Recent Posts

Pages: [1] 2 3 ... 10
1
Bugs / Re: Need the console pgiveitem internal name for Metal Figurine (Reaching Man)
« Last post by gzhh88898 on September 29, 2026, 06:28:09 pm »
[SOLVED] How to restore the lost "Metal Figurine" (Reaching Man) in Underrail 1.3.1.2
The problem
The main quest Return the Reaching Man requires returning the Metal Figurine to Denzil. I visited the Emporion Shopping Mall upper floor (northeast room, guarded by Frost and Vanga) too early, and the figurine later went missing — not on the table, not in my inventory, and not with any merchant (the item is flagged "Cannot be sold", so it can never end up in a shop). Rolling back my save would have cost me 10+ hours, so I had to find another way.
Why none of the usual console tricks work
pgiveitem misc\metalfigurine, plot\metalfigurine, !metalfigurine — all fail, because the real internal name isn't that at all. It is tchortistFigurine​ (camelCase).
Searching for the filename under data\rules\items\` finds nothing, ever — **because this item has no.item` definition file**. It's an inline item; its definition exists only inside the save file.
readGlobalProperty *figur* / *reach* return "No matching global properties found" — there is no global variable to flip, so writegp is a dead end too.
findstr on .item files returns nothing — those files are gzip-compressed, so plain text search can't read them.
The fix: build the missing .item file yourself
Tool: UFE (Underrail File Exporter) — dumps Underrail's binary files to JSON and patches them back.
Get the real name​ (if you don't have it): start a new game, goto up-mall, pick up the figurine, save. Export that save with UFE and search for "figurine" — the I:C field gives you tchortistFigurine.
Copy a template: take any Plot item from data\rules\items\plot\` (I usedbeasthead.item— its root class isNEI, same as the figurine) and copy it totchortistfigurine.item`.
Export to JSON: .\ufe.exe -e "...\plot\tchortistfigurine.item"
Edit only these values​ (leave everything else untouched):
I:C → tchortistFigurine
I:N → Metal Figurine
I:D → the figurine's description text
I:VM → Plot.68
I:W → 5.0 (weight)
I:Q → value__: 4 (quality)
Patch it back: .\ufe.exe -p "...\plot\tchortistfigurine.item"
Fully restart the game​ (so it re-scans the items folder), then in console: pgiveitem plot\tchortistfigurine. Done — go hand it to Denzil.
Two gotchas
Numbers (I:W, I:Q) must be bare — 5.0 and 4, no quotes, followed by a regular comma. Pasting from a webpage tends to sneak in curly quotes and breaks the patch with a parse error.
Back up your save first. This method is fully reversible​ — just delete tchortistfigurine.item and its .json and the game is back to normal.
Huge thanks to the author of UFE. This tool is a lifesaver.
2
Bugs / Need the console pgiveitem internal name for Metal Figurine (Reaching Man)
« Last post by gzhh88898 on September 29, 2026, 04:55:41 pm »
Hi, I'm on Underrail 1.3.1.2. I lost the Metal Figurine​ (the "Reaching Man" plot item for the quest Return the Reaching Man). It's gone from the table in the northeast room of Emporion Shopping Mall (the one guarded by Frost and Vanga) and it's not in my inventory. The item cannot be sold, so it's not with any merchant.
Reloading an old save would cost me 10+ hours.
I've tried pgiveitem misc\metalfigurine, plot\metalfigurine, !metalfigurine, !figurine, !reachingman — all fail. readGlobalProperty *figur* and *reach* return "No matching global properties found", and the item doesn't exist as a file under `data\rules\items` in this version.
Could someone tell me the correct internal item name / definition path for the Metal Figurine in 1.3.1.2?
Thanks a lot. :o
3
General / Re: Font Size with res 1920/1200
« Last post by ReidHuxley on September 28, 2026, 05:52:28 am »
At 1920x1200, the smaller interface text can definitely be harder to read. If the game does not provide a separate font-size setting, I’d check the UI or display scaling options first. Windows display scaling can sometimes help, although it may affect other elements too.
4
Bugs / Cutscene after kill the beast, zone transition failed
« Last post by Z4ckon on September 27, 2026, 03:37:41 pm »
I play on domi with RU translate, i was thinking its problem and reinstall a game, but problem refuse to solve

