View Full Version : Any gear / experience from the start
Xaero
23rd Feb 09, 10:23 AM
If you know what gear you want on which character you can start the entire campaign with them equipped without the need to wait until the end of the level. For instance I equipped the FC and Tarkus with Terminator armour right from the start.
First extract squads.lua from gamedefault.sga and then just need to fill in the gear that you want from the items out of gameattrib.sga in simulation\attrib\wargear\wargear\campaign\playable\race_marine and the bonus_pack directory inside that is all the bonus unlockable content as well.
The current starting experience and attributes for all 4 disciplines are in there to change too, max level 20 is 20,000 xp in case you wanted to max out your character.
Happy modding :)
Paladin
23rd Feb 09, 10:28 AM
Heh. You lucked out though, Terminator armor happens to be the only piece of wargear that will actually equip on them at the beginning. Trust me, I've tested it.
Everything else seems to be checked to see if they're a high enough level to use it, which they obviously won't be.
But yeah, the attribute hacking works nicely. I hadn't noticed there was a field in there for setting their xp/leve though... That might make other wargear work.
Xaero
23rd Feb 09, 10:33 AM
Yea, there's a whole section for attributes spread out like this:
attributes =
{
ranged = 20,
stamina = 20,
strength = 20,
will = 20,
},
And then just under that past the blueprint is:
experience = 0,
Just bump those up and you can equip anything you like as far as I can tell so far. There are obvious literal limitations like you can't put a jump pack on a Terminator, but I think that's down to lack of the game being programmed to handle it as there are no animations etc for a jump pack terminator flying.
Paladin
23rd Feb 09, 10:36 AM
Actually there is one jump pack you can equip on a termie, but it's kind of a hack :)
deus_antichrist
23rd Feb 09, 10:42 AM
Attributes won't work - already tried it
Paladin
23rd Feb 09, 10:46 AM
Attributes do work. I've been using them for a couple days.
Xaero
23rd Feb 09, 10:47 AM
Actually, just noticed you can't exploit to keep grenades, the first mission gives you them whether you can use them or not at the end where you need to grenade the tower and the cave but then disappears again when you go to the squad screen.
Netrogor
23rd Feb 09, 10:49 AM
Sorry to disappoint Xaero - I was pretty excited about the potential attribute boost there, too. I know what you found. It only shows the attribute in the campaign menu - they don't take effect in-battle. You may have noticed that special powers for your force commander, which should be unlocked, are, in-fact, still not unlocked at all.
Xaero
23rd Feb 09, 10:51 AM
Ah really? Hmm, that's a shame, the experience works though as they do hit level 20, seems more work is needed for the attribute points
Netrogor
23rd Feb 09, 10:52 AM
Yar, experience works, and gear changing works. Just attributes that are a problem... they are dependent on too many other things, I am sure.
Xaero
23rd Feb 09, 10:55 AM
That and the level cap anyway, sigh... so much still to work out =( going to work on it some more and see if I can come up with a solution short of editing the exe itself (which would be pointless anyway because of hash checks and alot of possible crashes / errors)
deus_antichrist
23rd Feb 09, 10:55 AM
The easiest way to check as far as i remember is the look of tactical squad - soldiers must have plasma guns,chainsaws,hammers,tarkus has a flag behind his back + grenade's use must be unlimited - it becomes energy ability.
Xaero
23rd Feb 09, 3:19 PM
In the same vein as this I've messed about with some more stuff and have successfully edited some terminator gear to give a ton more health and armour rating, I'm getting back into the swing of hex editing again now, has been a while :D
This method of course means that you have all the attribute points you're meant to have from levelling up (38 according to the game) and it's easily possible to edit the armour to boost more if the stat is already in the file, such as the health I boosted in this one, there is also the +2 health discipline part as well.
http://i7.photobucket.com/albums/y283/Xaero-X/term_armour_mod.jpg
Lallas
23rd Feb 09, 3:41 PM
dreadnought is a mess.
i found in mc1.lua that he level scales
function mc1.OnDeploy()
-delete the algortim or what its called here--
end
so it looks like
function mc1.OnDeploy()
end
some abilities fly out the window even if the squads are level 20
mostly they are button based like battlecry,fearless strike
cirus keeps his stuff although it comes to him gradually.
seems some stages are fixed level based even though the enemy still scales.
