Yeah, using the groupscan 4:x w:4 4:y no result at all, tried it couple of times and still wouldnt work, in the end i just did the 4 byte expdoobiedoo wrote: ↑Fri Oct 25, 2024 11:10 amdid you not get any results at all for just the XP?woofington wrote: ↑Fri Oct 25, 2024 2:59 amsadly i tried running 1 mission and didnt get any result, tried running again and still no result, i guess the data structures is not the same anymoredoobiedoo wrote: ↑Thu Oct 24, 2024 8:16 pm
derp, my bad. you're correct, that group search for 4:57 w:4 4:1841 should return hits if the data structures are still the same. another poster once mentioned that you have to play a mission first for it to populate but i didn't think that was true... still, if you're not getting hits, i'd try that.
PvP process is the same, as you've noted. odd you're not getting hits though. you can always do it old school, search for the XP value, run a mission, search again, see what you get, and explore nearby data regions for "57".
Warhammer 40,000: Space Marine 2 Trainer
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- Noobzor
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Re: Warhammer 40,000: Space Marine 2 Trainer
Re: Warhammer 40,000: Space Marine 2 Trainer
Well, yes and no. Short answer is: when you start solo server and invite your mates after level is loaded - some files (level related: difficulty settings, bot settings, enemies, may be even ammo amount, but I'm not sure about last one) are yours, but when you load lvl after creating a party, then less settings affected by your server pak files.
Re: Warhammer 40,000: Space Marine 2 Trainer
anyone has any idea how to cheese unlocking the new lethal cosmetics?
Re: Warhammer 40,000: Space Marine 2 Trainer
the obvious cheese is just boosting a weapon's damage to something stupid like 200+ and using infinite ammo+clip. you still have to do the missions though.
the more nerdy thing is going to ssl\body\customization\customization_decal_library.sso and deleting every code block that begins with pveMissionLock.
Re: Warhammer 40,000: Space Marine 2 Trainer
So, as far as I understand, there’s no way to adjust character abilities/perks in PvE with other players, right? Like, speeding up skill cooldowns.
Btw it does work when playing with bots, but meh
Btw it does work when playing with bots, but meh
Re: Warhammer 40,000: Space Marine 2 Trainer
ssl\abilities\ability_library.sso doesn't work w other players?
ability_banner_ultramar
ability_barrier
ability_camouflage
ability_grappling_hook
ability_jetpack_pve
ability_auspex_scan
about to test a little
EDIT - out of all my changes, i think only regenStartingDelay = 0 seemed to have an effect.
Last edited by doobiedoo on Sat Oct 26, 2024 8:36 am, edited 1 time in total.
Re: Warhammer 40,000: Space Marine 2 Trainer
Gosh I feel so stupid, I cannot for the life of me get this to work! I started on tactical, whom i've never played, scanned for 0*8+1, played a game, added 8, played another, added 8 and played 1 more to narrow it down and it i had no results after the final search. I need a tech priestdoobiedoo wrote: ↑Sun Oct 20, 2024 10:22 pmONLY change the value.
the address is where the data lives. if you move where that is by writing elsewhere the game's not gonna be able to find it.
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- Noobzor
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Re: Warhammer 40,000: Space Marine 2 Trainer
Once you edit the pak file to modify weapon damage, do you have to keep repeating the same process for every update?
Re: Warhammer 40,000: Space Marine 2 Trainer
yes and no. the PAK files will be overwritten in the game directory but you can just replace them with your saved-elsewhere modified PAK files.4HeadedHydra wrote: ↑Sat Oct 26, 2024 7:01 amOnce you edit the pak file to modify weapon damage, do you have to keep repeating the same process for every update?
the only caveat here would be if they changed weapon properties in an update, since those changes won't be reflected in your personal PAKs. it would be illuminating to run a comparison of the files (Notepad++ does this w a plugin, i'm sure there are numerous other methods) to highlight what an different between the new, updated PAK and your modified PAK.
