#modders-guild-hall
1 messages Ā· Page 33 of 1
Le spooky 0
Ginme a minute, I feel asleep mid day
-- Created by EBI_LYOZHA
local UEHelpers = require("UEHelpers")
RegisterKeyBind(Key.B, function()
local player = UEHelpers.GetPlayer()
if not player then return end
if not player:GetFullName():find("Willie_BP_C") then return end
if player["Attached Bolt Quiver"]:GetFullName() == nil then
player["Attach Empty Quiver"]()
end
local quiver = player["Attached Bolt Quiver"]
quiver["Projectile Count"] = 10 -- Change the amount of projectiles here and then press B to apply the changes
end)
Here you go good sire
U need UE4SS for that script to work
Hey guys, is there a way to mess with the enemies weight?
So basically via save editor? Do you know what line of code do I need to tweak to make my foes more muscular?
Ah, via save editor? Maybe you may find it in the combat events
Or I suppose you can't really change properties of the enemies via save editor, at least I didn't find anything myself
like, this is possible to achieve with lua script
And what is Lua scrips exactly? Sorry, I'm just a content creator, not exactly a modder...
Basically, you download UE4SS and then put scripts in there, I don't know how to explain I'm a noob myself lol
see this kind of code
Someone posted their own weight-changer script a while ago and I modified it for myself a little to also change enemy willies' weight
tis How you install ue4ss
Though sadly, the script I have on hand doesn't really change height of the character. I'm not sure whether it was posted here or not, maybe someone figured out how to change character height with that
Okay. Thank you very much! I'll look into it.
Can someone help me fix my red screen
sooooooo
any updates on client menu's like the old hs enhancer?
cuz i knew someone was like working on figuring out how to make it
By some times do you mean it penetrates at all or no? Basically you cannot see your blade, so how do you know when you cut down an armored foe, normal long swords could/could not perform identically?
Nah it's really strange, I know how big the blade is because I coded it to be a certain size, it interacts with solid objects and with armour it acts the way a normal blade does most of the time
there's already a version of it for EA
Sometimes though it clips through really miniscule gaps in armour and manages the skin the enemy from underneath the armour
latest
yeah
ima get it once the game has better optimization
and also bare handed brawl in freemode
nah but why did they remove bare handed fights in freemode
it's annoying
https://www.nexusmods.com/halfsword/mods/231 threw together a weapon tell me what you guys think
looks hella tuff
try increasing the y scale a bit tho
on the head? or the grip?
Wait if that is the case. What happens you also minimize x or z values? I wonder if the game allows 1D line as a sword blade so it could still cut/thrust š¤”
head
Moreover, to what extend could you glue swords together? Since you y-value is 0 I suspect the blade was considered as 0 weight or at least very small weight. So we got something like this𤔠. While it is not laser net that melts through armor, but I bet it takes minimized efforts to target gapsš¤”
The weight for the blade is set to zero and the length for halfsword blades is the z axis for some fucked reasons
So what if x is set to be 0 as wellš¤”
It's scales are x6 y0 Z3 I'm pretty sure
I did actually try that
Nothing happened
Because it's not actually invisible
It's just really really thin to the point where the blade is so flat that the texture doesn't render
????
Or maybe somewhere between
By diminishing one axis you increased its dimension?
It's flat and inside out at the same time
Oh so it is not X=0 right
The y Is 0
So what if X=0 also?
X-4 y0 z3
X and z both negative?
Wait shit
Think of it like edge blade and length
Edge is inside out, blade is a thickness of 0 and it's length is 3
new version available
Wait. So th magical part may not be 0 thickness, but rather the inside out stuff? If it is inside out does it mean every single contact is considered as a cut?
Nah I did think that, if I make the blade the standard size but with the minus size it acts as normal
If you want, when I wake up in the morning, do you want me to DM you the json for it
Mess around with it as much as you want
Well that is a big yes and big thanksš¤”
Am too lazy to learn everything from the bottom
Also I do not think u created a 4D sword. For example Klein bottle is still 2D it is just that you cannot find such thing in 3D. Certain 2D or 3D stuff could be really weird in higher dimension
Trust I learnt everything I know in the span of a good 4 hours at most
So it should still be a 2D sword, which is impossible in dimension 3.
Oh. Lol. This is not about physics at all?
When testing it, try to record and send any interesting things you find
Yeah recording is ez
Best thing I've seen happen is destroying a torso through armour
Just a few things to know when you use it
If you try to inventory carry it, it disappears
If you drop it, theres a good chance it breaks
Pommel strikes do ALOT of damage
Because the pommel is mace_head_a
Did I show you the pommel of the original blade?
It stayed for the final weapon
Lol wrong chat
I posted a txt here with all weapon modules sorted
Oh the great minds who have figured out how to spawn weapons without causing garbage collector freat out, how to spawn ANYTHING in game without it causing garbage collector crash I can't figure out what's wrong, even my simple quiver script causes garbage collector crash
I've tried SpawnActor(), I tried BeginDeferredSpawningFromClass, I tried K2_Destroy on every actor that may potentially cause the issue
"Failed to parse 1 export!"
to have less height and less strength do you put negative or 0. something
0 height is 1.6m so negative would be shorter. Not sure about strength tho.
