m8 you might just be the most awesome guy i’ve ever met on the net and i’ve been trolling around for 20+ years. ill try your solution tonight and let you know how it goes here
Quick question since I can’t figure out how the command would go:
I want to completely respec a character(class and everything) is this possible and if so what would the proper command be?
Hey
How do you update faction rep?
I view it under ‘show’ and can get the list of factions up but dont know how to modify them
ty
edit: nevermind I got it working by scrolling through this thread, I was kinda close but wasnt adding the first part and also doing -30000 (for nemesis)
Good work!
Maybe I need to set up a FAQ page or something. Having to hunt through the messages to find out how to do something isn’t always ver pleasant.
Yeah, commandline tools can be a bit hard to get started with.
No worries, though! The FAQ has got answers for you!
https://odie.github.io/gd-edit-docs/faq/
The FAQ should grow over time to become more comprehensive as I merge questions from the forums into it. Best of all, the page has a search function at the top!
So! No more scrolling through hundreds of forum posts! Hurray!
Lastly, documentation for editor commands can be found at
https://odie.github.io/gd-edit-docs/commands/
I’ve tried making them slightly easier to read than the built-in help. I don’t know if I succeeded though. Maybe they’re still too hard to read? Anyway, lemme know if you have trouble with it!
I’m trying to generate a relic blueprint for the mistborn talisman but it’s not working. I’m typing this:
set inv/1/items “Blueprint: Relic - Mistborn Talisman” 100
However, I’m getting some sort of error message when I do this. How do I correctly generate this item blueprint?
Howdy!
Yes, the editor isn’t able to create blueprints at the moment. The reason isn’t that it’s impossible, I just didn’t have a good way to differentiate between the blueprint and the item itself.
So… there are two ways to go about this. One way is… if you are okay with just generating the item itself (Mistborn Talisman, in this case) to just do that. I haven’t tried it, but the editor should be able to do it just fine.
The other way… is to add the feature for the editor so it’s possible to differentiate between blueprints and the item itself during item generation, maybe using “blueprint: <item name>” as a cue. Although this is certainly possible, I haven’t looked at the item generation code for quite some time. It unclear to what extent the code needs to change to support this feature. I can take a look, but I can’t promise when this feature might be added. It might be better off if you just generated the item directly for now.
It’s likely this will work:
set inv/1/items "mistborn talisman"
Howdy!
I took a look at blueprint generation. As it turns out… I was wrong about why the particular command did not work. The said command will now work correctly instead of tearing up and going home. Yay!
As it turns out, “Blueprint: Relic - Mistborn Talisman” is an exact match to the display name of the right blueprint db record. The right record is located. Things go bad when it tries to figure out the dimensions of the item for inventory placement… because… reasons…
It’s now fixed!
dances in street
Thanks. I tried it out and it works great.
Ok, I think there is a small bug with item generation. I’m generating the same item multiple times and I’m keeping the one with the best attributes. It works fine with all items except for relics. For example to generate a certain armor, I type:
set inv/1/items “Dread Armor of Azragor”
I keep on typing this until the first inventory sack becomes full and then the program tells me so. But when I do the same for any relic, it only works the first time only unless I switch to another inventory sack. For example, to generate the relic Oleron’s Wrath, I type:
set inv/1/items “Oleron’s Wrath”
But if I type “set inv/1/items “Oleron’s Wrath”” again, the program gives me an error. That means, in the first inventory sack, I can only generate and keep one relic only. Similarly, in the second inventory sack, I can generate and keep only one relic. The same goes for the other sacks. This only seems to happen with relics while other items can be generated in the same sack multiple times until space runs out. Hence, why I think that is a minor bug.
If there was a way to force the game to generate items with max attributes instead of randomized ones, then all this would be moot but I highly doubt that’s possible.
Howdy! Thanks for the detailed description. That definitely sounds like a bug and I’ll try to have it fixed soon.
Unfortunately, it’s very unlikely that this feature will be implemented. The game does randomization by taking the attributes and applying a bit of randomness to it. It uses a random number generator (aka. RNG) to tweak the various stats of the item. Since the “seed” for the RGN is recorded with the item upon item generation, the item gets tweaked in the same way every time. You can examine the seed for an item just by inspecting it using the “show” command. Try “show inv/0/items/0”. There will be a “seed” field on every item. The field is of type “unsigned not” with 4 billion possible values.
Even if the exact item stat tweaking logic can be reproduced, it is still unlikely that the editor will be able to find the absolute best version out of 4 billion possible variations.
Thank you for making awesome tool!
I generated Inventory Bags by ‘set inv/0/items “inventory bag”’, but nothing happens when I right-click the generated Inventory Bag item.
Do I have to complete the quest which rewards the bag to use this item properly?.. (I guess it isn’t though)
Or is there another real Inventory Bag which has different name? (inventory sack doesn’t work)
Edit: dropping the bag item and loot again unlocks the additional inventory up to 5.