Re: Warhammer 40,000: Space Marine 2 Trainer
never played in PvP or PvE? those victory counts add together.Shmaw wrote: ↑Fri Oct 25, 2024 11:25 pmGosh I feel so stupid, I cannot for the life of me get this to work! I started on tactical, whom i've never played, scanned for 0*8+1, played a game, added 8, played another, added 8 and played 1 more to narrow it down and it i had no results after the final search. I need a tech priest
you can infer your victory count by looking at the "wins to achieve" for the highest level of armor, and compare that to the max number of victories needed to earn the pieces within that armor set. For example, if the chest piece is 10 more wins, the wargear is 12 more wins, then the max number of victory among pieces is 14; if the armor set requires 35 wins, then you can infer you have 23 victories (35 - 12 = 23) and should be searching for 185 (23 * 8 + 1 = 185)
Re: Warhammer 40,000: Space Marine 2 Trainer
Hi, I appreciate the help; I think I figured out the Infinite ammo. However, I think I made a big mistake editing other things in the heavy bolters' spread. Now my heavy bolter animation will stuck a little bit every time I aim something, then it won't fire not matter in the aiming mode or hip fire mode. Any ideas?DiegoAmorim wrote: ↑Fri Oct 25, 2024 11:24 amMine is working, just isInfiniteClip do the trick:
clipsSettings = {
default_clip = {
ammoType = "ammo_universal_heavy"
maxAmmo = 450
isInfiniteClip = True
__type = "ClipSettings"
}
}
There are two heavy bolters, the "support" is for operations and the "story" is for the campaing, be sure to edit the right one
hwpn_support_heavy_bolter = {
pickupVisualUid = "hwpn_support_heavy_bolter"
and
hwpn_story_heavy_bolter = {
pickupVisualUid = "hwpn_support_heavy_bolter"
Code: Select all
hwpn_support_heavy_bolter = {
pickupVisualUid = "hwpn_support_heavy_bolter"
actorName = "hwpn_heavy_bolter"
category = "MACHINE_GUNS"
sightPreset = "HEAVY_AUTO"
shellDescriptions = {
heavy_bolts = {
projectileType = {
projectileType = "bolter_bullet"
__type = "ClientProjectileType"
}
endEffectsType = "heavy_bolter_bullet"
shotCreatorSettings = {
headshotMult = 2.6
damage = 4.4
heavyHitDamage = 2.6
damagerLink = {
damagerDescUid = "arifle_damager"
__type = "DamagerDescriptionLink"
}
coeffDamage = {
spline = [
0,
1,
100,
1
]
__type = "SplineLinear1d"
}
penetrationPreset = "Five_targets_penetration"
__type = "ShotCreatorSettings"
}
__type = "ShellDescription"
}
}
barrelDescriptions = {
bad_in_blind = {
shellName = "heavy_bolts"
clipName = "default_clip"
shootSettings = {
fireRate = {
shotsPerMin = 300
__type = "FixedFireRate"
}
fireRateAffectShootAnim = False
shootLogicUid = "autofire"
__type = "ShootSettings"
}
recoilSettings = {
cameraRecoilSettings = {
recoilByTimeHorizontal = {
spline = [
0,
0,
0.8,
0,
4.5,
-1.5,
10,
1.2
]
__type = "SplineLinear1d"
}
recoilByTimeVertical = {
spline = [
0,
0,
0.8,
0.4,
4.5,
5,
10,
8.5
]
argumentScale = 1
__type = "SplineLinear1d"
}
riseTimeSpeed = 2.1
recoveryDelay = 0.23
recoverSpeedVertical = 25
recoverSpeedHorizontal = 25
modifiers = {
CameraRecoilDeviceModifier = {
deviceType = "GAMEPAD"
modificatorHorizontal = -30
modificatorVertical = -30
}
}
__type = "CameraRecoilSettings"
}
weaponRecoilSettings = {
recoilPresets = {
BLIND = {
baseSettings = {
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
movementOverrideSettings = {
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
__type = "RecoilPreset"
}
MINI_ZOOM = {
movementOverrideSettings = {
recoil = 1
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
__type = "RecoilPreset"
}
AUGMENTED_ZOOM = {
baseSettings = {
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
movementOverrideSettings = {
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
__type = "RecoilPreset"
}
}
weaponOffSetIronSight = {
y = -0.063
z = 0.25
__type = "Vector3d"
}
__type = "WeaponRecoilSettings"
}
targetRecoilSettings = {
minDistToWeapon = 3
recoilByTime = {
spline = [
0,
0.1
]
__type = "SplineLinear1d"
}
recoilRecoverSpeed = 2
recoilSectorsCount = 4
