Home » Fable TLC » Discussion » Definition Editing » A Collection of Questions
A Collection of Questions [message #26486] |
Tue, 11 September 2007 20:00 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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So I've been fiddling around with FE, generally making Fable more challenging...or at least attempting to.
(I've made Health do nothing more than aesthetically change you - and thus cost nothing. increased the cost of Physique, Guile ('cause stealing is way to easy), increased the cost of speed... Reduced the gold rewards from quests.)
However, there are other things that'd I'd like to do. Hence the following questions. (I have searched the forums and found nothing).
1. Where are item costs stored? And are they in some sort of annoying formula - like weapon damage (I know it's not that annoying, but it kinda is).
2. Where is the effect of Toughness stored? I'd like to make it merely an aesthetic thing - like I did with health.
-2a. Where is the accuracy multiplier stored?
-2b. Sorta related how does armor modify damage taken?
3. Is there a simple and quick way of removing Ages of [whatever] potions without going though every map and removing them?
4. Is CScriptDef where the boast wagers are stored? As in if I edit the values in there will that effect the actual wagered amount?
5. This one is more of a "would this be a really bad idea" question: If I reduced the renown earned from quests by say a factor of 10 would that completely mess the game up.
This one just occurred to me:
6. On the subject of quests, do they give you experience in addition to the experience that you earn when killing monsters during the quest? If so where is that reward stored (so I can kill it).
7. Could Mana Levels (Or whatever they're called) be modded to say instead of increase the length of the bar increase the recharge time (this one also just occurred to me).
Okay I think that covers everything I can currently think of, and if I don't stop soon I'm just going to come up with more questions to ask.
So, thanks everyone
Edit:
Ahhhh... sorry another question:
In SCRIPT_DEF: What do Experience Small, Medium, Large, Extra Large, Heroic do?
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[Updated on: Tue, 11 September 2007 20:07] Report message to a moderator
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Re: A Collection of Questions [message #26487 is a reply to message #26486] |
Tue, 11 September 2007 20:21 |
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Sean_s
Messages: 576 Registered: June 2007 Location: Ohio
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1. Where are item costs stored? And are they in some sort of annoying formula - like weapon damage (I know it's not that annoying, but it kinda is). - in the CStockItemDef (or something like that), and the only formal to it is something that will automatically be applied (higher guile, lower price, ect).
2. Where is the effect of Toughness stored? I'd like to make it merely an aesthetic thing - like I did with health. - Don't know
-2a. Where is the accuracy multiplier stored? - again, don't know
-2b. Sorta related how does armor modify damage taken? - I think the ARMOR entry's almost at the top of the list.
3. Is there a simple and quick way of removing Ages of [whatever] potions without going though every map and removing them? - Yes, kind of. Export the health potion and import it into the Ages of [whatever] so you'll just get regularly potions when you find them.
4. Is CScriptDef where the boast wagers are stored? As in if I edit the values in there will that effect the actual wagered amount? - I think that's hard coded into the EXE, could be wrong though.
5. This one is more of a "would this be a really bad idea" question: If I reduced the renown earned from quests by say a factor of 10 would that completely mess the game up. Shouldn't, it'd just make it harder to be well known (go kill a bunch of monsters to get your renown up).
This one just occurred to me:
6. On the subject of quests, do they give you experience in addition to the experience that you earn when killing monsters during the quest? If so where is that reward stored (so I can kill it). You earn the experience you get from monsters, it just shows how much you got during the quest.
7. Could Mana Levels (Or whatever they're called) be modded to say instead of increase the length of the bar increase the recharge time (this one also just occurred to me). - Again, don't know.
I answered the best I could.
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Re: A Collection of Questions [message #26490 is a reply to message #26486] |
Tue, 11 September 2007 21:17 |
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Keshire
Messages: 1266 Registered: July 2005
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Grog_McGee wrote on Tue, 11 September 2007 22:00 |
- Where are item costs stored
- What effects Item cost
- Where is the effect of Toughness stored
- Where is the accuracy multiplier stored
- how does armor modify damage taken
- Is there a simple and quick way of removing Ages of [whatever] potions
- Is CScriptDef where the boast wagers are stored
- If I reduced the renown earned from quests by say a factor of 10 would that completely mess the game up
- On the subject of quests, do they give you experience in addition to the experience that you earn when killing monsters during the quest
- Could Mana Levels (Or whatever they're called) be modded to say instead of increase the length of the bar increase the recharge time
- In SCRIPT_DEF: What do Experience Small, Medium, Large, Extra Large, Heroic do
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I love good questions. I rate them on if I have to actually open FE to look.
