[COMPLETED] Pathfinder: Kingmaker
Re: Pathfinder: Kingmaker
How were you able to find the feat info in the files? I searched for any feat names and nothing comes up.. I also don't see it in the screenshot you listed.
Re: Pathfinder: Kingmaker
It's listed under the "ComponentName": at the top. One was $AddStatBonus$ and the other was $ToughnessLogic$
-
- Expert Cheater
- Posts: 107
- Joined: Tue May 09, 2017 10:46 am
- Reputation: 15
Re: Pathfinder: Kingmaker
For example, what I've marked here is the feat for Simple Weapon Proficiency:
Re: Pathfinder: Kingmaker
Basically, I created two very similar characters, with some key differences. In this case: feats, spells, skills. And with Notepad ++, with compare plugin, went over all of the differences between the two near identical save files. It didn't really take too much time. Unfortunately, at the moment at least, it didn't really amount to much. If I had to guess, I think the "$id" values create problems with simply copy pasting feats from one save to another. I was also unable to find the different spells.
- Empress_Ravenna
- Expert Cheater
- Posts: 380
- Joined: Mon Oct 09, 2017 11:42 pm
- Reputation: 51
Re: Pathfinder: Kingmaker
and thats how u edit your File in NP++ with JSTool from Plugins installer, in the Plugins menu goto JSTool and click the Formatting, and it'll automatically set up for ya.. also did some interesting editing... my character runs 99 / 3 feet.. you can edit HP and likes as well, even Reach which affects melee as well.. kinda makes the game a bit silly if u mess with those values and speedantema wrote: ↑Wed Sep 26, 2018 6:32 pmI already attempted that. I found the feats and attempted to copy a feat from one save to another, so that I would have three feats, instead of the original two. Unfortunately I was not successful. I copied the feat and pasted it between the original two feats.Rebelicious wrote: ↑Wed Sep 26, 2018 6:18 pmProbably, but it would mean having to know where feats are kept and what to manipulate.
That said, I think I'm going to create two new games/saves that will be virtually identical, and see if there's any major differences between them.
In this case I attempted to copy Toughness between Dodge and Combat Casting.
and for feats you need an ID for it.. still working on figuring it out but everything is loaded in an Order
Re: Pathfinder: Kingmaker
I need a way to edit the times it takes to complete projects and events in my kingdom. I have a game, I can't progress it because the event I need to activate is locked to me due to my priest being unavailable due to a current project. The project ends well after the expire timer on the event mission, so I've been combing through my files trying to figure out how to change the timer for the project without any luck...I've found the active project, but can't find the timer.
Re: Pathfinder: Kingmaker
Hm. I'm pretty sure this discussion should be moved to the Specific Game Tutorial or Discussion forum instead of the Requests forum. Lol. We've started to get a whole lot of technical details going on here now~
-
- Expert Cheater
- Posts: 76
- Joined: Fri Apr 28, 2017 1:59 pm
- Reputation: 10
Re: Pathfinder: Kingmaker
I'll throw my hat into the feat discussion and say this: trying to add them in save files is a monumental task.
It can be done. But it means you will have to edit the entire friggin file.
The way the file is structured, every item, every entity, every effect, every stat and every unique property of anything in the game, be they items, feats, spells, characters etc. as well as any form of temporary or permanent effect that modifies said properties/things is stored and referenced by it's own unique ID.
And they all seem to be in consecutive order more or less, every new entry getting an ID incrementally higher to the previous one.
So yes, feats CAN be added, but you have to edit every single ID that follows the place where you insert the feat to ensure the structure and logic of the file stays intact, as well as any references to the IDs you edit. I also have a hunch that you have to add the effects of said feat as modifiers to whatever they are affecting, as at the very least references to the effects of the feat, so it's a lot more complicated than it sounds at first. Unless someone codes a save editor that does it all for you, doing this manually is ill-advised. Not only are you going to waste hours upon hours trying to get everything right, but ONE mistake, and your file won't work.