recoilSectorAngle1 = 1
recoilSectorAngle2 = 1.2
recoilSectorAngle3 = 1.5
recoilSectorsOrder = "abcdefghijkl"
swingSpeed = 1
weaponTurnSpeed = 60
weaponTurnSlowDown = 7
isRotatingToCamera = True
__type = "TargetRecoilSettings"
}
dynamicCameraDistanceSettings = {
blindPresetUid = "hwpn_heavy_bolter_blind"
miniZoomPresetUid = "hwpn_heavy_bolter_blind"
__type = "DynamicCameraDistanceSettings"
}
__type = "RecoilSettings"
}
spreadSettings = {
minBulletSpread = 1
maxBulletSpread = 1
spreadEnergyDesc = {
type = {
energyRegenerationRules = {
SpreadRegen = {
pushPercent = 136
__type = "EnergySpreadRegen"
}
}
__type = "Energy"
}
__type = "EnergyDesc"
}
spreadSpline = {
spline = [
0,
1,
25,
27,
70,
40,
100,
32.5
]
__type = "SplineLinear1d"
}
__type = "SpreadControllerSettings"
}
isIsolated = False
__type = "BarrelDescription"
}
good_in_zoom = {
shellName = "heavy_bolts"
clipName = "default_clip"
shootSettings = {
fireRate = {
speedUpSplineFireRatePerSec = {
spline = [
0,
300,
0.8,
600
]
__type = "SplineLinear1d"
}
slowdownTimerRegen = {
type = {
recoverSpeed = 1
ticksPerSec = 24
regenStartingDelay = 0.8
__type = "EnergyTimerRegen"
}
__type = "EnergyTimerRegenDesc"
}
__type = "FloatingFireRate"
}
shootLogicUid = "autofire"
__type = "ShootSettings"
}
recoilSettings = {
cameraRecoilSettings = {
recoilByTimeHorizontal = {
spline = [
0,
0,
0.8,
0,
4.5,
-1.5,
10,
1.2
]
__type = "SplineLinear1d"
}
recoilByTimeVertical = {
spline = [
0,
0,
0.8,
0.4,
4.5,
5,
10,
8.5
]
argumentScale = 1
__type = "SplineLinear1d"
}
riseTimeSpeed = 2.1
riseRateHorizontal = 4.5
riseRateVertical = 4.5
recoveryDelay = 0.23
recoverSpeedVertical = 25
recoverSpeedHorizontal = 25
modifiers = {
CameraRecoilDeviceModifier = {
deviceType = "GAMEPAD"
modificatorHorizontal = -30
modificatorVertical = -30
}
}
__type = "CameraRecoilSettings"
}
weaponRecoilSettings = {
recoilPresets = {
BLIND = {
baseSettings = {
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
movementOverrideSettings = {
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
__type = "RecoilPreset"
}
MINI_ZOOM = {
movementOverrideSettings = {
recoil = 1
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
__type = "RecoilPreset"
}
AUGMENTED_ZOOM = {
baseSettings = {
spreadMin = 1
spreadMax = 1
__type = "RecoilPresetSettings"
}
__type = "RecoilPreset"
}
}
weaponOffSetIronSight = {
y = -0.063
z = 0.25
__type = "Vector3d"
}
__type = "WeaponRecoilSettings"
}
targetRecoilSettings = {
minDistToWeapon = 3
recoilByTime = {
spline = [
0,
0.1
]
__type = "SplineLinear1d"
}
recoilRecoverSpeed = 2
recoilSectorsCount = 4
recoilSectorAngle1 = 1
recoilSectorAngle2 = 1.2
recoilSectorAngle3 = 1.5
recoilSectorsOrder = "abcdefghijkl"
swingSpeed = 1
weaponTurnSpeed = 60
weaponTurnSlowDown = 7
isRotatingToCamera = True
__type = "TargetRecoilSettings"
}
dynamicCameraDistanceSettings = {
blindPresetUid = "hwpn_heavy_bolter_minizoom"
miniZoomPresetUid = "hwpn_heavy_bolter_minizoom"
__type = "DynamicCameraDistanceSettings"
}
__type = "RecoilSettings"
}
spreadSettings = {
minBulletSpread = 1
maxBulletSpread = 1
spreadEnergyDesc = {
type = {
energyRegenerationRules = {
SpreadRegen = {
pushPercent = 170
__type = "EnergySpreadRegen"
}
}
__type = "Energy"
}
__type = "EnergyDesc"
}
spreadSpline = {
sslModule = "math.spline_1d"
spline = [
0,
1,
15,
18,
80,
21,
100,
20
]
__type = "SplineLinear1d"
}
__type = "SpreadControllerSettings"
}
isIsolated = False
__type = "BarrelDescription"
}
}
barrelSwitcherSettings = {
defaultBarrelUid = "bad_in_blind"
aimTypeBarrelUidRelation = {
ZOOM = {
__value = "good_in_zoom"
}
AUGMENTED_ZOOM = {
__value = "good_in_zoom"
}
}
__type = "BarrelSwitcherSettingsAim"
}
ammoSettings = {
typeData = {
ammo_universal_heavy = {
maxAmount = 0
__type = "AmmoTypeSettings"
}
}
__type = "AmmoSettings"
}
clipsSettings = {
default_clip = {
ammoType = "ammo_universal_heavy"
maxAmmo = 450
isInfiniteClip = True
__type = "ClipSettings"
}
}
aimSettings = {
logicUid = "knee"
autoAimSettingsDefault = {
deviationAngle = 2
autoaimAngle = 2
autoaimDistance = 15
autoaimFalloffDistance = 10
