Faster than the wind, magnificient! Go on like this and devs will exchange part of their sdk tools with this one . This column batch edit will make our work a lot faster.
I had hoped indeed that draw distance can also be changed for objects, nice to see it confirmed. Tonight I will try how much my machine can chew before exploding . I will also tonight post a list of some values I found, too (many of those should already be covered in your latetst release).
As announced some discovered values (take with a grain of salt, as I did not verify everything extensively), in addition to the ones HeliX666 already added to the newest download (also as txt file, the ini I couldnt upload unfortunately):
Group 11 / Weapons:
Column 12: Weight
Column 14: Min required Dexterity
Column 15: Min required Strength
Column 30: Weapon Level (I would imagine this also influences the min lvl your char needs to equip that weapon; I also assume that this determines the damage potential of the weapon)
Column 58: Slash Damage percentage (I imagine that this is a percentage of Damage Potential as set by weapon lvl; note it can very well be above 100; perhaps I misinterpret this one though)
Column 58: Blunt Damage percentage
Column 77: Weapon speed
The first part of entries are natural weapons of creatures, which obviously have no weight for example.
Group 3 / NPCs (and monsters, I might add)
Column 25: Level
Column 28: Exp (have yet to double check, but looks promising)
Played around a little with draw distance (in the physix (i.e. objects), npc and chests rows, each time the 9th column). Set it to 2000 (my engine.farplane is at 2050). Nice one - creatures can be seen from a looong distance now. Unfortunately the ai range is not as far - therefore long distance creatures seem just to stand and wait until you get nearer (still it's impressive to see planes full of creatures). The ai commands, espcially ai.max, I tried so far, did not show any difference.
Also nice to see that little barrels and other physix clutter do not pop up or vanish anymore.
Performancewise it causes no significant slow down at all for me.
I wish we would find the draw distance settings for small bushes and pebbles/little rocks as these are the msot noticeable pop ups.
Last edited by youngneil1; 28. December 2010 at 00:38..
Perhaps it's what game uses underneath actual damage in order to determine effect vs. percentile-driven armors?
Good question, very uncertain myself. I imagined it to be working like this: For example lets assume a weapon has lvl 40 (number of gold stars) which translates into damage value of 480. Now in order to define which type of damage this is, clomun 58 (slash) and 59 (blunt) (and the following columns for elementals,etc) come into play. If column 58 was "50" and column 59 "75" I would assume that slash damage of that weapon would be 240 and blunt damage 360.
Some weapons have more than 100% combined. I think this is mainly beause of a) two handed weapons and b) slwo weapons. Both types of weapons need more base damage per hit to balance them out.
How the percentile armor resitances work I would like to know, too. Often low level mobs do not even do a single point of damage on me which hints at some absolute absorbtion, too (or fractions less than 1 rounded down).
One thing I noticed that needs a bit more exploration is that the guardians provide NO experience when you kill them (I'm pretty sure the award is actually 0 rather than simply being small). However, the numbers in that column would indicate that guardians should provide a substantial exp award when you kill them.
Either there is another number which affects the outcome, or the script has a special exception written in to prevent players from getting any experience from killing guardians.
__________________ "Streamlining is awesome... if you're developing something which needs to be aerodynamic - like a car or a plane. Otherwise, it sucks." - me
I would love seeing guardians give EXP to the player, it bugs me to no end that I kill them --and it's not very easy if there's more than 2 -- and get like a sturdy hatchet + 9 auras... At least in Morrowind I got cool items
There IS one way to get XP from Guardians, and that is to let them do the killing for you, I noticed that when, at level 14, I spawned a large mob of Scapulari, about 50 or so, (from the 1st floor balcony of the Hatmandor house) , which would have been suicide to do if they could get to you, I left the Guardians to get on with it, occasionally firing a Distraction arrow to make sure they didn't wander off around the town, I leveled up 3 times while there....and all I was doing was watching while drinking my tea and having a smoke. So anything the Guardians kill is awarded to you as if you had done the deed yourself.
On PC that's a reasonable trade off for not giving XP on Guardian death I suppose.
If it were to rain soup.......I'd have a fork!!!!
Unfortunately there're quite few places that allow such tricks. New Ashos, Zahdan and Daxials come to mind, they're open and Guardians can (and do sometimes) attack the nearby monsters. Kiting is viable in most other towns, but with immortal citizens it's no fun :P
I agree, it would be better if the population could die and then respawn much like the Guardians. You'd at least get some satisfaction from inserting your polearm up their jacksy after they had pushed you down a set of stairs. They would need to respawn as very often they will run between your character and a Guardian if you are on a metal foraging trip, and one blow takes their health clean away. Without respawn the towns would very soon be deserted and boring as hell.
But extremely realistic insofar as lore-based "boom-town" explanation for Hatmandor and Cheznaddar existence (in one of the AP's devs said those towns are basically desert boom-towns created solely because Verita became a valuable mineral... like Gold! Only better cause you sprout various new extremities and/or die painfully from exposure!).
and their varieties (_1/_2... etc at the end of each)
You'd be surprised how many additional limbs Verita can sprout!
(Triper is my favorite... shame it's not fully enabled in the game!!!)
I took them to be demons of some kind, the only time I saw one in game was the trapped chests quest in the Swallows, and the thing just hung there and let me kill it. Looks like it used to have a job as an old fashioned One-Arm Bandit Tester.
Can't see any difference between the two on the pic though.
Talking about gaining no xp, last time I killed the groms on Alsorna I gained no xp. Maybe it was because I was 15+ level, but maybe it wasn't.
ps: but since you gain no more xp from slain enemies when the level difference is to high, might it be possible to let their level rise as yours rises? (not as quickly, but so that you can keep gaining xp? And that killing them wouldn't be a one-hit job.
True, either I made some mess up there or column numbers changed with the new version the editor, anyhow:
c28: base damage
c29: experience poins
Good news concerning c29 - just had a rhino giving me 2167 xp for testing purposes . So it's definetly xp, I hadn't touched c26 (level) at all. I had entered 51.000 exp in c29 though, so I expected even more xp. Then I remebered that my testing char was already lvl 12, while rhino was only lvl 8. Now I don't know the exact math but that difference of 4 levels seems to be the cause of the reduction (down to roughly 4%).