
Unpack bigfile, patch0 (Drag & drop onto ).

anyways i've been looking around and if anyone knows how to change nutrient bars to have health properties post it up because it would be useful for those who play without health regeneration.

I guess i should pack it and replace the old bigfiles in the game directory but don't know how to.

Now I've just got to figure out where X is in the tables.Ībadjpyo wrote:hey lapdragon or tobs, do you guys know how to put this information in game? i used your information lapdragon, all solid and good, i used a hex editor and saved, buuut i don't know how to insert that new info into the game, i tried to put the directory folder bigfile_unpack from gibbeds tools into the pack program but it just looks at me with a blinking bar haha. I've broken down the weapon files a bit more and pulled out some data - here's what I know.Ĭolors reflect their highlighted locations in the file - the ID number I've used is the hex bit in question.Ġ1 02.) in base game? (flag yes/no - DLC items are all 0)Ģ5 26.) Item inventory dimensions (first byte is width, second is height)ĢD.) Whether item is upgraded (there's a weapon file for each weapon and also one for it's specialized upgrade type - flechette, exploding, armor-piercing, etc)ģ1 32.) Item Type (values between 0 and A so far)Ī - non-inventory pickups (credits, pocket secretaries, etc)ģ7.) Ammo Capacity Upgrade pips on item cardģ8.) base Ammo Capacity pips on item cardģ9.) Rate of Fire Upgrade pips on item cardģB.) Reload Speed Upgrade pips on item cardħD.) Not sure - it appears to be related to pickup amounts.įrom digging through this information, it appears that there's not a solid "damage" number for each weapon - that being the case, I think it's more likely that we've got a base damage per round for the ammo, with multipliers being applied on the fly based on the base weapon stats and upgrades added to the weapon - so the combat rifle would do X*(2 + upgrades) damage per bullet.