autoaimNearFalloffDistance = 0
__type = "AutoAimSettings"
}
autoAimSettingsOverrides = {
ZOOM = {
deviationAngle = 0.8
autoaimAngle = 0.8
autoaimDistance = 45
autoaimFalloffDistance = 35
autoaimNearFalloffDistance = 0
__type = "AutoAimSettings"
}
AUGMENTED_ZOOM = {
deviationAngle = 0.8
autoaimAngle = 0.8
autoaimDistance = 45
autoaimFalloffDistance = 35
autoaimNearFalloffDistance = 0
__type = "AutoAimSettings"
}
}
magnetismSettingsDefault = {
magnetismDistance = 15
magnetismFalloffDistance = 10
__type = "MagnetismSettings"
}
magnetismSettingsOverrides = {
ZOOM = {
magnetismAngle = 4
magnetismDistance = 55
magnetismFalloffDistance = 45
magnetismNearFalloffDistance = 5
__type = "MagnetismSettings"
}
AUGMENTED_ZOOM = {
magnetismAngle = 4
magnetismDistance = 55
magnetismFalloffDistance = 45
magnetismNearFalloffDistance = 5
__type = "MagnetismSettings"
}
}
__type = "AimSettings"
}
isOverheatAffectingShooting = True
overheatSettings = {
continuousHeatingSpeed = 50
barrelsHeatPerShot = {
bad_in_blind = {
value = 0
__type = "HeatPercentPerShot"
}
good_in_zoom = {
value = 1.2
__type = "HeatPercentPerShot"
}
}
venting = {
ticksPerSec = 24
normalRegenDelaySec = 0.8
normalRegenRate = 25
__type = "VentingSettingsFirearm"
}
coolOffThreshold = 25
__type = "OverheatSettingsFirearm"
}
__type = "FirearmDefaultDescription"
}
- Emp3R0r-of-Mank1nD
- Noobzor
- Posts: 5
- Joined: Thu Oct 03, 2024 1:36 pm
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Re: Warhammer 40,000: Space Marine 2 Trainer
Hi, Is it possible to unlock current Twitch skins (Porphyr Shield Bolt Rifle, Chainsword and Powerfist), the (ex)beta skin and the Chapter Command Right Pauldron (PROS reward) through .pak editing?
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- Noobzor
- Posts: 7
- Joined: Tue Sep 24, 2024 11:55 pm
- Reputation: 1
Re: Warhammer 40,000: Space Marine 2 Trainer
Did someone figure out how to mod melee weapons? I get where to do this and how to change damage, but I just want to increase splash radius of weapons, e.g. for power sword combo moment.I tried changing "radiusScale" but it seems to have no effect
update: actually it has effect
update: actually it has effect
Last edited by UsuallyDestroyer1337 on Sun Oct 27, 2024 12:30 pm, edited 1 time in total.
Re: Warhammer 40,000: Space Marine 2 Trainer
Well, changes made to abilities will work when playing with other players, but only if it's your private session and you invite people during missions, not when you in "lobby". Playing open session with randoms will not do the magic, oh well :sadge:doobiedoo wrote: ↑Fri Oct 25, 2024 10:34 pmssl\abilities\ability_library.sso doesn't work w other players?
ability_banner_ultramar
ability_barrier
ability_camouflage
ability_grappling_hook
ability_jetpack_pve
ability_auspex_scan
about to test a little
EDIT - out of all my changes, i think only regenStartingDelay = 0 seemed to have an effect.
Re: Warhammer 40,000: Space Marine 2 Trainer
i uploaded a base version of firearm_library_pve.sso to...trcsb wrote: ↑Sat Oct 26, 2024 8:48 amHi, I appreciate the help; I think I figured out the Infinite ammo. However, I think I made a big mistake editing other things in the heavy bolters' spread. Now my heavy bolter animation will stuck a little bit every time I aim something, then it won't fire not matter in the aiming mode or hip fire mode. Any ideas?
[Link]
in the future it's good practice when modding to keep a copy of the original files so that you have some rudimentary version control. you might not be able to revert one thing, but at least you have the original still. anyway, you can grab that and pull out the stock version of the weapon you're having trouble with, replace the code block and then re-work it and hopefully that fixes it all for you.
another option is you can save all your modded files, then Verify Game Integrity via Steam and have the originals reinstalled.
third option is to work through GitHub so you have version control baked into the process.
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