- CStockItemDef
- There are unknown modifiers in the CShopDef for each item that effect markup/down, as well as it's unknown where the guile modifier is located.
- It's unknown where toughness is located. But if I had some concrete numbers I could probably track it down.
- See 3
- It's a straight up damage reduction I beleive. Internally it's percentage based. http://fabletlcmod.com/wiki/doku.php?id=def_editing:amour_ty pes
- Nope. Your stuck to it. Do a folder search for the term and you'll be able to find every tng it's in.
- Correct. Seperated into cost and reward.
- Not really, but quests have renown pre-requisites that seem to be stored in the CQuestCardDef. As well as a hardcoded script for the lengendary renown demon door.
- No. Just Renown, Gold, and Objects. Other than the 2 instances where your mother and sister directly give exp. Which is in the actual cutscene script I beleive.
- Mana per level is in the HERO_STATS. There's an unknown modifier array right under that, that I never identified. Could be recharge rate. Not sure.
- Pretty sure it's how much exp is needed for the different orb sizes.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
[Updated on: Tue, 11 September 2007 21:26] Report message to a moderator
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Re: A Collection of Questions [message #26491 is a reply to message #26490] |
Tue, 11 September 2007 22:06 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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BlueTooth wrote on Wed, 12 September 2007 00:17 |
I love good questions. I rate them on if I have to actually open FE to look.
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Am I to assume then that I asked not inanely stupid questions?
Yeah, I feel particularly dumb about that one - it's bloody obvious.
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There are unknown modifiers in the CShopDef for each item that effect markup/down, as well as it's unknown where the guile modifier is located.
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I'm assuming that what you are saying is that it is not currently known what each of the unknowns refers to game wise.
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It's unknown where toughness is located. But if I had some concrete numbers I could probably track it down.
See 3
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What would constitute concrete numbers?
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Nope. Your stuck to it. Do a folder search for the term and you'll be able to find every tng it's in.
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So I would have to use one of the other editors? Could I make them say give base 10 experience?
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Correct. Seperated into cost and reward.
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Keen
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No. Just Renown, Gold, and Objects. Other than the 2 instances where your mother and sister directly give exp. Which is in the actual cutscene script I beleive.
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I'm not so sure about the EXP that Mom gives you after the prison. In SCRIPT.DEF: 438AC964-PrisonEscapeExperienceFromMother has value 40000 (near the bottom). Now I have no clue nor a character that could test whether that is, in fact, the EXP you get during that cut scene (anyone feel like finding out)?
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Mana per level is in the HERO_STATS. There's an unknown modifier array right under that, that I never identified. Could be recharge rate. Not sure.
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I'll check it out and see what I come up with.
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Pretty sure it's how much exp is needed for the different orb sizes.
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Dang I was hoping that would be some kind of global experience do hicky that I could use to lower all experience from monsters...
And thanks a bunch of bunches!
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Re: A Collection of Questions [message #26497 is a reply to message #26493] |
Wed, 12 September 2007 03:25 |
ShadowX630
Messages: 541 Registered: April 2007
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Not bad questions just like Blue said, your another one who doesn't ask "how do I use" type of questions without searching. But yeah the unknown thing sucks. When they released FE4 someone said that they must of added names to a couple thousand unknown so you can imagine what it was like before! To bad Hunter's not making anymore FE's. There are still probraly over Ten-Thousand more!
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Re: A Collection of Questions [message #26540 is a reply to message #26524] |
Wed, 12 September 2007 15:41 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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Sean_s wrote on Wed, 12 September 2007 16:58 | Not really, the only way I know of, is to make a heavy weapon with the light weapon animations, that way if you don't have the needed strength to wield it, you drag it on the ground, but if you do, you swing it like a regular sword. It's kind of funny when you use this on a small weapon like a knife, lol.
