Character Editor?

Discussion in 'The Temple of Elemental Evil' started by georgelappies, Aug 1, 2013.

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  1. georgelappies

    georgelappies Member

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    Does there exist any character editor for the game? Something similar to shadowkeeper for BG2 for instance?
     
  2. scramjetbooster

    scramjetbooster Blasted Nerfherder

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    There's the TCE. Go here then search for TCE. There are many other tools there too.
     
  3. georgelappies

    georgelappies Member

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    Thanks, will check it out.
     
  4. BenWH

    BenWH BGPHughes

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    There's also pcgen which is free and very comprehensive. I'd really like one that gives you a level by level view though. Pcgen allows you to build and level up, but I'd like to store the path, if you see what I mean.
     
  5. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Please be cautious when using TCE with the Modpak.

    I have experienced many crashes until I stopped using it.

    If you really need to set certain stats you can do this through the console, although the console can be dangerous if used incorrectly.
     
  6. twisty

    twisty Morose Marauder

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    It's far easier just to use the console (SHIFT + ~) and edit your character that way. e.g. game.party[0].stat_base_set(stat_strength,20)
    This would give your first character a strength of 20.

    More codes to be found here.

    But you need to be careful as any use of the console can potentially make the game unstable or introduce bugs.
     
  7. georgelappies

    georgelappies Member

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    Thanks all for the replies, I ended up using the point buy with roll combo trick just to save time on the stats. I don't like uber characters but also don't want to spend hours rerolling just to maybe get lucky on one character either. I think a combined total amount of points of 85 is fair for a first play through. Offcourse the second and third plus playthroughs one will deliberetly use sub par stats to enhance the difficulty ;)
     
    Last edited: Aug 2, 2013
  8. Gaear

    Gaear Bastard Maestro Administrator

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    That's a very good point that I never really thought of. I assume that TCE is based off of the vanilla game, namely feats, which have been expanded in the Co8 .dll. I doubt the editor could handle the change, but like with many things ToEE, it may just save the crashing for later.
     
  9. usna

    usna Member

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    Not sure where to post this, so I'll do it here.

    At least in TCE v0.8 / TCEv0.8UnofficialBuild.zip there's a critical feats related bug in FeatDialog.cpp. To fix it, change the following line in CFeatDialog::OnOK():
    Code:
    	for (int i = 0; i < m_poCharacter->GetNumberOfFeats(); i++) {
    
    Into:

    Code:
    	for (int i = m_poCharacter->GetNumberOfFeats() - 1; i >= 0; i--) {
    
    Recompile.

    This small fix increases reliability so much I think it alone warrants a v0.81 release. (Since I'm not very experienced, I'd rather someone else recompiled and released. Thank you!)
     
  10. LarkinVB

    LarkinVB Member

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    I'm willing to improve the editor but I can't see why your code is better.
     
  11. LarkinVB

    LarkinVB Member

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    Can you point me to a complete list of CO8 feats, I can improve the editor if there is interest. Currently the feats are hard coded. I can make the editor read from a file so it does not need to be recompiled when changes are done.

    Anything more I have to take into account ?
     
  12. usna

    usna Member

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    Excellent!

    The original code only removes some (but typically not all) feats, causing all kinds of issues. My code always removes all feats.

    Look at CSection::RemoveItem(unsigned char* pucData) in CSection.cpp as well to see what happens. There are two problems with the original code:

    1. m_poCharacter->GetNumberOfFeats() keeps shrinking as feats are removed. As a result, the original code results in fewer loop iterations than there are feats. My code always iterates once per feat.

    2. CSection::RemoveItem(unsigned char* pucData) keeps reallocating and shrinking the array. As a result, the original code eventually runs out of bounds (trying to remove feat indices that no longer exist). My code works regardless.

    I hope that explains it. :)
     
  13. LarkinVB

    LarkinVB Member

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    Ok. Here is the new executable.

    Edit: Just your fix, no new feats/skills included yet.
     

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    Last edited: Nov 11, 2014
  14. Gaear

    Gaear Bastard Maestro Administrator

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    Sorry about that, Larkin. I take it you found a list? (I don't know all the added ones off the top of my head. I'd look in feats.mes or just make a new character in game and note all the feat options.)

    KotB has some new skills as well.
     
  15. hmudd67

    hmudd67 Member

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    It would be nice to see it updated fully for CO8 and KotB.
     
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