Re: Version 2.3 Bug Report
Casey, the problem with your idea. If you have 0 spells, you won't be able to swap out ANYTHING. That's the thing, I would like it if Jappi could have the spells be inputted into the Attune Area. Because if you have no spells to swap then it's pointless. Also you have to scan everytime you want to add new spells, which is a pain having to wait for the scan to finish. That method is a temporary panacea to a much bigger problem. Yeah it is useful and it works, but only if you have spells already available. I don't feel like having to sit there and shuffle my spells simply because I want new ones. I'd rather add a spell that I want and have it be there on the ready instead of me having to run around, collecting spells, loading up the save, scanning, then swapping out the spells. No thank you.
Re: Version 2.3 Bug Report
Quote:
Originally Posted by
Xenoith
Casey, the problem with your idea. If you have 0 spells, you won't be able to swap out ANYTHING. That's the thing, I would like it if Jappi could have the spells be inputted into the Attune Area. Because if you have no spells to swap then it's pointless. Also you have to scan everytime you want to add new spells, which is a pain having to wait for the scan to finish. That method is a temporary panacea to a much bigger problem. Yeah it is useful and it works, but only if you have spells already available. I don't feel like having to sit there and shuffle my spells simply because I want new ones. I'd rather add a spell that I want and have it be there on the ready instead of me having to run around, collecting spells, loading up the save, scanning, then swapping out the spells. No thank you.
i'm not sure you fully understand how to use the tool... you dont have to scan everytime, unless you change the type... becuase the type decides where to write items.
thus needed to scan everytime type is changes...
you can olso just scan for emptyslots , scanning takes seconds.. then edit the emptyslots.
if you know how to use the tool properly then i'm sure it would be mucj asier then you think.
i guess its my fault because i never made a full use tut with this tool... but will include full instruction with V2.4
Re: Version 2.3 Bug Report
Quote:
Originally Posted by
Jappi88
i'm not sure you fully understand how to use the tool... you dont have to scan everytime, unless you change the type... becuase the type decides where to write items.
thus needed to scan everytime type is changes...
you can olso just scan for emptyslots , scanning takes seconds.. then edit the emptyslots.
if you know how to use the tool properly then i'm sure it would be mucj asier then you think.
i guess its my fault because i never made a full use tut with this tool... but will include full instruction with V2.4
No. What he's saying is easy.
Start Up The Tool
Scan for Magic that YOU ALREADY HAVE IN GAME!
Find Magic - Swap it out for something in the pre-set item roster that you want.
That's what he's saying
What I am saying
If you have no magic IN GAME and you go to scan for magic in your inventory, none will show up since you well...have none.
If you go to put magic in (under the current bug issue) you'll have it but you can't attune it.
In the video I showed this already. You can't make something from nothing. Meaning if you have no magic to begin with, then Casey's trick doesn't work for you.
Re: Version 2.3 Bug Report
Quote:
Originally Posted by
Xenoith
Casey, the problem with your idea. If you have 0 spells, you won't be able to swap out ANYTHING. That's the thing, I would like it if Jappi could have the spells be inputted into the Attune Area. Because if you have no spells to swap then it's pointless. Also you have to scan everytime you want to add new spells, which is a pain having to wait for the scan to finish. That method is a temporary panacea to a much bigger problem. Yeah it is useful and it works, but only if you have spells already available. I don't feel like having to sit there and shuffle my spells simply because I want new ones. I'd rather add a spell that I want and have it be there on the ready instead of me having to run around, collecting spells, loading up the save, scanning, then swapping out the spells. No thank you.
Very easy to fix even if your starting class doesn't have spells:
1. Start a new game: get yourself to the firelink shrine (I.E. past the tutorial)
2. save at the bonfire and give yourself max souls + Humanity and any other items you want to add in the editor.
3. re-load your save and go to petrus and buy all his spells. optionally, go down to New Lando Ruins and buy the spells from the blacksmith.
4. Edit your save again and change the spells you don't like/need to the ones you want.
4.a be sure to set the amount you want, but don't go over 99 and never change the durability.
beyond that, I think you're just going to have to accept the limitations of the editor. (really, even if you did nothing other than give yourself max souls, you could easily get everything else you might want in the game in a few hours anyways, it isn't that long once you know what you're doing.)
@Jappi: honestly, I'm not sure you could add anything else really, aside from having someone go back through the item text list and fixing the address errors with a few items. It's golden as far as i'm concerned.
Re: Version 2.3 Bug Report
Quote:
Originally Posted by
Xenoith
No. What he's saying is easy.
Start Up The Tool
Scan for Magic that YOU ALREADY HAVE IN GAME!
Find Magic - Swap it out for something in the pre-set item roster that you want.
That's what he's saying
What I am saying
If you have no magic IN GAME and you go to scan for magic in your inventory, none will show up since you well...have none.
If you go to put magic in (under the current bug issue) you'll have it but you can't attune it.
In the video I showed this already. You can't make something from nothing. Meaning if you have no magic to begin with, then Casey's trick doesn't work for you.
like i said.. you dont really know how the tool works.
bigboots idea works just fine..no need to have spells or wathever to use it.
you want all spells ? hit scan only emptyslots , hit add all , then hit save... and you have all spells.
Re: Version 2.3 Bug Report
jappi, one further question about that forthcoming 2.4 import feature. How are you planning on handling the quantities (if at all) ?
It would be nice if the quantity was automatically set as well, based on the following.
For weapon, shield, armor, spells - the quantity should default to 1
For consumables such as divine blessing, green blossom, etc -the quantity should default to 99
For arrows/bolts - the quantity should default to 999
Re: Version 2.3 Bug Report
Quote:
Originally Posted by
BigBoots
jappi, one further question about that forthcoming 2.4 import feature. How are you planning on handling the quantities (if at all) ?
It would be nice if the quantity was automatically set as well, based on the following.
For weapon, shield, armor, spells - the quantity should default to 1
For consumables such as divine blessing, green blossom, etc -the quantity should default to 99
For arrows/bolts - the quantity should default to 999
Default value will be 1 and durability 0
you can just change the value in the value box and hit sett all.
Maybe i'l add the function if i think it will help.
will contineu on the project when i et home tonight.
I olso got another request that will be added, so all requests are welcome.
Re: Version 2.3 Bug Report
Quote:
Originally Posted by
Jappi88
like i said.. you dont really know how the tool works.
bigboots idea works just fine..no need to have spells or wathever to use it.
you want all spells ? hit scan only emptyslots , hit add all , then hit save... and you have all spells.
It couldn't be any easier than this.........unless you have no idea what you're doing I guess lol!