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Messages - reinhark

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61
General / Dialogue file reader
« on: March 16, 2017, 10:39:42 pm »
If some feature doesn't work or some line isn't detected, please post the dialogue file's name, and line that isn't detected below. thank you.


Hello. This is Reinhark.

For whatever reason I have created a .jar file for reading dialogue files.

This also collects lots of other nonsense mumbo-jumbo. But it still works like 50% of the time, but I think copy-paste feature, as well as not having to look at garbled txt file is worth it.

I hope this assist you in lore digging, translating and etc.


                                 
    == How to use ==

Open .jar file.

Open the dialogue file in underrail. It is located in "C:\Program Files (x86)\Steam\steamapps\common\Underrail\Data\Dialogs\Characters" for steam.
(making shortcut of this location in "my documents" is recommended.)

Press "Next dialogue" button to see if the file has been completely read and has next(if any) dialogue.

This file is extensively meant to be used as dialogue and interactable file reader. it won't work much with any other files.

[Display types](1.1.0 and onward)
Filtered(default): It is filtered "Raw" dialogue.
Player character response: It is your response.
Raw : Raw read of NPC dialogues. May contain nonsense.

[Save detected dialogue](1.1.3 and onward)
It will be saced as a text file named "[filename]_Cut_Dialogue.txt" where [filename] is same as the dialogue file you open.
It will be saved
Hopefully this will make reading and finding certain dialogue(with text editor ctrl+f) easier.



[Recent change log]
[1.1.3]
Accuracy ~90%? (Just waiting for future bugs to knock down this number a notch)
Fixed the error: dialogues being ignored if NPC has lots of things to say, like core city barkeep.(thank you 12 for bring attention to this issue)
Button that allows skip 5 dialogues per click added.(thank you again 12)
Now has saving function to save detected dialogue en mass.

[1.1.0]
Accuracy ~70%? (now it works properly)
Now it can read interactable files.
Now it can display the character response.
Set filtered dialogue display as default, since filtering is deemed perfected.

[Current known issues]
Short character response(shorter than 5 characters) will be ignored and cuase further problems. This is part of the design.

62
General / Re: Question about imported characters, and their equipment
« on: February 25, 2017, 10:40:24 pm »
You must restart the game with your imported character again.

AND SKIP THE TUTORIAL.

Tutorial destroys all your gear. SKIP IT.

63
General / Re: Strange Markings...
« on: February 24, 2017, 07:54:26 am »
The issue would be that people simply do not have support or programming skills to modify dialogue files.

For example, this is what people have to work with.(Arlene's dialogue file)
http://imgur.com/cLsBKi0

It isn't exactly pleasant thing to work with, especially with amount to dialogue and no special tools to aid the task.
Not to mention that just replacing the dialogue to another language will simply break NPC. There are rules(like character numbers per dialogue to follow) and most people won't even know what it is.

If there are any people who are working on translation, it has to be through Styg. No other way around it, unless you want to limit your translating severely.

64
General / Re: Strange Markings...
« on: February 23, 2017, 04:45:24 pm »
I thought I told you guys not to share esoteric knowledge with the public. Do not be surprised if tomorrow you find your dialog files encrypted!

Sorry, I didn't know. The results will be deleted.

As a very inquisitive person I doubt encryption will be effective. Still, it would be good safety measure.

65
General / Re: Strange Markings...
« on: February 23, 2017, 08:53:38 am »
Greetings, zoners. I have discovered some clues while... digging around the files for more clues, and indeed I have discovered something.

[deleted because reasons]

66
Welp, my item duping secret is out.

At least I have more secrets....

67
General / Re: Max required crafting skills for end-game loot?
« on: February 18, 2017, 12:59:38 am »
Endgame components usually go up to 150 to 160(if you are lucky to find one, and can get high roll).
and crafting difficulty is generally multiplied with 0.8 of the said component quality.

So using base quality of 150,
((150 * 0.8 ) + (150 * 0.8 * 0.3) ) / 1.3 = about 120

(150 * 0.8 ) for default difficulty with Q150
(150 * 0.8 * 0.3) for additional difficulty with Q150
 / 1.3  because you can get itemcrafting workbenches.

68
General / Re: Crafting Questions
« on: December 05, 2016, 12:48:08 pm »
22% is better against enemies who deal 66 or above average damage per hit for whatever element that is for.

Otherwise stick wiyh 19%.

69
General / Re: First time player, need help preping for the Deen Caverens
« on: November 30, 2016, 11:11:05 am »
+1 re: double low freq shield

If you look at the burst article on the wiki you can see only muzzle brake works w/ burst; I don't think smart module affect burst.


Nope. Burst is effected by smart module.

70
General / Re: Help with last Protectarate quest(spoilers maybe)
« on: November 26, 2016, 11:21:24 am »
You can get the gas can even without having a quest.

Press every one of those "electrical door openers" on the wall. It will open way to bottom-right side of the bunker.

