Well, I experimented around today with UE5 and tested my results on Remnant 2
If you download the newest table you will find a Patch Summon script, this allows to use the Summon command with a path argument.
Little example:
Lets say you create a fresh character and you want to have some BloodMoonEssence.
Using my Give Resource script would give you an error "class not found" and the Summon console command would just do nothing.
Now it shouldn't matter if the class is loaded or not, the item should spawn infront of you.
If the summon works you can eventually use my Give Resource script to give you any amount you want ( e.g Material_BloodMoonEssence_C|99 will work now )
[Link]
It should also be possible to add stuff that can't be picked up.
e.g use the Summon command to load the class and then use my Give Resource script to add it to the inventory, in theory it should work but I didn't test it!
Okay happy experimenting with it!
Could you give an example using other items like a weapon or something? I attempted it on weapon mods but not sure if my formatting is incorrect or if it just doesn't work. I tried with the mod TimeLapse, here's the path I copied for it from FModel(
EDIT: I haven't figured out mods, but it is working for amulets, rings, and weapons. If anyone is curious about formatting, this is what I typed to summon the handgun Sorrow
Could you give an example using other items like a weapon or something? I attempted it on weapon mods but not sure if my formatting is incorrect or if it just doesn't work. I tried with the mod TimeLapse, here's the path I copied for it from FModel(
I don't think your path is valid.
You can see FModel only finds the VFX assets ( materials and such stuff ) - so these are not actors.
Edit:
Just created a new character ( no intro skip ) and tried to spawn a weapon:
Summon /Game/World_Base/Items/Weapons/Melee/Standard/Sword/AssassinsDagger/Weapon_AssassinsDagger.Weapon_AssassinsDagger_C
works!
but now ... here comes the cool n fun part
each time you spawn it ,you can also use the give resource script for that, the weapon gets upgraded +1
EDIT: I haven't figured out mods, but it is working for amulets, rings, and weapons. If anyone is curious about formatting, this is what I typed to summon the handgun Sorrow
EDIT: I haven't figured out mods, but it is working for amulets, rings, and weapons. If anyone is curious about formatting, this is what I typed to summon the handgun Sorrow
But why is /Content = /Game
?
So just change the /Content to /Game and at the end ItemName.ItemName_C
?
Thanks for the example,this helps me a lot!
I guess it needing to be changed from Remnant/Content to Summon /Game is just how the command works? Not really sure, but yeah, at the end you need to enter Type_ItemName.Type_ItemName_C. So far I've tested on various amulets, rings, weapons, and armors and it's all working. Traits and mods aren't working though, or at least I haven't been successful adding them.
Traits and mods aren't working though, or at least I haven't been successful adding them.
The game has a own "AddTrait" function inside some TraitComponent = Traits are not inventory items
We would need a "Give Trait" script- similary to what "Give Resource" does.
Then we could load a trait with Summon and then use the script to add it, Im sure cfemen could do that if he wants
Well, I experimented around today with UE5 and tested my results on Remnant 2
If you download the newest table you will find a Patch Summon script, this allows to use the Summon command with a path argument.
Little example:
Lets say you create a fresh character and you want to have some BloodMoonEssence.
Using my Give Resource script would give you an error "class not found" and the Summon console command would just do nothing.
Now it shouldn't matter if the class is loaded or not, the item should spawn infront of you.
If the summon works you can eventually use my Give Resource script to give you any amount you want ( e.g Material_BloodMoonEssence_C|99 will work now )
[Link]
It should also be possible to add stuff that can't be picked up.
e.g use the Summon command to load the class and then use my Give Resource script to add it to the inventory, in theory it should work but I didn't test it!
Okay happy experimenting with it!
Thanks for the update now i can complete my collection without reroll "The Cass" anymore
here're my collection fresh start with all items & no upgrade
all amulets
all rings
all mods (i can't spawn mod directy so i spawn material instead)
all gems
all weapons
all armors
all relics
all special concoctions
all archtypes unlock at level 1 fresh start
all event traits (except ones you from campaign & revivalist )
but no shard - shard is easy to get & complete
[Link]
there're command list i use too in text file just right click - select all - switch to your game - press F1 - Ctrl + V - Enter - LOTs of item will appear
ps. it is old short command that can use with my save file to spawn items only you have to login my save file & your together to summon items with this command - if i have time 'll update it into full that can use without my save
ps.2 i don't know how to post file on this site so i post my google drive link
Last edited by oilnarak01 on Mon Jul 31, 2023 11:32 pm, edited 2 times in total.