Still no success, and modular weapon modules cause the fatal leak crash too!
anyone who can help me change ammount of arrow
s
in the quiever
mst find where the thing i must modify is
??
i dooooooooooo
omg thanks
i diddnt see it
Mind it tho, for some reason it may crash the game when you leave the map and idk why D:
dww thankss
is there a way
to like autoamtic reload š±
Someone posted a script for automatic crossbow reload here too
Try to find by search
I'd share the saved code but not home rn
cant find it
is there a script to change ur appearence in the game
You should make the arm flop around
I'll share tomorrow sire
Watch Special Technique: ćPerfect Slashć by ChromedomeRed40 and millions of other Half Sword videos on Medal. #halfsword, #mods, #anime
seriously dude
for some fucking reason, this sword is fucking insane
looks like a treadplate, man
more cavalry sabre stuff
@eager kiln
hii did u find
oh hi yes I did
local CrossbowClassFull = "/Game/Assets/Weapons/Blueprints/Built_Weapons/Ranged/Weapon/BP_Weapon_Ranged_Weapon_Crossbow_Light.BP_Weapon_Ranged_Weapon_Crossbow_Light_C"
ExecuteInGameThread(function()
RegisterHook(CrossbowClassFull .. ":Event Shoot", function(ctx)
local crossbow = ctx:get()
crossbow:ExecuteUbergraph_BP_Weapon_Ranged_Weapon_Crossbow_Light(1151)
end)
end)
it automatically reloads
š
when you shoot it
thanskss
PuÅ”ka š
they dont hurt the enemy i think
can u bite dead people too?
At that point I feel like finding a way to turn off cutting damage would be easier lol. But looks cool ngl
They do
it's just that the bolt is being quirky
Using the Half Sworda enhancer, I can only spawn armor from the demo, not the EA, is that a bug?
Or is it just not entirely updated yet?
With large enough momentum you can literallly penetrate through helmets? Visually this stab is BELOW the visor. In fact a huge portion of the blade comes BEHIND the helmet.
You're not gonna get perfect physics in any game
It's not fully updated for EA on the current version. That's been fixed for the next update
<@&1080390104562016306>
<@&1080390104562016306>
Thx
how do i get this mod?
why u lying
https://www.nexusmods.com/halfsword/mods/233 muhahhahahahaha
does this mean you wont get immediately knocked out if a polearm haft breathes near your head now?
I think so yes (clip also has the armor buff mod on) but the head of the poleaxe is resting on his face at several points without knocking him out.
the haft has even less blunt damage than the head.
lie nuke barrage
this mod is a godsend, it makes it a lot easier to get in close and grapple without immediately getting knocked unconscious. Situations like the one in this clip would've been an instant loss without this mod, you've absolutely fixed the feel of the EA build's combat imo
Is this close to reality? You are not wearing armor right?
yeah it's much more realistic. Blunt weapons were doing way too much damage before
No I mean this specific clip. I do agree that armor defend well against blunt but here you got no armor?
yeah I mean in that clip. Normally that kind of impact would put you flat on your ass without this mod, but with the mod is much more realistic
No. I meant technically a real person should be knocked down by such impact in reality? No?
not really, the swing still hurts him but in the vanilla game it sliding away from him would've probably knocked him out instantly.
despite it...you know, moving away from him.
no, it's much harder than that to knock someone over with a polearm in real life. The characters in the game fall over when they get bump into something too hard, which makes a lot of real grappling techniques pretty much impossible.
I will buff things as needed if evidence can be provided that something should do more damage.
although the game doesnt seem to care about relative velocity sometimes, so even if it should do more damage from a direct committed hit, I have to account for the damage it does when its actively moving away from the target and isnt committed.
@sturdy matrix does your mod also affect the amount of blunt damage dealt from buckler strikes and headbutting?
bucklers yes, its also reduced by half just like everything else, but I cant fix the wonky hit detection so it may still be super effective when simply held in front of you.
headbutting doesn't have its own values that I can edit. I think body parts other than the feet and fists are entirely dependent on body weight.
and I haven't found the damage formula for item and body weight.
and the mod may be rendered obsolete in future updates for the game, so I'm not gonna go further into the files to figure stuff out unless it continues to not be addressed.
I just changed couple numbers around, but thank you.
can anyone make a bascinet mod like kcd2 instead of armet if not thats fine but thought it was worth a try
So fist rigidity is the weight of fists?
Instead of finding balance. I am trying to abuse the incompleteness of the gameās physics system, trying to come on with blade that could literally cut certain armor piece in half lol š¤”
Wonder if vibration blade still works: https://www.nexusmods.com/halfsword/mods/169
rigidity is Moreso a multiplier, or at least it seems like it.
I think 100 represents 1 and lower means a fraction of 1...maybe Idk.
so for your fists its your bodyweight (and weight of worn armor) times rigidity.
if you set rigidity to zero, zero times 93 weight is zero.
so zero blunt damage.
but fists actually do have cut and stab damage and a separate concussive blunt damage.
Oh so it could go beyond that scale?
Input absurdly large fist rigidity so you could smash helmets into pieces š¤”
many weapons are set higher than 100, yes.
I think flails default value is 200 for the swinging bit, and any spikes, and 99 for the shaft.
Oh. So if I set 10^{70} on a swordš¤”
Yamato, I am coming
it'll basically ignore armor, I think anyway.
U meant ignore or destroys all desctructable armor parts?
How do I find such scale btw? Is it trivial by merely using UE save editor?
Wait is this just multiplier of blunt dmg?
The game doesnt really have armor destruction besides cosmetic dents, I havent tested it for swords.
But the barons beak can literally pierce armor.
But it'll do blunt damage through the armor.
You'd have to actually use fmodel and export the blueprints for the weapon parts, its not save file editing.
Its modding the game itself.
And there is no multiplier for just blunt damage, I had to individually edit every weapon and weapon part.
By having no armor do you meant it is just stats change after all?
Rip. I ski;ped some words
By āliterally pierce armorā do you meant chest plate penetration?
The barons beak can penetrate all armor pieces I think, ive done it with helmets before.
Ok. By penetrate, again, it is not the same as hitting enemy with giant hammer or no?
The sharp tip actually cause blood drop?
