However, your HP and initiative wont, because the game doesn't update those outside of real ingame attribute mods. If you have done all this right, your to-Hit score, damage and skill checks will now automatically be readjusted. In DnD 5e, you can generally go 4 attribute points beyond the racial limit using artifacts, so I set it to 28 with "1c". If you plan to have a character that can go beyond a natural stat of 20, like in the picture, you will also have to change the "Ma圎ditableValue", as seen in (2). my dexterity is actually 16 in Base, and 18 in Current, because a Sylvan Elf will receive 2 Dex) You have to set Base to what it is before the race is considered, and Current to the real value you actually want. Important: BaseValue and CurrentValue will be different if you receive for example some racial modifier. Notice that 24 in hex is 18, because 1x16 8x1 = 24. Here, at (1) in the picture, you have to edit both "BaseValue" and "CurrentValue" to what you want. To modify an attribute, you will have to look when it sections begins with some "strength.value" string for example for strength. This character of mine is meant to be an elven vampire inspired from a famous rpg-maker game, meaning his phsical stats need that extra punch. Once you have found your first character name mention at the bottom of the save, you can scroll downwards to begin your mischief: Another identical stat block is also at the beginning that probably just represents your first level raw character, so changes here wouldn't reflect ingame. This is important, because there are a myriad of mentions in downward direction due to all logged dialogue referencing you. To find the relevant stat block, you now have to search your character's name one time in upwards direction. If you have your file, you can turn "view in hex" on under plugins>hex-editor. Then find your savefile (mine was in "\AppData\LocalLow\Tactical Adventures\Solasta\Save Files", but if you haven't cut it off from Steam, it will have it somewhere under steamapps). If you use notepad , go to plugins>plugins admin and scoll down to install the hex-editor. I haven't experimented with spell slot capacity yet, but it should be possible too, and I encourage you to figure more things out.įirst of all, you are going to need a hex editor. of divinity channels per rest, healing pool size for paladins, etcetc. This includes not only modding of the attributes and hp, but apparently there is even support from the game mechanics to do stuff like increasing base armor class, initiative, number of attacks, critical chance, your proficiency bonus, nbr. I managed to edit a savegame to enable all kinds of shenanigans and wanted to report my findings. Don't get it.Įdit: Due to the awesomeness of gideon25's work, there is no need for further updates of my table. RulesetCharacter:SustainDamage 3f3 - 41 89 86 10010000 - mov ,eaxĬharacterStageSpellSelectionPanel is most likely for learning spells. RulesetCharacterHero:RefreshAll 1db - 89 86 10010000 - mov ,eax Both are 10 bytes apart and the first one seems to overwrite the latter one.Īt RulesetTreasury:SpendAmounts fa the money is set after buying something. In memory there are two 4-byte-integers for each character respresenting XP. RulesetCharacterHero:GrantExperience 42 - 89 51 20 - mov ,edx This code writes back the experience after getting some of it: So after activating mono, one can jump to the right code location and see what has changed. Even when the game is updated and the code changes, the Names of the functions will stay.
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