#Trying to forcibly change an equipped weapon to something else

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pseudo plume
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I spent most of the evening diving into ER modding info, and pouring over the debug tool and DSMapStudio but I couldn't find any way to specifically change what weapons you have equipped to the armament slots. I started looking at scripting but didn't get very far. Is changing equipment something I'd have to do with just script?

compact finch
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@pseudo plume
If you have CheatEngine Installed, in most of the major tables are pointers that permit changing Armor in all slots as well as which hand hold your Weapon, Accessories in all slots, Spells in all Slots. It all works by ID But keep in mind that implementing this into a mod without advanced knowledge in a few areas probably will not be possible. It all depends why you need it for.

pseudo plume
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Good to know about Cheat Engine, thanks. My idea is basically akin to job stones in Final Fantasy XIV and saving load outs. Create an item (consumable, talisman, something) that when used or equipped would automatically set stats to be a certain way and equip a specific set of gear and talismans. Like an ultra shortcut for using a Larval Tear and respeccing

compact finch
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Is there any point in the game that you can think of where the player gets autoequipped by a quest or NPC. Because if this exists somewhere in game that would be what you need to disect and figure out how it does it. And use this somehow to implement your jobs mechanic

quasi marsh
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I know that you get auto equipped with red fingers when you invade, so maybe there is some functionality in there worth checking? It might only be for goods though

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Actually I believe goods have a param field that says they auto equip when you obtain them, so that's probably what's going on there

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There was once a mod that did something like this in DS1 but it was using a hooking program which is basically using cheat engine but with your own external program (I think). If you are wanting to do it via the hooking/code injection method I believe there would be much better ways now: https://www.nexusmods.com/darksouls/mods/1358 . I will warn though that it's quite tough to figure it out

Nexus Mods :: Dark Souls

This mod changes and scales your equipment and stats to match the last enemy struck.

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Yep, after a brief glance at the code it seems to write in to memory so you'd need to figure out what bytes need to be changed and when. I am not sure if people have found the related bytes since I'm pretty new to reverse engineering myself

compact finch
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@pseudo plume
Basically All Changes Made Via Ce Are Memory Based And Are Separated Between Read, Write Or Read-Write Combo.
If You Right Click The Pointer For 1st R-Hand Weapon ( Or Whatever It Is Called On The Table You Are Using ). Some Options Appear.

3rd Option From The Top -> Browse This Memory Region
This Will Help You To Pinpoint The Exact Memory Region That The Pointer "1st R-Hand Weapon" Writes To ( ID Changes Are Usually Write ).
An Easy Way To Make Sure You Are In The Right Spot Is To Change The ID Of 1st R-Hand Weapon,
And Identify The Bytes That Will Now Match This Change.

12th & 13th Options From The Top. Find Out What Accesses This Memory Region & Find Out What Writes To This Memory Region.

Across These 3 Options Are The Means To Acquire All Of The Most Important Info.
1 Where The Bytes Are Located In Memory - 2 What Game Systems Access This - 3 What Game Systems Can Modify This.

This Is All Well And Dandy But In All Honesty, This Is One Of These Things That Tosses You Down The Rabbit Hole.
And Every Step Forward Is Short Lived And The Road Ahead Get's Evermore Complex.
And "Could"-( I Say Could Because I Don't Know How Complex This Can Become. )-Require Various Skill Levels In Stuff Like...
[ Coding ]-[ Scripting ]-[ How To Fetch Pointer Info And What Addresses It Needs To Refer To]
[ Be Familiar With Debug Tools & Basic Memory Functionality ( How It All Comes Together ) ]-[ A Bit Of Everything ? ]

And I Wish You The Very Best Of Luck If You Decide To Jump Down This Hole.