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-   -   OT : Temple of Elemental Evil: editing feats (https://fileforums.com/showthread.php?t=54849)

J-S 27-10-2003 22:17

Temple of Elemental Evil: editing feats
 
For those of you familiar with hex editing, than this should be understandable. Those who are not, I suggest you check out first the forums on Greyhawk's site first. I can't post there coz they don't accept non ISP mails.
I attached a link to download Universal Game Editor, wich is IMO the best game editor there is.
All I was able to do was find where Feats are stored in character files (not saved games). Also, I don't know how to add new feats, but just replace the ones the character was originally created with by replacing one number by another (feats are represented by numbers in the char files). But, this means that you can replace newby feats for other high level feats without having to pass through prereqs.
For example, you create a fighter with blind fight as his only feat. With the editor, you can replace that feat with let's say cleave (without having the power attack prereq.).
Here goes...

Location of the Feats
74 places after Intelligence.
To find the first Feat slot just add to the location of the Intelligence stat the number 74.
Ex: if Intelligence is in place 360, the first Feat slot is in place 434 (360+74).

Spaces between Feats
This is only for when you have more than 1 Feat (ex: humans). I still don't know how to "add" new feats since the file size varies according to the number of feats the char has leaving no blank spaces.
Feats are spaced out like Stats: between each feat there has to be 3 bytes of value 0.
After you find the first feat slot just add 4 to it’s location number and you’ll get the location of where the next feat should be.
Ex: the first feat is in place 434, the second feat should be in place 438.
It looks like this in the editor:
2.0.0.0.9
Where “2” is the first feat and “9” is the second.

Feat byte size
Each Feat occupies 1 byte.

Replacing Feats
when replacing one number for another, make sure you are not repeating any starting feats since it will not count.
Ex: a fighter always starts with shield proficiency. So if you replace a chosen feat for shield proficiency, you will "loose" that feat.

Feat Codes
I figured out what some feats numbers are... (most are missing)
0 Acrobatic
2 Alertness
8 Augment summoning
9 Blind fight
10 Brew potion
11 Cleave
12 Combat casting
13 Combat expertise
14 Craft magic arms and armor
15 Craft rod

Hope it helps... :D


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