Author Topic: Revival SP modification 1.5 b1  (Read 151528 times)

Nagahaku

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Re: Revival SP modification 1.5 b1
« Reply #30 on: Jan 02, 2012; 07:51 AM »
normal-m means it is a quality for mods, not weapons or armors. i donot know why flagship set this difference option but they did...

and for dragon, if you check more carefully you will find the link at the very bottom of the first post. :)
Charming faces are easy to lose, while the glory of youth never back...

snappin

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Re: Revival SP modification 1.5 b1
« Reply #31 on: Jan 02, 2012; 08:12 AM »
Links dont appear untill you register on the forum, to anyone wondering where the links are.

Wizzbang

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Re: Revival SP modification 1.5 b1
« Reply #32 on: Jan 02, 2012; 08:49 AM »
Ahh okay those are mods. Thank you. I have one final issue that I can think of: How do i manage skills/affixes when they are uncooked? I only know how to edit stats and formulas through the reanimator :[

Nagahaku

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Re: Revival SP modification 1.5 b1
« Reply #33 on: Jan 02, 2012; 10:27 AM »
that would need more study into the scripts... perhaps this link may help you in someway, but you have to figure out most of the formulars as i did before.
http://www.hellgateaus.info/forum/hellgate-london-modification-guides/adjusted-item-properties-updated-22810/
perhaps in the next version of launcher it may be able to cook formulars displayed like what it shown in new version reanimators (1.11 or later), but now you need to study into those numbers...
you can learn the relationship by comparing these numbers with the formulars showing directly in reanimator, and find the way it worked, that may take a lot of time...
and, if you are more fammiliar with reanimator, you can modify them within reanimator and save the .cooked file, then put it into the mod pack, donot forget to delete the original .txt version.
a cooked 1.5b skill table cannot be saved perhaps, in my computer reanimator told me that there are too much entries, you may have to move some entries into blank entries above and make it less than 902 so it can be saved then.
« Last Edit: Jan 02, 2012; 10:31 AM by Nagahaku »
Charming faces are easy to lose, while the glory of youth never back...

Wizzbang

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Re: Revival SP modification 1.5 b1
« Reply #34 on: Jan 03, 2012; 05:17 AM »
Yeah I thought of using the reanimator to export my changes and drop them into the modpack, but then just as you said there are the errors coming up. I think what I'll do is use the 1.21 skills file and then just drop that into a test modpack and see if i can't do a sort of pick-and-mix with the files to make it work.

I'll letcha know how it goes.

EDIT: I tried it your way, but reducing the entries to 901 did not work :[ Gonna go with my original idea.
EDIT2: Nothing works Q_Q

System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Hellgate.ExcelScript._GetNameStr()
 
« Last Edit: Jan 03, 2012; 05:59 AM by Wizzbang »

Skurhink

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Re: Revival SP modification 1.5 b1
« Reply #35 on: Jan 03, 2012; 07:53 AM »
Have played HGL for years  and love the game

Started looking for mods and found this awsome forum.


The mods works like a charm!  :)
Followed the instructions and it worked perfect.

One question, all the chests (crates) have been (so far) empty?!

And these retrainers?! Whats that? lol. Retrain what? My stats or??

Once again, many thanks  :)
You made my day!

Butsutekkai

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Re: Revival SP modification 1.5 b1
« Reply #36 on: Jan 03, 2012; 09:27 AM »
The chests are empty but it s a bug iirc.

For the retrainers, it s for your skills and attributes.
Zeel - 55/50 Evoker                     >
Nx03-Hogire - 55/50 Striker engi >
KrameRr - 55/50 Marksman         >
   All retired :(

Nagahaku

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Re: Revival SP modification 1.5 b1
« Reply #37 on: Jan 03, 2012; 07:51 PM »
Yeah I thought of using the reanimator to export my changes and drop them into the modpack, but then just as you said there are the errors coming up. I think what I'll do is use the 1.21 skills file and then just drop that into a test modpack and see if i can't do a sort of pick-and-mix with the files to make it work.

I'll letcha know how it goes.

EDIT: I tried it your way, but reducing the entries to 901 did not work :[ Gonna go with my original idea.
EDIT2: Nothing works Q_Q

System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at Hellgate.ExcelScript._GetNameStr()
 
uh... this si too bad...
my solution is first edit 1.5b's .txt table, make it less than 902, then cook it with launcher, and then the .cooked table could be able to edit and save with reanimator.
perhaps when my mod released, you can try if Nagahaku Mod's skills.txt.cooked can be saved :)
Charming faces are easy to lose, while the glory of youth never back...

Wizzbang

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Re: Revival SP modification 1.5 b1
« Reply #38 on: Jan 03, 2012; 08:02 PM »
Worth a shot. My 3rd idea was to edit your file in excel and cook it with renanimator but it no work Q_Q Gonna try one last thing.

EDIT: Ya nothing works. I can't import Skills.txt even though it now has only 901 entries. Well, I give up nothing more to do other than wait.
« Last Edit: Jan 03, 2012; 08:09 PM by Wizzbang »

snappin

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Re: Revival SP modification 1.5 b1
« Reply #39 on: Jan 03, 2012; 08:29 PM »
The Cube UI is blank when i use it, Any idea why?

Dandys10

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Re: Revival SP modification 1.5 b1
« Reply #40 on: Jan 04, 2012; 07:09 AM »
Hooray, I translated it into Czech language. Thanks for all the advice on the forum

Malachor

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Re: Revival SP modification 1.5 b1
« Reply #41 on: Jan 04, 2012; 07:59 AM »
normal-m means it is a quality for mods, not weapons or armors. i donot know why flagship set this difference option but they did...
Flagship made mods separate from other items, probably so that they could have differences between them. An example is that mods are rarer than the other items. Another is that enhanced mods are white, whereas enhanced items are green.

H3L10S

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Re: Revival SP modification 1.5 b1
« Reply #42 on: Jan 04, 2012; 10:21 PM »
I haven't played Hellgate for a few years, so I was just wondering, it says in the instructions to run multiplayer after installing the 2.0 patch.

I only used multiplayer shortly after getting the game when it first came out and can't remember the name or password I used and can't create another one.

Do I have to start a multiplayer game from the main menu or just run it until the main menu comes up?.

Malachor

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Re: Revival SP modification 1.5 b1
« Reply #43 on: Jan 05, 2012; 01:32 AM »
or just run it until the main menu comes up?.
This.

H3L10S

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Re: Revival SP modification 1.5 b1
« Reply #44 on: Jan 05, 2012; 02:48 PM »
Thanks Malachor, I wasn't sure if I messed up.