Yea but when you lvl back up normaly: you set it to 10 get 10 points spent them then you lower your lvl to 1 then when you lvl normaly its shows -points, but yea you can do it that way.
When i set exp to a high nubmer cant get past lvl 83 and items i think they are set to 60 max need to test...
Not yet think its saved diferently, I think you can add the previously line with passives but cant remeber what it was in the demo .
You do how ever have "PassiveSkills": ["FERO_1"], and my gues is that you can add the rest ther to have a full tree but did not test because i dont know them...
You can use cheat engine to change inventory values like you buy some stuff from a station like the max amount then search for it in 4 bytes should be simple, but seeing the game is still in dev mode no need to rush things :) , some valuse are double but they change after one search, usualy...
Keep in mind that there are 2 timers one in game and one in real time and that .json that keeps every event every action every decision, so if you alter it and then something needs to happend at a certain time well bugs crash ... or nothing .
Well you can edit the time in save games so you could set it back but keep in mind that certain events happend at a certain time and i dont know if it will bug out, and if you want to have all the classes on a single hero its simple set your experiencet to a high number like 100.000 then the...
Hy guys, so it seams you can edit your own save file its a bit complicated cuz you have to unpack it then pack it back and search for stuff so with that said, find your save file should be C:\Users\${YourUser}\AppData\LocalLow\Owlcat Games\Pathfinder Kingmaker\Saved Games , then unzip, unrar...
Hy guys, so you can edit starting conditions for you and your ships etc. just did a quick change so i can have all the modules in store for me by editing the file Star Control Origins\Assets\Ships\ShipComponents.xml with wordpad , there just edit startEnabled="0" to startEnabled="1" for all...
Did try that but dose not seams to work change it to 4 and 13 but still no effect presume other files need a change .
"DefaultSalvageRights" : 2.0,
"DefaultSalvagePotential" : 8,
Modified the mod mechs a bit for super power :P , you can make it even stronger if you create your own weapons , a side not if you modify the inventory slots they will work but you wont see them (think the UI needs editing to) but you can still place weapons and stuff in them .
"Tonnage"...
You can change the medTech you get to heal them faster at the start and after , there is also an event editor so you cna edit specfic events to get stuf ... and you can build your own mech that only you have that is super boosted, you have to write all the details in mechs and chassis. :p
Its not impossible but the values you search and try to modify change every time you switch windows if you alt tab and stuff the money value in game its 4 byte or 8 depends how many cash you have but you will have to find it in one go with cheat engine for example . :p
For lucky finds after battle rise the cap from -5 , -4, .... to i gues 5 edit SimGameConstants.json
"DestroyedMechRecoveryChance" : 5,
"VeryRareWeaponLevel" :[
4,
5,
],
"VeryRareWeaponChance" : 5,
"RareWeaponLevel" : [
2...
Ok so for repair time and cost edit SimGameConstants.json tech points amount to time so if 0 then zero time to upgrade
"MechLab" :{
"StructureRepairTechPoints" : 0.3,
"StructureRepairCost" : 30,
"ComponentRepairTechPoints" : 0,
"ComponentRepairCost" : 50...
If you edit the mechs and change the tonnage like to 100 you wont be able to mount jump jets it switches to another class that cannot use them so keep that in mind.
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