Updated mine as well. Check out the news in the first post.
Get Weapon Coil|Outfit Weave Stats
Exemplifying and explaining. I'm already in the Modify tab of the Inventory and I see these:
+44% Damage Coil with a Value of 50, Rarity: Very Rare and 2 stats: a) +44% Damage; b) +11% Tear. In CE I see these entries:
What you can do here:
1) Directly edit the Price of the Coil/Weave -> change Price from 50 to 100.
2) Directly edit each Stat -> a) 'Stat #1: Damage [+44%]' has a value of 88
. Set it to something high so you get its maximum value (e.g.: 690); b) 'Stat #2: Tear [+11%]' has a value of 22
; set it to something high so you get its maximum value (e.g.: 690).
Once you change both, move mouse over another Coil then back, and you'll see this in-game:
Yes, the changes happen in real-time, because Decima reads the properties with each mouse hover. Now if you check back in CE, you will see the stats are properly re-read and updated and those 690 values you've set are kept:
No, I've not changed "Stat #1: Damage [+150%]" and "Stat #2: Tear [+150%]" manually, the script does it automatically when you move mouse to another coil and back.
3) Now that you have a Damage and Tear Stat that are already maxxed out, you can build your own coil
How to build my Coil|Weave
Pick one from the inventory. Let's say for this exercise we'll "tamper" the first one:
I already have 2 Stats I want, Damage and Tear. What we do now is we use this section:
The "Stats Edit" section allows you to copy-paste "Stats Tables" and build up to 8 stats. You can, theoretically, add as many as you want. Just keep in mind there are CAPS for the Outfits/Weapons you're going to apply them to, so it makes no sense to add 2 x Damage, 2 x Tear, 2 x etc..
Unless you wanna brag with some coil like that, which I find retarded
The address we're going to use is an ALLOCATION. Meaning it's something I've done with the script itself; it's not allocated by the game. So before you proceed, keep in mind you will get the game to CRASH 1 time
when we finish this process. It is needed and you'll see why.
So.. I want my "Stat #1" to be Damage. Therefore I double-click the "Stat #1 Table" and copy the whole line:
Then paste it in "Stat #1":
And it should look like this:
So now we have Damage
in our first Stat slot. Repeat for Tear and you should get this:
2 stats. But we want more. So what you do next is you hover the mouse over other Coils to get their different other stats; like so:
So I copy the Handling table to Stat #3. Note the "Stats Edit" table doesn't reset when you move mouse over other Coils.
Let's stop here, 3 coils. Note that you've moved mouse on another coil and WE NEED TO RETURN TO THE COIL WE WANT TO MODIFY. So move mouse back to first coil, so it's SELECTED:
What we want to do now is tell the Engine that our coil, the first one selected, has to have 3 stats. So change "Stats Num" to 3. We also want to tell the Engine where from to read our Stats, therefore we need to change "Stats Table" to our table with the 3 stats:
So.. how many stats do we have? Stat #1, Stat #2, Stat #3 = 3 stats. Where does the table start? It starts at Stat #1. In my case, the address is 2A5E95D0000:
- change "Stats Table" to the address you see for "Stat #1" (mine is 2A5E95D0000; you change it to your address!)
Once you do this, move mouse over next coil and back to first one, so display updates - remember I said Decima reads the stats in real time in the Modify tab - and you will see this:
Now close the Inventory, find a campfire and quick-save the game
. Since we "borrowed" a stat from another coil, we want these changes to be legit. In order for this to become legit, you need to let Decima rebuild your Coil. It can rebuild the Coil only when you close the game and re-run it, loading your quick-save (or clicking CONTINUE at main menu). Once you get back in-game, the 3rd stat we added (Handling) will belong to the Coil we modified. It will not belong anymore to the Coil we "borrowed" it from
. Of course the Coil we "borrowed" it from will still have it; it's not moved over to our Coil; just replicated.
