View Full Version : My Silverfall: Earth Awakening Mod
Jon Petersen
03-01-2009, 01:29 PM
Modified design.pak, download and replace your it with the file in Silverfall/Data.
Save (backup) the original design.pak encase this one doesn't work for some reason. Only works with Silverfall Earth Awakening installed over Silverfall (original game). Tested on a Direct2Drive digital DL version of the game. If it doesnt work for your install just replace it with your backup, It wont mess with your saved toons.
Use at your own risk.
Changes:
17 of the main quest bosses now respawn on game/session reload, similar to D2 and TQ (note: I just removed the quest prerequisite for their spawning). Some xpack bosses and scripted dialog bosses may not respawn, ie, if you have to trigger an npc chain for the mob to spawn(or be able to attack it) through dialog it most likely won't respawn. Like I say, I just removed the quest prerequisite script from their spawn waypoints, tested and confirmed workable on the Necrophage boss in the swamp, map2. This does not interfere with any quests required for completion. Quest completion for kills usually validates through:
<KILL>
<class>Mob-ID</class>
<number>1</number>
</KILL>
Simply put ~Having the quest as active no longer dictates if they spawn or not.
17 of the main quest bosses have increased loot amount and loot quality.
Happy Farming! PS: Necro boss in Map2 swamps makes for good farming, similar to the Hydra in TQ if you are familiar with that game.
Armor drop weighting was funky(unlike weapons that have even drop weighting), fixed for even drop percentage, slightly increased drop % on Earings, Necklaces, Backpacks.
Was: Now:
cloth 20 cloth 20
robe 10 robe 20
light 40 light 20
medium 30 medium 20
heavy 20 heavy 20
Earring .01 Earring .03
Neck .01 Neck .03
Backpack .01 Backpack .03
Buffs: The following buffs have their duration increased to 1 min per skill point (10 points = 10 min). [I got real tired of dropping target and rebuffing every pack]
Wind Spell
Ice Crown
Fire Blood
Illumination
Protective Bark (Nature)
Overload (Tech)
http://files.filefront.com/designPAK/;13391776;/fileinfo.html
Any other suggestions I'll see what I can do to fix them. I do not want to ruin the game, so if its making some skill stupidly overpowered I won't do it. I just got tired of shopping for loot and having bosses drop yellows, and not being able to farm bosses, which was one of my favorite things to do in D2/TQ.
FYI: There are Legendary armor sets (orange) for pretty much all builds. They do not have completion bonuses like in other games, but share the same naming motto and look. The stats on them are super nice. A good day of farming a boss in very hard mode will probably have your toon geared pretty well. I don't think you will see them drop from below level 50 or so.
Thank you very much for posting this! :)
I seems to work wonderfully on my versions of silverfall, and also on my friends. We bought the game to play multiplayer, only to have our hearts broken like many. We were then again crushed to find out LAN campaign is also devistated with bugs.
(I have linked to this thread on my main -MP LAN- thread)
Thanks to your Fix/Mod here... We are now able to completely enjoy the game on its only slightly-stable multiplayer function! (Free Mode) I just wanted to thank you for your time, and for posting this. Hopefully other people will also benifit with this, I do believe it is a little more verastile then you have stated, since I have it working on a stand alone Steam version of EA. But I do realize you were probably playing it safe and trying to make sure there was minimal problems with anyone who chose to use it.
I recommend this very much, and if doesn't work for you, it is as simple to restore the origional as it is to install the fixed file. (File can be found in Silverfalls 'Data' folder.)
Thank you Jon, wish you the best.
webname
05-20-2009, 12:43 AM
Are there any mirrors of this file, the filefront link seems to have gone the
way of the dodo.
thanks
zigindago
05-27-2009, 11:25 AM
um.....i can't download this file ....plz how do i ? tell me~
Delverizer
06-15-2009, 05:24 AM
I'd like to thank the original poster for the file.