It is not the same, the beak will stab through the armor and into the body.
OHHHHH. That is stab dmg?
So it is possible??
What is the cause? Itās mass or just that multiplier you talked about being high
I do not know what exactly allows the barons beak to do it over other weapons.
I'm fairly certain you can do it with any beaked polearm. I use a Lucerne quite a lot and I've seen it punch through a few breastplates
Is war staff tip different?
If we are talking about beak. There shouldnāt be any different between the tip of a sword vs beaked polearm other than the mass distribution?
The game probably just calculates it differently, like how it decides what weapons can pierce mail. I've never seen anything other than a polearm beak manage to punch through unless there's an obvious glitch, so its probably intentional
Well. Which means if I just switch the weapon components and rescale the beak so it litereally looks like a bladeš¤”
since you'd remake the plate armor buff mod, i'd recommend changing protection blunt to 100x its original value since thats the value that worked for me
Can you make .pak -s out of lua mods on ue4ss?
i dont think so
if u wanna make a pak mod download unreal engine 5 and then unpak the game with repak
and then do some other shit
<@&1080390104562016306> mrbeast back at it again
mcbeast is all in our hearts, not him.
Can confirm kepon's mod is essential until the devs fix the way damage works
Swords are actually viable late game now with a bit of skill
There's still instant bonks but honestly most of them are pretty fair at this point
Yeah its a night and day difference, it feels so good to be able to actually get in close to grapple without passing out instantly. Much closer to the demo feel.
it's true
in the demo if you got too close they couldn't just instablow your shit off
in the EA if you get close they blow your shit off and you lose
bevor and standart removal mod when
Nah your character just fell asleep instant lol
is the halfsword enchancer out for the EA?
Sorry because I bet it has been asked like 500 times but I can't find a single time it was. What file do I move the mod files to? I have both the plate armor and blunt damage edit mods
Blunt damage and force was inadequate in demo but in early access it's like the opposite
There should be a balance between them
i like how blun tworks in EA but it's too much
Day 400 since EA released. Still no idea how to fix the UE5 garbage collector fatal leak when spawning any actor in the lua script
I shall shew the fine lady's bare ancle unto him that delivereth my travails.
There's a mod for biting people
No idea how to change the player model though
hmm
I think luke said something about releasing some documentation on modding the game in the future
oh awesome
i cant figure out because each modek has a location in the .sav that doesnt seen to be findable
It seems like he's the most well versed person here so I'm pretty excited about that
Like /game/blueprints/model-bpwiller or sm thing
yeah
/Game/Character/Blueprints/Willie_BP.Willie_BP_C
yeah this one
i thought naturally dead enemies would have some ghoul model but they are the same
meaning the data is stored from killed enemies and when they spawn in they are convertedd to another ai and model
so its a loose end there
dead end i mean
fmodel brotha š
theoretically u replace the path with/Game/Character/Blueprints/Willie_BP_Zombie.Willie_BP_Zombie_C
idk if it's really that easy tho i havent tried
it is pretty possible to accomplish (idk abt w/ save editing however), i just haven't tried making a dedicated mod for it
a pak mod
but like in a custom level i just made the player possess a zombie blueprint
ah
well ladies and gentlemen. i have no clue
ah
i have no gif rights
nevermind
anyway you should definitely look into making it doable
it would be fire to be a ghoul knight
that one just doesnāt exist
we need more armor..
we do need that shit as well tbf
i am still searching to play that game with a friend throw steam remote its disconeccting and crashing all over sadly
is there a multiplayer mod or a fix for that crashes ?
yo i keep pressing download on the demo because i think that's the only version left that enhancer works on but it doesn't download shit help ;-;
nvm
i forgot i had it installed
nvm it fatal errors there too
bro who lied to me enhancer does NOT work on EA nor demo
Has anyone already tried the uevr mod
works fine on both for me
has anyone tried the ea maps in the demo
Hey uh I figured this is the easiest way to tell you : there's a free mobile game on Android that uses actual footage of Half Sword as an add. And as it is made by a studio called "Take Top Entertainment" and not "Half Sword Games" I was wondering if that wasn't like... illegal
this is the modding channel
come here for this kind of stuff
-# (this i from the notorious luke)
mmhorse hamner
Anyone has a mod to ride a living horse?
Honestly, I wouldn't mind seeing some wrestling stuff attempted on the EA.
I feel like a must have mod would be one that adds variety in enemy weights and heights throughout progression. Like imagine doing one of those riot missions and there is a 7'2 peasant named requis who throws a bed sheet over your head and proceeds to bash your face in
It would really add to the late game. Also more weapons that feel like the barons peak
what does
ea maps in the demo
you can play das feld in the demo
bongo
yup
what do u think of this
it's half sword
wwaaaaattt
ooooh my good
here's a different black hole
does anyone know how to do multiplayer ?
you can't
unless it's splitscreen
how can i do splitscreen ?
you need two controllers
has anyone thought of making a star wars mod
with lightsabres and even blasters, maybe even droids and stuff
Has to be the coldest picture ive ever seen
look in #photographyš·
did u see the 3 images i sent
ok those are the coldest pictures ive ever seen
the black hole fucks up the lighting after u use it tho
i guess thats quite realistic can u star my images
does it actually bend light?
yeah it bends the skybox's light
thats so cool
it renders below everything but you're not gonna see that since i put the black hole so fucking far away
it's a material setup i bought for like 50 dollars lmao
i didn't make it
oh
still cool tho
ive slowed down progress on guns to work on my magic book mod
ok
do u know the name of the skybox component that appears in forest and alley? i hate it it hides my blackhole
nvm its All/Engine/Content/EngineSky/BP_Sky_Sphere
oh
how to do itt
Where do ya'll upload your mods? All I find are save file "mods"
its gonna be on the nexus, there isn't really an alternative mod site.
