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Posted: Aug 05, 2013 8:23:04 AM - Report post  (4)  (0)       Post Reply  post reply  

VH-Loot View v0017
For The Incredible Adventures of Van Helsing v1.2.73b
You use VH-LV while the game is not running.
Graphically View Items the game contains (images and info is read from the game files).
Create custom items in a new storage.sav (doesn't edit cfg files at all).
Force shops to sell vanilla items free of charge (edits game cfg files to do it).

The create storage.sav allows you to:
*Add up to 10 Preset Enchantments on any item
(the max value is read from the game cfg files).
*Add up to 5 Custom Essence Enchantments on any item
(these can be added even without the item having Essence Capaity and set to the value want, eg: All Skills are considered 9999 levels higher)
*Set the raraity of Normal items to Epic, Rare, Magic
*Set the Essence Capicty 0 To 50 (not on Trophies)
*Set the Magic type for Spellcuffs (Arcane, Fire, Ice Lightning Poisen for Focus weapons)
*Add custom custom essence to your storage :
Custom Essence offers: Enchantment multiplier, Quantity up to 255 per slot, Essence Cost
(Set Essence Cost to 0 to make essence not consume essence capacity when put in an item at the Alchemy lab).
*Items that have Parry, Cooldown, Defense, MagicDamage, Fuel Damage Base Spellpower will auto set to max going by the game cfg files.
*What you create in your storage.sav can be accessed in Normal, Hard, Heroic, Hardcore modes.

General storage.sav creation info:
VH-LV can not read an existing storage.sav
But it can create a new storage.sav with the items you want.
Those items can be modified before adding them to the storage.
Once a storage.sav it created by VH-LV it can not be re-opened or edited by VH-LV.

VH-LV has 3 Modes when it comes to creating a new storage.sav
1) View selection mode.
This is the default mode when you launch VH-LV were you view items the game has.

2) Add item to storage list mode.
It is accessed by double clicking an item in View selection mode.
This mode is for customizing an item and adding the item to an internal storage list.
After you add an item you are returned back to View selection mode.
You can repeat this until you have all the items you want in the storage list.
The amount of items limited by your items must be able to fit in the 3 pages of the storage.sav
(3 pages x 80 slots = 240 Slots)

3) Create storage from list mode.
It is accessed by right clicking anywhere in the list in View selection mode.
This mode is only available when you have added 1 or more items via Add item to storage list mode.
Here you view or remove what you have in the Storage List and create a new storage.sav with all the items from your list.
After a new storage.sav is created your Storage List is cleared and you'll be returned to View selection mode.

General Shop Forced Items info:
Forced Shop Items.
Forcing a shop to sell an item is just a temporary way for you to get the item you want.
Once you have grabbed the item from the shop you should remove the forced item from the shop in VH-LV.
Forcing multiple of the same type of item does not mean the the shop will have 1 of each forced item.
eg: forcing 7 different capes will not mean the shop will have all 7 capes forced when you visit.
Best is just to force 1 of each type of item, this way you get a better chance of getting the items you want.

In VH-LV forced shop items can be identified in 3 ways.
1) Any group that has a Forced Shop Item active will have (FSI) appended to the name of the group.
eg: Amulets (xx) (FSI)
This would indicate this group of items has 1 or more Forced Shop Items in it.

2) When expanding a group, item names have (F) appended to the end of the name.
eg: (Epic) Amulet of the Veil (F)
This would indicate this item is a Forced Shop Item.

3) When an item is selected you can see yellow words Forced Shop Item after the word Value:
eg: Value: Forced Shop Item

Leaving items forced in shops will probably see you having problems trying to play lan/co-op/mp games.
VH when hosting or joining a game does a crc of the \Cfg\Artifact\ directory and if yours does not match the host or client then you get a Mismatch message and you can't connect to each other.
Even adding non game files to the \Cfg\Artifact\ directory will cause the same.
eg: creating an empty \Cfg\Artifact\New Text Document.txt
This would cause a crc mismatch, so obviously any edited cfg files will cause the same when trying to lan/co-op/mp.

In other words, after you have what you want from the shops then Reset All Shops to Default in VH-LV!
Better yet, use the create storage function instead as it doesn't edit the game config files at all and you can customize items.


With VH-LV window active point at any control and hold F1 on your keyboard.
Gives a tooltip with mostly relevant info about the control or what it's for or associated with.

