-
Posts
20 -
Joined
-
Last visited
jared19's Achievements
-
[Mod Request] - Dodge Roll For Any Class
jared19 replied to Extrem3's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
From the description As of edit 31, there's an update/change in the core script, so it may be broken for now. -
No class restriction for pieces of armor
jared19 replied to Kessler40's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
Hmm, are you're using the 1st post table? Yes that one is outdated. Scroll down to the 6th post, by Cielos. That one is updated constantly. Last time I dl it, about 2-3 days ago, it's edit 28. Now it's edit 31. The "Ignore Equipment Vocation Restriction" has been updated again. -
Anyone know in what file weapon and armor stats are kept? I found these files in bbs_rpg.arc: model\pl\parts\f_parts.amr model\pl\parts\f_parts.nmr model\pl\parts\f_parts.ntr model\pl\parts\h_parts.amr model\pl\parts\h_parts.atr model\pl\parts\m_parts.amr model\pl\parts\m_parts.aor model\pl\parts\m_parts.atr model\pl\parts\m_parts.nmr model\pl\parts\m_parts.ntr I suspect the .amr files list what armor uses what model. Decoded, it can be useful for model swapping, as it can add/remove parts to an armor. But I dunno how to decode it. Others I dunno. Can't seem to find an XML for the stats though
-
Well, to complement your info, here's what I found: Basic XML Structure (Pertinent Data Only) ----------------------------------------- <class name="mPlayerDataManual" type="sSave::playerData"> <class name="mPlCmcEditAndParam" type="sSave::playerEditAndParam"> <class name="mPl" type="cSAVE_DATA_PL"> ... (Arisen data) </class> <array name="mCmc" type="class" count="3"> // Pawn list <class type="cSAVE_DATA_CMC"> ... (Pawn data) </class> <class type="cSAVE_DATA_CMC"> ... (Pawn data) </class> <class type="cSAVE_DATA_CMC"> ... (Pawn data) </class> </array> </class> </class> For pawns, usually the 1st listed in the mCmc array is the main pawn, but see mPawnType for sure Arisen Data ----------- <class name="mPl" type="cSAVE_DATA_PL"> <class name="mEdit" type="cSAVE_DATA_EDIT"> ... (Appearance Data) </class> <class name="mParam" type="cSAVE_DATA_PARAM"> </class> Pawn Data --------- <class type="cSAVE_DATA_CMC"> <class name="mEdit" type="cSAVE_DATA_EDIT"/> <class name="mParam" type="cSAVE_DATA_PARAM"/> <s32 name="mStatus" value="0"/> <array name="mUseSceneTalk" type="u32" count="6"/> <array name="mStudyFlag" type="u32" count="322"/> <array name="mLocalStudyFlag" type="u32" count="322"/> <array name="mStudyData.EncountFrame" type="f32" count="72"/> <array name="mStudyData.KillCnt" type="u32" count="72"/> <array name="mStudyData.UniqueCnt" type="u8" count="116"/> <f32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mValue" value="200.000000"/> <f32 name="mInfo[ INFO_TYPE_PRUDENT ].mValue" value="200.000000"/> <f32 name="mInfo[ INFO_TYPE_POOR_AIM ].mValue" value="200.000000"/> <f32 name="mInfo[ INFO_TYPE_STRATEGY ].mValue" value="200.000000"/> <f32 name="mInfo[ INFO_TYPE_TACTICS ].mValue" value="200.000000"/> <f32 name="mInfo[ INFO_TYPE_PROTECTION ].mValue" value="200.000000"/> <f32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mValue" value="200.000000"/> <f32 name="mInfo[ INFO_TYPE_CURIOSITY ].mValue" value="800.000000"/> <f32 name="mInfo[ INFO_TYPE_GATHER ].mValue" value="200.000000"/> <f32 name="mInfoEx[ INFO_TYPE_EX_TALK ].mValue" value="500.000000"/> <f32 name="mInfoEx[ INFO_TYPE_EX_SKILL_USE ].mValue" value="500.000000"/> <s32 name="mPawnType" value="1"/> <u32 name="mEmployGamePlayTime" value="0"/> <class name="mOnlinePawnInfo" type="cOnlinePawnInfo"/> </class> NOTE: mPawnType 0 Hired Pawn 1 Main Pawn Appearance Data --------------- <class name="mEdit" type="cSAVE_DATA_EDIT"> <array name="(u8*)mNameStr" type="u8" count="25"/> <u8 name="mGender" value="1"/> <u32 name="mNickname" value="412"/> <u8 name="mVoice" value="3"/> <u8 name="mPersonality" value="0"/> <u8 name="mFaceBase" value="41"/> <u8 name="mFaceEye" value="19"/> <u8 name="mFaceEyebrow" value="34"/> <u8 name="mFaceNose" value="5"/> <u8 name="mFaceMouth" value="16"/> <u8 name="mFaceEar" value="4"/> <u8 name="mOfsXFaceEye" value="2"/> <u8 name="mOfsYFaceEye" value="0"/> <u8 name="mOfsXFaceEyebrow" value="2"/> <u8 name="mOfsYFaceEyebrow" value="1"/> <u8 name="mOfsYFaceNose" value="1"/> <u8 name="mOfsYFaceMouth" value="2"/> <u8 name="mOfsYFaceEar" value="1"/> <u8 name="mOfsZFaceEar" value="3"/> <u8 name="mSclFaceEye" value="3"/> <u8 name="mSclFaceNose" value="2"/> <u8 name="mBodySlender" value="1"/> <u8 name="mBodyMuscle" value="1"/> <u8 name="mBustScale" value="3"/> <u8 