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Thread: Hex Madness: Custom Difficulty, etc.

  1. #1
    Member
    Registered: Nov 1999

    Hex Madness: Custom Difficulty, etc.

    *EDIT* I've released a newer version of the program using Java instead of .Net. Gamesys Tweaker v2 supports custom version files, so it can work with non-original gamesys files (such as those in the newer versions of the minimalist project or from fan missions). */EDIT*
    *OLDER EDIT* There is a program availible to edit these values for you. If you don't feel like reading, download the zip, skim the readme, and have a ball. */EDIT*

    I, for one, would prefer few or no limits on equipment carried. If Garrett can technically haul around every single piece of loot stolen from day one 'til endgame, and even somehow smuggle it all into jail with him, I see little reason not to go higher. I hardly used anything my first game anyway, much less depleted my supply of anything. I had close to 50,000 gold to my name and was only short two noisemakers from absolutely maxed out equipment. It's just a flavor thing for me, really. A throwback to T1/2 if you will. More incentive to scour every inch of the city daily.

    Usual warnings here. Back up what you're changing, you take responsibility for whatever breaks as a result, etc. etc. etc. You'll need a hex editor. I still use Hex Workshop myself, but there must be other newer, good, free ones out there. Be sure to overwrite existing values, not insert new ones.

    These are in the System\T3Gamesys.t3u file. Lots of nifty stuff here, no doubt. Even references to ropes and rope arrows. Devs, we know you tried. *salute* Note that these are only maximums you may hold, not the amount you obtain when picking up items (though that might be there as well), and not a direct way to give you infinite items. The default value will look something like 1900 0000 in a hex editor, and the maximum value is FFFF 7FFF (roughly two billion). Also, note that having more than three digits looks sloppy, so you may want to keep the limits to 999 or less (E703 0000). If you want to set you own, you can convert a decimal number to hexidecimal with the Windows calcultor by switching the View to Scientific and clicking the appropriate radio buttons. Be sure to add 0s where needed. Due to the way the computer stores data, you have to reverse each pair of digits. So, two billion is 7735 9400, but you must put 0094 3577 into the hex editor. Likewise 999 comes out as 3E7, but you see the result in the above example.

    Prices are at least 1 gold per item when you actually go to buy them, even if set lower here. Also note that at really high maximum values and really low prices, stores get a little...slow. The purchase slider is the issue. Expect long pauses as it counts through hundreds or thousands of items when it's used to counting only a handful. Even clicking on a specific location rather than dragging will cause a pause. They will pass, however.

    Most of these are untested (except for water/broadhead arrow max and broadhead price), but since I was surprised to even see what looked like the price for climbing gloves (given my elemental arrow problems), I pointed it out specifically. I'm about as confident in them, however. Likewise for practice locks. I suppose that the elemental arrows (and only these) have prices stored elsewhere. Holy Water flasks, being unavailible for purchase, have no price.

    I have since become aware that someone on the Ion boards has posted some of these offsets and defaults (for item maximums, anyway). I'm not ripping off that work (didn't even scour the boards until after doing my own research). It's just that finding this stuff is about as low-level, script kiddie-ish as one can get in this area--so very simple with knowing just the basics, really.

    Also, though this sort of goes without saying, these offsets can and probably will change when the patch comes out.

    Offset - Item, Default (decimal)

    Maximums:
    2531D - Water Arrow, 19 (25)
    2618C - Moss Arrow, 14 (20)
    26382 - Fire Arrow, 0F (15)
    26D36 - Flashbomb, 14 (20)
    2924C - Noisemaker Arrow, 05 (5)
    2B0B8 - Gas Arrow, 05 (5)
    2BC21 - Explosive Mine, 05 (5)
    2D11C - Holy Water, 05 (5)
    2FD8C - Broadhead Arrow, 1E (30)
    351BA - Gas Bomb, 05 (5)
    41847 - Oil Flask, 05 (5)
    53ACD - Health Potion, 0A (10)