but a lot of stuff is under active development so it just hasn't been released at all.
hence nearly everything being save file edits.
there's the gun mod i made
I was more looking for like armour models and stuff but send me the link Ill check it out š
it's on nexus
i'm actually working on a bascinet mod too
it looks a bit weird rn tho
Thats like exactly what Im looking for lol like more full head helmets and fancier tabards
The devs seem to have a... "thing" for sallets XD
istg there's like 50 sallets in the game that look pretty much the same
I mean it was the lates tech in the time frame but like still not everyone was a rich knight and full helmets of like 1250-1350 model were still used
Sallets were like the balenciaga of helmets XD
actually might be the other way around for what was more expensive.. eh dont know more of a weapons guy than armour
either way wheres my.. well bascinet, but also like wheres the frogmouth, the great helm etc
I want some funny early medieval helmets too XD
Buh
I wonder if the devs plan to add early medieval stuff... some modder probably will atleast
i'll prolly add a great helm one day
is this historically accurate
Dunno tbh lol
Feel like older armour wouldve still be used though but I got no idea
maybe in the time frame of half sword you only ever saw like soldier helmets and then knights only had sallets? Maybe it was the standard for the sallet to almost purely be the only type other than cheat stuff like skullcaps and kettles?
Im not the one to ask about armour tbh haha, maybe in the future though they might add some different time frames aswell?
Could do it like blade and sorcery, focus on specifically 1450-1470 which I believe half swards takes place in untill 1.0 and when 1.0 to keep it fresh they can start adding different regions and time frames under specific categories to add more varied content
triple t mod if someone donates me 100000,000$$$
and if they give me 10$ steam credit š¤
They were not in fact
Fell out of fashion a lot earlier to where the game takes place in
Bascinets like these just donāt work aesthetically with what the game has because all the equipment is in 1450-1475, the argument that people used older helmets from centuries ago falls flat as lower status people bought miltia grade helmets and not some old rusty helmets, (No shade to the mod, just trying to make a point against a tired argument)
itās very nice that weāre able to make helmets meshes
people REALLY want it so thats why im making it
you know I wonder how cuirasses could be added
honestly the bones don't work yet
you just replace the meshes of every part of the cuirass
not really
the cuirasses are already split for u
talking about the mesh that one would theoretically try to put on the game
oh
in that case yeah
I do have assets with the author of them green lighting them being added as mods so I may or may not bother with it
fencer since you're a tester can you test my spellbook mod
when I can sure but what are you looking for specifically
bugs
and feedback
the black hole spell renders below everything, and i countered this by making the black hole appear really far away. but in maps with a skybox, the skybox will mask the black hole, and will cause you to not see it.
particles render through hair.
spells don't have reload but i'm planning on fixing that when it;s time for release
the black hole spell takes wayy too long to preload
I see
they come in clutch
is there a mod that varies enemies weights in pogression i want to spice up the progression with potential goliaths
Not yet
it would be so cool, having the odd peasent with like 20% damage and knockback resitence and extreme strength, rivaling even your late game dude with full plate
One message removed from a suspended account.
@lusty bramble hey i have two questions about sav edits
how do the modifiers work?. the colors are stored not in the typical limit of 255 for precise color codes . also what is the a modifier in fabric colors?
i heard the halved blunt damage is pretty good
Surprised modders haven't added different weapon parts for the different categories of craftable weapons.
oh true
man the collab we need is halfsword x bladesong
Wanna think there'd be value in having African, Middle East, and Asian weapon parts
becuase its really just save editing and ue4ss
this is NOT save editing
it's a physical world object
huh so like how does it work is it like editing already existing maps?
adding stuff like weapons to the game
oh thats cool ig you guys could add custom parts then
are you the only one working on this kinda tech or are there others
luke and bongoblob are also working on stuff like this
so as konrad
thats cool im glad theres more than just you
<@&1080390104562016306>
Ty
is there a guide on how to do custom weapons with custom 3d models?
Any gun mods available?
someone needs to make a lucille (negans bat) mod šš¾
dude a pommel to a mace ruins the point of a mace im pretty sure
if the pommel is that heavy
That's not a concern anymore, you can just change the mass scale now so any component can be any weight
Absolutely doable. What pommel are you trying to put on a polearm grip?
oh right
dude who made that
that's like
really good
the model
somebody on fab
whoever did that specific one knows their shit
now THIS ONE
this is good
no one gets the doppler effect right though
it shouldnt really be a perfect circle
when is this map used?
its for the baron fights is it not?
but there are no traps
does the baron fight have traps? i thought it was only the hall map that had traps
idk i haven't played enough to play those lmao
why is it always mr beast š
its for the "lord's tourney" which features the baron
its the final level and by beating it you get a piece of the baron armor
ah thx
Sometimes it's kanye and elon musk
@craggy acorn is there any news on the next enhancer update? Also, just curious, if I have a mod installed like Half Sword enhancer do I even both making bug reports for crashes since I don't know what causes them?
The crashes for me are sorta random and sometimes happens after new rounds.
you can check on discord but it's most likely already reported
Ah right.