After quick-saving, press Esc, then QUIT and Yes. And the game will crash:
Normally, you would've been sent to main menu. This is the crash I mentioned; it's because one of the Coils had a non-contiguous allocation for the Stats table. No worries, the save is still there and Decima will do its job after you re-run the game. That's it, you now have a legit coil with 3 stats!
After you re-run the game, simply re-enable the "Get Weapon Coil|Outfit Weave Stats" script and change 3rd stat's value to 690 to max it out as well
If you want to add more stats, repeat the process depicted above. You will have to COPY ALL TABLES to Stats #1, #2, .. AGAIN. Adding more stats means filling Stats from #1 to #8 all over again in "Stats Edit" section. If you find it easier, you can rename "Stat #1" to whatever you copied the table from (e.g.: Stats #1 to Damage), so you know what it stands for.
Exemplifying and explaining. Let's dupe
the Coil we built above (note I've not maxxed out the 3rd stat; just an FYI):
( Please make sure you have 1-2-3 Weapons with EMPTY sockets BEFORE you start doing the below!
I'll drop it using R key, Esc to close Inventory, then pick it up pressing E key. Now I'll enable the script; it will take 3-4s to run then I see this:
The dupe trick lies in Decima not invalidating the copy of the Coil when it's applied to a socket
Since it's a copy, we will place the same address of the Entity item at the end of the Inventory table and increase table size by 1. The reason you need to drop the item you want to dupe and pick-it up again is so we don't have to iterate through whole table to find some item you want; when you drop and re-pick item up, there's an offset in the Entity structure that points to the "last picked up item"
So we use that "shortcut" instead
Looking at my screenshot we got:
- LastPickedUpItem == 0000029B2AE3E7F0
This is the Entity address of your dropped and re-picked up Coil. The one we modded in previous step (with 3 stats).
- HumanoidInventory == 29B2AA06F70
This is where our Inventory lies at.
- p->InventoryEntities == 0000029B2ADC39F0
This is where the Inventory table with Entities starts.
- NumInventoryEntities == 247
How many items are in our Inventory?
This is a cleared pointer space at the end of the Inventory table in which you will have to copy-paste the "LastPickedUpItem" address.
To simplify the process, you don't care for shit BUT: a) "NumInventoryEntities" which you have to increase by 1 (so my 247 becomes 248); b) copy-pasting the address you see as Value for "LastPickedUpItem" into "LastInventoryEntity+1" entry. Like so:
Now close and re-open or just open the Inventory. Head to Modifications and you'll see this:
It looks like I have 2 identical items. Well, hold that thought, as it's just a visual mislead
In order to make this legit, what you need next to do is APPLY this Coil to 1 or multiple items, based on HOW MANY DUPES you want to have. The trick here lies in the fact that Decima will use the copy at the end of the table, considering it a unique item, therefore the inventory size is never -1 when applied. Meaning infinite uses of the Coil dupe when applying it to any item you want
So I'll pick this the Carja Hunter Bow and Carja Tripcaster and apply the Coil 4 times:
I go to Modify menu in first and apply first Coil:
When you go to 2nd slot, it may look like 1 Coil was already used and you got 1 left; the dupe. So apply it. Now I got this:
Move to the next weapon, the Tripcaster, and voila; it's still available
Even though you've already applied it 2 times:
So I'll apply it 2 more times:
At the end of the process, we've applied 1 original Coil (the one we dropped and re-picked up) and 3 dupes. Now since all of these 4 are one and the same Coil, we need to make it legit.
TO MAKE IT LEGIT, Decima needs to re-generate the individual Coils, so they're independent (not copies of same Coil). Find a camp-fire and quick-save. Then exit to main menu and CONTINUE. Once back in-game, go to Inventory > Modify and remove the Coils from the 4 sockets
You will see you have 5 Coils now. The original one we used which remained in our Inventory + 4 from each of the 2 Weapons:
(removed from sockets)
And that's that.
I've had to write quite a lot of shit to explain to the best of the noob language what you have to do. If you still get into issues, please help one another, as I can't be arsed anymore with this game.