    Prices:
    291F6 - Noisemaker Arrow, E1 (225)
    2A6F5 - Water Crystal, 64 (100)
    2FD37 - Broadhead Arrow, 64 (100)
    34EFD - Practice Lock (Fancy, Gold), E803 (1000) - untested
    35088 - Practice Lock (Square, Silver), EE02 (750) - untested
    35307 - Practice Lock (Shield, "Default" ... Iron?), F401 (500) - untested
    354AA - Practice Lock (Diamond, "Default" ... Iron?), FA (250) - untested
    3DC07 - Fire Crystal, FA (250)
    3F239 - Moss Crystal, 7D (125)
    3FAAE - Gas Crystal, 4501 (325)
    46C4E - Oil Flask, AF (175)
    50F48 - Gas Bomb, 7701 (375)
    53A7A - Health Potion, C8 (200)
    4F850 - Explosive Mine, 1301 (275)
    4FC29 - Flashbomb, 64 (100)
    98858 - Climbing Gloves, D007 (2000) - untested

    Somewhere I read someone requesting different loot percentage requirements. I would agree with this, especially on Expert. I routinely got over 90% loot anyway (and plan to do so even on my second, Easy, killing spree playthrough), but there's one mission where playing on Expert means you're forced to be a bastage (because one item you might want to skip is worth over 10% of the total loot), depriving you of a potential lesser reward and warm fuzzies later on. These are also 4-byte sets, in the same file. For obvious reasons, you probably won't want to set any of these higher than 100% or higher than 3 special loot items

    Better yet, I saw a lot of FFFF FFFF flags in the T3DifficultyInfo section which turned out to be gold. Just see the list below.... Remember, though, some of these may be impossible in certain missions (like completing in one minute, blackjacking more than the number of BJable AI, etc.). There is no counter for how many you've blackjacked or killed, or times caught, and the time limit always shows 0 remaining so there's no easy way to know how close you are to that limit, but it does indeed work otherwise. I haven't gotten the Minimum blackjacks and kills to appear on the pre-mission screen, but those objectives WILL be added once you've started the mission. Note that minimums are objectives. Everything else is a restriction. Kind of thought that area of the screen was blank, didn't you? You can have both minimums and maximums, and the cap on time limit seems to be 100 minutes. Set a maximum to zero for not at all (like, "Don't get caught at all").

    I can say this, the bodies discovered is indeed based on the body. So if two AI discover the same body, even at different times and places, it only counts once. Bodies you are carrying count as discovered if you get caught. An unconscious AI that dies on its own torch does not count as a kill for you, but if you directly attack a dead body it will. I'm not sure about, say, tossing an AI into a damaging area of the level (pre-existing fire, etc.). Likewise, I'm not sure if non-human or non-living kills count towards minimums and maximums.

    1877C - Easy Percentage, 1E (30%)
    18783 - Easy Special Loot, FFFF FFFF (-1, a special flag saying "N/A, and no objective")
    1878A - Easy Minimum BJs, FFFF FFFF (-1)
    18791 - Easy Maximum BJs, FFFF FFFF (-1)
    18798 - Easy Minimum Kills, FFFF FFFF (-1)
    1879F - Easy Maximum Kills, FFFF FFFF (-1)
    187A6 - Easy Maximum Times Caught, FFFF FFFF (-1)
    187AD - Easy Maximum Bodies Discovered, FFFF FFFF (-1)
    187B8 - Easy Time Limit, FFFF FFFF (-1)

    187CC - Normal Percentage, 28 (40%)
    187D3 - Normal Special Loot, 01 (1)
    187DA - Normal Minimum BJs, FFFF FFFF (-1)
    187E1 - Normal Maximum BJs, FFFF FFFF (-1)
    187E8 - Normal Minimum Kills, FFFF FFFF (-1)
    187EF - Normal Maximum Kills, FFFF FFFF (-1)
    187F6 - Normal Maximum Times Caught, FFFF FFFF (-1)
    187FD - Normal Maximum Bodies Discovered, FFFF FFFF (-1)
    18814 - Normal Time Limit, FFFF FFFF (-1)