Howdy!
Another bug squashed! This bug shows up when generating & placing a new item into an inventory that contains a relic! It’s all better now!
@ste180
Don’t forget that you can always change the “stack-count” on the relic after you’ve generated one. The new item is always stored as the last item in the inventory/bag, so it’s relatively easy to figure out which item you want to manipulate.
For example, you can run the two commands:
set inv/1/items "Oleron's Wrath"
show inv/1/items
This should generate and place a new item into your inv/1. It’ll also show you a list of all items in that inventory. Notice that the very last one should be the one you just generated… For example, when I tested this, the editor showed me:
22: Oleron's Wrath
X : 2
Y : 3
augment-name : ""
augment-seed : 0
basename : records/items/gearrelic/d019_relic.dbr
modifier-name : ""
prefix-name : ""
relic-bonus : ""
relic-completion-level : 0
relic-name : ""
relic-seed : 0
seed : 438304453
stack-count : 1
suffix-name : ""
transmute-name : ""
unknown : 0
var1 : 0
Notice that the entry said “22: Oleron’s Wrath”. This means, you can use “22” to directly identify that item.
So now you can do something like:
set inv/1/items/22/stack-count 99
Your 1 Oleron’s Wrath should now become a stack of 99.
Happy gaming!
Howdy!
It never occurred to me to try either of these things! x)
IIRC, I’ve always just changed the “unused” flags in the “inventory-sacks” collection.
If you do:
show inv
0:
inventory-items : collection of 84 items
unused : false
1:
inventory-items : collection of 22 items
unused : false
2:
inventory-items : collection of 16 items
unused : false
3:
inventory-items : collection of 8 items
unused : false
4:
inventory-items : collection of 15 items
unused : false
5:
inventory-items : collection of 21 items
unused : false
Notice that each “inventory-sack” comes with an “unused” flag. For a new character, those flags are all set to “true”, which means the sack is “disabled”.
To enable the sack, you can do something like the following:
set inv/0/unused 0
Thanks, the relic generation works fine now. I tried changing the stack count but it just replicates the same item with the exact same randomized stats. Just generating each relic separately gives an item with a new set of randomized stats.
Okay, I’m trying to wrap my head around this. So I’m thinking if I change the seed number of an item, will it change the randomized stats of that item as well? Does each particular seed number ALWAYS give one particular set of randomized stats? If so, then is there a ‘magical’ seed number between 1 & 4 billion which will generate an item with maxed random stats?
that is because 50 relics in one stack is really the same relic, including the seed, 50 times
So I’m thinking if I change the seed number of an item, will it change the randomized stats of that item as well?
yes
Does each particular seed number ALWAYS give one particular set of randomized stats?
yes
If so, then is there a ‘magical’ seed number between 1 & 4 billion which will generate an item with maxed random stats?
have fun figuring that out
In theory there will be one seed that for a specific item (i.e. set of bonuses) gives you the best values (which is not the same as max values throughout), but finding that will not be easy.
On the other hand if you create 10 to 20 items and pick the best one, you are reasonably close, so it is not really worth bothering with more.
Howdy…
Yes and no?
The actual stats on an item is probably determined by something like:
initialize_RNG(item.seed)
for each effect on item:
actualEffectNum = baseEffectNum * (1 + (random_float() * possibleEffectRange)
If this is the case, then…
Yes, the same seed on an item will result in the same stats all the time.
It’s likely there will be more than one seed that gives you the “max stats” for an item. That same seed will likely not give you the “max stats” for another item. So there isn’t (or shouldn’t be) a magic seed that word across the board that gives you “max stats” for all items.
Also, keep in mind that the idea of an item with “best/max stats” can also be subjective depending on the build you’re going for. There might be some seeds that give you clearly inferior results. But beyond that, the differences are likely to be minute.
Given all of this info, I’d say that, practically, if you really really really cared… you might want to try a few different seeds just to make sure you didn’t get some of the worst rolls. But beyond that, it doesn’t matter how many seeds you try, you’re not likely to make any significant dent in the 2^32 variations/seeds. Even if you’ve manually try 10 thousand variations, you would have only looked through 0.0002% of all possible variations. (Just take your calculator and put in “10000 / (2^32)” and see for yourself.)
You’ll be better off looking for higher tier items/relics if they are available.
Greetings!
Great tool, and thank you for making it.
Will this tool work on modded masteries (DAIL, etc). Thanks in advance.
Howdy!
It sure will!
You need to use the “mod pick” command to tell the editor which mod you want to use. You can then use the “class” commands to manipulate your masteries as usual.
You can check the details of the “mod pick” command here.
https://odie.github.io/gd-edit-docs/commands/#command-mod-pick
Hey! Great tool!
I’m lazy and i need to know:
How do i skip Normal and Elite and Start at Ultimate?