Xaero
23rd Feb 09, 4:04 PM
Ugh, I never used the dread in the campaign because by the time I got him my guys were level 18 or 19 and it was about level 13 and getting blown up in 2 seconds and ruining my end level star rating
blood_angel_mjw
23rd Feb 09, 9:42 PM
ok i'm new to the modding but could you please tell me what i do with the squads.lua file after i extract and edit it. how do i put it back together or get it to work.
Confused as hell lol
Xaero
24th Feb 09, 6:04 AM
You can either recompile it into a .sga file and get the module file to read it before its standard files: http://forums.relicnews.com/showthread.php?t=215592
Or you can make your own mod directory like this:
http://forums.relicnews.com/showthread.php?t=216142
Make sure you have the correct directory structure, it should go:
Dawn of War 2\YourMod\DATA\campaign\space_marines\default_profile
For the squads.lua file, the directory structure should be intact from the extraction you did, so you just need to cut and paste the DATA directory into your mod's directory from:
Dawn of War 2\GameAssets\Archives\
Hope that wasn't too confusing.. :P
Apprentice
24th Feb 09, 8:08 AM
Attributes do work. I've been using them for a couple days.
Cool. How did you do that?
I find that when I try to change starting attributes, I don't get any of the actual benefits in battle even though the game shows they're they're before the mission screen. No battlecry, no assault terminator strike, etc. Any clue on a workaround?
Xaero
24th Feb 09, 8:18 AM
We're working on it at the moment, not entirely sure why it doesnt give the bonuses, might be something to do with it needing the interface input to progress up the disciplines and then display the traits
Apprentice
24th Feb 09, 8:40 AM
I'd be very interested in seeing how you added the +2 Stamina Combat Discipline to the termy armor. That seems like a lot more involved than just a simple change from a 0 to a 2.
My hex-edit-fu is weak. I can only really replace numbers. Adding in a whole new attribute seems... daunting.
Edit: Ah shoot. It comes with that bonus.
hellhunter
24th Feb 09, 9:56 AM
I tried adding armors to squads in squads.lua, but all I got was a crash with bug report when starting new campaign...
Lallas
24th Feb 09, 10:35 AM
check for extra "
gave me crashes
some armor need high levels or right owner
adding armor,weapons etc looks like this
Lets do a lv 20 Forcecommander Terminator
squads =
{
{
attributes =
{
ranged = 15,
stamina = 20,
strength = 20,
will = 12,
},
blueprint = "sbps\\campaign\\playable\\race_marine\\troops\\sm_force_commander",
experience = 20000,
inventory =
{
accessory_1 =
{
blueprint = "wargear\\wargear\\campaign\\playable\\race_marine\\sm_acc_medkit_pack_1",
new = false,
},
accessory_2 =
{
blueprint = "wargear\\wargear\\campaign\\playable\\race_marine\\sm_acc_purity_seal_invocation_of_the_primarchs",
new = false,
},
accessory_3 =
{
blueprint = "",
new = false,
},
armor =
{
blueprint = "wargear\\wargear\\campaign\\playable\\race_marine\\sm_arm_terminator_armour_armor_of_azariah",
new = false,
},
commander_accessory =
{
blueprint = "wargear\\wargear\\campaign\\playable\\race_marine\\sm_com_teleport_terminator_pack_stormrider_teleporter",
new = false,
},
weapon_1 =
{
blueprint = "",
new = false,
},
weapon_2 =
{
blueprint = "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp2_thunder_hammer_and_storm_shield_holy_arms_of_the_champion",
new = false,
},
},
locked = false,
hm the preview gets screwed.
should shed some light though.
Xaero
24th Feb 09, 10:54 AM
The error on that might be due to you having nothing in weapon_1 when it's a 2 handed weapon, try swapping those around, just a guess though.
darkelf
24th Feb 09, 11:16 AM
Don't think so, weapon_1 is normally ranged weapons. So for CC weapons like the hammer and shield it should be in 2.
Netrogor
24th Feb 09, 11:23 AM
I have the same load out, item wise, as you darkelf. I put that weapon bit in the weapon_1 slot, instead of #2, though, when I was setting my squad file to start me off at level twenty. Works for me.
temprus
24th Feb 09, 1:24 PM
We need someone to find a way to add more slots, especially the commander's slot.