Well, I experimented around today with UE5 and tested my results on Remnant 2
If you download the newest table you will find a Patch Summon script, this allows to use the Summon command with a path argument.
Little example:
Lets say you create a fresh character and you want to have some BloodMoonEssence.
Using my Give Resource script would give you an error "class not found" and the Summon console command would just do nothing.
Now it shouldn't matter if the class is loaded or not, the item should spawn infront of you.
If the summon works you can eventually use my Give Resource script to give you any amount you want ( e.g Material_BloodMoonEssence_C|99 will work now )
[Link]
It should also be possible to add stuff that can't be picked up.
e.g use the Summon command to load the class and then use my Give Resource script to add it to the inventory, in theory it should work but I didn't test it!
Okay happy experimenting with it!
Thanks for the update now i can complete my collection without reroll "The Cass" anymore
here're my collection fresh start with all items & no upgrade
all amulets
all rings
all mods (i can't spawn mod directy so i spawn material instead)
all gems
all weapons
all armor
all relic
all special concoctions
all archtype unlock at level 1 fresh start
all event traits (except ones you from campaign & revivalist )
but no shard - shard is easy to get & complete
[Link]
there're command list i use too in text file just right click - select all - switch to your game - press F1 - Ctrl + V - Enter - LOTs of item will appear
ps. it is old short command that can use with my save file to spawn items only you have to login my save file & your together to summon items with this command - if i have time 'll update it into full that can use without my save
ps.2 i don't know how to post file on this site so i post my google drive link
For spawning mods, can you share an example line? Not sure what you mean by you spawned the material instead
Well, I experimented around today with UE5 and tested my results on Remnant 2
If you download the newest table you will find a Patch Summon script, this allows to use the Summon command with a path argument.
Little example:
Lets say you create a fresh character and you want to have some BloodMoonEssence.
Using my Give Resource script would give you an error "class not found" and the Summon console command would just do nothing.
Now it shouldn't matter if the class is loaded or not, the item should spawn infront of you.
If the summon works you can eventually use my Give Resource script to give you any amount you want ( e.g Material_BloodMoonEssence_C|99 will work now )
[Link]
It should also be possible to add stuff that can't be picked up.
e.g use the Summon command to load the class and then use my Give Resource script to add it to the inventory, in theory it should work but I didn't test it!
Okay happy experimenting with it!
Thanks for the update now i can complete my collection without reroll "The Cass" anymore
here're my collection fresh start with all items & no upgrade
all amulets
all rings
all mods (i can't spawn mod directy so i spawn material instead)
all gems
all weapons
all armor
all relic
all special concoctions
all archtype unlock at level 1 fresh start
all event traits (except ones you from campaign & revivalist )
but no shard - shard is easy to get & complete
[Link]
there're command list i use too in text file just right click - select all - switch to your game - press F1 - Ctrl + V - Enter - LOTs of item will appear
ps. it is old short command that can use with my save file to spawn items only you have to login my save file & your together to summon items with this command - if i have time 'll update it into full that can use without my save
ps.2 i don't know how to post file on this site so i post my google drive link
For spawning mods, can you share an example line? Not sure what you mean by you spawned the material instead
like if i want a Time Lapse mod i'll just spawn Broken Timepiece (material) then go craft it at McCabe
there're command list i use too in text file just right click - select all - switch to your game - press F1 - Ctrl + V - Enter - LOTs of item will appear
Thanks for sharing!
With FModel its kinda easy to "translate" your list to the path.
Material_TwilightDactylus_C = Summon /Game/World_Jungle/Items/Materials/Miniboss/TwilightDactylus/Material_TwilightDactylus.Material_TwilightDactylus_C
cfemen's list contains lots of resources and materials but not everything and that's not a problem because we can work together to make a full list!
Thanks for everyone who helped me with the realmwalker set! I read through the forum and learned a little about how summon works, however I am having trouble now trying to spawn class items.. in FModel the alchmenist engram is called MI_Engrams_Philosopher_Stone_Alchemist, so i tried doinbg summon /Game/World_Base/Items/Engrams/Materials/MI_Engrams_Philosopher_Stone_Alchemist.MI_Engrams_Philosopher_Stone_Alchemist_C and it didnt work. I tried messing around with the format and such and still no luck. Am I looking at the wrong thing? or is there another way to unlock archtypes?