https://www.youtube.com/watch?v=N0i7ORjFj3w&feature=youtu.be
5
Bugs / Re: Won't load area game crashes and can't load autosave
« Last post by nom on September 23, 2026, 11:45:59 am »
I am having a similar to this one with the same error message for the most part. I got it  after getting the hand for the door opening in the expedition dlc : when this happened to you beforen that did steam cloud ask you too to chose between local and cloud and the local one hasnt changed in a many hours hours  while the steam cloud somehow seems to be newer? Does yours also Affect different saves differently( in one it crashes when entering the main area of the expedition dlc camp on another save it crashes in core city docks thinking something may have corrupted the save files because i had LOOOOOTS of saves and a few where working properly but have minor isue. A 6 hours of play time earlyer one seems to be working almost flawlessly for me tho  )
6
Bugs / There is a line that is not visible in the feat description
« Last post by Bucket_p on August 25, 2026, 01:00:16 pm »
There is a line that is not visible in the feat description
7
Builds / Any advice for hammerman+ heavy armor+ metathermic+ Temporal manipulathion
« Last post by Z4ckon on August 16, 2026, 08:05:55 am »
Hello guys, technicly i end my sniper rifle save STEAM JUST DELETE ALL SAVES IN FINAL BOSS ROOM, i need some advices what i need to get or do to best result and dont do mistakes. Still playing on Dominathion

I only start a campain do some quests and now i am on Omega quest with Gorsky

Be glad to hear advices from skilled people in hammer builds and psio builds
8
Suggestions / Re: Chemical-thrower heavy guns
« Last post by ben on August 16, 2026, 05:25:37 am »
Cool idea, I like it.
9
Builds / LMG Stoicism Tin Can
« Last post by Der Zooner on August 03, 2026, 11:37:54 am »
LMGs are hardly the most difficult weapon type to use, especially when gameplay boils down to deleting whatever you point your weapon at for the entirety of a playthrough.
The idea with this build was to focus on tanking early on, which gives some variety in gameplay where you have the option to leverage your resilience and health pool to beat encounters. You start with minimal perception and build it up, and later on you'll have enough to take damage-related feats to get through the harder encounters of the game.

The ultimate goal is to have a nimble tank that has just enough armour penalty to reap the rewards of Heavy Metal and Juggernaut whilst not being so encumbered that it can barely move - at level 28 I had 95% mechanical damage resistance and still 37 MP to work with in combat.

I'll post the build and then explain some of the aspects of feat order and equipment progression, as they are important to the build.

https://cannedbean29.github.io/UnderrailBuilderRemake/?HgsDAwcIBwcAwqAAAAAAAFo_AAAAwo59JT5zADcAAB4AQyvDjghfUMOdFcOew5_DoMOhAlVFw6lKwrUk4quGBd-8

This build has quite a rough start. Your Guns and Heavy Guns skills will be very low due to starting with just 3 PER. Heavy Guns will get a boost at level 4 when you put a point into strength and get Brute Aim, but you will still suck with any of the pistols you'll mostly be restricted to using due to your low skill, PER and DEX.
I have enough experience in Dominating to get by levelling only Heavy Guns, but with 10/11 STR early on it is perfectly reasonable to put some points into Melee so that you can wield a spear/sledgehammer to get through the first few levels without much bother - this build is not stretched for skill points in the slightest.
Having at least 55 skill points in Psychokinesis is useful in the late game to get Telekinetic Proxy to trigger the Ambush feat, so levelling it up early will also help you along; Electrokinesis was very useful early on for taking out bots and stunning enemies in my experience.

Sneaking your way to the Brno LMG and/or crafting a Ratchet/Grudge LMG should be your top priority to really get your build going. If you are able to enter and get through the GMS compound early as well, you can loot a guaranteed Ratchet LMG from killing an enemy there, though there is no guarantee you'll get a 9mm version, which is superior to .44 in my opinion due to its lower AP cost.
Once you have your LMGs and enough ammo supply, there's not much else to say until you open the entire world map.

Once you are around level 14, you should have enough skill to craft a decent regenerative TiChrome/Super Steel armour suit with a single metal plate, so you can aim to have killed the Beast by then to unlock Leonie's upgraded merchant selection and Super Steel refinement. I wouldn't advise making more than one Super Steel plate early on, though, as you'll need a lot of charons to make your endgame armour suit.
Wearing this midgame armour will be enough to enable the Juggernaut and Heavy Metal feats.
Accessing the MG3-42 around this time is also pretty trivial with a few bear traps and some sneak skill as the enemies guarding it are bottlenecked in. It'll make good use of plentiful 7.62mm ammo that's otherwise fairly useless to you and also has the benefit of being able to burst twice per turn.

