I downloaded the core mod and amended it so Technical could start with 1HS, Gun, and Heal. But once I respecced I couldn't cast heal? Same happened when I gave Warrior the Protect spell. What am I doing wrong?
Anyone have an idea what patch we're on? I can't find answers anywhere for my XML file to be updated to match the current patch for this mod to function.
Hi, I just have one thing I wish to change at the moment, When selecting the Mage class you are given 1 handed heavy weapons. I want to change that to 1 handed swords instead. Would you be able to upload a file with just that one change please..?
I would really appreciate it if you could do this for me, Thankyou...
Hey there! I can't tell if i'm doing something wrong, but i copy pasted your code line for "Grenade" to add phial toss as a starter but it doesn't provide it after I respec.
When you Start NewGame you have Default Skill for Archetype if you change at starter you need mod tutorial too or you have softlock this mod change only Respec Archetype
Naesia wrote: Oh my god but it's so great !!!! I just tested and ... owwwwwwww .....It's a reorganization of the talent tree, right?
sShadw wrote: Yes if u take Skill Tree Freedom i reorganization Magic Ring , and with New Archetype , when u select Warrior / Technique / Wizard u have different Starter Spell
kaiserxkai wrote: The way the skill tree can be manipulated is interesting, but I wonder if those 'lines' are customizable and make it possible to duplicate the slots and generate more 'advanced' skills?
For instance Firearms (1 / 2 / 3 / 4) As progressive increase to a varied multiple stats, instead of 1 upgrade per type in Firearms stat category. Lv1 = 5% DMG / 1% Fury Gen / 5% Stun / 1% Armor DMG ~ Lv5 = 25% DMG / 10% Fury Gen / 25% Stun / 10% Armor DMG
For instance in this mod you modify the lines of connections between skills... But theoretically there should be a way to 'modify' each skill's value and the buffs gained for each skill.
If modders can add stat gain to Hats and Capes and such, then it's possible to add those buffs to skills (like +Mana Regen or +HP Regen into a skill).
Naesia wrote: It's very interesting but everyn modders says that it's difficult because all this things are into an .exe of this game..
sShadw wrote: Yes is possible to create skill , i think
with skilltree_autogen_player.sli you can change only display : Position skill Variable of display ( Picture / link text / variable number stat) change condition ( line connection)
For create Custom Skill you need change skilltree_autogen_default.sli and after add in display. exemple for u Firearms Lv1 : skilltree_gun_up1 <addBonus value="1.05" type="ATT_SECONDARYWEAPON1_DAMAGE_PHY value="1.01" type="ATT_SECONDARYWEAPON1_DESTROY value="1.05" type="ATT_SECONDARYWEAPON1_INTERRUPT /><addBonus
dont have variable Fury Gen for gun , maybe need Change other file for this or into .exe as told Naesia I don't try but i think it possible with limite
Naesia wrote: I think it's a good idea to try. Again, i think that many variables are into an .exe of this game. Add skills it's a very important for renew the gameplay but i think the devs have "protect" this source code ?
sShadw wrote: it is possible , but with this game your don"t need decrypte zip and txt ^^ low security
Naesia wrote: With the advent of skyrim and the impressive community of modders, the publishers had to say that they feared nothing: they filed the game, the patent and the license, so why block the inspiration? After, this game is composed only of .txt mainly. I had never seen anything so simple and functional.
I'm just wondering how to integrate textures, new spells, new classes. One of my disappointments is not having access to island magic.
aaa for that you need graphic motor Silk Engine ^^ it not free access more difficult
Not Correct More difficult yes, but Texture mod was one of the first.
The Silk engine was designed and developed internally based on the PhyreEngine PhyreEngine is a free to use game engine from Sony Interactive Entertainment. Ego Game Technology Engine is a video game engine developed by Codemasters. Ego is a modified version of the Neon game engine that was used in Colin McRae: Dirt and was developed by Codemasters and Sony Computer Entertainment using Sony Computer Entertainment's PhyreEngine cross-platform graphics engine.
