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Re: Expeditions: Rome

Posted: Fri Jan 28, 2022 9:18 am
by Yanoto
YSLY wrote:
Thu Jan 27, 2022 10:53 pm
Hey guys i just finished the game my god its so good. gonna do a 2nd playthorugh wanted to ask u all. How do we unlock customization like the banner colour i know twitch drops but im not really into that. is there a way to unlock it without twitch. unlocker all or something. Cheers.
+1

Re: Expeditions: Rome

Posted: Fri Jan 28, 2022 4:57 pm
by sleymje
Hi guys. Does anyone know how to remove velit armor restrictions? And does anyone know how to edit weapon damage?
I want to cosplay archelaus, but he has "strong" armor that velites can't wear

Re: Expeditions: Rome

Posted: Fri Jan 28, 2022 6:28 pm
by isosplx
sleymje wrote:
Fri Jan 28, 2022 4:57 pm
Hi guys. Does anyone know how to remove velit armor restrictions? And does anyone know how to edit weapon damage?
Hi!
To edit weapon damage, you need to do the following:

1. Download tfigment's CE Table on Page 3. (viewtopic.php?p=231358#p231358)
2. There is a Script in the table called "Last Accessed Item", activate it.
3. Activate the section "Base Stats =>".
4. Click on "Array".
5. Open all of the [0], [1], [2], [3], [4], etc.
6. Highlight or select your weapon in game.
7. Look under the "Type" sections of [0], [1], [2], [3], etc. for "BaseDamageMinimum" and "BaseDamageMaximum".
8. Change them to the desired amount.
9. Go in game an unequip your weapon.
10. Equip your weapon again.
11. Save Game and Enjoy.

Note: Reload the game you just saved to see the permanent weapon changes if not showing in game.

Re: Expeditions: Rome

Posted: Fri Jan 28, 2022 6:36 pm
by sleymje
thank you very much, is it possible to somehow remove the restriction on wearing armor for velit? archelaus also orders - but he wears "strong" armor and a helmet

Re: Expeditions: Rome

Posted: Fri Jan 28, 2022 6:55 pm
by OwerKill
variante wrote:
Tue Jan 25, 2022 8:29 am
Mefetran wrote:
Tue Jan 25, 2022 8:07 am
@tfigment could you add 2 strings in base stats in item editor? Some items have more than 4 main stats

Some discoveries on the item's definition: changing an equipment's definition allows you to equip anyone with anything it seems. You can turn ownership-locked gear into other gears without changing stats or weapon skills. Turning an armor to a talisman will let you equip it in the talisman slot. Though if you equip non-archer with a bow, the game seems to use throw range instead of accuracy to determine shooting range, weird behaviors there.


Also, if you want to equip any weapon/shield in the offhand, just turn it into a fist -> equip in offhand -> turn back to original weapon. You'd get all the weapon skills from that piece as well, and the stats window will show offhand damage as if the character is dual-wielding.
How did you do it?

Re: Expeditions: Rome

Posted: Fri Jan 28, 2022 11:07 pm
by isosplx
sleymje wrote:
Fri Jan 28, 2022 6:36 pm
thank you very much, is it possible to somehow remove the restriction on wearing armor for velit? archelaus also orders - but he wears "strong" armor and a helmet
Variante wrote some information that shows it is possible to change an item into another item.
He did not explain how it was done though.
Let me post the quote below.
variante wrote:
Tue Jan 25, 2022 8:29 am
Some discoveries on the item's definition: changing an equipment's definition allows you to equip anyone with anything it seems. You can turn ownership-locked gear into other gears without changing stats or weapon skills. Turning an armor to a talisman will let you equip it in the talisman slot. Though if you equip non-archer with a bow, the game seems to use throw range instead of accuracy to determine shooting range, weird behaviors there.

Also, if you want to equip any weapon/shield in the offhand, just turn it into a fist -> equip in offhand -> turn back to original weapon. You'd get all the weapon skills from that piece as well, and the stats window will show offhand damage as if the character is dual-wielding.

Re: Expeditions: Rome

Posted: Fri Jan 28, 2022 11:10 pm
by sleymje
damn, i've looked all over the cheat engine and still don't understand how to do it

Re: Expeditions: Rome

Posted: Sat Jan 29, 2022 1:02 am
by isosplx
sleymje wrote:
Fri Jan 28, 2022 11:10 pm
damn, i've looked all over the cheat engine and still don't understand how to do it
Me either.
But, here is an idea.

