up
date...
Update15
- added light bow arrow "clip" mod.
- updated sync equipments level to sync equipments level / reset outfit quantities, as title suggests, you can also use this script to reset outfit quantities to 1 if you've got 2 or more of some of them. also, you can't sync the equipments level with your current level if you're level 40 before this update. it's fixed now.
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Rstish0 wrote: ↑Sat Nov 18, 2017 2:54 pm
[...]
I got same outfit twice, when I had
"ignore $" activated.
Outfit which I got twice is
"Bathhouse Towel", since outfit changes automatically during quest and I got it also as reward from
completing
"End of The Snake" quest.
thanks for the report~ and yea it happened to me too, but I don't really think it's because of
ignore $ it seems, as it only handle the cost vs fund compare when you enter the the shop menu. I may have a look later (I doubt I would though...).
anyway, in the mean time, you should re-download the table as I've updated a script so that you can use it to reset those double outfit back to 1.
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dnap2010 wrote: ↑Sat Nov 18, 2017 4:42 am
[...]
I was actually able to find the Silica Dust quantity value while in a tomb. I searched for my value (24 at the time), picked up one and searched for 25, picked up another and searched for 26. Worked great. But changing it didn't do anything. I know I had the right value, because when I picked up 27, it changed in my CE table, too. But when I'd change it in CE, the value wouldn't change in-game. Even if I checked the box to freeze the value, it would stay at 27, which is how many I currently have. Seems Silica must be server side or something, and is constantly overridden. I can't get it to change. I've also discovered just about the entire map and grabbed every location, while still obviously being quite short of the 50 needed for the Sphinx tomb. I'm in for a long road pouring over every discovered location in hopes of finding Silica I missed. Not looking forward to that.
there are more than enough of Silica in the game. I've activated all the ancient machines (including the Sphinx tomb) and I still have 21 left.
anyway, I may have a look at it IF I find myself more Silica to pick up later.
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SandNiBBa wrote: ↑Fri Nov 17, 2017 11:36 am
[...]
Hey man, activating your table causes my game to instantly crash. I've tried multiple versions of CE.
I am able to activate and use it when inside the pause menu/inventory, but as soon as I escape into the game, it crashes.
I've also tried only activating it during the title screen but it didn't help, that also seemed advice for an outdated version.
need more details. like, at the very least, the options you used and/or any pointers freeze, etc.
it may not guarantee a solution, but at least it could help to deduce how did it happened on your game.
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fireundubh wrote: ↑Sat Nov 18, 2017 3:38 am
Infinite Ammo crashes the game when Rate of Fire is 0.01 (or when activated in-game instead of at title screen?)
didn't happened to me. any more details so that I can re-create the crash?
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ColdWater wrote: ↑Fri Nov 17, 2017 5:41 pm
Cielos wrote: ↑Thu Nov 02, 2017 6:08 pm
..
Hi, man, can the attributes of weapons be saved?
no.
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ConnollyUK wrote: ↑Sat Nov 18, 2017 2:05 pm
Has anyone identified how to change the special effect of a weapon with the weapon editor? E.g from Poison to Health on Hit?
1, equip a YELLOW weapon with "Health on Hit", it should have 4 "# of properties":
- "[base property]" is probably the basic weapon stats, not tested.
- "[property 2]" through "[property 4]" will be the property of the icons you can see on the weapon info. and they are in the same order as you can see on screen. that's why "[property 4]" will be holding the "Health on Hit" property.
2. copy the value of the "base" under "[property 4]".
3. equip the YELLOW weapon that has the "Poison" property, paste the value to the "base" under "[property 4]".
4. re-enter the Gear menu to check the changes. then re-equip the weapon just to make sure.
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2 things worth of note:
1. the changes you made won't be saved when you reload the game. as these properties are actually hardcoded, every time the game load a save, it would just read the weapon you have in the savefile, and load the weapon "stats" from the templates.
2. most of the properties just took one property slot except the "CURSE" property, somehow it took up 2 properties (the last 2 of course), thus a CURSEd weapon have 5 properties in total actually, both [property 4] and [property 5] are related to the "CURSE" property. my guess is that the last property is for the on-screen max health decreased warning display. yet to test this assumption though.