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[DOW2 & CR 2.6.0] Permanent Reassign Points button for DOW2 and CR campaigns

  1. #1

    [DOW2 & CR 2.6.0] Permanent Reassign Points button for DOW2 and CR campaigns

    Permanent Reassign Points button for DOW2 and Chaos Rising campaigns

    Update: The 2.5.0 and 2.6.0 updates didn't change anything campaign-related, so this version is still current.

    Download: http://www.strategyinformer.com/pc/w...mod/37233.html
    Also: http://www.mediafire.com/?a5bgn1dr26jya4n (updated)

    Install:
    Combine files with your own mod or extract to your dawn of war 2 folder, then start the game with -modname "ReassignPoints" -dev.

    Usage:
    Start a new campaign in Dawn of War II or Chaos Rising. You can disable the mod after completing the first mission in the vanilla campaign or after completing the second mission in Chaos Rising.

    What does it do:
    You will have the Reassign Points button visible at the inventory screen for the whole campaign, allowing you to reset and redistribute the skill points for any squad at any point. In Chaos Rising, it overlaps the Corruption meter after mission 3 but works just fine.

    How:
    For the vanilla campaign, one line was added to ss1_sep1.lua (mission 1) to enable the button on completion of the mission. For Chaos Rising, one line was changed in x03_librarian.lua (mission 2) to... er... disable the disablification of that button on completion of the mission.

  2. #2
    Link doesn't work
    says it's been temporarily disabled.

  3. #3
    Worked when I tested it just now, but I can upload it elsewhere if you still have problems.

  4. #4
    I'm getting the same "temporarily disabled" message.

  5. #5

  6. #6
    Both allowed download.

    Thanks!

  7. #7
    Thanks a ton for this man. A big complaint for me when playing on Primarch difficulty was that your units came to you at a higher level since you acquire more xp and thus already have pre-picked skills. Such as the Dreadnought, who just barely allowed me to max out the ranged combat discipline.

    This mod will let me just reassign those points and make them how I want. Great job

    EDIT- Actually just tried it and apparently it doesn't affect that particular area. Still great though, and definitely handy should you change your mind.

    However does anybody know where to find the area that I'm talking about?
    (ex. After the very first mission, the Force Commander has 3 points already in melee, and Tarkus has 3 points already in health and theres no way to remove them.)
    Last edited by Drone456; 29th Aug 10 at 12:25 AM.

  8. #8
    Member jaylo138's Avatar
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    These values are changed in the sbps files for the heroes.
    Under the "squad_leveling_ext", "auto_allocate_points" deals with what skill tree points get put into first & "max_bonus_attribute_points" is how many.
    Although i've never needed to change these values myself.
    Remember.... no matter where you go, there you are.

  9. #9
    Thanks for the suggestion and it worked in a way, however there is a problem with changing the "auto_allocate_points". The problem is that when your character levels up, you don't get the bonus attributes such as + to health, or + to ranged damage, etc.

    The other method actually didn't do anything and I'm thinking that it may be for wargear that adds +1-3 to whatever discipline, and that just dictates that no matter how many wargears you have that give you a bonus, you'll never exceed the +3 to that area.

    So do you, or anyone know of a different way to solve my question, that keeps the level up attributes intact?

  10. #10
    Hi Relicnews.
    Drone, as for the squads you get at level 1, you want to modify attribute point gain tables in tuning_info.rbf. You can set first discretionary_attrib_point to zero and next one to 7 and you'll have all the points unassigned after the mission where they join you. Don't know about Thule tho.

  11. #11
    Hey thanks. I'll check that out some other time since I don't have access to my main computer atm. Thanks for the suggestion though, it sounds like it may work.

    Thule is a big problem, I've gotten him at lvl 18 once and I barely maxed out his ranged discipline. Stupid feature by Relic IMO. Why allow us to customize our character's attributes if they're going to already have pre-picked points in area we may never assign.