Paladin
24th Feb 09, 1:49 PM
Basically any wargear that says "wp2" in it's name instead of "wp1" goes in slot 2 instead of 1. It's not that hard to figure out ;)
gaultesian
24th Feb 09, 6:09 PM
Hi There,
I have been looking at this post all day, emulating your changes, but on a smaller scale.
I put in sm_armour_terminator_armour_t1_veteran instead of all of the stuff you added(for the forcecommander only).
Everything worked fine for missions 1 and 2, but at the beginning of mission 3, it gives me a fatal scar message at the start of the mission, you can see the map, yet there is no-one else on the map (my guys, the bad guys and other npcs).
Nothing happens after that.
Cheers,
Gaultesian
Lallas
25th Feb 09, 1:32 AM
sm_armour_terminator_armour_t1_veteran is a developer armor for testing so dont use it.
try one of the others
eternal crusade lv18 armor 60
armor of azariah lv20 armor 82
hellhunter
25th Feb 09, 2:31 AM
Want unlimited Orbital Bombardment beacon? Try adding sm_acc_orbital_bombardment_not_limited to your inventory or mission reward. ;)
Just need the attribute editor so drop pod can also be unlimited...
gaultesian
25th Feb 09, 5:36 AM
Now I get it.
I was wondering why these armors were so good, yet at level 0.
Cheers,
Gaultesian
Btw, if all I want is terminator armor (and no xp level upgrades), could I just change the relevant sbps blueprints (which denotes their in-game unit) to the terminator variant?
Such as:
blueprint = "sbps\\campaign\\playable\\race_marine\\troops\\sm_devastator_marine_lucanus",
to:
blueprint = "sbps\\campaign\\playable\\race_marine\\troops\\sm_terminator_lucanus",
Cheers,
Gaultesian
I just played mission 1, and it works, but I do not receive any stim kits. No need for them in mission 1 anyways (not with termie armor on), so I am adding them to ss1_sep1.lua as a reward for the end of the mission.
Cheers,
Gaultesian
Killer_Zero
25th Feb 09, 6:15 AM
my ss_sep2.lua is CTDing as soon as I press campaign it crashes
"wargear\\wargear\\campaign\\playable\\race_marine\\sm_acc_cyclone_missile_launcher", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_acc_frag_grenade_pack_veterans_grenades", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_acc_purity_seal_sermon_of_steel", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_arm_dreadnought_armour_improved_3", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_arm_power_armour_improved_3", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_arm_terminator_armour", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_arm_terminator_armour", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_com_battle_standard_chapter_battle_standard", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_missile_launcher_improved_3", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_plasma_cannon", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_plasma_gun", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_plasma_pistol", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp2_thunder_hammer_and_storm_shield", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_assault_cannon_benediction_of_fury", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_bolt_pistol_improved_3", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_combat_shotgun", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_dread_assault_cannon_fire_of_the_ancients", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_flamer_improved_3", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_heavy_bolter_improved_3", "wargear\\wargear\\campaign\\playable\\race_marine\\sm_wp1_heavy_flamer_improved_3",
This is what i replaced power armour_0 with
Xaero
25th Feb 09, 6:25 AM
You don't need to edit a specific mission's lua to receive the items, you can fill them in on the inventory.lua in the same section as the squads.lua file, same result either way though so it's up to you. As for the error you had where nothing appeared on the map, that's usually when you edited something wrong, I've had it happen to me a couple of times for various reasons, going back and rechecking what I've changed and fixing things usually clears up the problem.
Killer_Zero
25th Feb 09, 6:27 AM
I need someone else to look at it
i can't find a mistake
gaultesian
25th Feb 09, 9:40 AM
Ok, I just did a complete removal of all modded files. I then extracted and put the squad.lua file and mission 1 file.
I added the termi armor (the veteran one that requires 0 level experience), and I added termie armor for force commander and Tarkus. I added, as a bonus, 2 more termie suits after mission 1 is completed, and I added the frag grenades to Cyrus.
Everything is working fine this time, and I don't have to increase my levels to 20.
Cheers,
Gaultesian
p.s. what could have been screwing things up was either my modded tuning.lua file, or the fact that I still had the sga reader running whilst I was playing.
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