As both use the same source engine, both also use the PSSG file Format, and tools allready exist, they are awkward to use, but that appears to be more to do with resolution increases. Vasco - Less TattsMod shows Texture mods can be done using the Ego PSSG Editor by Ryder25 tool, It's certainly as good, if not better than the "Unmoddable" (According to EA/Dice Frostbyte 3 Engine, until Dragon Age Inquisition came along, And BioWare RPG fans, wanted their mods. Now with The Frosty Tool Suite, Every Frostbyte game is getting modded, so even without any help from the devs, more complex modding is certainly possible, and we have a very good start with all the text files to edit, and Textures certainly possible, even if a better Silk Engine tool would help speed things along. Without Dev support, many games on Nexus, don't even get more than a few mods, and we're hitting 50+ in a few days.
Naesia wrote: It's very interesting, thnak you for information. So, you think any modder can create new contenu in this game as "chaman" class for many spells ? Add some hairs ? Some details on fletch ?
kaiserxkai wrote: It would be funny to see importing of models from other games, or at least importing faces and hairs.
Wait, if Skyrim and Fallout 4 managed to do 'Anime' Faces, it should theoretically be possible to do so with any 3d game that lets you manipulate the face model and texture.
Everything is theoretically possible, with image files, the data of the image isn't the main issue, when not encrypted as well, the *.pgz textue archives are simply renamed gzip arhives, and easily extracted.
Though the have no file extention, when extracted, a quick peek at the raw data (using HxD - Hex Editor) shows the extension is PSSG. Egosoft tool already kmows how to read the header, so shows the crucial packaging details, but this tool was deigned 10 years ago, and is not really capable of dealing with the larger resolutions used in GreedFall textures, and there may be other issues with being a 32-bit program. Regardless it gives us crucial information needed to speed up texture creation.
Look here at the file splash0.pgz, extracted we get a splash0 file move on to HzD Pic in spoiler below
Spoiler:
Show
Those first four letters give us a file extension, and we can see the header contains some text, and connected data. That file extension lead me to the Codemasters Ego engine, and the Ego PSSG Editor by Ryder25 Though it doesnt show the file contents correctly, it does appear to read the header, correctly. Pic in spoiler below
Spoiler:
Show
This reveals the Splash0 content is a *.dds file, but it's not the only file type that can be embedded in a PSSG file, so unfortunately it's not as simple as just adding the *.dds extension to the file, as it still has that PSSG header, not a DDS header.
MrJack the author of the Vasco - Less Tatts explains how he did it here, and if you know how TexMod works with 32-bit games, you can think of Resorep as the 64 bit equivalent, as they both inject textures into your memory, rather than replace files in the game. This has the advantage of beiong a generic method that can work for any game, it's fine for reskinning textures, but file replacement is always better, when possible. MrJacks explanation (from the mods description page) in spoiler below
Spoiler:
Show
The game will accept files dumped in the datalocal folder but the only tool I know that can edit the .pgz archives is Ego PSSG Editor by Ryder25 but it won't export/import textures into the archive. Resorep won't extract or replace the large files you see on screen because they don't have the dds extension and other stuff to do with texture streaming that I don't understand.
The only way round it is to manually copy the texture data from the large textures to the tiny textures that Resorep can extract and replace (using the PSSG editor) and then use Resorep to run the texture normally. It's a real pain in the arse and hopefully someone will come up with a more elegant way to replace textures and quickly because if you want to use this method to causally mod the game, it will do your head in. It did my head in.
If you have to mod textures now, I will briefly try and explain what I did because I know someone will ask but I literally have no idea what I'm doing and there is probably a better way but I don't know what it is. Please someone, come up with a better way.
The large texture files are in Greedfall/packs/datapchighres.spk, the small ones that you need to edit to make Resorep extract and replace are in datapc_initial.spk. You can extract both packs using WinRar or any unzipper. The small textures are in files with the .pgz extension, the largest ones have the .stzu extension (ignore the medium sized stxh files). This is for character stuff. Environment textures and other crap is in other packs.
You can open both with the PSSG editor (right click, open with... etc).
Open both files at the same time (you can have two instances running at once) but go to the stxu file first.
Expand the tree until you get to TEXTUREIMAGEBLOCKDATA.
Click on the word (the node) and it will freeze for a few seconds while it loads all that binary data.
With that highlighted, you need to click on Nodes > Export Data in the menu bar. It will save as a .bin file. Name it something relevant.
Now keep the stxu open but go to the pgz file and highlight the same node in that file and go to Nodes > Import Data and import the bin file you just saved.
Next you need to make a few edits in the other nodes above.
Edit the number in TEXTUREIMAGEBLOCK to match the same, higher number in the stxu. Just copy and paste.
