G
Guest
Guest
Hi.
I have a mission - I want to play the singleplayer campaign using one of the non-human races, however I have bumped into a few problems.
Most of them are because I want to design him (her/it) myself, hopefully with FTs own char creation screen.
Here is what I have allready tried:
First I went memory editor. The thought was, that they had to store the race info somewhere in memory, and that I could hack that. I went to the multi char creation screen and after a bit fiddling I found out, that the race is stored as a index into entities_0.bos tables/races.txt.
Only problem was, that I couldn't get it to update the screen after the change, so no special traits or skills above 10 (I don't even know if the race really did change).
New approach. In entities_0.bos I found entities/special/prefab/prefabX.ent (X is 1-5), I then tried to create a dir core/entities/special/prefab/ and extracted one of the .ent files from entities/recruits/ (a dc0X.ent because I wanted a Death Claw) to the new dir and renamed it to prefab1.ent.
This worked rather well, because I could then goto Singleplayer -> New game and choose to modify the first char who now were a Death Claw. My problem didn't show until I got into the game, the char kept his xp and started as level 7.
Hmm, now I could use a .ent editor so that I could reset the xp to 0, cause I couldn't figure xp out myself...
Oh well, next approach: Hex-edit the original prefabX.ent files the change the races.
I quickly found out, that it would be a good idea to only use copies of prefab1.ent because he dosn't have any traits selected. A robot born with gifted is bad, because robots shouldn't be able to pick that trait, he can't unselect it and there can only be selected one more.
I found out that it is the "Item Type" you should change, or to be more excact (probably old knowledge here):
It starts with an int '0900 0000' with the byte count of the next field, those 9 bytes are of course 'Item Type'. Then follows: '0400 0000 0700 0000 0300 0000 424F53', I think the first int (4) gives the byte count of the next interesting item. That item happens to be another int (7) that again gives the byte count of the next field: '0300 0000 424F53'. This also begins with an int (3) with a bytecount, and finally we have '424F53' wich translates to 'BOS' - the race. Why they wrap it into all these bytecounts is beyond me, I think they could at least have ommited the '0700 0000' - but maybe I just don't know enough about .ent files...
Anyway, I changed the '0700 0000 0300 0000 424F53' to eg. '0A00 0000 0600 0000 4D7574616E74' (the last part is 'Mutant'), and lo and behold my prefab-guy became a Super Mutant.
This time though the problem is, that no matter what I changed them to, the perk rate stayed 3 (even with robots, also my ghoul went to 2 after starting to "Fear th Reaper").
I then tried to cut allmost all the fields out of the .ent file (all attribute like fields went), but this only reduced him to a all stats 1 weenie (I am starting to wonder if my robots perk rate didn't go to 99 as it should, hmm?).
Well, anyway I am out of ideas and I was wondering if somebody here could help me with figuring out how to create a completely clean level 0 anyrace .ent char to use as a prefab guy (or gal).
I have a mission - I want to play the singleplayer campaign using one of the non-human races, however I have bumped into a few problems.
Most of them are because I want to design him (her/it) myself, hopefully with FTs own char creation screen.
Here is what I have allready tried:
First I went memory editor. The thought was, that they had to store the race info somewhere in memory, and that I could hack that. I went to the multi char creation screen and after a bit fiddling I found out, that the race is stored as a index into entities_0.bos tables/races.txt.
Only problem was, that I couldn't get it to update the screen after the change, so no special traits or skills above 10 (I don't even know if the race really did change).
New approach. In entities_0.bos I found entities/special/prefab/prefabX.ent (X is 1-5), I then tried to create a dir core/entities/special/prefab/ and extracted one of the .ent files from entities/recruits/ (a dc0X.ent because I wanted a Death Claw) to the new dir and renamed it to prefab1.ent.
This worked rather well, because I could then goto Singleplayer -> New game and choose to modify the first char who now were a Death Claw. My problem didn't show until I got into the game, the char kept his xp and started as level 7.
Hmm, now I could use a .ent editor so that I could reset the xp to 0, cause I couldn't figure xp out myself...
Oh well, next approach: Hex-edit the original prefabX.ent files the change the races.
I quickly found out, that it would be a good idea to only use copies of prefab1.ent because he dosn't have any traits selected. A robot born with gifted is bad, because robots shouldn't be able to pick that trait, he can't unselect it and there can only be selected one more.
I found out that it is the "Item Type" you should change, or to be more excact (probably old knowledge here):
It starts with an int '0900 0000' with the byte count of the next field, those 9 bytes are of course 'Item Type'. Then follows: '0400 0000 0700 0000 0300 0000 424F53', I think the first int (4) gives the byte count of the next interesting item. That item happens to be another int (7) that again gives the byte count of the next field: '0300 0000 424F53'. This also begins with an int (3) with a bytecount, and finally we have '424F53' wich translates to 'BOS' - the race. Why they wrap it into all these bytecounts is beyond me, I think they could at least have ommited the '0700 0000' - but maybe I just don't know enough about .ent files...
Anyway, I changed the '0700 0000 0300 0000 424F53' to eg. '0A00 0000 0600 0000 4D7574616E74' (the last part is 'Mutant'), and lo and behold my prefab-guy became a Super Mutant.
This time though the problem is, that no matter what I changed them to, the perk rate stayed 3 (even with robots, also my ghoul went to 2 after starting to "Fear th Reaper").
I then tried to cut allmost all the fields out of the .ent file (all attribute like fields went), but this only reduced him to a all stats 1 weenie (I am starting to wonder if my robots perk rate didn't go to 99 as it should, hmm?).
Well, anyway I am out of ideas and I was wondering if somebody here could help me with figuring out how to create a completely clean level 0 anyrace .ent char to use as a prefab guy (or gal).