There should be no more than, what, 20 silver knights in the game.įirst red flag is that I'm searching for a value, and not, say, a string. 4Byte search, returned 10 million or so addresses.That's not so good. Now, I loaded up CheatEngine, and figured that I'd search for an NPC's structure by using the id c2410, to get the structure of a Silver Knight Swordsman. In CheatEngine, this sort of data is called a structure, aye? Trick is to find each structure for each individual enemy, have checks (model ID? AI ID?) to exclude bosses and non-enemy NPCs, then have an assembly version of an "if then" statement to replace the AI of specific enemies. Now, from what I've read, each enemy has it's own set of data (also shown by the debug build), that dictates the AI, the health, the team (attack/help/ignore player), and other such things. The plan is to replace the Undead Hollow, Armoured Hollow and Balder Knight enemies' AI, with the AI of the Silver Knights that use the same weapon sword, spear, that sort of thing. Should promptly show ya an excel sheet of 'em. Post count's too low, so just do a search for IllusoryWall Dark Souls Enemy IDs. There's a list of the enemy model & AI IDs, but I can't link to it right the now. That's one of the things that need to be changed, and supposedly, it's possible. In the earlier areas, such as the Undead Burg and Undead Parish, the enemies have an AI that explicitly tells them to wait, even when the player has triggered their agro radius. First time posting, but I've been lurking pretty hard over the past few days found a cheat engine table that works with the non-beta build, and I've been having a blast with the perma Gravelord and aggression hacks.īut, it's not going far enough. Posted: Fri 7:07 am Post subject: Dark Souls PTDE - Modifying Enemies?Īlright.
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