Watch Dogs: Legion

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reg2k

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registrator2000

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About this mod

An inventory and operative editor for Watch Dogs: Legion. Customize your operatives' weapons, abilities, name, voice and character model.

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Watch Dogs: Legion Inventory and Operative Editor

An inventory and operative editor for Watch Dogs: Legion. Customize just about everything about your operatives, including their weapons, abilities, name, voice and character model.
For the single-player campaign only.

Features
  • Give your operatives any weapon or gadget
  • Add active abilities such as "Summon Cargo Drone" to your chosen operatives
  • Modify operative abilities and perks
  • Change your operative's name and bio
  • Change operative voice actor
  • Change operative animation set
  • Change your operative's character model, appearance and outfits
  • Change your operative's relationships and schedule
  • Add or change your operative's personal vehicle and its paint job
  • Revive/release injured or arrested operatives
  • Appearance codes feature: share your character appearance codes with the community and import appearances that others have created
  • Run Lua scripts
  • Disable permadeath for prestige operatives

Getting Started

Prerequisites:

IMPORTANT: Please back up your savegames before using the operative editor.
Your savegames are located at: <Ubisoft-Connect-folder>\savegames\<user-id>\3353\

Instructions:
1. Start the game with BattlEye Anti-Cheat disabled (see this link for how to disable it)
2. Start Cheat Engine and open the WatchDogsLegion.exe process.
3. Load the .CT file downloaded from this page.
    
Usage

Click on the Activate checkbox to start.

Choose the operative to edit by setting the operative index value as shown in the image below. 0 is your first operative, 1 is the second, 2 is the third and so on. Always choose an operative that is not currently active to edit. (if you want to edit your current operative, temporarily switch to a different operative before making your edits)

Entries in black are editable by double clicking on the value. Entries colored grey are for reference only and cannot be changed.





Operative Inventory

You can use the inventory editor to add or remove weapons, most active abilities and gadgets.

Click here for IDs of all weapon and ability items

Adding an inventory item:

    1. Look for an item with the ID "<Empty>" in your operative inventory.
    2. Double click on the entry and select your desired item from the dropdown list. Set the quantity to 1.
    3. Then switch to your operative and you should see the item in your inventory.

When you next switch away from your operative, the "<Empty>" item will be automatically re-created. Repeat as desired to add multiple inventory items.
You can also replace any "Bullet" ammo items as they will be automatically re-added.

Removing an inventory item:

    1. Locate the item ID of the item you wish to remove, and replace it with the <Empty> item, located at the top of the dropdown list.
    2. The next time you switch to the operative, the item will be automatically removed from their inventory.



Operative Abilities / Perks

Using the editor, you can add any ability of your choice to any of your operatives.

Your operatives' skills are determined by their base character deck and any additional perks that you've added using the editor.

Character Decks

Every operative has a character deck by default, which determines their base perks. Click here to view a list of all character decks in the game.

Changing your operative's character deck:
    1. Select an inactive operative
    2. Select [ Load NPC Data ] > [ Change Character Deck ]
    3. Select a new deck from the dropdown list, or paste a deck hex ID code from the list of character decks.
    4. Select [ Apply New Value ] to save your changes.

Perks

Perks
can be used to add passive/active abilities, unlock weapon types for your character, change their Takedown animations, their melee fighting style and more.

Perks are added on top of those provided by your operative's current character deck, meaning you will have the perks from your current character deck, plus the perks set using the perk editor.

Adding a perk:
    1. Select an inactive operative
    2. Select [ Load NPC Data ] > [ Perks ]
    3. Choose your desired perks from the dropdown list.
    4. Click [ Save Changes ] when done editing.

Examples:
  • Add "Passive_DamageResist" to add the "Physically Fit" skill.
  • Add "Twist_SecondWind" to add the Berserker skill.
  • Add "Passive_Gunkata" and "Passive_Combat Roll" to add the Gunkata and Combat Roll skills, respectively.
  • Add the WeaponProgression_* perks to unlock the use of all weapons of that specified type for your operative. e.g. WeaponProgression_AssaultRifle



You can view a full list of available perks here. You can see which character cards include which perks here.

