jdv on 18/6/2013 at 14:47
Quote Posted by Mr.Bueno
This is an excellent discovery, sir. I wasn't able to open your .rar file (because I don't have WinZip and I can't use its evaluation version) so I started to make tweaks into .ini files myself. I have made a few discoveries that might be of use to add into your mod...
Hello there,
First, try (
http://www.7-zip.org/) or (
http://www.rarlab.com/)
Second, would it be at all possible for you to post the exact settings changed to achieve the above results, in a format similar to this?
Camera.ini
[DishonoredGame.DishonoredCamera_Lean]
m_fMaxLeanAngle=15 --> 4
m_fMaxLeanAngle_Crouched=15 --> 4
m_fMaxLeanSoftenAngle= 4 --> 2
m_fMaxLeanSoftenSpeed= 4 --> 2
If all of those things you mentioned are true, I will implement them right away, and after testing I will release version 0.03 with my own tweaks as well. You will of course be credited.
Thanks!
Mr.Bueno on 18/6/2013 at 17:39
Yes, of course. So here are the exact changes with some comments:
In DishonoredNPC
[DishonoredGame.StateNPCMasterThrown]
m_fMinMomentum2DMagnitude=800.0 -----> 0.000
m_fMinMomentum2DMagnitudeWhenStunned=3000.0 -----> 0.000
m_fMinMomentumZ=0.0 -----> 1000.000
m_fMinMomentumZWhenStunned=1500.0 -----> 2000.000
These tweaks are for Windblast. It throws opponents higher in the air rather than further. Pistol shots won't throw opponents anymore, so if they would, the opponents would be thrown vertically upwards. With explosions (e.g. grenades and whale oil tanks) I haven't seen this happen.
In DishonoredPlayer
[DishonoredGame.DishonoredPowersComponent]
m_Powers=(m_Name="Vitality",m_eUISelection=eDisUISelectionType_Vitality,m_Levels=((m_RuneCost=0,m_Modifiers=),(m_RuneCost=2,m_Modifiers=((m_AttributeName="Attribute_HealthMax",m_ModType=eDisAttributeModifierType_AddVal,m_fModValue=20.000000))),(m_RuneCost=4,m_Modifiers=((m_AttributeName="Attribute_HealthMax",m_ModType=eDisAttributeModifierType_AddVal,m_fModValue=20.000000),(m_AttributeName="Attribute_HealthRegenLimit",m_ModType=eDisAttributeModifierType_AddVal,m_fModValue=20.000000),(m_AttributeName="Attribute_HealthRegenInitialDelay",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=5.000000)))),m_CurrentLevel=-1)
A rather long line for modifying Vitality Power, but important bits are highlighted. These need experimenting though. Both Attribute_HealthRegenLimit and Attribute_HealthRegenInitialDelay are quite self-explanatory. They are on their default values. Rune costs are as I would wish them to be, but they're modifiable, as you know.
So Attribute_HealthRegenLimit is 20.000000 by default. I've tried it with 100.000000 which consists the entire health gauge. Value 50.000000, however, doesn't seem to change anything. And with Attribute_HealthRegenInitialDelay you can choose after which interval the regeneration starts.
As I said, these need experimenting.
This is going to be a long post, so I'll post more when I have more time. You can experiment with the Vitality in meantime :thumb:
Mr.Bueno on 19/6/2013 at 14:09
And continuing my last post...
[DishonoredGame.DishonoredPowersComponent]
m_Powers=(m_Name="Celerity",m_eUISelection=eDisUISelectionType_Celerity,m_Levels=((m_RuneCost=0,m_Modifiers=),(m_RuneCost=3,m_Modifiers=((m_AttributeName="Attribute_JumpZ_PowerJump",m_ModType=eDisAttributeModifierType_AddVal,m_fModValue=1300.000000),(m_AttributeName="Attribute_PowerJumpFullStop_PROTOTYPE",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=1000.000000),(m_AttributeName="Attribute_FullStop_ExtraStopVel_PROTOTYPE",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=500.000000),(m_AttributeName="Attribute_HeldPowerJumpButtonTime_PROTOTYPE",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=0.400000),(m_AttributeName="Attribute_HeldPowerJumpAccel_PROTOTYPE",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=1800.000000),(m_AttributeName="Attribute_MaxSpeedBeforeFallingDamage",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=2550.000000),(m_AttributeName="Attribute_MaxSpeedBeforeFallingDeath",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=3500.000000))),(m_RuneCost=4,m_Modifiers=((m_AttributeName="Attribute_JumpZ_PowerJump",m_ModType=eDisAttributeModifierType_AddVal,m_fModValue=1300.000000),(m_AttributeName="Attribute_PowerJumpFullStop_PROTOTYPE",m_ModType=eDisAttributeModifierType_AddVal,m_fModValue=1500.000000),(m_AttributeName="Attribute_FullStop_ExtraStopVel_PROTOTYPE",m_ModType=eDisAttributeModifierType_AddVal,m_fModValue=500.000000),(m_AttributeName="Attribute_HeldPowerJumpButtonTime