Using Aribeths, Nymphs, etc... Portrait
- lunarwater
- Posts: 101
- Joined: Tue Jun 12, 2001 10:00 pm
- Contact:
Using Aribeths, Nymphs, etc... Portrait
I have been attempting to figure out the save game file of my character. I have figured out how to change the deity, history, portrait and name of the character. I am having trouble figuring out how to change the body color/size however. I am sure it is in there in the form of a 'default tag' similar to the tags the toolset uses. I haven't found this yet, but am wondering if anyone has had better luck. Like I said, I can get Aribeths portrait for my character but not the look of the character itself. My intension is to keep my character that I have been playing with, but change the appearance. For those interested, to change the portrait without starting over, just open the save game in a hex editor. Seek to the end of the file. Then search backwards for the last occurance of your characters name. (Try only the first name or only the last name) This will bring you to an area that has some plain text pieces that are your History, Deity, Portrait, Inventory, etc... The portrait is a text right after the Deity. If you didn't choose a Deity, then it will be right after the History. Your portrait will look something like 'po_hu_f_01_'. They all begin with po_ the next piece is race (hu - humans, el - elf, or - orc, ha - halfling, gn - gnome, dw - dwarf). The next piece is obviously a 'm' or a 'f' for the gender. Most importantly is the HEX value that appears before the portrait entry. For most of the portraits, this value is '0B' which is 11 in decimal. This stands for the length of the portrait string. If you wanted to be the little girl portrait which is po_girl_, this would be '08'. When going from a portrait down to a smaller one. Don't change the position of the HEX values. Always use filler (values of '00') to finish off the section. There are quite a few portraits for people other than what the game gives you the ability to choose. You can be any of the monstors, NPCs, etc.. Even some nastly looking nymph. These seem to work on multiplayer fine. I have the numbering and pictures mapped out for all of the characters already and would like to build an editor. If anyone is interested in helping figuring out the save game file further, let me know.
"May your forehead grow like the mighty oak."
"May a thousand camel fleas nest in your armpits."
"May a thousand camel fleas nest in your armpits."
I didn't make it through most of that (I have issues reading hunks of text with no carriage returns)...
But if you want to know what the tags are, go into the toolset and create a new NPC. In his properties, you can set body size, bicep size, etcetera etcetera, and there are the names for them there too, if I recall correctly.
-Cross
But if you want to know what the tags are, go into the toolset and create a new NPC. In his properties, you can set body size, bicep size, etcetera etcetera, and there are the names for them there too, if I recall correctly.
-Cross
- lunarwater
- Posts: 101
- Joined: Tue Jun 12, 2001 10:00 pm
- Contact:
I've been looking at the save files, too. Haven't got very far yet.
So far the item list seems to have the following structure for the most part:
(hexadecimal digits)
AB 00 00 00 Item_Name_Text 08 00 00 00 ff ff ff ff 00 00 00 00 08 00 00 00 CD CD 00 00 00 00 00 00 08 00 00 00 EF EF 00 00 00 00 00 00
where AB seems to be a classification byte, CD CD is a two byte reference to the item description seen when examined, and EF EF is a two byte reference to the item title, seen when the mouse hovers over the item. Titles and descriptions are stored in dialog.tlk.
Values I've seen for AB and examples:
0x08 - only one instance, Halueth Log Book (I think)
0x09 - Halueth Sword and Arrow
0x0a - Halueth Shield and Oleff's Letter (?)
0x0b - most weapons and shields
0x0c - Aribeth's Ring, wands, Stone of Recall, armor, cloaks, reagents
0x0d - trap kits, henchman items
0x0e - rings, belts, necklaces, torches, lockpicks
0x0f - medkits, gloves, boots
0x10 - containers, potions, MISC
So far I've seen two items, the Ring of Power and the Cloak of Fortification +3, that have description and title stored in the item list itself. The structure of those items is also different than most others; maybe some attributes are stored there as well.
Still trying to figure out inventory mapping and where inventory icons are stored, as well as attributes, feats, etc.
We've got a long way to go.
So far the item list seems to have the following structure for the most part:
(hexadecimal digits)
AB 00 00 00 Item_Name_Text 08 00 00 00 ff ff ff ff 00 00 00 00 08 00 00 00 CD CD 00 00 00 00 00 00 08 00 00 00 EF EF 00 00 00 00 00 00
where AB seems to be a classification byte, CD CD is a two byte reference to the item description seen when examined, and EF EF is a two byte reference to the item title, seen when the mouse hovers over the item. Titles and descriptions are stored in dialog.tlk.
Values I've seen for AB and examples:
0x08 - only one instance, Halueth Log Book (I think)
0x09 - Halueth Sword and Arrow
0x0a - Halueth Shield and Oleff's Letter (?)
0x0b - most weapons and shields
0x0c - Aribeth's Ring, wands, Stone of Recall, armor, cloaks, reagents
0x0d - trap kits, henchman items
0x0e - rings, belts, necklaces, torches, lockpicks
0x0f - medkits, gloves, boots
0x10 - containers, potions, MISC
So far I've seen two items, the Ring of Power and the Cloak of Fortification +3, that have description and title stored in the item list itself. The structure of those items is also different than most others; maybe some attributes are stored there as well.
Still trying to figure out inventory mapping and where inventory icons are stored, as well as attributes, feats, etc.
We've got a long way to go.
"Terrible hamster justice shall be wreaked upon you! GO FOR THE EYES, BOO, GO...!"