Take note

  • After changing perks or character decks, some changes (e.g. adding the Combat Roll ability) will require you to quit to the main menu and re-load the game before they take effect.
  • Changing an operative's character deck will automatically add new ability items to their inventory when you next activate them. However, not all old ability items from the old character deck are automatically removed. Use the inventory editor to remove any extra ability items you no longer want.

Q&A

Q: Can I build my own skill deck completely from scratch, without any "base" perks?
A: Yes. Set your character deck to the "Empty.Empty" character deck (located at the top of the dropdown list) for an empty character deck. You can then add any perks of your choosing via the Perks editor to create a custom skill deck.


Operative Appearance

The Appearance section of the editor allows you to customize your operative's character model and clothing.
This also allows you to equip NPC-exclusive clothing and clothing that is otherwise unobtainable via shops.

Usage

Make sure an inactive operative is currently selected in the editor.
Double-click on a clothing part (e.g. innerwear, outerwear, handwear) and select your desired clothing item from the drop-down list.
Your changes are visible immediately in the Team menu.

Appearance Codes

The appearance code feature allows you to share character appearance codes with the community and import appearances that others have created. Appearance codes capture an operative's complete appearance, including clothing and any extra customizations that you have made.

Feel free to upload your character creations to the Nexus image share to share them with the community!





Personal Vehicle

Here's how to add a personal vehicle to your operative in three steps:

Select an inactive operative, and open the [Personal Vehicle] section.
  • Set "Personal Vehicle" to your desired vehicle from the drop-down list.
  • Click on [ Change Vehicle Spawn ] and select the same vehicle type that you chose above, then click [ Apply New Value ].
  • (Optional) Add the vehicle summon ability to your operative by adding one of the vehicle deploy items to your inventory. Select "Abilities_Misc.Abilities.DeployVehicle.<your choice>" from the dropdown list.

Switch to your operative and enjoy your new vehicle! You can customize your vehicle's paint job using the [ Change Paint Job ] option.





Relationships, Activities and Schedule (*new in v1.3.4)

Friendships, rivalries, marriage, affairs - you can now create new relationships for your operatives using the contract editor.

About Contracts

In WDL, relationships and activities are represented by contracts. Each contract is either a personal contract, or a relationship contract with someone else. Each contract can contain zero, one or more attendances, which are activities that form your characters' daily schedule.

Contracts may have constraints that restrict who can participate in the contract. For example, the Relationship.Parental contract requires that Participant A be in the "Old" age group, and Participant B be in the "Adult" or "Young" age group. For a full list of contracts and their restrictions, please see this page.

Finding the Contract Editor:
The contract editor is under Operative > NPC Data > Contracts.

Contract Editor Options
[ List Contracts ]
  • Displays all contracts of your currently selected character.

[ Add New Contract ]
  • Allows you to create a new personal or relationship contract.
  • Contract Type: Specifies the desired contract type (relationship type, etc.)
  • Participants (NPC 1 and NPC 2): The participants involved in the contract.
  • Attendance Options: Allows you to choose a scheduled activity with a start and end time.

[ Remove Contract ]
  • Allows you to remove/unbind an existing contract.


Creating a new relationship:
  • Select [ Add New Contract ].
  • Change Contract Type to your desired relationship type. (Examples: Relationship.Dating_Hetero for Boyfriend/Girlfriend, Relationship.Sibling for Brother/Sister relationships)
  • Select the participants of the relationship.
  • Click [ Bind Contract ].



Creating a new solo activity (personal contract):
  • Select [ Add New Contract ].
  • Set Contract Type to Special.Default_Fallback_Contracts_for_LC (this is the default value when you click [ Add New Contract ])
  • Participant 1 will be automatically set to your currently selected character. Leave Participant 2 empty.
  • Click [ Attendance Options ] and set the Attendance Type to your desired activity.
  • Set the desired starting and ending time for your activity, in 24-hour format.
  • Click [ Bind Contract ].