name="mHumanBodyAll" value="5"/> <u8 name="mHumanHead" value="6"/> <u8 name="mHumanBody" value="9"/> <u8 name="mHumanArm" value="3"/> <u8 name="mHumanLeg" value="1"/> <u8 name="mMovement" value="2"/> <u8 name="mPosture" value="3"/> <u8 name="mWrinkleFace" value="0"/> <u8 name="mMakeupFace" value="11"/> <u8 name="mScarNo" value="9"/> <u8 name="mColorHair" value="1"/> <u8 name="mColorEyeR" value="11"/> <u8 name="mColorEyeL" value="11"/> <u8 name="mColorBody" value="2"/> <u8 name="mColorBeard" value="0"/> <u8 name="mColorEyebrow" value="0"/> <u8 name="mColorMakeup" value="19"/> <u8 name="mHairNo" value="46"/> <u8 name="mBeardNo" value="23"/> </class> Names ----- <array name="(u8*)mNameStr" type="u8" count="25"> <u8 value="65"/> <u8 value="100"/> <u8 value="97"/> .... </array> Each child nodes of the array is a single character of the pawn name in ASCII code Inclinations ------------ <class type="cSAVE_DATA_CMC"> ... <f32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mValue" value="0.000000"/> <f32 name="mInfo[ INFO_TYPE_PRUDENT ].mValue" value="0.000000"/> <f32 name="mInfo[ INFO_TYPE_POOR_AIM ].mValue" value="0.000000"/> <f32 name="mInfo[ INFO_TYPE_STRATEGY ].mValue" value="0.000000"/> <f32 name="mInfo[ INFO_TYPE_TACTICS ].mValue" value="0.000000"/> <f32 name="mInfo[ INFO_TYPE_PROTECTION ].mValue" value="0.000000"/> <f32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mValue" value="0.000000"/> <f32 name="mInfo[ INFO_TYPE_CURIOSITY ].mValue" value="0.000000"/> <f32 name="mInfo[ INFO_TYPE_GATHER ].mValue" value="0.000000"/> ... </class> Scather INFO_TYPE_BELLIGERENT Medicant INFO_TYPE_PRUDENT Mitigator INFO_TYPE_POOR_AIM Challenger INFO_TYPE_STRATEGY Utilitarian INFO_TYPE_TACTICS Guardian INFO_TYPE_PROTECTION Nexus INFO_TYPE_SAME_SUPPORT Pioneer INFO_TYPE_CURIOSITY Acquisitor INFO_TYPE_GATHER Vocation -------- <!-- Arisen --> <class name="mPl" type="cSAVE_DATA_PL"> <class name="mParam" type="cSAVE_DATA_PARAM"> ... <u8 name="mJob" value="1"/> <array name="mJobLevel" type="u8" count="10"> <u8 value="1"/> <!-- Fighter (9 max) --> <u8 value="1"/> <!-- Strider --> <u8 value="1"/> <!-- Mage --> <u8 value="1"/> <!-- Mystic Knight --> <u8 value="1"/> <!-- Assassin --> <u8 value="1"/> <!-- Magic Archer --> <u8 value="1"/> <!-- Warrior --> <u8 value="1"/> <!-- Ranger --> <u8 value="1"/> <!-- Sorcerer --> <u8 value="1"/> <!-- UNKNOWN --> </array> ... </class> </class> <!-- Pawn --> <array name="mCmc" type="class" count="3"> <class type="cSAVE_DATA_CMC"> <class name="mParam" type="cSAVE_DATA_PARAM"> ... <u8 name="mJob" value="2"/> <array name="mJobLevel" type="u8" count="10"> ... </array> ... </class> </class> </array> for a list of mJob values, see mJobLevel As raised in the mod request forum, offline pawn appearance can be edited by: Use Secret of Metamorphosis to edit Arisen appearance to the desired pawn appearance copy the whole Arisen's mEdit node paste it to the desired pawn's mEdit nodeI've tested it, and so far so good
-
Day and night time
jared19 replied to lavatumente's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
Umm, sorry for my ignorance, but "very complicated"? Basically, fire up CheatEngine while the game is running, select DD:DA process from the list, load the table, enable it, enable "Time Interval Mod" script, select/enter the desired multiplier, and you're done. It's a bit tedious, and the CheatEngine forum can be intimidating for someone new to it. I know myself felt intimidated reading that thread, with all that cheat scripting and in memory disassembling those guys talk so casually... And the DD:DA cheat table is one of the more advanced/complex cheat I've encountered so far using CheatEngine. In fact, the most complex I've encountered, in regards of how it work internally. But, YMMV. And still modding Oblivion? You have my respect, sir. -
No class restriction for pieces of armor
jared19 replied to Kessler40's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
from that thread: -
Day and night time
jared19 replied to lavatumente's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
Check out "Time Interval Mod" from Cielos' CheatEngine table -
[Mod Request] - Dodge Roll For Any Class
jared19 replied to Extrem3's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
Well, Cielos at CheatEngine forum is making headway. Last I've seen, he made a cheat that enable dagger dodge for all vocations. Currently, the drawback is the player have to equip daggers, or have the weapon seathed. -
