Code Vein
0 of 0

File information

Last updated

Original upload

Created by

SkacikPL

Uploaded by

skacikpl

Virus scan

Some files not scanned

32 comments

  1. azumo18
    azumo18
    • member
    • 0 kudos
    Hi! Is it possible to create a mod that allows the player to rename his/her character with this tool? In the description I read the part about "readding name/codename" but can we use this tool to set them?
  2. Chosen215
    Chosen215
    • member
    • 0 kudos
    I have a question before I go through and download this. How hard would it be for a beginner to mod something like health and ichor?

    Only ask cause I wanna spam gifts :D
    1. skacikpl
      skacikpl
      • premium
      • 157 kudos
      If you just want to essentially cheat then cheat engine is much faster way to go.
    2. ll62518475TheSecond
      ll62518475TheSecond
      • member
      • 0 kudos
      Cheat engine doesnt allow you to save the changes you make. Not for equipment anyway. I COULD make a custom weapon, and I COULD play with it throughout the game, but I CANT save it. I save the game, and the next time I load it up, its back to same old same old. Its already bad enough that I have to rely on blood codes for my stats... Oh you want extra strength? You have to use this specific class. Oh, you use this specific blood code almost all the time? Too bad your proficiency with it doesnt increase with time, not including some power unlocks and masters... Sure, its nice unlocking and mastering a power/passives, and it gives you some diversity for building once you can use them across blood codes, but..... BUT, the stats will still be limited, and super static regardless of how long you used a specific blood code. In my opinion, thats very limiting. They force you to fit into specific archetypes by giving you advantage/disadvantage for them based on blood codes. The f*** is that. If I want extra strength, gimme my extra strength, and no, I dont want to limit my other stats just for that.... They cant even make a proper DLC! Bunch of imbeciles.

      Rant over. Anyway, is there ANY way to force save item stat changes? That would be great.
    3. Clanzion
      Clanzion
      • member
      • 11 kudos
      You may want to look into hex editing for permanent item changes, there's a guide in one of those mods by hao
    4. ll62518475TheSecond
      ll62518475TheSecond
      • member
      • 0 kudos
      Im no good with hexes. I might try it, but I never like them.
  3. pluviophile123
    pluviophile123
    • member
    • 0 kudos
    How do I get the health value from enemy/player/companion characters? I only see a setter.
  4. Beastly300
    Beastly300
    • member
    • 0 kudos
    Is there documentation on how to modify preexisting levels?
    1. skacikpl
      skacikpl
      • premium
      • 157 kudos
      You cannot really "modify" existing levels because there is no way to uncook assets back to editable state, at best there would be hacky ways to add to them in a very limited and roundabout way but that's about it.
    2. Beastly300
      Beastly300
      • member
      • 0 kudos
      My bad, I should had been more clear, yeah that is what I am wondering. Is this hacky approach you mentioned of being done through game instances or some form of referencing that level's blueprint then communicating with it?
    3. skacikpl
      skacikpl
      • premium
      • 157 kudos
      Well, you can use any spawned actor as your "entry point" and have it load/do whatever you want.
      Generally this usually would be somehow destructive as it would break the actor you're replacing with your custom one but it does work and by that point you have your custom actor spawned within original level, allowing you to do whatever you want, like spawning other custom actors or streaming in other custom levels.
    4. Beastly300
      Beastly300
      • member
      • 0 kudos
      So, I took a crack at it. Now I am wondering if I am missing something when replacing an actor.

      Was replacing the jukebox and made so that it will at first spawn another actor if I press N. That didn't work. So I tried checking to see if the replaced actor was even spawning by putting a visual mesh component. That caused a crash.

      It does appear to replace however, since the jukebox glow isn't there anymore.
    5. skacikpl
      skacikpl
      • premium
      • 157 kudos
      Unreal Engine doesn't exactly work this way, especially when working with pre-placed objects.