And the enhancer update?
i'm working on it. might release next week
š
Can you throw the blackhole at a willy if it's a object
i dont do save editing so im not the best person to ask, but the a is for alpha which is the opacity/transparency, and i'm pretty sure for the colors, u just divide the number (0-255) by 255 so rgb values are between 0-1
it'll look weird since the way the shader is set up is weird
i put a slight doppler effect i believe
Someone knows anything about the gun's mod?
specifically this one! preferably i'd like to figure out a crossguard too since i had it all setup like that in the demo
@eager kiln this is a bot and needs to be removed
the current aes key also needs to be pinned probably
so i've got it near perfect! only pissing the pommel
i adjusted the mass too so it handles near identical to how it did in the demo
its perfect
my beautiful amazing invention is complete
new issue i have no idea how to return the free mode character to the default weight
he returns to 302kg every time i open it up!
is there a way to make your weight incredibly high but not change your actual size? I want to be normal sized with the power of a truck
can map creators share maps now? or is that still a no-no
huh which one
we can
Fuck it I'm going to destroy AIs shields
Their hands got no right to tank 8 kg maul being thrown into them at hypersonic speed
the shields can literally tank my spells bro
Spells
What are you on bro
Did you create spells in hs!?š¤Æ
Baron gone silent when they dropped the spell book
i think he;s dead
May I ask a... A q-question?š š
Are pack mods, y-you know... C++ scripts or gulp it's more c-complicated?.. A-actually nevermind, stupid question, b-baka! >w<
it's blueprints so node coding
<@&1080390104562016306>
Holy shit Mr Beast giving out MONEY!?!?
hwat spells should i add to spellbook mod
alr made
i lowkey don't know how
Septum sempra or whatever you call it
Aka 100000000 cuts
Harry Potter stuff
Discombobulator
Dismember-inator
idk how to dismember limbs
Strip of weapons and or armor
š¤
Or make weapon fall out of the enemie's hands and drag it towards you
no clue how
I mean I think it's possible in ue4ss but idkš
Also turn into zombie
Sure it's easiest to make
Or, change target's team to make it hostile towards other enemies
Guys I'm new to this, how do I access sound files
Does half sword enhancer work on EA?
so idk how to fix it i made my character like really tall and buff and now i cant make him back to normal
fmodel
And that would be where?
Does half sword enhancer work on EA? @cosmic elbow
some builds
So it does?
ye
So how come I come up with an error?
@cosmic elbow please help š
Hey
ask in the hs enhancer server i don't use the ea version
Do u have the discord?
Where do I find it?
I'm diddling the FModel, is it supposed to be red and grey?
Literally Halfsword EA trailer but evil
need aes key i believe
What even is that, how do yall unpak them then D:
Where can I find fmodel? And what is it
search fmodel
I have absolutely zero knowledge on this, where do I find it
no one even using half sword on axe
this one
i remember i saw the gun's mod here AND in a vid
yes
no its not a official game mechanic, its a mod by someone
you search fmodel on Google and the download is literally there
Thanks
Where do I get it
No links under the video
Can't even find it on nexus mods
On one hand, I did it
On the other hand, for god's sake I don't understand why it works perfectly and then suddenly doesn't work anymore, guess I don't understand something about scripts for gamesš©
idk i remember i found the photos here
let me look for one of them to mention
.
idk how is it going, i just remember tha
im not 100% sure but i think its the just hasnt come out yet
plus its an older version and i think the modder was working with the devs
not released eyt
can someone give me a direction for editing one of my pre-existing weapons?
i guess just where are the scaling values
Is there a way to make my guy weigh a lot so hes really strong but not look super buff.
impossible
was just browsing thru the chat but yeah whether the piece of clothing can be cut is determined by a single bool i think its named "Is Metal?" or something
bro is not the Gruffalo
Oh my goodness how did I miss this that looks so cool
Where do I get this mod
Quick question: is there a decently simple to use mod that allows for more free mode customization? I started 2 days ago, Iāve made it to the lord tourney. I died once and successfully fought my way through 52 souls in the abyss (that was stressful, they bite SO MUCH). Lord tourney has been making me rage, and I want to do longsword duels in free mode
I was having fun with commoners and militia 2v1 randoms with my long sword, but I feel like it would be fun to do some proper duels
They gotta make this a sticker
i just realized i have no roles in this server for some reason
Finally, the shield remover UE4SS script
Test whoever ahh hopefully it works not only for me
-- Anti-shield mod
-- Created by EBI_LYOZHA
local UEHelpers = require("UEHelpers")
RegisterBeginPlayPostHook(function(ctx)
local actor = ctx:get()
if not actor:GetFullName():find("Willie_BP_C") then return end
local player = UEHelpers.GetPlayer()
if actor:GetFullName() == player:GetFullName() then return end
local passport = actor["Character Passport"]
local equipment = passport.Equipment_26_741A2FC641801842FE691295645C604F
local wep_hands = equipment.WeaponinHands_23_B3FE643741AF91A6DFE51888205C0F05
wep_hands:ForEach(function(hand, weapon)
if weapon:get():IsValid() then
local wepHandPass = weapon:get()
local wepClass = wepHandPass.WeaponClass_54_B478ECF7499977809745A3973AD678EC
if wepClass:IsValid() and wepClass:GetFullName():find("Shield") then
print("\nWeapon in hand class that's getting fucked: ", wepClass:GetFullName())
wepHandPass.WeaponClass_54_B478ECF7499977809745A3973AD678EC = StaticFindObject("/Game/Assets/Weapons/Blueprints/Built_Weapons/Weapon_Fists.Weapon_Fists_C")
end
end
end)
local wep_slots = equipment.WeaponsinSlots_11_B42349384F5EF74DE78A7F870D89656A
wep_slots:ForEach(function(slot, weapon)
local wepSlotPass = weapon:get()
local wepClass = wepSlotPass.WeaponClass_54_B478ECF7499977809745A3973AD678EC
if wepClass:IsValid() and wepClass:GetFullName():find("Shield") then
print("\nWeapon in slots class that's getting fucked: ", wepClass:GetFullName())
wepSlotPass.WeaponClass_54_B478ECF7499977809745A3973AD678EC = StaticFindObject("/Game/Assets/Weapons/Blueprints/Built_Weapons/Weapon_Fists.Weapon_Fists_C")
end
end)
end)
Removes the shield of your enemy. Doesn't matter what kind of shield, it removes it. I think
big man shields are removed for sure
Yes mine, on nexus
heres the save for the golden armor
i have the blue armor save in the armory channel
Wait @cosmic elbow do you have these mods you made posted somewhere??
