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About LunaticPandora

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  1. Well sadly I dont have $1500 to spare for pro, although im not sure how the override folder works yet so thats something to look into. Still a bit of a learning curve at the moment with regards to what is going on where with the original code and assets so progress may be a bit slow initially, particularly when the wife isnt working and moans at me for being on the computer all night
  2. It's still a work in progress, I've been able to deserialise all of the information in the save files without getting any read errors, however it is a pretty awkward job, especially as I am a self taught coder. At the moment I need to verify that the data I am loading is actually correct. On the plus side, after about 5 hours of commenting bits out I have managed to import all of the original POE scripts into unity and get them working, which means that things like resources, string tables etc should be editable in the near future. Will keep you posted on progress.
  3. If someone could send me the Assembly-Csharp.dll file from the backer beta that would be extremely helpful with making a fully deserialized save editor. I'm probably going to push back releasing the editor until I get it working properly now.
  4. Bester, you are a legend! I didn't know I could do that, that is very very useful, I will make sure to use it to edit stuff properly!
  5. Im not sure about the level cap, as I dont have access to the beta I cant interrogate the game files for stuff like ability files, currently the editor scours any save file it loads for useful information and saves it for later, as such the only way to access the higher level abilities would be to load a game with a character who had them already, so catch 22 really. With regards to uploading, im almost at the point where im able to add and remove spells, abilities and talents, as such I would like to get that done and dusted beforehand. Since im checking my work in a hex editor rather tha
  6. Hey, long time lurker but first time poster. So having seen this post I decided that I would try to port this project over to visual c# (especially as bester had voiced his disdain at having made it in unity), it's taken a couple of days but i'm at a point now where I think I have a relatively functional editor. *** At this point I have to mention that a good chunk of the code was taken from Besters project (due to him saying it was open source), soa huge amount of credit must be given to him for providing the basic code and functions to interrogate and update the save files. At no poi
  7. What really gets me in almost every RPG i play is the lack of variation and uniqueness between enemies of the same type / class, particularly when it comes to how the AI is implemented. For instance in the IE games you knew that when you saw a mage his contingency would fire, then they would go through a set list of (reasonably predictable) spells until they were all used up, then they would attack with their dagger. Obviously this still presents a challenge - the enemies have a very limited element of randomness, and the abilities they use are often the best in the game (I should point out th
  8. I was just wondering if any of the technical / programming devs would be able to shed a bit more light on what kind of options there will be for modding and how much of the game data they are hoping to externalise, e.g. similiar to infinity engine games, restricted to just ai scripts and conversations, full control over everything. Also any information on whether they plan to release some of their in house tools would be great. I know there has been confirmation that modding will be supported and some speculation as to what form this may take, but as someone who often enjoys making mods mo
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