    18881 - Hard Percentage, 3C (60%)
    18888 - Hard Special Loot, 02 (2)
    1888F - Hard Minimum BJs, FFFF FFFF (-1)
    18896 - Hard Maximum BJs, FFFF FFFF (-1)
    1889D - Hard Minimum Kills, FFFF FFFF (-1)
    188A4 - Hard Maximum Kills, FFFF FFFF (-1)
    188AB - Hard Maximum Times Caught, FFFF FFFF (-1)
    188B2 - Hard Maximum Bodies Discovered, FFFF FFFF (-1)
    188C9 - Hard Time Limit, FFFF FFFF (-1)

    188DD - Expert Percentage, 5A (90%)
    188E4 - Expert Special Loot, 03 (3)
    188EB - Expert Minimum BJs, FFFF FFFF (-1)
    188F2 - Expert Maximum BJs, FFFF FFFF (-1)
    188F9 - Expert Minimum Kills, FFFF FFFF (-1)
    18900 - Expert Maximum Kills, FFFF FFFF (-1)
    1890B - Expert Maximum Times Caught, FFFF FFFF (-1)
    18912 - Expert Maximum Bodies Discovered, FFFF FFFF (-1)
    18925 - Expert Time Limit, FFFF FFFF (-1)

    The awareness, combat speed, and damage dealt is stored in Default.ini, of course. Number (and locations) of opponents is almost certainly stored in each mission's map, so no easy edits there. Yet.

    I've found traces of other things. Spawn points, for example. Nothing, I don't think, which can be done here, but it seems to match up with my impressions of the city areas. If you cause a lot of havok one day, the next day is likely to have more guards walking around (ParanoiaSpawnPointLow, Medium, and High). They appear to be mostly just markers, similar to those in T1/2, so there's very little data and probably nothing that can be altered without tweaking the maps or some other aspect of the game. I'd like to see at least a little delay...greater distance (so you're even less likely to see people popping out of thin air, as I have).

    The only difficulty I can think of in finding the value of pieces of loot is having a list of what they all are and their values for reference purposes. That's a lot of tedium is all, but that information is definitely stored here as well, ripe for editing.

    Now if someone with a little more time and ambition wanted to put together a little application to tweak these values in a user-friendly manner, I'm sure everyone would appreciate it. Things like bulk adjusting all prices, maximums, and/or loot values by a percentage (rounding to the nearest multiple of 5 or something). Maybe integrate it into an ini tweaker.

    (Edit) Actually, prices for elemental arrows are stored with data for the crystals (WaterCrystal, etc.), not the arrows. Added their offsets above. (/Edit)
    (Edit) After playtesting, I've realize that equipment works similarly to arrows--maximums in projectiles, prices in stationary items (exception for healing potions, which of course are not thrown). Changed offsets and updated program accordingly. If you're paranoid, you can restore the default values for the incorrect offsets below, but they've had no impact on my game anyway. Only a few of the maximums were incorrect. All else, thus far, has proven right.
    Old/Incorrect Maximum Offsets (no in-game effect).
    46C90 - Oil Flask, 05 (5)
    46D9B - Holy Water, 05 (5)
    4F897 - Explosive Mine, 05 (5)
    4FC6C - Flashbomb, 14 (20)
    50F89 - Gas Bomb, 05 (5)
    Last edited by Saracoth; 11th Sep 2005 at 11:14.