You're welcome. I just wish there's an easier way to do it. My proposal is either: 1. List the names of all who have max affinity somewhere. Drawback: the engine simulates affinity decay; affinity decreases overtime when not interacted, or if certain actions performed on the npc. This means the list is dynamic and need to be constantly updated, not to mention how to sync it with the savegame. 2. Make Arisen Bond work like it's intended to be Drawback: without access to the engine source, making it work means keeping the receiver affinity to max, all other lowered, at least to friend status (score 850). This however means the mod has to iterate over ALL npc in the game to lower the affinity. This can make the engine slow down to a crawl, if not crashing it outright. Also, if all other npc affinity is lowered outright, it'll break the immersion of NG+. So only those with max affinity should be lowered. Suggestion: cache npcs with max affinity. But this is essentially what proposal #1 suggests. Hope someone somewhere solve this
-
Possible Quick Swap Equipment?
jared19 replied to bluedoom138's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
Well, there's a difference between Skyrim and DD:DA. Bethesda graciously support the modding community. They release the tools and it's user guide. Capcom, not so much. What you're asking requires a knowledge of the engine internals, or at the very least, it's the scripting. That's hard stuff, unless Capcom also release MT Framework tools to the public. Compare this to Bethesda which release their tools plus docs ever since Morrowind. Plus, IINM, at least one of Bethesda's dev team is active in the modding scene, spewing tools and insights to the engine. It's not impossible for DD:DA however. Cielos at CheatEngine forum made his instant vocation rank level up cheat by calling the game's internal function to make sure the user also get all the skills associated with the rank. I won't hold my breath however. -
[Request] Gold Idol Mod?
jared19 replied to SabbyNeko's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
You're welcome. Have fun :dance: -
[Request] All armor for all classes
jared19 replied to newoshu's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
See No class restriction for pieces of armor post -
With Cielos' CheatEngine table, I can check/modify the affinity score of an npc. However, regarding having the "wrong" partner, dragon's dogma wiki notes it's an engine thing, with the affinity mechanics going overboard. At least I read somewhere DDDA is more "consistent" than previous versions where affinity goes all over the place cos capcom trying to fix the problem ad hoc. The wiki's suggestion is to be sure of your beloved BEFORE the "Deny Salvation" quest, that is, the affinity of your chosen beloved have the highest score 1000. If multiple NPC have that max affinity, the engine will choose the last NPC with max affinity you spoken to as your beloved. So, to be sure, before the quest, decrease the affinity of all other NPC you not chosen. Or be sure not to be even in the vicinity of those NPCs afterward. The problem is knowing/remembering which NPCs you have max affinity with. The game status only list how many, not who. And with only passing by an NPC will increase Affinity...
-
[Request] Gold Idol Mod?
jared19 replied to SabbyNeko's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
The highlight Item ID works like this: 1st go to CheatEngine to enable it. Then back in the game, open inventory or equipment menu. Select an item, any item/equipment. Just move the cursor over an it. Alt+tab to CheatEngine again and look at item ID again. The ID of the highlighted item will be displayed there. All you have to do now is change the item ID. The ID for Gold Idol is "00AA". You must enter the 4 digits. Back to the game again. Move the cursor away from the item previously highlighted. It will change to Gold Idol. But you're not done yet. The game still won't recognize the item properly. To do that, give the item you just change to a pawn or deposit at the inn. That way, the game item will recognize the item you just edited. You can change anything to anything, for example a Greenwarish into Votary's Robe. You just have to know the proper ID. I use this list for IDs. However, the ID is in hexadecimal, while that list give IDs in decimal. You just have to convert it 1st. And remember, the CheatEngine table accept 4 digit hexadecimal. So, for Gold Idol, the list give the ID as "170". Convert to Hexadecimal 1st, that's "AA". CheatEngine accept 4 digits, so append zeroes, hence "00AA". BTW, with Highlighted Item ID you can also level up your armor and weapon to Gold Rarified status...