Cause these are insane
all of the old removed assets are actually still in the files. You can get the old doublet, kettlehelm and even the old greatswords that were cut from EA
Oh even the old greatsword?
yeah
That's awesome to know
you can just use the old grip module when you're making a weapon and it'll be held like in the demo
Will that fix the limb wrist issue?
Oh sorry forgot to ping
it helps a lot yeah
not a fix, but it makes a huge difference
I think the default longsword grip is actually closer to the commoner bastard sword grip from the demo, which definitely contributes to how weak the handling feels
What guard is on that thing??
on the greatsword in the final image? it's this one
No the first image
ah, that's the custom guard from my old montante, I just haven't published it yet for EA
oh by the way how do you get the old grip?. it seems that the built weapons section is just full weapon bp*s
replace the grip module with this
/Game/Assets/Weapons/Swords/Modules/Grips/Weapon_Sword_Grip_20GS.Weapon_Sword_Grip_20GS_C
that's all you need to do
oh thats interesting
so its not in weapons blueprints
thank you
i can find more from here
is there a LUA debugger mod for height rate instead of weight?
This is the greatsword grip right ?
Yeah
Great thanks
No worries
puberty
question for you guys who've dug around in the files
do you know how sharpness works, how its applied, calculated, etc
trying to figure out why the game doesnt allow multiple sharp edges to work
If you're referring to your selector mod, I only see a demo version
I found it I think. Google was hiding it from me, and I'm sick and running off of an hour of sleep, so I forgot to seearch on Nexus itself
most of my mods are still in dev
Yeah, I found it hiding in there lmao
Now just to figure out how to use it to make the npcs be in longsword duelling gear
Does anyone here knows if it's possible to change a particular texture color for example an armor or material (steel, gold, bronze etc) and then replace the current one with the edited ones in the game
I was thinking maybe using fmodel and unreal engine but i have 0 knowledge in how to extract and export and replace files
And maybe it's not even possible to edit the game that way idk at all
oh despair. ask @lusty bramble
he seems the most well informed about this modding stuff
also the upper limit for weight and height is 2.5 height and 5 weight
anything above 5.5 weight makes you collapse
also having this high weight at 5 within 1 meter almost any enemy will instantly surrender
AGHHH *third edit. does not work on ANY champion npc
Can I make my Willie super strong without making him insanely muscular like the hulk
no its impossible
i suggest full armor to hide the muscle and a high weight
4 is a safe weight with a 2.5 height
in sav editing
armor material works by using textures for each individual armor i think
you should be able to replace the color textures of the armor to make the color/normal map/ whatever different
so u can for example replace the cap's material with like bronze or smth
š
If it's like this it would be easier than if it was using the same material for multiple armor piece
Because i could edit one particular piece at once
I just don't really know the import export part but i've watched some tutorials so maybe i got this
Changing the material seems like the easy part unless it's actually very complex and it's not possible to change the material easely in a realistic way
Maybe i could actually edit multiple armor piece at once in unreal engine if it's possible, would be even faster
you can if you find all the color textures for the armor and then replacing them
Okay
Would you think it's actually easy editing or does the armor got some complex texturing/material that is actually hard to edit
Because if it's as easy as changing the material then it seems doable even for me that has 0 knowledge
it should be as simple as just changing the textures
If i import in unreal engine will i see what the devs made or would i have to make my whole material
If i can see their roughness setting etc it could make it easier
I could make my own too tbh
you'll have to unpack the game if u wanna see what the devs made
but basically
just create a blank project, create a folder structure matching the path to the texture, and then make a texture on whatever texture u wanna replace
cook the project, then use repak to pack the project, and then put it in the paks folder
Yeah sounds great, it's what the tutorials were showing too
Then i just cook it and replace
Okay thanks for the advice, i was a bit worried at first but now i feel like i can make it
I'll try to make some purple armor
With some shine to it
bro gwak sparring partner too easy man
how do i make free mode char stronger
Add the attributes to the save file manually and change the schema so it accepts those attributes

how
Ovrdths new thingy is the easiest for it
yo good sire, how do you write mods like the one you put up on nexus? Did you fiddle with fmodel and redacting the pak file w the exe?
Nope
Just python and a dream
The tool literally just reads the save file uesave extracts
Oh, makes sense
And gives you a UI
K thankies
uesave
Simple as
Thereās the program to do it locally as well as the very convenient website that organizes in lists.
I just got tired of downloading/uploading and wanted a ui to test my own weapons. Now weāre here.
being annoyed about something is a really good motivator.
i know but like how do i do the schema add
I was interested in learning C++ and Unreal Engine (I only had basic knowledge) so I created HSE lol
Expand the schema and copy-paste the attributes
And rename them to match the others
something tells me i'm not supposed to be using notepad to edit the save file's json
I mean using the web UI
oh lmao
It's much more comfortable
i've been doing it all locally with notepad
Well if you just edit values that's enough
But this is much better using the web UI
<@&1080390104562016306> damn now its kai cenat
ah yes i made a polemace once
its kind of boring
makes the game WAY too easy
people just walk into it and pass out
games already too easy
the AI is pretty much just a slightly dumbfied demo
also progression is just way easier
abyss isnt a big deal anymore because you can just pay the souls and even if you die the zombies are too dumb and weak
the demo ai was terrifying. they could close distance. knock your shit over. beat you up. absolutely sneak attacj you
ah yes wealth solves all problems. even soul debt
oh yeah
like i do like how the progression is easier and longer but i don't like how the ai is dumb
hope they make the ai harder so it becomes balanced
the blood laggy ness is making riot modes unfun
i have to upscale FG and such on full low settings just to run the game on 4050
i couldn't even get to knight rank in demo due how hard the progression is
also demo limits you to pre defined loadouts which EA doesn't do
anyways
actually not bad
but genuinely getting a good blunt weapon early game makes the entire game easy
its bad scaling
i hate getting gclockedon my head from 1 baby tap of a mace and losing
yes
blutn is just too much
and blunt in demo sucked
i REALLY ghope that armor customization and forging gets added
there should be like a balance between both
yes
makes getting closer more better since you don't get onetapped by one single tap
hd2 needs me to deploy to the illuminate front
im back now
how can i install the mods_
?
