luckBonus column.

Quote from: "Malachor"
But be that as it may, they're the same as props1-5, and propsElite(and others which I won't mention).
They reference another part of the file for either, a value, a single/multi parameter property, or a formula. So all you're seeing in players(in props1-4 anyway), is the offset to the start of the aforementioned properties. To be able to change them at this stage, requires using a hex editor, though we're working on improved access for the next version of reanimator(no eta).

Since they reference another part of the file, or a separate file, that hasn't been explored or implemented yet, I think I'll leave them alone for now. There was no change when I tinkered with them anyway. :D

Is there anywhere I can find a list of what columns do what and in what file? I've figured out a few in various files by trial and screw-up. But a list of some sort, would give me a place to start and maybe I can figure some of this stuff out and stop askin silly questions, which I'll start posting in the reanimator forum from here on.

Malachor

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Re: Skill points at level-up
« Reply #12 on: Feb 05, 2010; 05:06 AM »
Quote from: "DMCain"
Is there anywhere I can find a list of what columns do what and in what file?
The game's executable has lists for each file(most anyway ;)), but there is nothing that definitively says that this column, named so and so, does this. All we've got is the column names. Most of them you can guess, sure, but others are a little vague.
At the moment our focus is reanimator(which will make mods easier to create), but if people want to dive in with their trusty hex editor, they can. But until reanimator is done, you're on your own for a lot of it.

DMCain

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Re: Skill points at level-up
« Reply #13 on: Feb 09, 2010; 10:16 AM »
Ok, I just had a bizarre thought on how this might be accomplished, but no idea on how to do it, if it can be done at all.

As you know, as soon as you enter Holburn Station, a quest is triggered and you get a message stating that Nemo has an 'artifact' for you. My thought was that each time you level up, a hidden repeatable quest is triggered and completed rewarding 1 skill point. I've looked thru the quest.t.c with reanimator and can see that it MIGHT be possible, but not sure if it can be implemented.

If all else fails, I suppose I could go thru and pick 27 random quests (a few from each station) and have them to award 1 skill point along with the other rewards. This would give a total of 54 'extra' skill points, 27 each from normal and nightmare difficulties.

DMCain

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Re: Skill points at level-up
« Reply #14 on: Feb 09, 2010; 09:45 PM »
Right then, after much consternation and a few broken saves, I could not figure out how to trigger a quest when you level up. So, I resorted to my second option of selecting quests and applying a skill point reward upon completion.

There are 22 Story line quests that award XP, so I changed these to also award a skill point. To bring the total skill points awarded up to 27 in each difficulty level. The 5 'Test of xx' quests award 2. With these changes, a total of 54 extra skill points will be awarded, giving a total of 108 skill points (as opposed to 54) for builds.

If anyone is interested, here it is. It is best used with a new character to take full advantage of the extra skill points. It should work fine with current games, but it does not retroactively add skill points for already completed storyline quests.

To install just unzip and copy it over to your hellgate/data/excel folder.

Revival 1.2.1 files modified:
- quest.txt.cooked