  2. #2
    Member
    Registered: Jul 2002
    Location: tampere,finland
    wow
    absolutely awesome
    i hope this gets put into the tweaker

  3. #3
    Member
    Registered: Nov 1999

    Program

    I decided to make a simple program to edit the offsets I've found so far (still currently too lazy to pinpoint loot values). You can download it from here, a 28 KB zip file (if anyone else wants to help host, please feel free). Coded in VB.Net (so you'll need the .Net framework installed via Windows Update if you don't already have it--a 23 MB or so download, unfortunately). Only minimal testing has been done, so definitely back up your gamesys file first. It stores a few settings in the registry (price rounding for scaling, default tab on startup, and the location of the gamesys). I just included them with TDSs: HKEY_LOCAL_MACHINE\SOFTWARE\Ion Storm\Thief - Deadly Shadows

    Like the help message says, difficulty objectives are enabled/disabled by double-clicking on the appropriate number box. Don't freak if you do it on accident; they're not technically disabled (just the color changed to seem that way), so just keep clicking arrows or whatever you're doing to set the value and enable it when you're done, if needed/desired.

    Also, nothing is saved until you click the appropriate save button or use the option in the file menu. The former saves only the settings on that page, the latter saves them all. So Restore Defaults, Reload Values, etc. do not write to the gamesys--they only change the values displayed in the program.

    Currently there's no checking of anything except whether the file exists or not (not size, date, or anything else). I won't even bother until I become aware of alternate versions of the file.
    Last edited by Saracoth; 8th Jun 2004 at 22:56.

  4. #4
    Member
    Registered: May 2004
    Yay! Thanks for posting this. Can't wait to try out those difficulty level tweaks.

    EDIT:
    Tried to run the program, but I get an "application failed to initialize" error...
    Last edited by Mentalepsy; 8th Jun 2004 at 21:19.

  5. #5
    Member
    Registered: Nov 1999
    Mentalepsy, do you have the .Net (dot net) framework installed? If so, do you know what version? If not, you might try installing it via Windows Update. Sadly, it tends to be a lot larger than mere VB runtime files used to be.

    Also, what version of Windows are you running?

    To my knowledge, those errors are sometimes caused by not having the .Net framework installed. However, I've seen computers at my college that should be able to run program I've made yet produce the same error (though I thought it a security matter).

    Also, was there an error code given? In some kind of 0x00000000 format, maybe? Any other information? "Application failed to initialize" seems to be a generic error, unfortunately.

    Darn M$ and their decision to remove the option of compiling a standalone program that requires no extra DLLs/etc. Older versions of Visual Studios had it, I've heard.

  6. #6
    Member
    Registered: May 2004
    I'll try installing the framework.

    I thought I was being an idiot by somehow missing the part of the readme that obviously states that I need the framework, but I see you added that after I'd already downloaded it. D'you hear me? It's your fault, not mine

  7. #7
    Member
    Registered: Nov 1999
    It's all a grand conspiracy to make you lose confidence in yourself. It will all become clear once you realize how grandly my program has already p\/\/n3d j00r bxxxrxrxxrz

    I've realized some offsets were not having the desired effect, so I've updated the list and the program above. The old ones will in no way harm your game, that I've seen.

    If anyone is using this and is happy, let me know. Likewise, if someone else wants to make a more...accessible program, please do. Let not mine lack of knowledge of the ways of the mighty C deter thee from thy holy works.

  8. #8
    I have the bow upgrade
    Registered: Sep 2000
    Sweet. I am going to try to lower the amount of gear Garrett can carry.

  9. #9
    Member
    Registered: May 2004
    Quote Originally Posted by Lake
    Sweet. I am going to try to lower the amount of gear Garrett can carry.
    Just did the same thing. Most of my equipment maximums are now half or less of what they were, and cost twice as much. Won't do much about the huge quantities of said items scattered around the City, though...

  10. #10
    Member
    Registered: Nov 1999
    Quote Originally Posted by Lake
    Sweet. I am going to try to lower the amount of gear Garrett can carry.
    Heh, you can probably beat the game with only a single water arrow for the training mission, if you have the perseverance. Even in the training mission, you can jump instead of using a noisemaker to distract the guard, and I've had success with the last encounter by carefully mantling over the barrel to the left as you walk into the room (avoiding the encounter alltogether).

