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Re: Solus Greatsword [message #70070 is a reply to message #70069] Sat, 15 February 2014 12:01 Go to previous messageGo to previous message
7vincent7black7 is currently offline  7vincent7black7
Messages: 6
Registered: February 2014
You know, it was only yesterday the thought of modifying anything in this game terrified me. :3 I guess that's just the learning curve. You are some kind of genius, you know that? Smile

Okay, so the OBJECT_LEGENDARY (i.e. 01 not 02 in the symbol name insertion line of the Graphic window) is definitely a Solus Greatsword. I probably did something wrong when I tried to give it augmentation slots.

What I am seeing is that when i get to the box labeled CObjectAugmentationDef:

There are 2 blue hyperlinks. The smaller one on top of the other takes to the actual augmentation window, and the longer blue one on bottom seems to loop back to the same object on a new page.

Okay, I found a bit named 3f038d31 - InitialAugmentations that defines there are 3 augmentations at the start, and tells which augmentations those are.

These 3 augmentations show up in the weapon, but there is no option to add more. This confuses me because 56337223- Available Augmentations has a number of 5 available slots.

That, and 953228ee - Useable Augmentations referse to

"useable Augmentation Slots: 2"
____________________________________________________________ _____

Okay, part of my problem has been the "Usable Augmentation" bit. That one defines how many slots are useable by the game.

The Avialable slots seem to define how many total can exist by the developer's hands, but may not necessarily define how many will be left over.

Ifyou set the "Usable Augmentations" to a lower value than "Available Augmentations" then the number of augmentations that actually show up will be numbered by the Usable.

Say you have 5 augmentations. If you set Usable to 2 assuming, like me, that there would be 2 slots reserved to be filled by the player's choices, then only 2 augmentations would show up on the weapon AT ALL.

And which augmentations would show up assuming that the weapon has 3 or more predefined augmentations?

That bit of information is defined a few bits down the list by the "Initial Augmentations.

Here is a bit packet, or piece of the bit packet, however the lingo goes, that says how many initial augmentations will exist in TOTAL. Both Augments that have been pre-placed, and I believe EMPTY SLOTS.

Meaning, if you set the usable Augmentations to 3, and had only 2 Initial Augmentations, only 2 Slots would show up.

BUT

If you set the Usable Augmentations to 3, AND had 2 predefined Augmentations added to the Augmentation Template part of the bit packet with the addition of a blank one that is left undefined, I THINK, it's possible that will add the ability for the User to augment one slot of his or her own.

Very Happy

That's what I am getting from tinkering around right now. I have made there be 3 sharpening and one Silver Augmentation as initial predefined slots, and I haven't tested whether or not a blank slot added means I can add my own augmentation, but that is the theory. I would have to incorporate that into the Usable and Available bit items on the list, ensuring they all add up together as 5 Usable, 5 available, and 5 initial, pre-defined or not. Smile

[Updated on: Sat, 15 February 2014 13:00]

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