Reading the instructions is a good place to start
The bluntiest axe in the game
my first ever posted mod https://www.nexusmods.com/halfsword/mods/236
Good stuff!
i figured it out but there were no instructions on nexus so i dont think saying read the sign is a good help
hey is anyone on this channel experienced with modding halfsword EA? just asking for a friend
dude yes
make more item removals mod
Such as?
I mean, shields were pretty straightforward
Ah got it, this must be pretty easy
would make higher ranks more bearable for swords
cuz u can aim for the little neck gap
Tbh I've had no problems with slicing knights in free mode with bastard sword
the secret is bonk them in the head till they stop bonking you 
idk what hes talking about because knights almost always have open necks in lord tourney and in free mode
i think in the other gamemdoes they are more armored but still
their neck is commonly unarmored for.. some reason
thats just in buhurt and doubles
in duels and champions they're always seen with a bevor and standart
even at man at knight duels they can be seen with them
i mean most of the time wrapping the sword around their neck allowsy ou to kill them and ive gotten plenty of stabs into the standard by using halfsword grip and then doing a swipe for a powerful stab motion
you are also able to throw them to the ground grab their helmet toss it away and then kill them if you want
i also do that to get cool decaps but the
fuck i sent the message before writing the rest
it's just a bit hard to get it behind your enemys neck
specially when they got that shoulder shield and they keep parrying and blocking you from even swinging or moving ur sword
maybe i'm too used to the greatsword grip on my weapons (demo greatsword imported over) but tbh just rushing then hitting them in the face with the pommel and then doing it seems to work, and in the process of wrestling them you sometimes get them on the ground
how were you able to do it, everytime i modify something and then overwrite, save to .sav, and then reload, nothing is actually saved even though i can see the file is being modified
the only thing it seems to save is the weapon balance and weight
I beat the demo a few times
Are you restarting the game too or using command restartlevel with ue4ss console command?
If so, DM me
for me, quitting to main menu and entering progression again refreshes the savefile as well
Not in EA in my experience
oh, and for me currently editing freemode does not work
editing the weight does not affect the character
Are you restarting the game?
i am! but this is also a false alarm, as it seems i cannot edit the weight setting in any program or it automatically resets when i reopen the game
i need to see if its the game or something in the backround preventing it
Sounds like cloud saving
-- Created by ebi_lyozha
local ue = require("UEHelpers")
RegisterBeginPlayPostHook(function(ctx)
local gamemodeTeamInt = 1
local actor = ctx:get()
if not actor:GetFullName():find("Willie_BP_C") then return end
local player = ue.GetPlayer()
if actor["Team Int"] == player["Team Int"] then return end
local passport = actor["Character Passport"]
local equipment = passport.Equipment_26_741A2FC641801842FE691295645C604F
local wep_hands = equipment.WeaponinHands_23_B3FE643741AF91A6DFE51888205C0F05
local armor = equipment.ArmorinSlots_5_BD7AC6CB43FBB2FDB943E7864486F358
armor:ForEach(function(slot, piece)
if piece:get():IsValid() then
local piecePass = piece:get()
local pieceClass = piecePass.ArmorCore_3_F6B7C69C4BD7D9720DB91EB635EE2B43
if pieceClass:IsValid() and (pieceClass:GetFullName():find("Standart") or pieceClass:GetFullName():find("Bevor")) then
piecePass.ArmorCore_3_F6B7C69C4BD7D9720DB91EB635EE2B43 = StaticFindObject("/Game/Assets/Weapons/Blueprints/Built_Weapons/Weapon_Fists.Weapon_Fists_C")
end
end
end)
end)
this works ig
W rombelo
i installed ue4ss and it seems to work when i use the restartlevel command, not sure why it wasnt working when i restarted the game manually but im actually glad that the faster method works
appreciate the help king love ur mods
Np man, glad you got it working.
Cloud saving probably messes with it when you restart. I should test with it on.
<@&1080390104562016306> combo breaker
when's the next vid! Waiting for more sword techniques with the EA physics
Probably once they fix them to be honest.
That's honestly fair. I understand for sure. Hoping the next update is focused on those physics improvements
lua people why this may happen with the CreateSaveGame hook
Calling the hook is enough to freeze the game
oh amazing modders i ask please someone make a mod that removes most of slums/alley/forest so the important stuff is all thats left
Idk man i think the unexplorable shack and the ufo are pretty neccesary
67
So far I tried with experimenting on how to change character's height between rounds, no success overall. LoadGameFromSlot hook crashes the game, unfortunately
hello modders i have a question, would it be possible to move the EA music to the demo? if so is there a mod like this out there already? i play the demo a lot still but i miss the music from the early access
how to make willy stop drop items in any situation
Anyone can help with dumping mappings for half sword?
EDIT: Fixed. Use the 1.0.4 (latest experimental build) and it works fine
the ones generated by ue4ss don't work with ueassetgui
I'm not sure that I can do this in this channel, but I have to.