    If you'd like, you can change starting equipment. The stuff for the training mission is nearly pointless (nothing carries over to the next mission anyway), but the stuff for the second (first real) mission is around 0x9DBBB (the first quantity offset). Some notes: 0x9DBA0-3 seems to mark the length of the following section, 0x9DBA4 seems to denote the number of starting equipment entries, and then you've got the real stuff. However, I've still been unable to change the length of the section without crashing. And I can't figure out why some items have 5D, length + 1, length, and then the null-terminated item name string, while others have 3D or 4D, length, and the string. You can easily put in shorter-named items most of the time. Swapping flashbombs for oil flasks, for example. Just overwrite additional characters with 00s so the length of the file remains unchanged. And remember, case matters. If it still crashes, it's probably because you put a 5D item into a 3D or 4D slot, or something similar. I don't know for sure what's what at the moment, though.

    If I ever get this section completely figured out, I'll add it to the program. Meanwhile:
    9DBBB - Starting Daggers, 01 (1) -- you'll get one when you start the mission even if set to 0 or changed to another type of item
    9DBD9 - Starting Blackjacks, 01 (1)
    9DBF4 - Starting Broadheads, 14 (20)
    9DC0E - Starting HealthPotions, 01 (1)
    9DC2F - Starting Flash Bombs, 08 (8)
    9DC46 - Starting Water Arrows, 19 (25)
    9DC63 - Starting Noisemaker Arrows, 05 (5) -- but you'll have at least 2 more no matter what (up to your maximum)
    9DC7E - Starting VaultMedallion, 01 (1) -- not having this doesn't affect the mission, so you can easily change it to something else

    Names:
    GasArrow
    MossArrow
    FireArrow
    WaterArrow
    HealthPotion
    GarrettDagger
    BroadheadArrow
    VaultMedallion
    NoisemakerArrow
    GarrettBlackjack
    GasBombProjectile
    OilFlaskProjectile
    FlashbombProjectile
    ExplosiveMineProjectile
    HolyWaterPotionProjectile

    As noted, you'll be given a dagger, a medallion, and two noisemakers once the mission actually begins. Still, you can play through the game without the blackjack if you wanted. Some might think killing people is for the childish or unskilled, but when you're trying to be stealthy using only the dagger really, really adds an element of challenge not otherwise found (especially near the end of the game). It also means you can very easily replace the dagger or medallion with any item whose name is of equal or lesser length, without consequence.

  11. #11
    Member
    Registered: May 2000
    Location: Toronto,Ontario,Canada
    Any luck finding the constant that controls the amount of time guard's will search?

  12. #12
    Member
    Registered: Mar 2001
    Location: Oklahoma, USA
    Cool, it works! Looks like we get custom difficulty afterall! Between this and ThiefBot, you can set everything to your liking (besides # of gaurds)! It even shows the options you choose using the gamesys modder in the goals list.

    I noticed something that might be cool to have added though. In the gamesys there are two values that seem to be missing from your utility: DontKillNonComb and DontBlackjackNonComb. I'd try changing them myself, but I'm not sure how you're coming up with the offsets...
    Last edited by Orkin Man; 11th Jun 2004 at 04:21.

  13. #13
    I have the bow upgrade
    Registered: Sep 2000
    Quote Originally Posted by Saracoth
    Heh, you can probably beat the game with only a single water arrow for the training mission, if you have the perseverance. Even in the training mission, you can jump instead of using a noisemaker to distract the guard, and I've had success with the last encounter by carefully mantling over the barrel to the left as you walk into the room (avoiding the encounter alltogether).
    I do play that way but less equipment means less temptation. The only piece of equiment, I buy, is the climbing gloves.

    Can you edit in having the climbing gloves?

