Author Topic: Mod slots.  (Read 8849 times)

Ross_R

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Mod slots.
« on: Jun 18, 2012; 08:56 PM »
OK... so, I found this:
Quote
Having said that, although some items may only spawn with 1 or 2 mods it MAY have a higher number of maximum mod types hard coded into the item (like the Sniper Rifles can spawn with up to 8 various mod slots I think, but they normally spawn with far less) and you can increase up to this hard limit using a Hex editor

One question: how? I'd like to have a Voodoo Rifle with all 8 slots...

Violet-n-Red

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Re: Mod slots.
« Reply #1 on: Jun 19, 2012; 12:05 AM »
there's maximum of 5 slots for voodoo and somewhere were mentioned that you can't  add more slots than model itself can carry, but since snpr has more, maybe you can just change the number of available slots by editing item tables with Reanimator. can't remember how to use it, but it was quite easy to modify whatever you want.
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Ross_R

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Re: Mod slots.
« Reply #2 on: Jun 19, 2012; 12:10 AM »
AIData fields of all sniper rifles, including Voodoo, are exactly the same, From what I understood, they all can be hexed up to 8 slots. Some other field just prevent them normally spawn with all 8 slots. I can be wrong, though.

Malachor

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Re: Mod slots.
« Reply #3 on: Jun 19, 2012; 02:36 AM »
there's maximum of 5 slots for voodoo and somewhere were mentioned that you can't  add more slots than model itself can carry
This isn't quite true, but the model does have a list of the slots. You can use the AIData field to increase the amount, but it's not going to look terribly good, because there's a limit to where the additional mods will appear.

However in Voodoo rifle's case, that's unnecessary.
Look at the props2 column, that determines the number/type of slots a weapon has. Voodoo rifle has a set amount of slots, while the non unique versions have random amounts of each type. So, it just becomes a case of comparing Voodoo rifle and the base weapon, and making the changes needed.

Ross_R

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Re: Mod slots.
« Reply #4 on: Jun 19, 2012; 02:43 AM »
Will try to do it, Malachor, thanks. But... if I'll reset table back to normal, 5-slotted Voodoo, after I'd got 8 slotted Voodoo, will the game glitch somehow?

Also, there's actually 2 battery slots on Trident Rocket Launcher, but none of the Tridents use them both. Perhaps, it was planned to do "Nightmare" variation of Launcher, that would use it... However. Is there some chance to activate this slot via props2 and AIData columns?
« Last Edit: Jun 20, 2012; 03:21 AM by Ross_R »

Malachor

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Re: Mod slots.
« Reply #5 on: Jun 20, 2012; 03:41 AM »
The Voodoo Rifle you have with 8 slots in it may revert back to 5 slots, but I don't think it will. That should be the only glitch that will happen. If it happens.

Hmm, looking at the model, and it has 1 battery, 1 tech, 2 fuel, and 2 rocket slots.
Are you talking about entries 359, 360, and 361?

Ross_R

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Re: Mod slots.
« Reply #6 on: Jun 20, 2012; 03:51 AM »
Yes. Wait a minute, I'll bring on the screenshots.

Here's my Firefox:
http://img607.imageshack.us/img607/657/78099697.jpg
You can see the battery. And on the other side there's empty battery slot:
http://img137.imageshack.us/img137/9930/86586244.jpg
None of the Trident launchers uses it. Any chance to activate it? I mean, it possibly was Nightmare level Trident which use this slot, and maybe there are some leftovers in code...
« Last Edit: Jun 20, 2012; 03:57 AM by Ross_R »

Malachor

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Re: Mod slots.
« Reply #7 on: Jun 21, 2012; 03:27 AM »
I can see why you think that there's 2 battery slots. My apologies, I should have been explained better.
Part of the model are bones, they are used for other things, but more importantly for us, they are used to locate the mod slots.
So even though the model has the space for a battery, there's no battery slot bone for the second battery.
If you modified the AIData so that the weapon had a second battery slot, I think(I haven't tried this) that the second battery would be at the same position as the first battery.

Flagship may have thought about adding a second battery slot, but decided against it for whatever reason, or the model was created like that just so that it looked symmetrical( if it is symmetrical that is).