It can be done. But it means you will have to edit the entire friggin file.
The way the file is structured, every item, every entity, every effect, every stat and every unique property of anything in the game, be they items, feats, spells, characters etc. as well as any form of temporary or permanent effect that modifies said properties/things is stored and referenced by it's own unique ID.
And they all seem to be in consecutive order more or less, every new entry getting an ID incrementally higher to the previous one.
So yes, feats CAN be added, but you have to edit every single ID that follows the place where you insert the feat to ensure the structure and logic of the file stays intact, as well as any references to the IDs you edit. I also have a hunch that you have to add the effects of said feat as modifiers to whatever they are affecting, as at the very least references to the effects of the feat, so it's a lot more complicated than it sounds at first. Unless someone codes a save editor that does it all for you, doing this manually is ill-advised. Not only are you going to waste hours upon hours trying to get everything right, but ONE mistake, and your file won't work.
-
- Expert Cheater
- Posts: 107
- Joined: Tue May 09, 2017 10:46 am
- Reputation: 15
Re: Pathfinder: Kingmaker
Have you actually done this, or are you just guessing?XDAvenger93 wrote: ↑Wed Sep 26, 2018 11:40 pmI'll throw my hat into the feat discussion and say this: trying to add them in save files is a monumental task.
It can be done. But it means you will have to edit the entire friggin file.
The way the file is structured, every item, every entity, every effect, every stat and every unique property of anything in the game, be they items, feats, spells, characters etc. as well as any form of temporary or permanent effect that modifies said properties/things is stored and referenced by it's own unique ID.
And they all seem to be in consecutive order more or less, every new entry getting an ID incrementally higher to the previous one.
So yes, feats CAN be added, but you have to edit every single ID that follows the place where you insert the feat to ensure the structure and logic of the file stays intact, as well as any references to the IDs you edit. I also have a hunch that you have to add the effects of said feat as modifiers to whatever they are affecting, as at the very least references to the effects of the feat, so it's a lot more complicated than it sounds at first. Unless someone codes a save editor that does it all for you, doing this manually is ill-advised. Not only are you going to waste hours upon hours trying to get everything right, but ONE mistake, and your file won't work.
Because changing the ID:s is hardly a "monumental" task, and Notepad++ does have functions for searching and replacing. You could change all the ID:s to, say, 0, and then make Notepad++ replace each 0 with 1, +1 incrementally, so you'd get 1, 2, 3, 4 ,5, etc., AFAIK.
-
- Noobzor
- Posts: 6
- Joined: Thu Sep 27, 2018 9:04 am
- Reputation: 0
Re: Pathfinder: Kingmaker
I don't really understand the part where you say to change "PermanentValue": 20. Is this necessary or my stats will change without changing PermanentValue? Because when I try to search PermanentValue in other stats besides Dexterity, I can't really seem to find it.
Re: Pathfinder: Kingmaker
Hmm I think I changed both just to keep valyes consistent. If the game correctly calculates modifiers based on base value then maybe it's not necessary and You probably are rightMariseElos wrote: ↑Thu Sep 27, 2018 9:07 amI don't really understand the part where you say to change "PermanentValue": 20. Is this necessary or my stats will change without changing PermanentValue? Because when I try to search PermanentValue in other stats besides Dexterity, I can't really seem to find it.
Re: Pathfinder: Kingmaker
Hello, I am new here. I dont suppose anyone could guide me through changing my characters class from a level 6 magus to a level 6 fighter? I've spent 12 hours ingame and would rather not restart.
Re: Pathfinder: Kingmaker
Semmeth there isn't any way to change classes, as far as I can tell. You can multi-class with the cheat tables, but not directly switch from class to class.