  12. #12
    Haven't checked to see if this works or not yet, but decided to see if I can find what you're talking about.

    Is this it?

    Code:
    leveling: {
    | campaign_tables: {
    | | attribute_points_distribution: {
    | | | primary: 2f;
    | | | secondary: 2f;
    | | | tertiary: 1f;
    | | | none: 0f;
    | | };

  13. #13
    No, it's this:

    Code:
    leveling: {
    | leveling: {
    | | campaign_tables: {
    | | | attribute_points_distribution: {
    | | | | primary: 2f;
    | | | | secondary: 2f;
    | | | | tertiary: 1f;
    | | | | none: 0f;
    | | | };
    | | | level_xp_table: {
    | | | | level_xp_points: {
    | | | | | $REF: "types\leveling\level_xp_points";
    | | | | | required_xp_points: 0f;
    | | | | | discretionary_attrib_points: 5;
    | | | | | xp_award_modifier: 1f;
    | | | | | escalation_award_modifier: 1f;
    | | | | };
    | | | | level_xp_points: {
    | | | | | $REF: "types\leveling\level_xp_points";
    | | | | | required_xp_points: 0f;
    | | | | | discretionary_attrib_points: 0;
    | | | | | xp_award_modifier: 1f;
    | | | | | escalation_award_modifier: 1f;
    | | | | };
    | | | | level_xp_points: {
    | | | | | $REF: "types\leveling\level_xp_points";
    | | | | | required_xp_points: 150f;
    | | | | | discretionary_attrib_points: 2;
    | | | | | xp_award_modifier: 1.1f;
    | | | | | escalation_award_modifier: 1f;
    | | | | };
    The first bolded value are the points that are distributed automatically, and the second one is awarded to you upon first levelup.
    Last edited by dyndak; 1st Sep 10 at 4:19 AM.

  14. #14
    So change the 5 on the first one to 0, and the 2 on the third one to 7 and I'll be fine? What about Thaddeus since he comes a little later?

    Thanks for the help, still just a tad confusing right now lol.

  15. #15
    Thaddeus is still 'created' at level 1 so he's fine as well. Also after some experimentation I think the game checks the whole levelup attribute progression each time you reassign points. I also have some ideas about Thule that I will check as soon as I progress far enough in the campaign to unlock him.

  16. #16
    Thanks a lot man, let me know what you find.

    what does "I think the game checks the whole levelup attribute progression each time you reassign points" mean for what I'm going to be changing? Does it hinder it or help it?

    Sincerely appreciate the help man. Danke

  17. #17
    Actually, look at data\campaign\space_marines\default_profile\squads.lua. You can see that most squads default to level 1 with no assinged points, like Tarkus here:
    Code:
    	attributes =  
    		{
    			ranged = 0,
    			stamina = 0,
    			strength = 0,
    			will = 0,
    		},
    		blueprint = "sbps\\campaign\\playable\\race_marine\\troops\\sm_tactical_marine_tarkus",
    		experience = 0,
    But Thule starts with 8,700 XP and, what, 13 points already put in towards a melee-oriented build.

    Code:
    attributes =  
    		{
    			ranged = 3,
    			stamina = 3,
    			strength = 5,
    			will = 2,
    		},
    		blueprint = "sbps\\campaign\\playable\\race_marine\\vehicles\\sm_dreadnought_davian",
    		experience = 8700,
    So you could set those to 0 and/or make him start at level 1. As for the available points, I think the game compares previously allocated points with what you "should" have (the tuning_info.rbf leveling part). What's left over is for you to assign. So if you left those skills like that and dropped Thule to level 1, I assume he wouldn't get any new points for a while.

  18. #18
    Actually, with the changes I made to tuning_info I posted I can reassign all the points on Thule.

  19. #19
    All right then!

