ELEX

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tombom81

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tombom81

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Most important rule when/before using my mods: backup your savegames!
YOU HAVE BEEN WARNED!

In case you meet some severe troubles you can always delete the pak(s)
you copied to ELEX\data\packed and restore your savegames from the backup.

It's not recommended to start a 60 hours gameplay with dozens of saves
using above mentioned mods. They are experimental and thus not 100 percent reliable.

So if you meet an unrecoverable bug after those 60 hours don't blame me!

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To make the following work (i.e. create elexsec and .pak files) you need
the elexresman.exe from here:

https://forum.worldofplayers.de/forum/threads/1512504-tool-Elex-Resource-Manager?p=25706521&viewfull=1#post25706521

author: Baltram, forum WOP
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This is how to modify ELEX game using infoscript commands (gCInfoCommand...).
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"Give item", "make follower", "teleport player", do what ever you want to do.


BUT to be clear: I WON'T show how to create dialoges. We only can use predefined ones for now!
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Infoscripts are usually executed when talking to an NPC. Thus dialoge lines appear on the screen
AND actions are performed. GameEvents are set or checked in the InfoConditions section.

There's 1000s of dialog/infoscript samples in w_info.hdrdoc. They should give you an idea
what's possible and what is not.

In the script_snippets folder there's some examples I chose:

1) Teleport_player (teleport yourself to the StoryHelper)
2) Crony_give_helmet (let Crony give you back your lost Commander's helmet)
3) Angrim follows
3a) ten Angrims will be your followers

4) ABE_AbessaCity Destroyed.txt (just a fun mod, destroys storyline probably! )
(Player to Crony: "Not the result we wanted, but...")
5) Caja_Ray_follow (have more than one follower)
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A) now see: "ELEX-scripting - the harder part.txt" in case your interested.
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Simple changes in the script snippets:

- if Crony isn't your actual companion replace "Crony" by "Duras" for example
or any other NPC you think to be suitable

in the Owner = "Crony",
Speaker = "Crony"
and Entity1 = "Crony"
lines.

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B) then read: "How to create a ELEX scripting Mod pak.txt"
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Too hard for you to achieve? - Maybe. Then simply use the contained m_1_MyMod.pak.
See folder: only_use_one_of_the_paks_at_a_time
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Again: only use one mod pak at a time!

m_1_MyMod.pak
Crony will offer two additional dialog lines: teleport to sh and giving you your helmet back.

m_1_scripting.pak
One of the "Angrims" will cause his siblings/clones to follow you, but you need to find out which one.

m_9_Caja_Ray_follow.pak
Caja and Ray can be chosen as followers without complaining about you having a companion, if any.


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uninstall: delete the above used pak from MyDrive:\Steam\steamapps\common\ELEX\data\packed
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conflicts: created/provided paks will conflict with any other mod that modifies w_info.hdr(doc).
You may set the archive number to '9' when generating your pak (just renaming doesn't seem to work).
Or try this

Workaround: unpack the w_info.hdrdoc from the concerning mod and use it as a base for w_infos.exe
to merge your selected script snippet into.

glitches: non-party followers might leave you during a fight. So I set permanent= "True" for the join-dialog
to give them a chance to rejoin.

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remark:

The "w_info.hdrdoc" provided with this mod might not be the newest one.
To use your own one
unpack w_info.hdr (in documents folder) from c_1_na.pak and convert it to w_info.hdrdoc

You'll need the elexresman (author: Baltram) for this.

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That's all for now,
enjoy,

tombom81, 18th June 2020

3/2021