Above that in the TEXTURE node, you need to paste that same number in SizeNormal and SizeHigh so they match SizeUltra.
Also in this node you need to edit the width, height and mipmapcount to match the same info in the stxu file.
Now you need to change the extensions of the file names in nameHigh and nameUltra to .dds
Finally you can save the file as .pgz (you have to click on the drop down menu and select All Files or it will save as PSSG) but you can change the extension after if you forget and it saves in the wrong format.
Now you have proper sized texture files that can be extracted and replaced with Resorep.You need to put them in the datalocal folder in the game directory with the same file structure they had when you unpacked the "packs" so the game will load them. You don't need to keep the stxu anywhere particular now that you have copied the information you needed. You can delete it, save it, whatever.
I'm not going to explain how to use Resorep to replace textures. This guy can do it. It's a Batman game but the principle is the same.
If you are following another mod that tells you to edit the Region and Data packs and unpack the entire data pack into your game folder, I didn't need to do that for this to work. The game just reads whatever is in the localdata folder like it was a Bethesda Data folder or any override folder in old Bioware games.
If you are wondering how to know what textures are the ones you need. You don't. You have to guess based on the filename or open the mesh file (usually in the folder above) and look at the material nodes. Then you go through this whole process to extract the texture just to look at it to check and you can't do a bunch at once because Resorep just exports it with a number. It's fine if you are doing a diff, a norm and a roughness at the same time because you can tell what is what but if you export a bunch of similar diffs like face textures, you won't know which is which necessarily unless it's obvious. Hint: character textures are in "Equipment". "Hea" is head "Hai" is hair etc.. Make sure you are in the "textures" folder.
If you think this is all too much and you want to give up, I don't blame you. Someone will probably come up with an easier way soon so I'm not going to provide any type of "support" for this hacky method. If it ends up being the only way that works, then I might make a proper tutorial with pictures or someone else can do it first because I really don't want to...
Happy modding... ugh.
It's early days yet, but given the desire for mods continues, there's a very good chance we'll have better tools down the road. Currently modding textures is clunky, and very awkward, but it can be done, and games not even been out a week, it took DAI modders months, and the creation of an entire tool suite, to get to where we're starting from. So we are well ahead of the curve for modding without dev provided tools.
36 comments
I would really appreciate it if you could do this for me, Thankyou...
<!-- WARRIOR Skill -->
<UnlockSkillTree skillName="skilltree_grenade" />
It works with any other skill tree, just not this one.
try with skilltree_grenades
ty for report
if you change at starter you need mod tutorial too or you have softlock
this mod change only Respec Archetype
Not Correct More difficult yes, but Texture mod was one of the first.
The Silk engine was designed and developed internally based on the PhyreEngine
PhyreEngine is a free to use game engine from Sony Interactive Entertainment.
Ego Game Technology Engine is a video game engine developed by Codemasters.
Ego is a modified version of the Neon game engine that was used in Colin McRae: Dirt and was developed by Codemasters and Sony Computer Entertainment using Sony Computer Entertainment's PhyreEngine cross-platform graphics engine.
As both use the same source engine, both also use the PSSG file Format, and tools allready exist, they are awkward to use, but that appears to be more to do with resolution increases.
Vasco - Less Tatts Mod shows Texture mods can be done using the Ego PSSG Editor by Ryder25 tool,
It's certainly as good, if not better than the "Unmoddable" (According to EA/Dice Frostbyte 3 Engine, until Dragon Age Inquisition came along, And BioWare RPG fans, wanted their mods.
Now with The Frosty Tool Suite, Every Frostbyte game is getting modded, so even without any help from the devs, more complex modding is certainly possible, and we have a very good start with all the text files to edit, and Textures certainly possible, even if a better Silk Engine tool would help speed things along.
Without Dev support, many games on Nexus, don't even get more than a few mods, and we're hitting 50+ in a few days.
Wait, if Skyrim and Fallout 4 managed to do 'Anime' Faces, it should theoretically be possible to do so with any 3d game that lets you manipulate the face model and texture.
Everything is theoretically possible, with image files, the data of the image isn't the main issue, when not encrypted as well, the *.pgz textue archives are simply renamed gzip arhives, and easily extracted.
Though the have no file extention, when extracted, a quick peek at the raw data (using HxD - Hex Editor) shows the extension is PSSG.