1. Open CE load the Game.
2. Connect CE to the Game Process and Set the Scan Type to "Unknown Initial Value".
3. Move/Equip/Unequip the armor you want so that it is not in the same slot it was in when you scanned.
4. Set the Scan Type to "Changed Value".
5. Click "Next Scan".
6. Set the Scan Type to "Unchanged Value".
7. Click "Next Scan".
8. Repeat steps 3 through 7 until you have addresses that do not change unless you switch the gear in a slot.
9. Copy those base addresses.
10. Equip or Unequip the item you want.
11. See if a base address changed.
12. Put the weapon or armor back into the slot it was in before you moved it, and see if the base address changes back to any of the same ones you copied originally.
13. That value is the item id for your armor or weapon.

Note: You will need to do this for every item that you want to obtain the value for in game.

Just Food for Thought

Re: Expeditions: Rome

Posted: Sat Jan 29, 2022 3:27 am
by variante
isosplx wrote:
Sat Jan 29, 2022 1:02 am
*snip*
Fine, seems y'all seem so oblivious to how pointers work, here's a 2-stage guide to changing item:
Stage 1
  • Make copy of an entry in "Last Accessed Item" outside of "Definition", for example "Charges", so that you have 2 entries named "Charges"
  • Change the offset of one copy from "+$48" (if you copied "Charges") to "+28", change to 8 byte, rename it to "Definition Address"
Now, say you want to change item A to item B, here's how:
Stage 2
  • (optional) Highlight item A, copy the value in "Definition Address" somewhere for backup in case you want to turn it back later
  • Highlight item B, copy the value in "Definition Address"
  • Highlight item A, paste the copied value to "Definition Address"
  • Change tab in-game to reflect the change
You can save the table after stage 1 so you won't have to do it again. Also, these addresses are dynamic, meaning they change on reload, so make sure to do all the steps without reloading. If you reload, start from step 1 of stage 2.

Re: Expeditions: Rome

Posted: Sat Jan 29, 2022 3:31 am
by variante
Weapon skills don't work on non-weapon (skills are unusable), but you don't have to have the appropriate weapons to use the skills, i.e. you can use spear weapon skills with fists (makes for some funny animation tho). Also, be careful not to dual-wield 2-handed weapons, save-reload will delete the one in offhand.

Re: Expeditions: Rome

Posted: Sat Jan 29, 2022 3:44 am
by isosplx
variante wrote:
Sat Jan 29, 2022 3:27 am
isosplx wrote:
Sat Jan 29, 2022 1:02 am
*snip*
Fine, seems y'all seem so oblivious to how pointers work, here's a 2-stage guide to changing item:
Stage 1
  • Make copy of an entry in "Last Accessed Item" outside of "Definition", for example "Charges", so that you have 2 entries named "Charges"
  • Change the offset of one copy from "+$48" (if you copied "Charges") to "+28", change to 8 byte, rename it to "Definition Address"
Now, say you want to change item A to item B, here's how:
Stage 2
  • (optional) Highlight item A, copy the value in "Definition Address" somewhere for backup in case you want to turn it back later
  • Highlight item B, copy the value in "Definition Address"
  • Highlight item A, paste the copied value to "Definition Address"
  • Change tab in-game to reflect the change
You can save the table after stage 1 so you won't have to do it again.
Definitely appreciate this tutorial variante.
Bless You.

Re: Expeditions: Rome

Posted: Sat Jan 29, 2022 10:50 am
by Stalbay
Guys, how do the Max Loop Count (return upper bound) and Max Lot Quality (return 5) functions work, after turning them on, weapons and armor from enemies stopped falling out, and recipes too

Re: Expeditions: Rome

Posted: Sat Jan 29, 2022 11:17 am
by Stalbay
How does it work at all, maybe I'm using it incorrectly

Re: Expeditions: Rome

Posted: Sat Jan 29, 2022 11:33 am
by isosplx
Stalbay wrote:
Sat Jan 29, 2022 10:50 am
Guys, how do the Max Loop Count (return upper bound) and Max Lot Quality (return 5) functions work, after turning them on, weapons and armor from enemies stopped falling out, and recipes too
Not all enemies drop items.

Re: Expeditions: Rome

Posted: Sat Jan 29, 2022 11:55 am
by Stalbay
isosplx wrote:
Sat Jan 29, 2022 11:33 am
Stalbay wrote:
Sat Jan 29, 2022 10:50 am
Guys, how do the Max Loop Count (return upper bound) and Max Lot Quality (return 5) functions work, after turning them on, weapons and armor from enemies stopped falling out, and recipes too
Not all enemies drop items.
Buddy, after switching on, recipes stopped coming across, and only crafting materials are in the loot