  14. #14
    Member
    Registered: Nov 1999
    Quote Originally Posted by Orkin Man
    I noticed something that might be cool to have added though. In the gamesys there are two values that seem to be missing from your utility: DontKillNonComb and DontBlackjackNonComb. I'd try changing them myself, but I'm not sure how you're coming up with the offsets...
    There's a lot of FFFF FFFF flags in and around T3DifficultyInfo -- there's four more sections, it seems, beyond the four standard difficulties (maybe one for city sections, for instance). I've just changed the values to something other than -1 and recorded the results. There does not appear to be an effect in changing the additional four sections near the start of this area, however.

    It may well be possible to add in these other restrictions in place of other ones, but changing the file size by adding them will cause game crashes. Not that it should be a problem, if the identifier was pinpointed--few people would want every single possible optional restriction. Sadly, it's not as easy as I thought it might be. These objectives/restrictions start with XX0122, where XX happens to match up with a line from a text file I've made. All these values are mentioned at the beginning of the file, and I've just dumped them into this file line-by-line. Loot percentage starts with 630122 (the 99th line), but the non-combatant ones (0x84 for no-kill, 0xEA for no-BJ) cause crashes at startup. Also, I've had difficulty finding similar patterns elsewhere, and it isn't always 0122 (though the second usually is a 20-something).... I don't know. Probably possible, but so far, no go.

    Quote Originally Posted by Lake
    Can you edit in having the climbing gloves?
    Sadly, if it's possible it's more involved than changing a starting item entry to ClimbingGloves. It's possible (even likely) that there's a value for upgrades you start the second mission with though. Around the same section, if they're there. Otherwise, look into setting up the debug menu--you can add individual upgrades with it. Meanwhile, I'll add this to my to-do list.

    Another nice thing about the debug menu: you can turn on wireframe sound portals. Very handy in finding entrances to obscure or hidden areas of an area. I'll have to explore it sometime, if someone else doesn't beat me to it.
    Last edited by Saracoth; 11th Jun 2004 at 15:08.

  15. #15
    Member
    Registered: Nov 1999
    Quote Originally Posted by Northon
    Any luck finding the constant that controls the amount of time guard's will search?
    Doubt that it's in the gamesys. Possibly AICore.t3u -- it has values for SearchYellowMinLookTime and SearchRedMinLookTime. Promising. I'll check into it.

    If we ever get an SDK, we'll be able to easily pinpoint and change all these values, and my hard work will be for naught, but that sure as heck won't stop me for now

  16. #16
    Member
    Registered: Nov 2000
    Location: Ontario, Canada
    I came here looking to figure out how to do this manually, so this is a nice treat.

    Tripled the cost of everything except the gloves(which now cost 10,000). Lowered the Expert difficulty loot percent to 80%(for the poor widow).


  17. #17
    Member
    Registered: Nov 1999
    I've updated the program again. The link remains the same.

    Check the readme with it for full details, but the jist of it is that I've added a working starting equipment tab. I wanted to have a fuller understanding of all the values before releasing another version, but what worked sometimes failed other times. So there are registry settings that can override defaults with larger, "safe" values in case you have problems. As I've said, more info in the readme.

    If you still have crashes after flagging all italicized starting equipment items as problematic, let me know. It shouldn't be an issue, but who knows....

    So do as you will. Start with (near) nothing if you want. Just remember what the readme says--don't just uncheck everything! It's safer to just set quantities to 0 instead and has the same effect on gameplay.

    Also, small bug, but aren't the oil fires supposed to go out when the oil disappears? I guess they disappear ahead of time if you start flinging around dozens of flasks at once, but the fires will permanently remain after that! Not my most elegant entrance...but it worked.

  18. #18
    Member
    Registered: Jul 2002
    Location: tampere,finland
    nice
    though, a suggestion:
    a user modifiable hex hack program
    like.. one exe that reads it's own .ini file and lists changeable attributes according to it
    the ini file could be like this
    Code:
    [entry #1] ; or something
    description=Description field of this hex edit
    file=%thiefpath%\system\T3Gamesys.t3u  ;this could be %thiefsavepath% aswell, so all thief related paths are accessible - or an absolute path
    offset=9DC7E
    type= ;some way to mark it int or string or whatever
    size= ;in bytes
    original= ;original unchanged value
    when started, the program would show all the 'hack entries' and their values and descriptions and allow user to change it's value
    this way people could do these hacks without actual knowledge of programming

  19. #19
    Member
    Registered: May 1999
    Location: You are Here
    Excellent idea!