Unfortunately I have accidentaly deleted my copy of the modified design.pak during migration to a new computer. To top it off, it seems that filefront's migration in early april has caused the original link to break, and I've had no success in finding a working mirror (filefront or elsewhere).
It would be really nice if anyone could upload the file again.
kringle0220
07-07-2009, 03:25 AM
Yes was just looking for this file says no longer there please reload and let us now it is back there are three of us playing the game in my house each with our own copy.
kringle0220
07-07-2009, 04:01 AM
Silverfall: Earth Awakening Mod can find mention of mod all over the net but nowhere to get please help
kringle0220
07-07-2009, 04:03 AM
Also is there anyplace to get any other mods out there for silver fall it is a good game also are they looking and continueing it at all like with neverwinter
DaveO_MM
07-07-2009, 08:52 AM
My only advice is to PM the original author to see if he still has the MOD files. I wish I could say that you'll get a reply, but this forum has never been very active. Maybe another regular downloaded the mod before it disappeared(unfortunately, that's not me).
P.S. - There is no chance for a Silverfall/EA sequel since the creators moved to a new company and Monte Cristo has their own separate priorities.
Brewmaster
07-07-2009, 02:34 PM
Unfortunately I didn't download the mod, too (besides, when I look at the jewelry values for example, I think the mod is a bit overpowered), but if there's something special you'd like to change in the game just tell us, maybe we can help you out somehow. :)
kringle0220
07-11-2009, 12:55 AM
Oh well I just wish a company would support its game it has been fun playing And the other people in the household had fun also we all were just hoping to be able to have fun with the mods now that we had played through the first time to bad atari doesn't continue to supports its games after they have been through there time. I now games that are still played years after they are no longer general avaible becuase they still receive support. but I guess the bottom line of player happiness is just not enough.
kringle0220
07-11-2009, 12:58 AM
I just like playing the game through the first time in regular play the I like going through using the other characters but being able to beef them up so I can have fun annihialating stuff without worry:bulb::haha:
DaveO_MM
07-11-2009, 11:00 PM
Atari is just the distributor and not the developer. It's like the support they have with other releases with their name. NWN2, Sacred2, and The Witcher are some of the other games they distribute. The original developers have left to form a new company since Monte Cristo did not want them to continue along a path they wanted. As Brewmaster pointed out on an earlier reply, tell him want you want and he could try cobbling it together.
Delverizer
07-16-2009, 07:38 AM
Well, a month ago I tried PM-ing the OP and Rubz to no avail so I've decided to take matter in my own hands. I have successfuly changed item drop rates, boss drop quality and found the skill trees and crafting data and am in the process of sorting my notes (possibly for a new thread, can't find spoiler tags on this forum...)
The only thing I was unable to recreate was respawning bosses for the Silverfall campaign. But since bosses respawn per default in Silverfall:EA I didn't dwell on it much.
Another problem was that the final Sillverfall boss has no name so I couldn't find his data in the design.pak as I'd wanted to reduce his EXP reward (he's a goood source of superior steel, but I don't want to level when grinding and his loot is terrible, for an end boss, although I've been slaughtering him in Peasant +Magic Find attire).
If anyone wishes to re-create the mod themselves, here are some helpful instructions:
1) copy design.pak in another directory (say c:\Test\Silverfall\MOD or wherever you like it)
2) Download a hex editing program (like Notepad++, or use Ultraedit or Hex Workshop if you've got them)
3) Edit the ...\MOD\design.pak in hex mode, do not convert the file, do not change file length, do not save in format other than binary - just overwrite numeric values by hex-editing. Otherwise, I'd experience crashes on game start and revert to last working design.pak copy.
4) Archive the modified design.pak (ZIP, RAR, whatever...) for future reference. They usually have no lasting influence on your character save files compatibility, unless you modify something like crafting skills (which could leave you with weird items). Multiple instances of Uniques are OK, as I've had several same-named crossbows drop simultaneously while using the original (now lost) OP's mod.