    Personally, I played the campaign a couple of times and I always got everyone to level 20 so I had enough points for Thule... never thought about the pre-assigned points as a problem. He has enough points (or lower costs) to get most traits anyway, unlike the others. And I think e.g. the first melee trait was good even for a ranged build.

  20. #20
    @dyndak

    Got to try out your suggestion man and it seems to work perfectly, thanks a ton.

    @Pocari

    Thanks for the suggestion though, appreciate it.

    I personally like full customization and not what they want to pick as starting stats, I can do a whole lot more for a ranged discipline with a lvl 2 FC with 7 points then I could with just 2 points. I don't understand why they would have had that in there anyways, just doesn't make sense to me.

  21. #21
    Any way you can host those changes somewheres? I'm inept at editing files and would love having not having those pre-assigned points in the OC.

  22. #22
    Code:
    leveling: {
    | leveling: {
    | | campaign_tables: {
    | | | attribute_points_distribution: {
    | | | | primary: 2f;
    | | | | secondary: 2f;
    | | | | tertiary: 1f;
    | | | | none: 0f;
    | | | };
    | | | level_xp_table: {
    | | | | level_xp_points: {
    | | | | | $REF: "types\leveling\level_xp_points";
    | | | | | required_xp_points: 0f;
    | | | | | discretionary_attrib_points: 5;
    | | | | | xp_award_modifier: 1f;
    | | | | | escalation_award_modifier: 1f;
    | | | | };
    | | | | level_xp_points: {
    | | | | | $REF: "types\leveling\level_xp_points";
    | | | | | required_xp_points: 0f;
    | | | | | discretionary_attrib_points: 0;
    | | | | | xp_award_modifier: 1f;
    | | | | | escalation_award_modifier: 1f;
    | | | | };
    | | | | level_xp_points: {
    | | | | | $REF: "types\leveling\level_xp_points";
    | | | | | required_xp_points: 150f;
    | | | | | discretionary_attrib_points: 2;
    | | | | | xp_award_modifier: 1.1f;
    | | | | | escalation_award_modifier: 1f;
    | | | | };
    I've bolded, underlined and increased the size of the 2 things you need to change in order for this to work.

    All you have to do is change the (5) to a (0) and the (2) to a (7) and everything seems to work out fine it seems.

    Hope that helps

  23. #23
    So just in case you're confused, that stuff means you normally get 5 poins at level 0, then 0 points at level 1 and finally 2 points at level 2 (which requires 150 XP).

  24. #24
    Update: Still works with current DoWII version (2.6.0).

  25. #25
    Nevermind, problem solved. Just had to remove the empty space in '-modname "ModName"'
    Last edited by desonnac; 23rd Jan 11 at 3:10 AM.

  26. #26
    I've bolded, underlined and increased the size of the 2 things you need to change in order for this to work.

    All you have to do is change the (5) to a (0) and the (2) to a (7) and everything seems to work out fine it seems.

    Hope that helps
    Is there a reliable tool for making these edits? I tried Miguel's 1.5 standalone editor, but it doesn't look promising.

    If someone would rather hex-edit these changes (as even RbfConv -R doesn't produce a byte-identical copy with 2.6.0 tuning_info and no changes) the two bytes to change are:

    fc /b

    Last edited by mehfeh; 21st Feb 11 at 1:33 AM.

  27. #27
    By the way, the nicest thing about the tuning_info leveling change is that's retroactive: you don't need to start a new campaign to make the initial 5 points re-assignable via the magic button: just add the modified tuning_info.rbf to the mod and load a save that has already completed the 1st mission so the reassign button is enabled. (I just found that out because I fudged the path to tuning_info in my mod on my 1st attempt) It would be nicer if there was a way to enable it in the save game file directly, but I haven't found info on editing that. Clearly the reassign points on/off flag gets written to the save game file, while the leveling table does not.