    I didn't use oil flasks for most of the game, but now I am a convert to their unrivalled comedic value. As such I desperately wanted to be able to buy dozens of them and make a huge slippery slide fo the AI to use.

    Now I can

    Thank you.

  20. #20
    Member
    Registered: Nov 1999
    Excellent idea, S_Hole. I think I'll keep the interfaces for what I already have, but yet another tab for custom modifications shouldn't be a problem.

    Too bad some things, like starting equipment, aren't quite as simple as offset/length if you want the full effect, but this would be better than nothing. I'll try to make it easy to import offsets so people won't have to manually edit them into their ini files. I should be able to easily include things like multiple (optional) Quick Buttons for each offset (similar to the all prices 1 gp and 999 max for all items), value type, etc.

  21. #21
    New Member
    Registered: Jun 2004
    Quote Originally Posted by Salvage
    I came here looking to figure out how to do this manually, so this is a nice treat.

    Tripled the cost of everything except the gloves(which now cost 10,000). Lowered the Expert difficulty loot percent to 80%(for the poor widow).

    I used Sacaroth's program to change the price of all the items except for the fire
    arrow and the climbing gloves. Even though I set it 1 gold, in the game, it returns to their original prices.

    How did you manage to change the prices of those items? I tried opening the gamesys file with frhed but I don't know what to do!!

  22. #22
    Member
    Registered: Nov 1999
    It seems likely that the prices for some items are just stored elsewhere. In the area maps would be my guess. Salvage probably made the same mistake I did--assume I was right

    I just haven't had time to verify all the prices thanks to other projects taking up my time. The only remaining E100 0000 (225 decimal) values in my gamesys are totally unrelated to fire arrows (or anything useful), so the data must be stored elsewhere. I presume the same for the climbing gloves. If someone with more time and energy on their hands would like to do so, go ahead and track down the file(s) and offset(s). If not, I'll get to it eventually.

    In Dromed, you could override base item properties for items you've placed in a level. There may be something similar going on here. Maybe when someone tweaked the prices for these items they did so in the mission as well as the gamesys.

    Since I'm posting anyway, I'll warn everyone not to go overboard on items. Try sticking to 32767 (the 2-bit signed integer limit) or less to avoid crashes--I'll be changing the limits with the next version.

  23. #23
    Quote Originally Posted by Salvage
    Lowered the Expert difficulty loot percent to 80%(for the poor widow).
    Exactly how is this acheived? I'm interested in tweaking the Loot requirement settings for all the difficulty levels to custom percentages.

  24. #24
    Member
    Registered: Nov 1999
    Quote Originally Posted by Tezcatlipoca
    Quote Originally Posted by Salvage
    Lowered the Expert difficulty loot percent to 80%(for the poor widow).
    Exactly how is this acheived? I'm interested in tweaking the Loot requirement settings for all the difficulty levels to custom percentages.
    You can download my program (and the .Net Framework, if needed) or get a hex editor, go to the appropriate offsets listed in the fist post, and change them yourself. The program has a tab for all the difficulty settings--just change it and click save. No problem

  25. #25
    Quote Originally Posted by Saracoth
    You can download my program (and the .Net Framework, if needed) or get a hex editor, go to the appropriate offsets listed in the fist post, and change them yourself. The program has a tab for all the difficulty settings--just change it and click save. No problem
    Um....problem. "The dynamic link library mscoree.dll could not be found". This is with your program being run from both desktop and, failing that, from the Thief system directory.

    I would ordinarily just use your Hex Edit instructions, but I'm not 100% sure on what to edit. I can open up the necessary file, but the hexidecimal addresses given in your first post don't appear in my list.

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