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Re: Mod slots.
« Reply #8 on: Jun 21, 2012; 03:51 AM »
I can see why you think that there's 2 battery slots. My apologies, I should have been explained better.
Part of the model are bones, they are used for other things, but more importantly for us, they are used to locate the mod slots.
So even though the model has the space for a battery, there's no battery slot bone for the second battery.
If you modified the AIData so that the weapon had a second battery slot, I think(I haven't tried this) that the second battery would be at the same position as the first battery.

Flagship may have thought about adding a second battery slot, but decided against it for whatever reason, or the model was created like that just so that it looked symmetrical( if it is symmetrical that is).

I think Hanbit figured out a way to have the game not display mods on items... (take the unique HG:R/G katana, the Chaos Blade for example) and thus add mods to items that normally shouldn't have them.

Maybe they just screwed with the bones and have the mods show up INSIDE the item...?

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Ross_R

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Re: Mod slots.
« Reply #9 on: Jun 21, 2012; 05:22 AM »
You've checked the model in 3D editor and there were clearly no bones, right, Malachor?

Thank you anyway, you helped a lot. Last question: when I press File, Save it offers me to save txt.cooked file. Where do I need to save it in order to make changes in stable work? Game - original Hellgate: London, official SP 1.2 patch.
« Last Edit: Jun 21, 2012; 09:13 AM by Ross_R »

Malachor

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Re: Mod slots.
« Reply #10 on: Jun 22, 2012; 02:41 AM »
Edit: Backup sp_hellgate_1.10.180.3416_1.18074.70.4256.idx before doing this. If you then wish to revert back, then just copy the backup overwriting the version in data/excel. /Edit

Save it in Hellgate London/Data/
Keeping Reanimator open, look in the File Explorer for data/excel/items.txt.cooked.
Tick the checkbox beside it.
Then click on the Extract and Patch Index button on the righthand side of the File Explorer.
Then overwrite the items.txt.cooked file in Hellgate London/Data/excel, with the one you saved earlier.

When/if you make other changes to the items table, you won't need to anything else but save to Hellgate London/Data/excel/
« Last Edit: Jun 22, 2012; 09:00 AM by Malachor »

Ross_R

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Re: Mod slots.
« Reply #11 on: Jun 22, 2012; 06:01 PM »
OK, here comes the problems... Looks as bad as my GTA IV whenI did it first time...
So... Extract and Patch Index button breaks the game. Tottaly breakes. I've backed up:
sp_hellgate_1.10.180.3416_1.18074.70.4256.dat
sp_hellgate_1.10.180.3416_1.18074.70.4256.idx
sp_hellgate_localized_1.10.180.3416_1.18074.70.4256.dat
sp_hellgate_localized_1.10.180.3416_1.18074.70.4256.idx
Back up doesn't help. Once I've push on Extract and... the game crashes on launch. Shows me weird stuff that I've putted in wrong disk and then critical error. I even didn't replace the cooked file I've extracted. Re-installing the game helps though.
Well, back up may not work because I've probably made bad copies. It's ulikely though. Anyway, it doesn't change the main question: why does the game crash? I need do something else after I've extracted, patched and replaced cooked?

Version of the game: Hellgate: London SP 1.2, European, Russian localization. Reanimator build 1061.
Maybe it is because of localization? Our russian masters often do weird stuff during localization...
Edit: European/English version shows the same crash... should I try to install North American version?
« Last Edit: Jun 22, 2012; 07:01 PM by Ross_R »

Maxunit

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Re: Mod slots.
« Reply #12 on: Jun 22, 2012; 07:26 PM »
I doubt, that the language version might be the problem.

I have the EU/EN Version as well and modding and installing mods works fine.

Which OS do you use? If Windows Vista or Windows 7, are you running everything as Administrator? If not, then this might be the problem, since running apps as a normal user and not as administrator can cause a lot of trouble.

Ross_R

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Re: Mod slots.
« Reply #13 on: Jun 22, 2012; 10:16 PM »
Thank you for your answer, Maxunit. I'm the only user, have the ultimate version of Windows 7, heavily tweaked and customized via console, so I can say, that I have access to everything in system. Antivirus and other stuff never blocked any access for me (I know that antivirus can do some things, so I keep an eye on it). So I can say that access and other admin-related problems is definitely not the my problem.

Maxunit

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Re: Mod slots.
« Reply #14 on: Jun 23, 2012; 02:35 AM »
Can you maybe post one or more screenshots from the errors?