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Yeah, that's what I figured - rats.
In CBonusItemDef what do AttackSpeedIncrease & AttackSpeedIncreaseTime do?
There's something weird about that sentence... le shrug.
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Re: A Collection of Questions [message #26604 is a reply to message #26603] |
Wed, 12 September 2007 19:40 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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Sean_s wrote on Wed, 12 September 2007 22:30 | I'm sure because the silver augment is good against [multiple] types of monsters, although I don't think theres a way to make it only work for a specific type of weapon, except by making it unavailable in game and only have it on a mace or two.
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Yes these kind of augs would not be purchasable.
So...
If it is possible to make a brand new weapon aug. How does one go about doing that - I have searched this and found nothing... hence the question.
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Re: A Collection of Questions [message #27370 is a reply to message #27369] |
Sun, 16 September 2007 18:13 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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Sean_s wrote on Sun, 16 September 2007 20:58 | [...]
3. Some monsters, eg, the wasp queen have no CAppearanceDef, would I be correct in assuming then that their armor rating works like this: DamageType(Divided by 500)*100? - It does have a CAppearanceDef, I checked. I'm not sure how armor rating works, the only time I ever tried to mess with it made the armor weaker (arcons), but I only tried once.
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Yeah I removed question 3 because what that was not even the correct question - nor does it actually make sense. Question 1 was a stupid question that had already been answered and I was just being an idiot.
Question 3 (redux):
Do monsters have a CAppeanceModifierDef? That is, where is the base armor rating of monsters hiding?
About the Def.xml
I assume that this is known but just not labled in the xml but the array in HERO_COMBAT->HERO_COMBAT_MAIN_PC->HeavyWeapons is a stat level requirement.
The first value in the array is the HeroAbilityNumber (which refers to the value in HERO_STATS->MAIN_HERO_STATS->StatLevels), the second value is the level that stat must be at.
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[Updated on: Sun, 16 September 2007 19:01] Report message to a moderator
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Re: A Collection of Questions [message #27378 is a reply to message #27375] |
Sun, 16 September 2007 19:07 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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deathsvisage wrote on Sun, 16 September 2007 22:00 | mybye look in all boxes theres not that many ill edit these when i find
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Huh? I'm not sure what you mean. I think you're telling me to search through all the cdef. But which cdefs I'm not sure.
Please, at the very least punctuate your sentences - and thanks for looking for them.
deathsvisage wrote on Sun, 16 September 2007 22:11 |
OK I THINK ITS A UNKOWN IS PERCIVEDTHINGDEF
IF NOT JUST CHANGE VANARABLE TO MELLE AND DAMAGEDABLE GOT I THINK IT IS IN PERCIVEDTHING DEF ITS THE ONLY THING THAT WOULD MAKE SENCE
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Gah, caps, gah.
From a little playing with the number I don't think it is... but perhaps I'm wrong.
Currently, that unknown would be giving a wasp 300 armor. That's seems a little high.
Hokay, so ...
As above where are monsters armor rating stored?
Now to my confusion:
The interaction of the CAppearenceModDef armor rating, ARMOUR DamageTypeResponse, and the actual damage taken.
The way I understand it so far is:
Hero is wearing Leather Armor (armor rating 449 or .89)
The hero is then hit by a sword damage type 0.
Leather has a .75 in that entry in it's ARMOUR->DamageTypeResponse
Thus against damage type 0 leather armor has an effective armor rating of 1.12?
And so when the hero is struck with a sword that deals 2.0 damage it will be reduced by 1.12?
[Anyone?]
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[Updated on: Tue, 18 September 2007 05:41] Report message to a moderator
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Re: A Collection of Questions [message #27781 is a reply to message #27780] |
Tue, 18 September 2007 22:03 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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Thanks Blue XD
However, I'd just like to make sure that I'm actually understanding all this ... it might just be late and my brain is ceasing to function ... so bare* with me:
Toggle SpoilerIs that the correct bare? Oh god, brain really not functioning.
First I'm going to ignore the actual displayed game values 'cause they obviously are largely meaningless, though I do have a theory on that.
Toggle SpoilerMy theory goes like this: people like seeing big numbers, and 250 seems cooler than 50%
Also I'm going to ignore type since I would assume they all function the same way...