Look this as a reference: http://www.underrail.com/wiki/index.php?title=File:Lux-md.png



71
Bugs / Re: Intricacies - 1.0.1.4
« on: November 19, 2016, 05:11:56 am »
You have a knack for breaking things! Couple of real hardcore bugs there too, the crashes and cube stuff. Someone's gonna be busy fixing bugs next monday. :D

I have a request.
Could you update the wiki NPC/key list to include Masha/'s?
She is on the 7th level of SGS. Masha
Oddly you can't lock the door her key opens much like Waylon's keycard. Unsure if another bug or not.

I have to know: is it possible to kill Six with that gas grenade bug? If I read the text in those images correctly, it looks like it was dealing damage to him. >:D

He resisted each tick of damage in full so unfortunately no. 
Though I'm unsure of the version, Sanger and hilf found that you can kill Six with the chemical fire pistol.
Here be the thread - tanner - endgame (spoliers)

Can't do that anymore.

Quote from: patch note 1.0.0.8
Bugfixes
Noise emission from weapons should work properly now (previously it only worked for non-weapon sources such as grenades, psi abilities, etc)
Insulated and galvanic foam padding no longer add to stealth
Healing effectiveness bonuses will no longer apply twice when using health hypos
Fixed the bug that caused some of the on-hit effect to proc off even when attacks were resisted in full

72
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 19, 2016, 05:02:45 am »
Not gonna lie, this stuff excites me more than the expedition contents itself.

Keep up the good work Styg.

73
You can't kill Six. Believe me. I have tried.(1.0.1.10) I will try more next time.
I AM going get you, you alien scum.

On the other hand, Tanner can be killed(It even makes sense lore-wise!). It just takes effort. This however, will turn SGS against you.
I should try Tanner's death ending sometime.



74
General / Re: I hate you all [major spoilers]
« on: October 11, 2016, 10:31:00 pm »
Hmm, interesting theory. But are those two things the same?

I always thought what Wasi experienced was an uncontrolled doppelganger / self-bilocation (some INM logs seem to point to this, one example below) and I don't get the same vibe from the institute monolith vision.

Interestingly enough, the only place you can learn doppelganger is from the "fragment", which has alien origin as well.
(and it also causes self-bilocation, even to non-psychics)

Either way, it is likely that this alien affliction is some kind of... psionic abnormality, given that there is no biological link between 2 species. It is even possible that "doppelganger / self-bilocation" is this disease.(since we do not know much about detailed working of bilocation)

If this really is true, it raises question of origin of psionic power. Doctor you talk to at the beginning suggests that this power was recent development, and humans could not have done it. INM and your own experience suggests that alien monoliths boosts psionic power, and IMN indirectly indicates that it granted the researchers with psionic abilities. I doubt that alien's intentions were peaceful. In fact, those fragments could have been part of some kind of weapon... considering the state of the 1st fragment.

It is my opinion that godman gave humanity psionic power to experiment on.

75
General / Re: Custom Portraits
« on: October 11, 2016, 01:14:34 am »
Is there a way to import a custom portrait without creating a new character ?

Greetings, people of the past. It is I, Reinhark, The great cheater. I have came here bearing the news.
It is possible to do this, but this is pretty difficult. Please proceed if you have what it takes.
Programs you need are the following:
Cheat engine
XNBextract


1. Find out what portrait you are using, and what you want to use.
Every underrail has portrait folder where the profile pics are stored.
What you want to do, is find which profile picture you are using, and what you want to replace it with.
Use program named XNBextract or something. I think this file is used for stardew valley. follow it to download.

Let's say I want to replace my current picture, which is named "scavle2" ("_l" and "_s" do not count, as they stand for small and large. )


...To the faceless stealth specialist located in "genderless" folder, named "flst"


Here are some actions you need to do.
THE IMAGE MUST BE IN THE SAME GENDER FOLDER AS YOUR CHARACTER. Therefore I copy "flst" XNB files to "Male".
THE IMAGE NAME MUST BE THE SAME LENGTH AS ORIGINAL. Therefore I must extend my image name to 7 characters, "flst" to "flstest".

The easy part is done. Now let's move on to hardest part. Start the Underrail and load your character.
Use the cheat engine, target underrail as your process, and find your character's name.
Here are the instructions:
Use this chart and convert your character name to hex.

My character is named "Reinhark" so it should be...
52 65 69 6E 68 61 72 6B

Now insert 00 for every single characters. so it should look like:
52 00 65 00 69 00 6E 00 68 00 61 00 72 00 6B 00

Run cheat engine and:
Change "Value type" to "array of byte".
Click checkbox named "Hex" at the left side of input box.
Input above hex(In this case, [52 00 65 00 69 00 6E 00 68 00 61 00 72 00 6B 00]) and run it.
You should get 2 to 20 results.
If, for some reason memory disappears conduct the search again.

Right click each one and pick "Browse this memory region".
Find the location of memory location where your name and your picture name is near each other. if picture name cannot be found in one memory just go to another memory.

NOW CHANGE THAT PICTURE NAME FROM THE ORIGINAL (scavle2) TO THE NEW ONE (fltest)
It should take effect, immediately.
(alternatively, you can try to scan the file name, [73 00 63 00 61 00 76 00 6C 00 65 00 32 00] which stands for "scavle2". But this game has long pre-loading sequence so it is not recommended.)

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