Removing contracts:
Spoiler:  
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  • Select [ List Contracts ] to display all contracts for the selected character.
  • Find the contract to remove, then double-click on and copy its Contract ID.
  • Navigate to [ Remove Contract ] and paste the Contract ID to remove.
  • Click [ Unbind Contract ].


Attendance Priority (advanced)
Spoiler:  
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When you bind contacts that have attendance, their Priority level controls whether the newly created attendance will displace any existing attendances that occur at the same time. Any displaced attendances will be saved under "Previous Attendances", which will be preferentially used to repopulate attendances if needed to fill gaps in a character's schedule.

Attendances at priority level 0 can always displace and be displaced by other priority-0 attendances.

Priority 1 attendances can only be displaced by priority 2 or higher attendances, and so on.

Keep in mind that the game itself will generate attendances (often at priority 0), so if you want your custom changes to stick and not be displaced by game-generated activities, you should use a priority level of 1.

By default, the contract editor creates attendances at priority level 2, then changes the priority level to 1 after creation. You can override the priority level under the [ Attendance Options ] section if desired.


Q&A

Q: How do I delete or overwrite an existing scheduled activity?
A: Simply bind a replacement contract + attendance that overlaps the time of the activity you wish to replace. Or, unbind the original contract.

Take note
  • Prestige operatives from the store cannot have relationships. This is because they have the "Force No Relations" setting enabled.
  • The Team menu will only show a maximum of 5 associates per operative.
  • The game will automatically attempt to fill any gaps in a character's daily schedule when you return to the game. If you have a schedule in mind for your character, it's best to plan it out and execute all the changes in one sitting, to avoid the game filling in the gaps with its own generated activities while you are making your changes!



FAQs / Troubleshooting

Q: Changes made to abilities are not saved when ScriptHook is active
A: Disable ScriptHook before modifying abilities. ScriptHook blocks changes to NPC data from being saved to the savegame. You can re-enable ScriptHook afterwards.

Q: How to add a secondary weapon if the secondary weapon slot is locked in the Team menu?
A: Follow the instructions to add a new inventory item and set its slot to slot 1. This will assign the weapon to the secondary weapon slot.

References

All weapons and ability items:
Link: https://gist.github.com/reg2k/ac1a6c3ece43c08ca042749bf4597dd9

All items (superset of weapons and ability items):
Link: https://gist.github.com/reg2k/51952d262c98c6c9d1b28a1271ffaede

All character cards:
Link: https://gist.github.com/reg2k/d0e3d1b54bdeed25d43fa00c0a1ed8d8

All character decks:
Link: https://gist.github.com/reg2k/813f1e24cad68a574206fab50be24d9f

All given names:
Link: https://gist.github.com/reg2k/cd66010c748f0a5a7f7e923d7b25ef5c

All surnames:
Link: https://gist.github.com/reg2k/47ff62491b9d3ca0201808a1b8dcb2dc

All profile/bio metadata lines:
Link: https://gist.github.com/reg2k/e2057f06b1904c9307aa595a200d5b32

All character models:
Link: https://gist.github.com/reg2k/de52ef5fd40404598a80cc47c2307619

All perks (progression elements):
Link: https://gist.github.com/reg2k/8b916a37839d4dbd8a94a78be9bb26d8

All contract types:
Link: https://gist.github.com/reg2k/e753c82c6bc83099040b75cf12a9b552

Census relation dependency graph:
Spoiler:  
Show


Acknowledgements

Watch Dogs Modding Discord channel, for a wealth of modding information for Watch Dogs: Legion
SunBeam, whose table inspired me to create this one.
UnpackLegion - For unpacking WDL game files
Gibbed Disrupt Tools - For parsing WDL game files
Watch Dogs Font created by David Libeau