I'm wondering if it's possible to show pistols whilst they're sheathed on the Hero. It's apparent to me that it was intended for such a thing to happen, as the particle effects used on the aura of a pistol I'm wielding will show up on the left hand side in the position of a shoulder holster or something similar. The particle effects will always match the length of the pistol's barrel. I'm curious as to how one would go about showing the pistol, if this is possible. Shown below is a .png image with the Dragonstomper .48's flame aura appearing in the described area.
asmcint wrote on Mon, 16 September 2013 18:58 I'm wondering if it's possible to show pistols whilst they're sheathed on the Hero. It's apparent to me that it was intended for such a thing to happen, as the particle effects used on the aura of a pistol I'm wielding will show up on the left hand side in the position of a shoulder holster or something similar. The particle effects will always match the length of the pistol's barrel. I'm curious as to how one would go about showing the pistol, if this is possible. Shown below is a .png image with the Dragonstomper .48's flame aura appearing in the described area. Do any other guns show up when sheathed? Should be possible though, the utils.lua has some stuff related. C:\Users\Keshire\Downloads\Games\FableIIILua\utils.txt (20 hits) Line 62: 00A8 0001261E [034] setfield 0 19 1 ; UnsheatheCharacterWeapon Line 65: 00B4 0001281E [037] setfield 0 20 1 ; SheatheCharacterWeapon Line 322: const [19]: "UnsheatheCharacterWeapon" Line 324: const [20]: "SheatheCharacterWeapon" Line 1130: 15B7 04060886 [016] getfield_r1 4 4 6 ; SHEATHE_BACK Line 1139: 15DB 04080C86 [025] getfield_r1 4 6 8 ; SHEATHE_RANGED_BACK Line 1160: 162F 070D0E86 [046] getfield_r1 7 7 13 ; GetUnsheatheAnimName Line 1183: 168B 09161286 [069] getfield_r1 9 9 22 ; UNSHEATHE_BOTH_WEAPONS Line 1240: const [6]: "SHEATHE_BACK" Line 1244: const [8]: "SHEATHE_RANGED_BACK" Line 1254: const [13]: "GetUnsheatheAnimName" Line 1272: const [22]: "UNSHEATHE_BOTH_WEAPONS" Line 1342: 19E3 04090886 [035] getfield_r1 4 4 9 ; GetSlotToSheatheWeapon Line 1350: 1A03 060C0C86 [043] getfield_r1 6 6 12 ; SHEATHE_WEAPON Line 1370: 1A53 08121086 [063] getfield_r1 8 8 18 ; SHEATHE_BOTH_WEAPONS Line 1372: 1A5B 0714271E [065] setfield 7 19 276 ; Anim "Sheathe" Line 1439: const [9]: "GetSlotToSheatheWeapon" Line 1445: const [12]: "SHEATHE_WEAPON" Line 1457: const [18]: "SHEATHE_BOTH_WEAPONS" Line 1461: const [20]: "Sheathe"
Huh. I'll have to look into that, then. Should I get something to work, I'll be sure to post the code and a screenshot of my success or hilarious failure.
this is in globals.gdb I once made a pistol that was displayed in the sheath you need to find "HideWhenSheathedOnFront" set to true 001C62E8 offset and replace it to 0 (false) but it will not appear on the belt, it will appear on the chest O_o so I just changed the place of the sheathing of the fact that by using for the rifle #08A1AB45 -> CarryingComponent #A3B2D002 --> AdditionalSheatheSlots #4C9A5D2A ---> Pistol #2C5DEB76 replace value hash DO 00061EE4 D 52226653 DummyName | Character.Carry.SheathWeaponFront to DO 00061EE4 D DA0B5122 DummyName | Character.Carry.SheathRangedWeaponBack
Alrighty... TO THE HEX EDITOR.... when I feel up to dealing with it. Also, I'm gonna keep it on the front. Judging by where the effects go through that occasional glitch, it should look pretty freakin' sweet. EDIT: Wait... Where is globals.gdb again?
asmcint wrote on Tue, 17 September 2013 08:13 Alrighty... TO THE HEX EDITOR.... when I feel up to dealing with it. Also, I'm gonna keep it on the front. Judging by where the effects go through that occasional glitch, it should look pretty freakin' sweet. EDIT: Wait... Where is globals.gdb again? I think it's in the levels bank. It's also updated for each DLC too.
Okay. Thanks. ONWARD! EDIT: Alright, that's weird. I'm not getting the 001C62E8 offset. I have 001C62E0, but not 001C62e8.
asmcint wrote on Tue, 17 September 2013 21:24 Alright, that's weird. I'm not getting the 001C62E8 offset. I have 001C62E0, but not 001C62e8. on 001C62E0, I have "DefaultCarrySlot" you're doing something wrong
All I did is open up HxD and search for the line labeled with HideWhenSheathedOnFront. And there is literally no 001C62E8 offset that I can find anywhere.
I seem to understand what you problem on 001C62E0 offset you should see the following line C5 9D 1C 81 00 00 00 00 01 00 00 00 00 00 00 00 you need to replace 1 on the 9th number 0 1 2 3 4 5 6 7 8 9 A B C D E F this will be the 001C62E8 offset as a result you should get C5 9D 1C 81 00 00 00 00 00 00 00 00 00 00 00 00
Alright, I'll give it a shot. EDIT: Okay... this is what I've got for that line, as opposed to what you said I should have. C5 9D 1C 81 08 7C 9C 50 16 D8 13 9C 08 45 5B CC
You are not using latest DLC globals.gdb this is original so, you will need 001A8DE4 offset for it
Ahh, okay. Thanks. EDIT: Oh wait... Which number do I change to what on that line? I can't quite figure it out from your previous posts.
five? you know, you can go directly to a desired offset by pressing CTRL+G and paste 001A8DE4 just make sure that offset is relative to the begin of file
Does that trick work with HxD? And lemme rephrase my question. Which specific byte on that line do I need to change, and to what do I need to change it to?
yes, it work with HxD you go on 001A8DE4 offset, and change 01 to 00 so, on 001A8DE0 you will see the following line 00 00 00 00 01 00 00 00 00 00 00 00 C5 9D 1C 81 and changed 00 00 00 00 00 00 00 00 00 00 00 00 C5 9D 1C 81
Alrighty. Thanks.