    The quick and easy version for CR 2.6.0 is on mediafire.com/?aodl4ce62hd7o5e: I combined this mod, including the initial point reassignment with the wargear mod, and named it Experiment. If you don't want to experiment with the wargear, just delete the inventory.lua in the default_profile dirs from both the campaign (for the original Dow2 campaing) and xp1 dirs of the mod before starting the corresponding campaign. If you also delete squads.lua from the xp1 default profile you'll get the more brain dead default point assignment in the 1st CR mission, but I don't see the point of doing that.
    Last edited by mehfeh; 21st Feb 11 at 4:36 PM.

  28. #28
    But Thule starts with 8,700 XP and, what, 13 points already put in towards a melee-oriented build.
    Actually, he doesn't. He gets completely re-spec'd in mc1.OnDeploy() from mc1.lua. He gets leveled to the average squad level and his points are spent (with four kept in reserve) in round-robin fashion on all stats.

  29. #29

    On-load version

    Here's (mediafire.com/?x5smu5cm6qls562) version 2.1 that enables the respec button on loading the bridge GUI, so it will work on any savegame. No need to start a new campaign anymore.

    I'm hooking tuning.Campaign_CanSquadsBeSelected() The critical files are tuning.lua and tuning_info.rbf; you can delete the rest if you don't want all the gear. Now that I found this very convenient hook, it may be possibly to dynamically populate the inventory with gear based on the squad level...

    I've also made a sga version (mediafire.com/?rgowpgva89p5lc8) for auto-loading from the GameAssets\Mods dir, so there's no need for changing the command line either; just drop the sgas there. However, it seems that only DATA files can be overridden this way (tuning.lua in this case), but not ATTRIB ones (so no luck modding tuning_info.rbf without using a module file). What this means is that the reassign button works in the sga-packaged version (still on loading any save), but you cannot reassign the initial 5 points in this sga version. (There might be a way to change attribs from lua code, but I don't know it.)
    Last edited by mehfeh; 22nd Feb 11 at 2:29 AM. Reason: sga version

  30. #30
    Anyone tried this with the Gold Edition? I can't get it to work, I never get the button after completing the first mission. for the launch options I have -modname"ReassignPoints" -dev. Also tried the one in the last post that would work in any save and didn't get anything either.

  31. #31
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    Terra
    Ya sorry i dont think it works either and i dont have gold edition. i was going to post soon myself to see what was up since i just noticed this mod and felt like redoing the campaigns with a twist.....hopefully we get some sort of reply other wise we're gonna have to pm pocari........

    I really want to go into primarch and tweak my force comm and other guys to have all the stats....and i have no idea which file is being referred to in all of this thread when they show the different #s and stats....theres a chance they might not even be in the newest patch anymore...buti might just be looking at the wrong place and using the wrong tool.... im looking forward to tweaking those strting #s....
    .
    ...cheap i know.....but i want to send them 1 to 2 at a time rather than 4..... so either the force comm is dishing it out all alone or he has some help with others.......

    anyway if anyone can help us it will be very nice and we shall be very grateful
    Last edited by mystichead; 10th Aug 11 at 8:20 PM. Reason: bad bad grammer and disjointed thoughts

  32. #32
    mystichead, use the .sga version that mehfeh has in the post before mine. Just put the .sga file in the Gameassets/mods folder and if you don't have the mods folder just create it. Worked for me in both vanilla and CR.

  33. #33
    Member
    Join Date
    Feb 2011
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    Thanx,
    while the sga DOES work for me...i was actually hoping to tweak maybe either the strting attribute pts and or the level up or just add them.....my whole goal is to send the force comm solo in as many missions as i possibly can with ok but not amazing wargear......i just thought tht it might be an interesting twist............