Appearence Modifer Value: 1.0 (100%)
Enemy Damage = 1.0
=damage taken: 0
Appearence Modifer Value: .5 (50%)
Enemy Damage = 1.0
=damage taken: .5
Appearence Modifer Value: .0 (0%)
Enemy Damage = 1.0
=damage taken: 1.0
Yes? No?
Now the experiment with your (Bluetooth's) mod that left me so confused:
Appearence Modifer Value: 1.0 (100%)
DamageTypeRespose: 100 (<- is that a percent?)
Enemy Damage: 9.0
=damage taken: ? (My suspicion is that it will be around 90.0)
Assuming I've got it right, why did you (BlueTooth) not meddle with the Appearence Modifer and instead go for the DamageTypeResponse?
P.s. You wouldn't in your extensive Fable knowledge know where monster base armour values are stored (their version of appearence modifier)? Is it in fact in CPerceivedThing as deathsvisage said?
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Re: A Collection of Questions [message #27782 is a reply to message #27781] |
Tue, 18 September 2007 22:29 |
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Keshire
Messages: 1266 Registered: July 2005
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Grog_McGee wrote on Wed, 19 September 2007 00:03 |
P.s. You wouldn't in your extensive Fable knowledge know where monster base armour values are stored (their version of appearence modifier)? Is it in fact in CPerceivedThing as deathsvisage said?
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Follow CHitLocationsDef. Don't ever listen to deathsvisage.
DamageResponseType is the important part.
AppearenceModifer: 1.0 (100%)
DamageResponseType: 1.0
LongSword: 9.0 (Multiply by 10 in-game)
damage taken: 90
I think the appearancedef only matters for armour class and possibly multiple armour pieces.
I set a lot of things rediculously high in my armour mod. You can very easily die. I have no doubt that I set naked Hero to take 1,000 Percent damage.
And. If you didn't know. here are the types:
http://fabletlcmod.com/wiki/doku.php?id=def_editing:amour_ty pes
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
[Updated on: Tue, 18 September 2007 22:30] Report message to a moderator
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Re: A Collection of Questions [message #27988 is a reply to message #27782] |
Thu, 20 September 2007 06:44 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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Thanks Blue. As always you're a wealth of answers ... and seem to have the patience of a saint.
(And thanks to everyone else as well.)
My wee mod is moving along.
Quick question:
Is GLOBAL->DEFAULT_GLOBAL_DEFS->463C44A1 what controls how much you age by per stat point?
More of a curiosity than an important question.
Oh wait I do have an actual question:
Is it possible to change boast gold rewards into renown rewards?
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[Updated on: Thu, 20 September 2007 06:46] Report message to a moderator
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Re: A Collection of Questions [message #28131 is a reply to message #28107] |
Fri, 21 September 2007 11:57 |
Grog_McGee
Messages: 147 Registered: September 2007 Location: Toronto
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Answer to Holy AvengerHoly_Avenger wrote on Fri, 21 September 2007 09:46 | Sorry for [interrupting]. By your question, are trying to make a new harder Fable? Looks like you really try anything to mess up with quest, exp, and potion.
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I have a whole lot of little problems with massive chunks of Fable. In short, yes I am aiming to make it harder. Among the things that bug me is the incredible wealth (gold) available to the player.
I frankly take issue with the guild paying heroes - makes no sense to me.
Ages potions completely mess up the exp system and are incredibly metagame.
I could list more stuff that bugs me and what I'm working on doing. But until I have something more concrete done I'm shying away from actually making a WIP thread about my mod. If you're interested in more information PM. ------ Edit: Questions ------
- Is GLOBAL->DEFAULT_GLOBAL_DEFS->463C44A1 what controls how much you age by per stat point?
- Is it possible to change boast gold rewards into renown rewards?
- Damage Type 2 (Melee Damage according to Wiki) seems to be used only for the punching. Can someone confirm this?
Augmentations on Clothing/Creatures- I'll test this out sometime today, but perhaps someone has already tried this: can weapon augmentations be added to clothing and/or creatures.
You can. I haven't tested it on creatures, but it worked on clothing so I'll make the assumption it will work on a creature.
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