Saying it to show respect and thanks to them if the modders are here.
I made save file with Great Sword on my own and uploaded it on NEXUS.
Link it for everyone who want great sword in EA for now.
I did it on my own. But, I have to show them my thanks to each both who inspired me and who made great tool that I used.
Seancarter78 (Inspired me)
https://www.nexusmods.com/profile/Seancarter78?gameId=6067
OVRDTH (Made OVRDTH's Armory, great third party program for weapon adjust)
https://www.nexusmods.com/profile/OVRDTH?gameId=6067
I deleted imbed not to spam others and interupt conversation
a little rework of my old viking sword for EA
Berserk dragonslayer, still needs a lot of work but it's getting there
matching estoc and stiletto set
Horseman's pick
Hungarian sabre, last one for today
plakaja
https://trumank.github.io/uesave/
This website is a good place to start if you want to mess with everything the file has to offer
Unreal Engine .sav editor
https://www.nexusmods.com/halfsword/mods/235
OVRDTH's armoury is a better option if you just want to mess with custom weapons, much easier to wrap your head around
not yet, but there's really not much available in terms of armour customization anyways. Only some commoner clothes accept RGB values, most of the armour in the game cant be changed unless you're willing to go to the effort of texture modding.
eh its alll good thanks dude
Dunno if this is the spot to ask but is there a way to make a custom flail via the save editor or no?
Nope. Flails are a bit like plancons and billhooks, they're categorised as a single object weapon rather than individual components like swords and maces. This means there's no way to customize the individual parts of it, i think the whole weapon breaks if you try to
Wack, alright then, hopefully in the future
Wrong channel
armory mod is sick ngl
initially got it just to make oversized weapons for my oversized willie
but you can make some actually cool weapons too
insane underbite
crossbowmans wet dream
I am ubermensch!
Is there any way I can access the audio files?
spikefists prolly still my favourite rn tho
megaknight in this hoe
Someone has to make a flail with a morgenstern to it
afaik the armory mod can only mix and match things found in the ingame forge
so no flails š
would be awesome if that gets added though
what in the fucking world
Ah, I think someone there done different things with ue4ss like horse-sword
So I think it's possible to replace constraint to something else, gotta try it out tho
how does one install the armory mod
Ok but it only changes the scale of the character, not height or weight unfortunately
instructions on the nexus mod page are fairly straight forward just go to the github link and download then run the msi from that github
then you install the mod from nexus and run the exe while in game
my pride and joy
i did and it said couldnt find root. insured items
it fixed itself
splendid
@twilit loom another one
mods, KILL THIS MAN NOW!
@copper whale also pinging you because im sick of these fucking BOTS
<@&1080390104562016306>
u can ping modteam
if its a scam
i forgor
yea
fatass didn't show up for a dress up
thalasium ad
So, it's possible to affect height real time but it's clanky
can we get a small tutorial ? do i have to use the save editor for this ?
oh wait its easy actually
Hey guys so I was wondering
Have any modders looked into this whole "skill" stat thing
Like was it an AI hallucination
Or is it an actual stat in the game
Skill issue
Itās called weight
Every AI character in the files has an associated skill level, stored in a similar way to how the game tracks their equipment, height, weight etc.
I only did a little bit of testing when I made my fencing school mod, but from what I can tell, skill level mostly correlates to how telegraphed the enemy's attack will be, and how quickly they'll recover and redouble with another attack. One guy reported that the highest skill character in my mod didn't even attack on his PC for some reason, so there's probably more going on under the hood with it, never bothered to look any deeper into it though.
thank you dudee
how does the armory work
ive followed the install to the best to my abilites
where would my save be
i think i figured it out
Nwm
Holy shit it works
The giga pike
Also does anyone know how to rotate parts in the armory
I tried to make a two bladed sword and ended up with a steel sheet
you cant
we need the alw pike.
ill try to make one
y'all i enabled the command console on hse and im pressing f2 but nothing's happening. Do i need another program for it to work?
Big ahh head
Tis a baby
Player character changes size but no physics :/
Damn
That's the sad part of weapon modding
Can't rotate or move parts on a certain axis
Can only squeeze them
if only someone could add a "dismantle" weapon so like there is no sword or smth but when u move ur hand like sukuna it slices
why do i keep having an "unknown error" when trying to alter my half sword guys stats in the ue save editor site
weapon and armor skins in half sword? please no
can anyone tlel me how to install uesave ?
is this just a retexture or have you figured out how to apply RGB values to stuff?
So, has anyone figured how to change height using UE4SS script? So far I've tried with varying success:
-
Changing height in the character passport before the round begins (in the client restart hook) - no success but voice changes pitch as if the height changed.
-
Editing the SaveGameObject before SaveGameToSlot/LoadGameFromSlot do their things - no success, game crash on function hooking or when attempting the modification of the SaveGameObjects
-
Changing scale of the bones and constraints - partial success - height doesn't change but bones scale changes/height changes on the next round for all Willie objects
im sure most of y'all know this but you can get smitor's weapon pack in your main save using ovrdth's armory
its pretty nice
guys where can i find
more mods for the debugger ue4ss
texture modding
he was showing me how to do it
Nice, is there a tutorial for it anywhere? Always wanted to recreate that painted sallet in the royal armouries museum for halfsword
it's very easy but somehow i'm having issues rn, mainly because of getting the error "sdk not setup" in unreal engine, so i believe the files i cook can't work
Is it possible to fiddle with the config files? Like giving your character max strength etc.
only config files i found were for the game settings
Is it possible to transfer modded weapons from the demo to ea using ovrdth's armory?
Maybe but they use different code/text. Also I love your pfp
retexture
hey. wtf is powershell and why does UEsave want me to use it so bad
that's your systems command promt