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good to know that as long as i leave the pawn stats alone and my arisen stats alone it should be fine. i mostly mod the number of items in storage. like the materials. i don't feel like farming for the same materials over and over.
So I read that modding the weight limit messes up your game. How about modding your main pawn's weight (ultimate mule) instead of the Arisen? or does that still cause the same problems?
So I may have figured out how to manually change your pawns inclination without corrupting your pawn data (As always do at your own risk). I am by no means a "Good modder", in fact this is the first time i've even attempted modding something without a guide so cut me some slack, but I felt like this may be a good contribution. I did change these values and had someone check my pawn in the rift and my data was not corrupted.
Let me start by explaining each inclination:
Scather: Tends to rush into battles headfirst against strong enemies
Medicant: Heals often and avoids direct combat
Mitigator: Attacks Weak enemies first
Challenger: Attacks Strong enemies first
Utilitarian: Uses a wide array of skills
Guardian: Protects the hero first and foremost
Nexus: Supports other pawns in the party
Pioneer: Scouts away from the party
Acquisitor: Gathers items frequently
Primary VS Secondary:
From what I found out your pawns primary inclination is set by the inclination of the highest value and your secondary is the second highest. I have set a inclination value up to 1000.000000. I believe the values will affect how often your pawn does the associated inclination so in theory you could make a pawn act exactly how you want it to by adjusting each inclination value accordingly.
Data string your looking for (Will be located after your pawns knowledge flags):
<u32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mInfoType" value="0"/>
<f32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mValue" value="500.000000"/> Edits Scather Inclination
<u32 name="mInfo[ INFO_TYPE_BELLIGERENT ].mStatus" value="1"/>
<u32 name="mInfo[ INFO_TYPE_PRUDENT ].mInfoType" value="1"/>
<f32 name="mInfo[ INFO_TYPE_PRUDENT ].mValue" value="500.000000"/> Edits Medicant Inclination
<u32 name="mInfo[ INFO_TYPE_PRUDENT ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_POOR_AIM ].mInfoType" value="2"/>
<f32 name="mInfo[ INFO_TYPE_POOR_AIM ].mValue" value="700.000000"/> Edits Mitigator Inclination
<u32 name="mInfo[ INFO_TYPE_POOR_AIM ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_STRATEGY ].mInfoType" value="3"/>
<f32 name="mInfo[ INFO_TYPE_STRATEGY ].mValue" value="900.000000"/> Edits Challenger Inclination
<u32 name="mInfo[ INFO_TYPE_STRATEGY ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_TACTICS ].mInfoType" value="4"/>
<f32 name="mInfo[ INFO_TYPE_TACTICS ].mValue" value="1000.000000"/> Edits Utilitarian Inclination
<u32 name="mInfo[ INFO_TYPE_TACTICS ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_PROTECTION ].mInfoType" value="5"/>
<f32 name="mInfo[ INFO_TYPE_PROTECTION ].mValue" value="500.000000"/> Edits Guardian Inclination
<u32 name="mInfo[ INFO_TYPE_PROTECTION ].mStatus" value="1"/>
<u32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mInfoType" value="6"/>
<f32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mValue" value="500.000000"/> Edits Nexus Inclination
<u32 name="mInfo[ INFO_TYPE_SAME_SUPPORT ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_CURIOSITY ].mInfoType" value="7"/>
<f32 name="mInfo[ INFO_TYPE_CURIOSITY ].mValue" value="100.000000"/> Edits Pioneer Inclination
<u32 name="mInfo[ INFO_TYPE_CURIOSITY ].mStatus" value="0"/>
<u32 name="mInfo[ INFO_TYPE_GATHER ].mInfoType" value="8"/>
<f32 name="mInfo[ INFO_TYPE_GATHER ].mValue" value="100.000000"/> Edits Acquisitor Inclination
<u32 name="mInfo[ INFO_TYPE_GATHER ].mStatus" value="0"/>
<u32 name="mInfoEx[ INFO_TYPE_EX_TALK ].mInfoType" value="0"/>
<f32 name="mInfoEx[ INFO_TYPE_EX_TALK ].mValue" value="100.000000"/> Speech rate??
<u32 name="mInfoEx[ INFO_TYPE_EX_SKILL_USE ].mInfoType" value="1"/>
<f32 name="mInfoEx[ INFO_TYPE_EX_SKILL_USE ].mValue" value="900.000000"/> How often skills are used?
Last edited by kazlezar; 06-07-2012 at 02:56 PM.