_PROTOTYPE",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=0.400000),(m_AttributeName="Attribute_HeldPowerJumpAccel_PROTOTYPE",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=3000.000000),(m_AttributeName="Attribute_WaterSpeed",m_ModType=eDisAttributeModifierType_AddBasePercent,m_fModValue=10.000000),(m_AttributeName="Attribute_GroundSpeedSprint",m_ModType=eDisAttributeModifierType_AddBasePercent,m_fModValue=30.000000),(m_AttributeName="Attribute_LandAnimRate",m_ModType=eDisAttributeModifierType_AddBasePercent,m_fModValue=50.000000),(m_AttributeName="Attribute_MantleAnimRate",m_ModType=eDisAttributeModifierType_AddBasePercent,m_fModValue=50.000000),(m_AttributeName="Attribute_GroundStrafeMultiplierSprint",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=0.500000),(m_AttributeName="Attribute_GroundBackwardMultiplierSprint",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=0.400000),(m_AttributeName="Attribute_MaxSpeedBeforeFallingDamage",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=2550.000000),(m_AttributeName="Attribute_MaxSpeedBeforeFallingDeath",m_ModType=eDisAttributeModifierType_SetVal,m_fModValue=3500.000000)))),m_CurrentLevel=-1)
This is Agility, named as Celerity here or Power Jump as you've referred it. Important bits are highlighted again. Attribute_GroundStrafeMultiplierSprint is sideways movement while sprinting, and Attribute_GroundBackwardMultiplierSprint is for backwards movement while sprinting, respectively. I doubled their values, and they may need balancing to make Agility Level 2 worth 4 Runes as I've proposed it. Rune costs are already set to 3 and 4.
In DishonoredPower
[DishonoredGame.DishonoredActivePowerComponent_BendTime]
m_fPostEffectCooldownTime=2.000000 ----> 5000.000000
m_fPostEffectWarmupTime=2.000000 ----> 5000.000000
m_fPullFromBendTimeDuration=0.500000 ----> 10000.000000
Not sure what all of them do exactly, but I've noticed a difference with tweaked values.
And now, to business.
In DishonoredWeapon
[DishonoredGame.DishonoredDamageType_BulletBlast]
m_bDisableHitReaction=True } These two lines are added,as they are critical
m_bCannotKillNPC=True }
m_bCanThrow=True ----> False
m_bCausesBleeding=True
m_bExplodesGrenades=False
m_bExplodesWhiskeyBottles=False
m_bForceThrowOnDeath=True ----> False
m_bInstaDeath_NonPlayerToNPC=True ----> False
m_bSeverLimbsUponDeath=False
m_ExpectedHitReaction=eDisPawnHitReactionType_Strong ----> None
[DishonoredGame.DishonoredDamageType_Bullet]
m_bCanThrow=True ----> False
m_bCausesBleeding=True
m_bExplodesGrenades=True
m_bExplodesWhiskeyBottles=True
m_bForceThrowOnDeath=True ----> False
m_bInstaDeath_NonPlayerToNPC=True ----> False
m_bSeverLimbsUponDeath=True
m_ExpectedHitReaction=eDisPawnHitReactionType_Knockdown ----> None
m_SeverLimbsUponDeathParams=(m_fRequiredExtraDamage=0.000000,m_fChanceOfTriggering=0.300000,m_fRadiusAroundImpact=20.000000,m_fChanceOfDestroying=0.700000,m_bIncludeNearestBone=False,m_bExcludeChestBone=True,m_bExcludeHeadBone=False,m_bAllowChestBone_BloodThirsty_Lvl1=False,m_bAllowChestBone_BloodThirsty_Lvl2=True)
[DishonoredGame.DishonoredDamageType_BulletMedium]
m_bCanThrow=True ----> False
m_bCausesBleeding=True
m_bExplodesGrenades=True
m_bExplodesWhiskeyBottles=True
m_bForceThrowOnDeath=True ----> False
m_bInstaDeath_NonPlayerToNPC=True ----> False
m_bSeverLimbsUponDeath=True
m_ExpectedHitReaction=eDisPawnHitReactionType_Projectile ----> None
m_SeverLimbsUponDeathParams=(m_fRequiredExtraDamage=0.000000,m_fChanceOfTriggering=0.300000,m_fRadiusAroundImpact=20.000000,m_fChanceOfDestroying=0.700000,m_bIncludeNearestBone=False,m_bExcludeChestBone=True,m_bExcludeHeadBone=False,m_bAllowChestBone_BloodThirsty_Lvl1=False,m_bAllowChestBone_BloodThirsty_Lvl2=True)
[DishonoredGame.DishonoredDamageType_BulletFar]
m_bCanThrow=True ----> False
m_bCausesBleeding=True
m_bExplodesGrenades=True
m_bExplodesWhiskeyBottles=True
m_bForceThrowOnDeath=False
m_bSeverLimbsUponDeath=True
m_ExpectedHitReaction=eDisPawnHitReactionType_Weak ----> None
m_SeverLimbsUponDeathParams=(m_fRequiredExtraDamage=0.0,m_fChanceOfTriggering=0.200000,m_fRadiusAroundImpact=20.000000,m_bIncludeNearestBone=False,m_bExcludeChestBone=True)
Above are the changes for pistol. BulletBlast refers to short-range spread damage, and two important lines are added that Disable Hit Reaction and Cannot Kill NPC. The former removes staggering effect from bullets that don't hit, and latter removes damage altogether. I've tested that by possessing an opponent hit by short-range spread damage. No damage occurred.
