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Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 4:38 am
by Kurei
Drazerak wrote:
Sun Aug 23, 2020 11:41 pm
I just updated the table with other things, including a coil editor. Its pretty basic but it will do its job. For more advanced editor wait for cfemen contribution.
Thank you so much for the Coil Editor! The editor also works on Weaves! It's so freaking awesome! Can't wait to try this on other coils. Just one more request if you don't mind. Would it be possible to separate the Damage multiplier option from the Infinite health option on your table? Again, thanks a lot!

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 5:44 am
by leseho
Drazerak wrote:
Sun Aug 23, 2020 11:41 pm
I just updated the table with other things, including a coil editor. Its pretty basic but it will do its job. For more advanced editor wait for cfemen contribution.
Drazerak wrote:
Fri Aug 07, 2020 7:58 pm
Where is the coil editor? May I ask you for a link to the data? thx :D

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 6:27 am
by mc2011
leseho wrote:
Mon Aug 24, 2020 5:44 am
Drazerak wrote:
Sun Aug 23, 2020 11:41 pm
I just updated the table with other things, including a coil editor. Its pretty basic but it will do its job. For more advanced editor wait for cfemen contribution.
Drazerak wrote:
Fri Aug 07, 2020 7:58 pm
Where is the coil editor? May I ask you for a link to the data? thx :D
Look at 2nd page for his table

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 8:04 am
by leseho
mc2011 wrote:
Mon Aug 24, 2020 6:27 am
leseho wrote:
Mon Aug 24, 2020 5:44 am
Drazerak wrote:
Sun Aug 23, 2020 11:41 pm
I just updated the table with other things, including a coil editor. Its pretty basic but it will do its job. For more advanced editor wait for cfemen contribution.



Where is the coil editor? May I ask you for a link to the data? thx :D
Look at 2nd page for his table
Thank you very much. :D

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 8:45 am
by shoni89
Renagede77 wrote:
Mon Aug 24, 2020 2:27 am
Would it be possible to force Aloy into her "casual clothes" or maybe add them into the inventory as an armor?
Or would that have to be an actual mod?
I would love that too, a toggle for her "pajamas" clothes for some cozy settlement screens :D

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 12:18 pm
by Exeter
I don't think her casual clothes are an actual item/outfit that you can use or equip. So you might have to resort to modding instead. Might be wrong though.

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 12:40 pm
by David LionHeart
Drazerak wrote:
Sun Aug 23, 2020 11:41 pm
I just updated the table with other things, including a coil editor. Its pretty basic but it will do its job. For more advanced editor wait for cfemen contribution.
Hi Drazerak first thanks you too for the table!
Second, i want to ask you a think: there’s a way to keep the max numbers of ammo for weapons?
In your table, in the scrip for infinite ammo, you use “mov [rax+58], rbp” (correct me if i’m wrong, now i’m at work and don’t remember very well).
If i change “rbp” to #30 or 1E, i can have at max all arrows but that value put to 30 all bombs too for example .
Is there a way to use the max value for each type of weapons?
Sorry for the strange request

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 1:36 pm
by Drazerak
Would it be possible to separate the Damage multiplier option from the Infinite health option on your table?
If you want to affect player too, remove this > cmp [rbp],'Player' je @f
Spoiler

Code: Select all

[ENABLE]
aobscanmodule(DamageMultiplier,HorizonZeroDawn.exe,C5 F8 28 BC 24 F0 00 00 00 C5 D2 5C)
alloc(newmem,$1000,"HorizonZeroDawn.exe")
label(code)
label(return)
registersymbol(DamageMultiplier)

newmem:
{$try}
  push rbp
  mov rbp,[rbx+30]
  mov rbp,[rbp+20]
  cmp [rbp],'Player'
  je @f
  mulss xmm2,[DMPValue]

{$except}
  pop rbp
  jmp code

code:
  vmovaps xmm7,[rsp+000000F0]
  jmp return

DMPValue:
  dd (float)5.0 //Damage Multiplier Value

DamageMultiplier:
  jmp newmem
  nop 4
return:

[DISABLE]
DamageMultiplier:
  db C5 F8 28 BC 24 F0 00 00 00
unregistersymbol(DamageMultiplier)
dealloc(newmem)
there’s a way to keep the max numbers of ammo for weapons?
Max numbers are derived from your ammo pouch upgrade. By default your current ammo stack is rewritten by base ammo pouch.

Example:
mov rbp,[rbp+00] -> [rbp+00] is base ammo pouch capacity, [rbp+04] is first upgrade, [rbp+08] is second, [rbp+10] is last...
mov [rax+58],rbp -> [rax+58] is your current ammo thats rewriten by base ammo pouch capacity.
Is there a way to use the max value for each type of weapons?
Replace code with this:

mov rbp,[rbp+00] -> mov rbp,[rbp+10]

If you want to use custom number like 99 then you need to filter out weapons from each other.

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 2:58 pm
by David LionHeart
Is there a way to use the max value for each type of weapons?
Replace code with this:

mov rbp,[rbp+00] -> mov rbp,[rbp+10]
This is what i looking for, the last upgrade for ammo. Thank you very much for explaining me :)

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 4:16 pm
by Skeyper
Hi thanks for the Coil editor!
So i don't want to overkill it so it should be
1st stat - 100%
2nd stat - 50%
3rd stat - 33%
Right?
Just hate my 49% coils

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 4:22 pm
by wkndplaya
While the game has limits for what a mod can be or rather how high it can drop, you can go beyond that with the table.

I made mods based on what actually drops in the game.

[Link]

also if you want to swap effects around you have to copy the addresses (this changes every-time you load the game so be warned). i made the mistake of trying to add fire element from a previous session and it crashed the game, no big deal.


so to make a pristine mod, i put the following values in the table, in game it will turn into 51% dmg, 35% Tear and 47% handling
101%
70%
71%

edited for clarification.

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 4:46 pm
by Skeyper
wkndplaya wrote:
Mon Aug 24, 2020 4:22 pm
While the game has limits for what a mod can be or rather how high it can drop, you can go beyond that with the table.

I made mods based on what actually drops in the game.

[Link]

also if you want to swap effects around you have to copy the addresses (this changes every-time you load the game so be warned). i made the mistake of trying to add fire element from a previous session and it crashed the game, no big deal.


so to make a pristine mod, i put the following values in the table, in game it will turn into 51% dmg, 35% Tear and 47% handling
101%
70%
71%

edited for clarification.
Is it possible to add 2nd and 3rd stat to only 1 stat coil?

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 5:17 pm
by wkndplaya
From testing you can set the values but it will not be displayed in game, I can transform any 3 stat coil into any other 3 stat coil but I cant turn a 1 stat coil into a three stat.
tested on lastest table and it does work, but if you set it to 3 slots you must put values in or it will crash your game.

Best

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 5:19 pm
by Drazerak
Just checked and you can by editing number of slots each coil has. Updated table...

Re: Horizon Zero Dawn [Engine:Decima]

Posted: Mon Aug 24, 2020 6:18 pm
by Exeter
This is pretty good to know too.
Important notes:

Secondary effect can only be Damage, Tear or Handling bonuses
Tertiary effect can only be an Elemental damage bonus.
A coil can not have two bonuses with the same effects
Important notes:

Secondary effect can either be the opposite effect type of the primary bonus (Elemental <> Physical) or be a stealth bonus
Tertiary effect is always matching the primary effect type or is a stealth bonus.
A weave can not have two bonuses with the same effects
Meaning Elemental damage for example can never go on the 'second' slot basically of a coil. (legit that is).