    anyway thanks...
    altho if you know how to let me tweak hose startup attrib and such...cuz i didnt understand which file and also which place in side the file... was mentioned in the thread when they showed the strt up stuff like 5 to 0 and 2 to a 7...if somebody can explain where this is it shall be much appreciated....Because I cannot find the sbps files mentioned above...nor the data\campaign\space_marines\default_profile\squads.lua..... and especially "tuning_info.rbf" .......they might not even exist in the most recent patch.....but i dunno how long ago they patched it..i know this snce i just reformatted my pc a month back and redownloaded dow2 it doesnt have them

    again thnk you
    Last edited by mystichead; 11th Aug 11 at 8:12 PM. Reason: clarification

  34. #34
    I have a feeling the tuning_info.rbf file is different in the Gold version, which I don't have. If someone can confirm that, or just upload the tuning_info.rbf file from this Gold version somewhere for a comparison, we might make some progress. I'm glad to hear the sga version worked. The RBF info can't be changed via the sga though, so you won't be able to resign the initial (7) points that way, but everything else should work.

  35. #35
    mehfeh.... your links are dead. Can u re upload them. For the On-Load version.

  36. #36
    hi there, i've been getting crashes while trying to use your mod, could you help me solve it?
    pasted the downloaded content to my CR main folder (includes 1 module file and 1 folder), copied that: -modname "ReassignPoints" -dev to the end of the target on my game shortcut,
    tried running, and the game crashed
    here are some things i believe worth mentioning:
    i am not using steam
    i have noticed your module file trying to locate these 2 files:
    archive.01 = GameAssets\Archives\230_data.sga
    archive.02 = GameAssets\Archives\220_data.sga
    which are not in my archive folder (200,210 are there though)
    tried erasing them from the file and the game starts fine without crashing however there is no reassign button in any of my squads (including thule who has no corruption meter therefore nothing overlaps)
    thanks for your time

  37. #37
    If your shortcut is wrong, it could crash the game on start ("...\Steam.exe -applaunch 56400 -nomovies -modname XYZ -dev" format works). However, since you are missing some archives added by updates (ages ago), your problem seems to be a pirated and hence unpatched DoW2.

  38. #38

    does anyone have those files?

    Quote Originally Posted by mehfeh View Post
    Here's (mediafire.com/?x5smu5cm6qls562) version 2.1 that enables the respec button on loading the bridge GUI, so it will work on any savegame. No need to start a new campaign anymore.

    I'm hooking tuning.Campaign_CanSquadsBeSelected() The critical files are tuning.lua and tuning_info.rbf; you can delete the rest if you don't want all the gear. Now that I found this very convenient hook, it may be possibly to dynamically populate the inventory with gear based on the squad level...

    I've also made a sga version (mediafire.com/?rgowpgva89p5lc8) for auto-loading from the GameAssets\Mods dir, so there's no need for changing the command line either; just drop the sgas there. However, it seems that only DATA files can be overridden this way (tuning.lua in this case), but not ATTRIB ones (so no luck modding tuning_info.rbf without using a module file). What this means is that the reassign button works in the sga-packaged version (still on loading any save), but you cannot reassign the initial 5 points in this sga version. (There might be a way to change attribs from lua code, but I don't know it.)
    Does anyone still have those files? I would prefer not to start a new campaign with my friend.

  39. #39
    I'd like those files too.

    I was able to edit the tuning_info.rbf but getting the button to appear on an already exisiting campaign is what I need.

    3rd Edit:

    Going on Mehfeh's posts here and elsewhere I was able to recreate his steps. All you need to do is insert:

    Code:
    Campaign_SetUIVisibility( UIV_InventoryRespecButtonPing, true )
    Just underneath tuning.Campaign_CanSquadsBeSelected() (which is found in the tuning.lua file)

    Then make the changes to the tuning_info.rbf as Dyndak suggested above to include all the starting skill points too.
    Last edited by Drokk; 15th Feb 13 at 10:45 PM.

  40. #40
    Hi there, one dumb question where do I find the tuning.lua file? Thanks
    Or better yet could Drokk you upload that mod if u have managed to make it, for the on load reassign points?

    Thx

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