Egosoft tool already kmows how to read the header, so shows the crucial packaging details, but this tool was deigned 10 years ago, and is not really capable of dealing with the larger resolutions used in GreedFall textures, and there may be other issues with being a 32-bit program.
Regardless it gives us crucial information needed to speed up texture creation.
Look here at the file splash0.pgz, extracted we get a splash0 file move on to HzD
Pic in spoiler below
Those first four letters give us a file extension, and we can see the header contains some text, and connected data.
That file extension lead me to the Codemasters Ego engine, and the Ego PSSG Editor by Ryder25
Though it doesnt show the file contents correctly, it does appear to read the header, correctly.
Pic in spoiler below
This reveals the Splash0 content is a *.dds file, but it's not the only file type that can be embedded in a PSSG file, so unfortunately it's not as simple as just adding the *.dds extension to the file, as it still has that PSSG header, not a DDS header.
MrJack the author of the Vasco - Less Tatts explains how he did it here, and if you know how TexMod works with 32-bit games, you can think of Resorep as the 64 bit equivalent, as they both inject textures into your memory, rather than replace files in the game.
This has the advantage of beiong a generic method that can work for any game, it's fine for reskinning textures, but file replacement is always better, when possible.
MrJacks explanation (from the mods description page) in spoiler below
The game will accept files dumped in the datalocal folder but the only tool I know that can edit the .pgz archives is Ego PSSG Editor by Ryder25 but it won't export/import textures into the archive. Resorep won't extract or replace the large files you see on screen because they don't have the dds extension and other stuff to do with texture streaming that I don't understand.
The only way round it is to manually copy the texture data from the large textures to the tiny textures that Resorep can extract and replace (using the PSSG editor) and then use Resorep to run the texture normally. It's a real pain in the arse and hopefully someone will come up with a more elegant way to replace textures and quickly because if you want to use this method to causally mod the game, it will do your head in. It did my head in.
If you have to mod textures now, I will briefly try and explain what I did because I know someone will ask but I literally have no idea what I'm doing and there is probably a better way but I don't know what it is. Please someone, come up with a better way.
The large texture files are in Greedfall/packs/datapchighres.spk, the small ones that you need to edit to make Resorep extract and replace are in datapc_initial.spk. You can extract both packs using WinRar or any unzipper. The small textures are in files with the .pgz extension, the largest ones have the .stzu extension (ignore the medium sized stxh files). This is for character stuff. Environment textures and other crap is in other packs.
You can open both with the PSSG editor (right click, open with... etc).
Next you need to make a few edits in the other nodes above.
Now you have proper sized texture files that can be extracted and replaced with Resorep.You need to put them in the datalocal folder in the game directory with the same file structure they had when you unpacked the "packs" so the game will load them.
You don't need to keep the stxu anywhere particular now that you have copied the information you needed. You can delete it, save it, whatever.
I'm not going to explain how to use Resorep to replace textures. This guy can do it. It's a Batman game but the principle is the same.
If you are following another mod that tells you to edit the Region and Data packs and unpack the entire data pack into your game folder, I didn't need to do that for this to work. The game just reads whatever is in the localdata folder like it was a Bethesda Data folder or any override folder in old Bioware games.
If you are wondering how to know what textures are the ones you need. You don't. You have to guess based on the filename or open the mesh file (usually in the folder above) and look at the material nodes. Then you go through this whole process to extract the texture just to look at it to check and you can't do a bunch at once because Resorep just exports it with a number. It's fine if you are doing a diff, a norm and a roughness at the same time because you can tell what is what but if you export a bunch of similar diffs like face textures, you won't know which is which necessarily unless it's obvious. Hint: character textures are in "Equipment". "Hea" is head "Hai" is hair etc.. Make sure you are in the "textures" folder.
If you think this is all too much and you want to give up, I don't blame you. Someone will probably come up with an easier way soon so I'm not going to provide any type of "support" for this hacky method. If it ends up being the only way that works, then I might make a proper tutorial with pictures or someone else can do it first because I really don't want to...
Happy modding... ugh.
It's early days yet, but given the desire for mods continues, there's a very good chance we'll have better tools down the road.
Currently modding textures is clunky, and very awkward, but it can be done, and games not even been out a week, it took DAI modders months, and the creation of an entire tool suite, to get to where we're starting from.
So we are well ahead of the curve for modding without dev provided tools.