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Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Posted: Thu Jul 08, 2021 10:33 pm
by gideon25
GKV2403 wrote:
Thu Jul 08, 2021 10:16 pm
it definitely doesn't work, because the link goes to the profile. And in the profile, information with a 0 value does not exist. Any actions will add the corresponding line to the save file. In theory, you can make the same skill in the pumping branch be pumped more than once.
Im not sure what you mean. Are you saying that the offsets are different? That is when you have captured your first say, Atrocity monster, that the pointer is NOT to the Atrocity captures? And no it would not be used more than once because when the information gets creeated it creates BOTH: Unique Unreal Name ID that specifies which monster capture stat and a few offsets below that the quantity. Now the question might be WHERE (what offset/pointer address). If the offset/pointer address changes for the different captures then yea that would be a problem. Thats why I said it was experimental and needs testing.

So say the information is not there and instead of your first capture being a desecrator, its an atrocity, and the game creates the info and puts the atrocity capture info in where the desecrator would be instead.. yea that would be an issue..

Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Posted: Fri Jul 09, 2021 1:04 pm
by GKV2403
gideon25 wrote:
Thu Jul 08, 2021 10:33 pm
GKV2403 wrote:
Thu Jul 08, 2021 10:16 pm
it definitely doesn't work, because the link goes to the profile. And in the profile, information with a 0 value does not exist. Any actions will add the corresponding line to the save file. In theory, you can make the same skill in the pumping branch be pumped more than once.
Im not sure what you mean. Are you saying that the offsets are different? That is when you have captured your first say, Atrocity monster, that the pointer is NOT to the Atrocity captures? And no it would not be used more than once because when the information gets creeated it creates BOTH: Unique Unreal Name ID that specifies which monster capture stat and a few offsets below that the quantity. Now the question might be WHERE (what offset/pointer address). If the offset/pointer address changes for the different captures then yea that would be a problem. Thats why I said it was experimental and needs testing.

So say the information is not there and instead of your first capture being a desecrator, its an atrocity, and the game creates the info and puts the atrocity capture info in where the desecrator would be instead.. yea that would be an issue..
That's right, different monsters are not sorted, but most likely move one after another or something like that.

Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Posted: Fri Jul 09, 2021 4:54 pm
by gideon25
GKV2403 wrote:
Fri Jul 09, 2021 1:04 pm
That's right, different monsters are not sorted, but most likely move one after another or something like that.
Ok:
**Updated 1.3.1 (v2)**
CHANGED Bestiary stuff. NOW you STILL have to have captured at least one monster for it to take effect for that monster. Then activate [X] <== Mouse Over Bestiary to set Capture Quantity to 999 script and just put your mouse over the Beast in the Bestiary for the Value to update. After you do that you can save the game, then load savegame for it to update or do a mission and after that it will be updated.

So please test that out. It should change the amount when you mouseover the monster in the bestiary. Save game and load for it to update or do a mission.

Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Posted: Fri Jul 09, 2021 4:55 pm
by gideon25
jayc72 wrote:
Thu Jul 08, 2021 1:44 pm
Why am I getting weird numbers for the Capture counts, even on a new campaign when I haven't captured anything yet?
Ok try the New (v2) table bestiary script.

Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Posted: Sat Jul 10, 2021 12:07 pm
by a2614959
gideon25 wrote:
Fri Jul 09, 2021 4:55 pm
jayc72 wrote:
Thu Jul 08, 2021 1:44 pm
Why am I getting weird numbers for the Capture counts, even on a new campaign when I haven't captured anything yet?
Ok try the New (v2) table bestiary script.
The capture is effective, the previous captures are automatically changed to 10

Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Posted: Mon Jul 12, 2021 10:10 am
by GKV2403
a2614959 wrote:
Sat Jul 10, 2021 12:07 pm
gideon25 wrote:
Fri Jul 09, 2021 4:55 pm
jayc72 wrote:
Thu Jul 08, 2021 1:44 pm
Why am I getting weird numbers for the Capture counts, even on a new campaign when I haven't captured anything yet?
Ok try the New (v2) table bestiary script.
The capture is effective, the previous captures are automatically changed to 10
yep this method work curectly

Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Posted: Mon Jul 12, 2021 12:37 pm
by jayc72
gideon25 wrote:
Fri Jul 09, 2021 4:55 pm

Ok try the New (v2) table bestiary script.
Thanks!
This seems to be working now.