      Generally any object referenced by another object will have stored "parts" of the object, list of its components and such. If that cannot be matched then the object will not be spawned (or rather loaded, spawned then promptly removed).
      With above in mind, each actor placed on level by developers is essentially referenced by the level including contents of the actor. Trick with replacing jukebox works but it needs to be an empty actor with no components which is set to spawn whatever you need to in its on begin play event, so while game will discard the mismatched original actor, your custom ones are spawned in that brief moment and the game won't really care about them.
    6. Beastly300
      Beastly300
      • member
      • 0 kudos
      Got it working now thanks!

      Now I am wondering how does one refer to the player character? I tried using at first GetPlayerCharacter then casting to BP_Player

      neither of which worked.
    7. skacikpl
      skacikpl
      • premium
      • 157 kudos
      There are multiple ways of doing that. IIRC with that version of IV Drip (i should really push an update eventually) you can call Get Host Actor node which will give you well... the host player.

      Other way would be to use Get all actors of class with class set as BP_Player and then you can do some additional checks to see whether it's the local or remote/guest player.
    8. Clanzion
      Clanzion
      • member
      • 11 kudos
      If you do plan on updating on it, is there any plans on making it possible to obtain the health of enemy actors as that will be useful for boss manipulation. Currently the only thing you can in regards to health is set health of character helpers.
  5. Beastly300
    Beastly300
    • member
    • 0 kudos
    It appears that making the class interactive crashes the game including your example interactive object.
  6. Jacker5
    Jacker5
    • member
    • 0 kudos
    To your knowledge, do you happen to know if its possible to make so that spawned companions retain full functionality in everything but UI?

    As of right now, spawned companions only follow you and do nothing else, they don't react to enemies at all.

    Secondly, how did you make the Boss UI show up in your crypt spire dungeon?
    1. skacikpl
      skacikpl
      • premium
      • 157 kudos
      I'm not sure how you spawn the companions but any method i used to spawn them, they worked just fine.

      And as far as i remember, no game stuff is interacted with in the custom level as it was made before i made IV Drip.
    2. Jacker5
      Jacker5
      • member
      • 0 kudos
      I am spawning them using the Spawn Actor from Class to spawn BP_ActionNPC_Jack for example.
      I am trying to make a mod where you can have all companions to travel with in the native game level.

      The enemy I tested it on was also spawned.
  7. MarkenHal
    MarkenHal
    • member
    • 0 kudos
    Is there a way to make so that attached actors to the player follow them to the new teleported area?

    Or is that impossible.
    1. skacikpl
      skacikpl
      • premium
      • 157 kudos
      Define "attached". Going by the way it works in UE4 an attached actor will always follow the target until it's either detached or it/target actor is deleted.
      The way how mistle/fast travel system works in this game is by forcing player entity to be respawned which will forcibly detach all foreign attachments because the player entity they were attached to is simply not existing anymore.
    2. MarkenHal
      MarkenHal
      • member
      • 0 kudos
      I see, so unless we have full access to the teleporting blueprint, there's no way to reattach it through teleporting.

      I guess a workaround would be to have custom proxy actor on each teleporting mistletoe reattach the actor through overlap.
    3. skacikpl
      skacikpl
      • premium
      • 157 kudos
      I would imagine that much easier solution for your purposes would be a periodic check whether the target actor is still valid and if not - reacquire host actor and reattach.
    4. MarkenHal
      MarkenHal
      • member
      • 0 kudos
      Got it to work perfectly, cheers!

      The first few attempts, it keep spawning the attaching actor instead of reattaching the original actor, or crashed, lol.
  8. Jacker5
    Jacker5
    • member
    • 0 kudos
    Any chance you could put this on a different website that doesn't limit MB download to 1 mb as it takes 2+ hours to download 1.9 GB
  9. Neferdar
    Neferdar
    • member
    • 0 kudos
    So, basicly BN gave us a working editor with words: "We know we make "not so great game", so here take this s#*! and make it better in any way you like."?
    1. skacikpl
      skacikpl
      • premium
      • 157 kudos
      Bandai didn't give anyone anything.
  10. XxCRAZYPOTATOxX
    XxCRAZYPOTATOxX
    • premium
    • 193 kudos
    Thanks SkacikPL, Can't wait to try a few things out!