The only case where modified BulletBlast has affected is against Weepers. They get knocked down, but I didn't test if they took any damage.
As BulletBlast or short-range spread damage is made almost useless, it can be considered as a purchase to unlock pistol upgrades.
From all Bullet Hit Types I've removed their ability to throw opponents, as they would fly almost vertically upwards which is reserved for Windblast. As the Hit Reactions are set to None (Most of the highlighted parts), opponents still stagger if they are hit. Hit Reaction Strong should be experimented, because its the only one that can be modified from DishonoredNPC, if I remember it right.
And, friendly fire by opponents won't kill their allies immediately, as noted in InstaDeath_NonPlayerToNPC.
Finally, I have the modified Windblast damage:
[DishonoredGame.DisDamageType_WindBlast]
m_bCannotKillNPC=True This line is added
This should remove the damage caused by initial hit of Windblast, as it did with short-range spread damage. I haven't tested it with possession though. At least the initial damage cannot kill, and opponents have seemed to survive a few Windblasts in open areas before dying.
There, I think that was all. I hope that these improvements can be used to enhance Dishonored playing experience as they end up to your mod :D
jdv on 19/6/2013 at 22:19
Quote Posted by Mr.Bueno
And continuing my last post...
Wow. Thank you SO much for this contribution! This is an enormous amount of very creative work that I think will be very fun.
I will set about testing these changes immediately. I am apprehensive about some of the changes, namely changing the blow-back feature of windblast/pistol (since it is just so damn cool to send a group of enemies flying over the edge), and my preferences is for this mod to change the core gameplay mechanics as little as possible while making the mod more difficult, but now that we have all of this publically documented, it is up for the community to decide. We can always have multiple versions of the difficulty mod :).
Cheers, and keep the recommendations coming!
Joseph
jdv on 23/6/2013 at 23:39
Quick update: v0.03 is released. I think it is overall a better experience than before.
1) Some overpowered weapons (gun + windblast) have been toned down a bit.
2) I've tweaked the lean to feel better.
3) Guards swarm you in even greater numbers near the end of the game
4) Abilities now all cost 6 runes for lvl 1, 4 runes for lvl 2 upgrade. Therefore most playthroughs you will need to pick only one of them, if any.
--> My hope is to do this with every spell, in which case I will lower the cost of the abilities. My aim is to force specialization.
5) Sleep darts now take 10 seconds (ish) to work on everyone, including unaware enemies, until you buy the combat sleep-dart upgrade. Stealth is still possible using them, because they won't raise an alarm unless they actually see you. They will look for the source of the sting, though, so use them carefully.
I've likely forgotten some changes, but they are all documented in mod_changelog.txt. Enjoy!
soundcreepy on 2/7/2013 at 23:26
First of all, thank you for this mod, this has revived Dishonored for me. One main question though. You mention playing vanilla first because there could be issues with some of the scripted events. How likely is that to happen? I have tried playing Dishonored vanilla and I almost put myself to sleep.
I know you may not exactly be able to answer that question with certainty, but any estimate would be stellar!
june gloom on 2/7/2013 at 23:37
Quote Posted by soundcreepy
I almost put myself to sleep. :bored:
i'd like to formally request we ban the use of smilies because of posts like this
soundcreepy on 2/7/2013 at 23:39
I apologize, I'm used to doing that in just about every other forum I post in, but will refrain if that's your request.
jdv on 3/7/2013 at 18:23
Quote Posted by soundcreepy
First of all, thank you for this mod, this has revived Dishonored for me. One main question though. You mention playing vanilla first because there could be issues with some of the scripted events. How likely is that to happen?
Pretty likely if you aren't an expert at the game. Dishonored has an incredible number of scripted conversations in it that are really fun to eavsedrop on, etc., but the enhanced perceptual abilities of the NPCs means a lot of these conversations will not happen properly if you bumble around and make too much noise. Your targets might come running after you as well.
It is hard to explain exactly how, since there is so much material in this game you won't see on a given playthrough, but if you raise an alarm, most of it will go unseen.
It's up to you. I think the gameplay is much more fun with this mod, but I've already beaten the game normally 8 times (and by the way,
I still find new things...)
soundcreepy on 3/7/2013 at 18:54
Ok, thank you very much for the info, I guess I'll try to get through vanilla at least once then.