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blackchimes

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  1. Errr, trying to edit the drop rate values gets me an error - apparently I'm putting integer into a string variable... wat.
  2. f*** yeah, now we can get some modding done. [Edit]How to read drop rates(based on common sense, gut feeling, and spending hours in Undead Burg farming enemies there for 10 Humanity several times): There's two kinds of data for drops. Horizontal(Item ID 1, Item ID 2, etc.) and vertical(multiple entries for a single enemy ID, for example the Undead Warrior (Sword) has four entries: 25400000, 25400001, 25400002, 25400003). The difference seems to be that out of horizontal entries, only one can drop at a time. So for our Undead Warrior (Sword) with ID of 25400000, we have 97% chance to get nothing(Item 1, empty value), 2% chance to get the Shortsword(Item 2, 2% value) and 1% chance to get the Cracked Round Shield(1% chance, Item 3). So you can get either the sword or a shield from an Undead Warrior (Sword), you will never get both. Crystal Lizards(ID: 3300000) are another good example of this mechanic - they always drop two("Item count" value) Twinkling Titanite and one other random ore. This limitation does not apply to vertical entries. These are calculated separately. So it is theoretically possible to get the entire armor set from an Undead Warrior (Sword) all in one drop. The chance of that happening is of course 1:1000000, so don't count on it. I do not know how Item Discovery Rate affects these values. For this we'd have to peer into the source code. In some cases the entry for the first item is over 100%. For example, for the Undead Soldier (Spear) (ID:25500004), the base drop chance for Titanite Shard seems to be 16%. Hovewer the chance for dropping nothing is 984%. I believe this means that the actual item drop rate is nerfed tenfold(984+16=1000), so in this example the 16% becomes 1.6%, which is more in line with what I observed in the game. This might be because whatever crazy formula FROM used for calculating drop rates only accepts integers. Or it might be because FROM is full of weirdos who love overly convoluted mechanics.
  3. No problem man, if you get that thing working it will be the best thing that ever happened to Dark Souls modding scene since the "THANKS OBAMA" death message. Hell, even just being able to actually look at enemy stats and drop rates would be great.
  4. Are you the next Monarch? This sounds amazing. I'll give it a go as soon as I get back from work. [Edit] Or not. I get a crash at startup, something about System.ArgumentOutOfRange in mscorlib. I'm on .NET 4.5.1
  5. Female characters have different walk, run, sprint and standing animations than male ones. The silly strut aside, what bothers me most is the different standing animation because it causes this to happen: 1. You do something(attack, parry, use item, etc.), the animation plays 2. The animation ends in the default male stance 3. The body then shifts to the default female stance in a very awkward way In case you have no idea what I'm talking about, just create a female char, rotate the camera so that you see the front, and parry. Then look what happens to the character's legs and arms after the parry animation ends. So my actual request is this: copy over the male animations over the female ones so that female characters use the male animations for everything. Copying just the stance animation would be better, but I feel this might cause further problems and generally be too bothersome to do.
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