You can incrementally improve your armour suit as you level up, given that high-quality TiChrome bars are cheap and plentifully available from Leonie, and getting Armour Sloping will allow you to reinforce your suit with additional plates without ending up too immobile. Extra plates also dramatically increase skill requirement for crafting, so be wary of your Mechanics skill level before taking the feat.

I'd also recommend getting solid-padding ancient rathound striders around the midgame if you obtain a decent boot spring (high-quality leather is guaranteed if you are willing to save scum the first arena fight).
They have decent mech. damage resistance and their mech. damage reduction pairs well with Heavy Metal, Stoicism and Conditioning.
This level of protection should serve you well enough until you are ready to craft your endgame armour suit.

Feat choice at level 22 is up to you, I went with Beast of Burden because after your metal armour, two LMGs and the copious ammunition required to keep them fed, you won't have much room left to carry a lot. It's certainly just for convenience, there are more impactful feats to take still, but none of them matter too much. The build has plenty of skill points to spare if you want to, for example, pump up Intimidation and get Yell.

You'll be able to shrug off pretty much any form of conventional damage once the build is complete with your endgame gear, which includes solid-padding Super Steel striders, triple plate Super Steel regenerative armour and a soft-padding shaded Super Steel helmet. Using high enough quality plates and foam, you can reach 95% mechanical damage resistance with this setup, and getting the Nimble feat around the time you make it should be enough to keep you agile. You'll lose out on some of the damage bonus from Heavy Metal, but I think that it's a fair trade for the amount of mobility you gain (a 15 percentage point improvement translates to around a 50% increase in movement points).

At this point you'll be unkillable to most enemies in the game. Even getting bilocated and tanking all the Doppelganger's hits isn't a guaranteed death sentence thanks to your decent health pool, Stoicism and health regen from Gunner's High and your armour if you pop morphine. Get double bilocated? Cast Telekinetic Grounding on one of the Doppelgangers and move away. Once you unlock and start speccing Concentrated Fire at level 24, your killing power will become pretty nuts too. I beat the quad Naga fight at level 24 without really even trying (no drugs or mines or fancy shit, just a mis-thrown EMP nade), and that was using a Grudge made with a 125-quality frame. Concentrated Fire and W2C rounds let me kill them in 1-2 bursts each.

Not much more to say, aside from a slightly rough start, this build dominates. Being able to facetank Lunatics and other psionic freaks to an extent instead of Super Steel armour just being a crutch for low CON as is the case for a few of my builds was refreshing and made what would otherwise be a bland weapon class fun to use.

10
Bugs / Won't load area game crashes and can't load autosave
« Last post by OthelloNYC on August 02, 2026, 02:51:33 am »
When transitioning from the mutant docks in the underground to a trap door in one of the buildings the game crashes and cannot load the next area.  when i try to reload the autosave, it also crashes loading that.  I've attached a screen shot of the error and can provide a zip of the save (it won't let me attach).  This is trapping me in the area I'm in, even if i skip the black eels mission from the rig.

I found another way out but now can't take the elevator in core city to the docks.  This is what I have in the error log:

Game Version: 1.3.1.2
Error: System.Exception: Failed to load locale 'CC22 - Core City'. ---> System.IO.InvalidDataException: The magic number in GZip header is not correct. Make sure you are passing in a GZip stream.
   at System.IO.Compression.GZipDecoder.ReadHeader(InputBuffer input)
   at System.IO.Compression.Inflater.Decode()
   at System.IO.Compression.Inflater.Inflate(Byte[] bytes, Int32 offset, Int32 length)
   at System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count)
   at System.IO.Compression.GZipStream.Read(Byte[] array, Int32 offset, Int32 count)
   at eoq.DeserializeFromBinaryCompressed[T](Stream stream, SerializationBinder binder, Boolean tryToRetrieveDataModelVersion)
   at ccc.GetItemCompressed[T](String name, Boolean throwOnMissing)
   at bl1.a(String A_0, doq& A_1)
   at bl1.yo(bfc A_0, Boolean A_1)
   --- End of inner exception stack trace ---
   at dux.LogAndThrow[T](Exception innerException, LogSeverity severity, String message, Object[] messageArgs)
   at bl1.yo(bfc A_0, Boolean A_1)
   at d6f.arp(Boolean A_0, Boolean A_1)
   at ezo.b4(e6d A_0)
   at btm.d(e6d A_0)
   at b8q.a(e6d A_0)
   at b8q.b(e6d A_0)
   at b8q.aen(e6d A_0)
   at btm.f(e6d A_0)

I've attached my error logs
Pages: [1] 2 3 ... 10