acearls
Mortal
Si fractum non sit, noli id reficere.
Posts: 6
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Post by acearls on Jun 9, 2004 22:50:57 GMT
Hi everyone, I'm not exactly new here, as I was formerly registered under the name of Devlor last year. Never have had much time to post a lot though. Anyway, I've documented the hex codes for all the powers for haunters in the game in an Excel workbook, as well as a few other odds & ends. You know how some haunters are "almost perfect, if only if they had this instead of that"? Well now they can! For anyone who's interested in a copy, you can download them by clicking here. The purpose of all the info. was, naturally, to hex edit my saved games to give my haunters the exact powers I wanted. The two documents (one Excel, one Access) are intended for planning out changes, to maintain game balance through careful tweaking, etc. Hope you like it. P.S. Thanks to Atpeace & KittyKitty for the info. I gleaned from their postings to work through these.
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Post by Nemesis on Jun 12, 2004 14:43:33 GMT
I'd say this is the right stuff at the right time. Some people were already asking for it. Thanks, acearls. (Just a warning beforehand: hack at own risk!)
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Post by dreamonman on Jun 12, 2004 18:23:26 GMT
Perhaps I should put on my glasses and install Ghostmaster, then just complete the game (again) and dig into the BSP and EXE files! I'm getting kinda good at all this computer hacking stuff!
Anyway, does this mean it's actually now possible to give Clatterclaws TK Storm?! If so, good for ya Acearls/Devlor!!!
Well, it doesn't matter if not - you still managed to change the Ghostmaster dreams so far! LOL! Good for ya!
*Cheers*
We need to give an award to him!
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acearls
Mortal
Si fractum non sit, noli id reficere.
Posts: 6
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Post by acearls on Jun 12, 2004 18:00:58 GMT
Yes indeed, you can give Clatterclaws TK Storm. ;D Simply change one of the empty entries for Clatterclaws' power slots (hex code 85, following the "filled" slots corresponding to her other power hex codes) to the code for TK Storm (3D) & viola! Unfortunately after some initial testing, it appears that the powers are hard-coded according to their respective tiers. Thus TK Storm is locked at the 9th tier of powers. When you try adding in two powers that are 9th tier (by changing another tier's power for a haunter), the game only uses the first entry. I found this out by trying to give Windstalker Expose Fears (10th tier power) in his 1st tier slot (when I was trying to acquire the missing unconscious fears of mortals in Act 1, before you get Hypnos). Result: His Frostbite was replaced with Expose Fears, even though I didn't remove the entry for Frostbite. What this means, of course, if while one can give all haunters up to 10 tiers of powers, one cannot give more than one power per (its original) tier to the same haunter (e.g., a single haunter cannot have both Frostbite & Expose Fears). Still, expanding the powers of all haunters to 10 tiers should be more than sufficient to the task.
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Post by dreamonman on Jun 12, 2004 18:18:50 GMT
Great! So I'll just see how my editing goes then !
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Post by Nemesis on Jun 14, 2004 5:03:58 GMT
Maybe the tier/power combinations can also be altered somewhere... Just a thought...
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Post by dreamonman on Jun 15, 2004 15:53:41 GMT
Or perhaps the plasm ladder could be adjusted to make it so you could just select one power, not 10....
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Post by Marnie on Jun 17, 2004 17:12:03 GMT
Okay, now I'm sure I'll reinstall my Ghost Master...
I really do need a new pc though...
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Post by dreamonman on Jun 19, 2004 14:07:16 GMT
Same with me....kinda!
I need to uninstall useless games.........like Legoland!
Why do I have it anyway?! >.>
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Post by Wild Will Overdeath on Jun 26, 2004 18:43:37 GMT
hmmm.... therfore, wouldn't then be possible to recreate one of the trashed ghosts via replacing ones grapics/powers?
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