You can open a second copy of the file in ASCII (text) mode for easier reading of the file. Most design.pak sections are neatly marked with a heading in ALL_CAPS separated by rows of #########################################
from the rest of the code. And watch out for spoilers in full french dialogues that are present in the file.
CHANGES:
A) Item drop rates:
found under: ######### LOOTS
First, magic enchantment chances:
<Loot_Chance>0.35</Loot_Chance>
<!-- Pourcentage de chance des qualités des objets -->
<Loot_Enchants_Chance_1>0.12</Loot_Enchants_Chance_1>
<Loot_Enchants_Chance_2>0.04</Loot_Enchants_Chance_2>
<Loot_Enchants_Chance_3>0.01</Loot_Enchants_Chance_3>
<Loot_Enchants_Chance_4>0.002</Loot_Enchants_Chance_4>
<Loot_Enchants_Chance_Unique>0.0001</Loot_Enchants_Chance_Unique>
chances of specific types: (tweaked here for my berserker, don't go under 1.0 for weapons)
<!-- Chances de dropper les divers equippements -->
<Loot_Chance_1H>1.9</Loot_Chance_1H>
<Loot_Chance_2H>1.0</Loot_Chance_2H>
<Loot_Chance_HD>1.0</Loot_Chance_HD>
<Loot_Chance_SH>1.0</Loot_Chance_SH>
<Loot_Chance_RB>1.0</Loot_Chance_RB>
<Loot_Chance_RC>1.0</Loot_Chance_RC>
<Loot_Chance_RF>1.0</Loot_Chance_RF>
<Loot_Chance_ARM>2.0</Loot_Chance_ARM>
<Loot_Chance_BOO>2.0</Loot_Chance_BOO>
<Loot_Chance_GLO>2.0</Loot_Chance_GLO>
<Loot_Chance_HEL>2.0</Loot_Chance_HEL>
<Loot_Chance_BAC>0.3</Loot_Chance_BAC>
<Loot_Chance_EAR>0.3</Loot_Chance_EAR>
<Loot_Chance_NEC>0.3</Loot_Chance_NEC>
<Loot_Chance_RIN>0.3</Loot_Chance_RIN>
<!-- Multiplie les chances de droper tel ou tel type d'armure -->
<Loot_Armor_Mult_CLOTHE>10.0</Loot_Armor_Mult_CLOTHE>
<Loot_Armor_Mult_DRESS>20.0</Loot_Armor_Mult_DRESS>
<Loot_Armor_Mult_LIGHT>20.0</Loot_Armor_Mult_LIGHT>
<Loot_Armor_Mult_MEDIUM>20.0</Loot_Armor_Mult_MEDIUM>
<Loot_Armor_Mult_HEAVY>20.0</Loot_Armor_Mult_HEAVY>
<Loot_Armor_Mult_IMPLANT>20.0</Loot_Armor_Mult_IMPLANT>
Also, materials: Haven't touched this.
<Material_PriceMult>1.0</Material_PriceMult>
<Material_DropMult>0.75</Material_DropMult>
WARNING: POSSIBLE SPOILERS AHEAD!!!
B) Beefing up monster drops / merchant stuff
Find your favourite boss for grinding (say "<Name_For_Quest>Character_MOB_ADDON_1_GAR_Boss" for the temple guardian)
If you wanna play fair, reduce the XP award (after you kill 'em once):
set <Experience_Mult>01</Experience_Mult> from its original, usually much higher value.
For better items, increase the number after
<NumberOfLoot_Base>
<LootQuality_Base>
Nice multiples of five worked for me. If you don't know a specific mob_boss name, search for <LootQuality_Base> values over 10. Changing them to 60 or 90 should do the trick ;-) Going overboard can reduce your enjoyment as it makes the game even easier than it already is. It does reduce the number of boss runs if you're not addicted to grinding.
You can also decrease (to zero):
<GoldDrop_Chance>
<PotionDrop_Chance>
or fiddle with
<Materials_MinNumber>
<Materials_MaxNumber>
just remember: "<Materials_MaxQuality>3" is the maximum, so don't break it.