-
- Expert Cheater
- Posts: 76
- Joined: Fri Apr 28, 2017 1:59 pm
- Reputation: 10
Re: Pathfinder: Kingmaker
You think changing JUST the ID's is the problem? Try getting all the reference fields underRebelicious wrote: ↑Thu Sep 27, 2018 7:23 am
Have you actually done this, or are you just guessing?
Because changing the ID:s is hardly a "monumental" task, and Notepad++ does have functions for searching and replacing. You could change all the ID:s to, say, 0, and then make Notepad++ replace each 0 with 1, +1 incrementally, so you'd get 1, 2, 3, 4 ,5, etc., AFAIK.
"$ref": "<integer goes here>"
correctly without tearing out your own hair.
It's impossible to reorder all the ID entries automatically AND fix all the references to be correct at the same time, particularly when you get to effects attached to spells/items that are stored far away from the stat/skill they are affecting and reference the stat/skill by number alone.
It's an educated guess because I am not about to spend an eternity doing this. I started doing it, realized I fucked up a number some 900 lines in, could not realize what it originally referenced so I could go check what new number it was under and promptly said "fuck this".
Do note I was doing this on a save farther into the game, with plenty of new party members to clog up the file. It has some 50.5k lines in total after JSFormat is done with it. It might be more manageable to do it on a fresh character still in the first room of the game after the linzie dialogue. You still need to discover every feat you want on a character that already has it though so you can paste it over, and a lot of feats are unavailable on a fresh character. This is without even getting into the insanity that is fixing the references of the pasted feat itself because the numbers it has are from the document you took it from, and just by that they will reference totally different things so you have to manually check all the references of the original document, then track down where the stored variable is defined in your document, find the ID and paste that over. Starting to see why I call this an insane effort?
For now, the one way I know to accomplish this is using the cheat table made by Niedzielan to level yourself down then re-level and get another class/level in a class which will result in you getting a new feat selection option based on what that class offers or even your own level (be level 3, set level to 2, relevel to 3 and you get another generic leveling feat as well as whatever you get from the class level you take).
Re: Pathfinder: Kingmaker
FYI to any interested, I think I did figure this out last night. This is in party.json.
Please note that some of this is theoretical and not all tested. I've tried to indicate where I'm guessing vs what I've actually tested myself.
Alignment is tracked in x,y coordinates on the alignment wheel. The X axis is Lawful to Chaotic, the Y axis is Evil to Good. Just like in geometry class, the coordinates determine the alignment you end up with, with a max position of 1, and a minimum of -1. For example, coordinates of 1.0,1.0 would be furthest up and to the right, which is Chaotic Good, whereas -1.0,1.0 would be Lawful Good.
The alignment section has two sets of values - one tracking historic position on the alignment wheel, and one that I think tracks the start position for the next change. I originally just changed the latter value and this didn't work, but it stands to reason it may then adjust your alignment after the next choice that influences it (untested).
As a result, I changed the last historic record AND the start position for the next adjustment, and this moved the dot to the proper place. I suspect (but have not tested) that if you do only the last historic record but not the other, you'll end up with your alignment shifting back the next time you have an adjustment.
"Next change" alignment vector path: m_EntityData > 0 > Descriptor > Alignment > Vector (change both x and y values to desired position)
Last historic (ie, current alignment) path: m_EntityData > 0 > Descriptor > Alignment > m_History > "X" > Position (where "X" is the number of the last change - in my case, this was 28).
Likely vector/position for alignments:
Lawful Good - X: -1.0 Y: 1.0
Neutral Good - X: 0.0 Y: 1.0
Chaotic Good - X: 1.0 Y: 1.0
True Neutral - X: 0.0 Y: 0.0
Lawful Evil - X: -1.0 Y: -1.0
Neutral Evil - X: 0.0 Y: -1.0
Chaotic Evil - X: 1.0 Y: -1.0
Who is online
Users browsing this forum: AhrefsBot, HubinBubin, Luke76bg, YandexBot