Re: Red Solstice 2 Survivors 1.3.1 +50 (v2) Changed Bestiary

Posted: Tue Jul 13, 2021 8:01 am
by klipwc
Does anyone know how to change just the "monsters killed" value?

Re: Red Solstice 2 Survivors 1.3.1 +50 (v2) Changed Bestiary

Posted: Tue Jul 13, 2021 8:39 pm
by Pazza
REQUEST: Infinite ammo for followers. (The 3 bots that follow you in the campaign)

REQUEST: Infinite ammo WITH reloading. Like in the fearlessrevolution trainer.

Re: Red Solstice 2 Survivors 1.3.1 +50 (v2) Changed Bestiary

Posted: Wed Jul 14, 2021 3:48 am
by jayc72
@Gideon25 - The "No Ability cooldowns" seems to be impacting Turrets and Vehicles from firing. Turning this on stops the turrets and vehicles from shooting. At least, I think that is what is causing the issue.

Thanks for your hard work by the way. Very much appreciate it.

Re: Red Solstice 2 Survivors 1.3.1 +50 (v2) Changed Bestiary

Posted: Wed Jul 14, 2021 12:44 pm
by Pazza
REQUEST: Fast levelup for followers.

They have some requirements before they can levelup. My guess is they need to defeat a certain amount of monsters.

Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP

Posted: Thu Jul 15, 2021 6:39 am
by gideon25
**Updated 1.3.2 ** works with 1.3.1
1. Changed Infinite Ammo to Only Ammo Clips for Primary weapon (Infinite Secondary) AND it now affects Squad soldiers Ammo Clips (Also will now reload); Changed No Reload Script to Instant Reload.
2. Changed Instant Cooldown so it does not disable/affect turrets (Did not test with Vehicles).
3. Added Ability to Change Squad Soldiers XP (follow directions in table).

Re: Red Solstice 2 Survivors 1.3.1 +50 (v2) Changed Bestiary

Posted: Thu Jul 15, 2021 6:50 am
by gideon25
Pazza wrote:
Wed Jul 14, 2021 12:44 pm
REQUEST: Fast levelup for followers.

They have some requirements before they can levelup. My guess is they need to defeat a certain amount of monsters.
No, they have their own individual XP (You can see it in the Soldiers view). Thats how they level up. No other requirements needed.

Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP

Posted: Fri Jul 16, 2021 3:39 am
by jayc72
gideon25 wrote:
Thu Jul 15, 2021 6:39 am
**Updated 1.3.2 ** works with 1.3.1

2. Changed Instant Cooldown so it does not disable/affect turrets (Did not test with Vehicles).
Well done Gideon. Confirm turrets, including shoulder turret and vehicles, are now working again with Instant Cooldown turned on.


Does anyone else find ranking up their main character is stuck?
I have one requirement: Complete 3 Primary missions. But I have been stuck at 2 out of 3 primary missions for a long time. It has not changed despite completing several missions. Anyone know what can be the cause?

Re: Red Solstice 2 Survivors 1.3.1-1.3.2 +51 Added Squad XP

Posted: Fri Jul 16, 2021 4:59 am
by XDAvenger93
jayc72 wrote:
Fri Jul 16, 2021 3:39 am
gideon25 wrote:
Thu Jul 15, 2021 6:39 am
**Updated 1.3.2 ** works with 1.3.1

2. Changed Instant Cooldown so it does not disable/affect turrets (Did not test with Vehicles).
Well done Gideon. Confirm turrets, including shoulder turret and vehicles, are now working again with Instant Cooldown turned on.


Does anyone else find ranking up their main character is stuck?
I have one requirement: Complete 3 Primary missions. But I have been stuck at 2 out of 3 primary missions for a long time. It has not changed despite completing several missions. Anyone know what can be the cause?
complete 3 primary mission in ONE deployment.

that means you need 3 primary missions to spawn during one campaign mission. Since evacuation no longer counts, and since they removed the 3 primary objectives chains from spawning in the campaign, this is impossible to do in the campaign and needs to be done in skirmish mode.