Merchants also share the same <LootQuality_Base> stat so I've modded Loke (the Silverfall quest techno merchant) to sell really good items, and more of them. Helps with too much cash on your hands (if you're not into enchanting crafted items), kinda like gambling in Diablo II.
C) Buffs: found under "### SKILL" heading
I haven't changed them yet, so feel free to find search and edit them on your own. All skills are properly named like the variables they hold. Notice that there is no per level increase or such but that each level has exactly specified skill bonuses, so you can make LVL1 more powerful than LVL10 if you so choose.
I have also changed the cursor (as per some other post here) but used my own graphic, and replaced the annoying "can't use this item" (X) symbol with nice brackets that let me see the item graphic, if anyone is interested.
The relevant files for changing are:
\Silverfall\Data\Overlay\Textures\MouseCursors.tga
\Silverfall\Data\Overlay\Textures\Inventory\a1_inventory_icons.tga
(use a graphic editor like Paint Shop or Gimp to change copies of the original TGA files and watch the alpha channel - it holds the transparency mask).
I haven't played for a while and as I'm planning my main character's crafting/enchanting session (Tech 1-hand berserker). If needed, I'll post again when I sort through more info.
######## SPOILER AGAIN plus a request############
If anyone finds the final silverfall boss data, I'd appreciate the tip: his location is the Blazis Cathedral and the strings I've connected with him so far are:
Quests:
<Main_A3_C7_MOB_SombreRoi>
<ChangeQuestStateTo_1>Main_A3_C7_KillTheLavaCreature</ChangeQuestStateTo_1>
Main_A3_C7_DestroyTheNothingness
Name placeholder:
&Character_MOB_Nihil_SHORTNAME2
and
Néant
DaveO_MM
07-17-2009, 11:06 PM
Thanks Delverizer! If I was Brewmaster, I'd give you an ale! :mdr2:
Brewmaster
07-19-2009, 11:59 AM
This round is on the house:
:hat::jump::160::hitting-self::punk::mdr1: :jumpclap:
(hm, no "brew" smilies @ :atari: forum? :D )
As for hex-editing, that's a good method if you're going to modify savegames etc. However, my recommendation is to unpack (http://www.moddb.com/games/silverfall/downloads) the *.paks to a temporary directory first before you start editing them. Then you can modify the individual scripts with your Windows editor and imho that makes modding a lot easier.
Addendum @ new mouse cursors: the problem is that SFEA's mcs get very small at high resolutions, so they are hard to spot when moving the mouse quickly. If someone doesn't want to insert a complete new picture it might be a good idea to modify the existing one (e.g. if you paint a red cross on the existing pic you can spot the mc far more easily ingame).
I also did a quick check on the "Nothingness" files, but I didn't find that boss so far. :( I'll make further inquiries ...
Edit: Finally, I have found an adequate "brew smiley" -> click (http://ve3d.ign.com/articles/news/49128/In-Other-News) ;)
Delverizer
08-01-2009, 02:00 PM
Nice Power-keg ;)
I thought that unPAK-ing and PAKing was performed with the Silverfall editor, so I didn't think there'd be utilities for it. And now I know why changing file length caused crashes. I don't think there's any compression in the PAK since all the text is readable - just something like a master position table that can be broken.
I've tried unPAKing, and can now see how MOB_boss behavior could be edited. However, I have found that (at least under WinXP Pro 32bit) the PAK-er uses different end of line characters, but it seems Silverfall doesn't mind. Stil no luck on finding the "Nothingness" final Silverfall boss.
For now I'll stick to cleaner tweaks by Hexediting numerical values - at least until I need something more advanced (like respawning bosses etc).
I'm off to my long overdue vacation :D so I won't be playing Silverfall for a while. I'll try to post my crafting findings when I return.
P.S.
And about the cursors, yes I did change the files directly. No intervention needed in the PAK file.
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