To use: exract VH-LV.exe to your Van Helsing game directory and run it.
(Requires the game files to show the images and info)
Download VH-LV_0017: Link

[Edited by smashly66, 3/5/2014 2:49:22 PM]

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Posted: Aug 05, 2013 10:11:39 AM - Report post  (0)  (0)       Post Reply  post reply  

just wants to say the file is legit, did get abit suspisuis since its from a just made, 1 post account

tested a few of the options, and i like it sofar, thumbs up

1 question tho, why only epics and above?

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Posted: Aug 05, 2013 4:16:57 PM - Report post  (0)  (0)       Post Reply  post reply  

Hi glad you like it so far and thanks for the thumbs up

Set and Epic items have properties and conditions that are fixed and don't change normally.

Rare/Magic/normal items have properties that are randomly generated by the game.
So for consistency for editing I thought it was better to use Epic and Set items to edit.
If you edit a Set or Epic item your pretty well assured that you get exactly what you edited.
Editing Rare/Magic/Normal items seemed you end up with sometimes different properties then what you added.
(Rare/Magic items are normal items)

I can make it so any item rarity is editable, but I mainly aimed for consistency when editing.

Other things I didn't add for editing like Attack Speed, Base Damage, Base Defense etc, is because those bases are hard set and read from the config files and not saved in your game save.
So if you used your save in a vanilla game that's not edited then those bases values would be vanilla as well.

What I added for editing is saved in your game save, if you use your save/storage in an unedited vanilla game your items properties will be the same as when you originally edited them.

That's why I recommend to restore all Edited/forced items to default once you have the item you want.

Cheers

[Edited by smashly66, 8/5/2013 4:26:24 PM]

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Posted: Aug 06, 2013 6:34:06 PM - Report post  (0)  (0)       Post Reply  post reply  

 quote:
 originally posted by smashly66:

Hi glad you like it so far and thanks for the thumbs up

Set and Epic items have properties and conditions that are fixed and don't change normally.

Rare/Magic/normal items have properties that are randomly generated by the game.
So for consistency for editing I thought it was better to use Epic and Set items to edit.
If you edit a Set or Epic item your pretty well assured that you get exactly what you edited.
Editing Rare/Magic/Normal items seemed you end up with sometimes different properties then what you added.
(Rare/Magic items are normal items)

I can make it so any item rarity is editable, but I mainly aimed for consistency when editing.

Other things I didn't add for editing like Attack Speed, Base Damage, Base Defense etc, is because those bases are hard set and read from the config files and not saved in your game save.
So if you used your save in a vanilla game that's not edited then those bases values would be vanilla as well.

What I added for editing is saved in your game save, if you use your save/storage in an unedited vanilla game your items properties will be the same as when you originally edited them.

That's why I recommend to restore all Edited/forced items to default once you have the item you want.

Cheers

[Edited by smashly66, 8/5/2013 4:26:24 PM]

Looks good, may I suggest that you allow editing of Normal/Magic/Rare items with not a fixed value but a larger ranged value then the defaults ?

Or does the game engine ignore this when randomly generating these affixes ?

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Posted: Aug 06, 2013 8:14:29 PM - Report post  (0)  (0)       Post Reply  post reply  

Sure I can add so Normal items you can add Essence capacity/Parry (For Swords)/Property Attributes.

Basically Normal items are Rare and Magic as well.
When you look in Artifacts.cfg file (this is where VH-LV gets your items and info from that it shows you) you see there is no Rare or Magic items.
There is only Set, Epic, Normal items.
(eg: "Rarity=set", "Rarity=epic", "Rarity=normal"
So Rare and Magic items are generated by the game from a Normal item or at least that's what I assumed.
So when the game requests a Rare or Magic item it uses a Normal item and adds the property attributes randomly.

Epic and Set items don't change property attributes, these are hard set by what's in the Artifacts.cfg file initially.

The problem with changing the base Attack Speed (pistol/rifle/sword), base Defense (armor/boots/cape/gloves), base Damage (pistol/rifle/sword), base Spellpower (Amulets), base Required Level, these values always read from artifacts.cfg by the game, this means your artifacts.cfg file always needs to modified to have increased values.
The other values are read from your game save for the item.
So imho it was better to up those base values by using property attributes, this way your not needing modified game files to have over the top gear to use in the game.
So for example I use the sword "Sting" as it base a base attack speed of 1.60, Level 8 requirement, but has weak base Damage.
I set parry to 30.
I set Max Essence Capacity 50.
I add 10 property attributes with no conditions:
+2000 Weapon Damage
+2000% Damage
+500% Increased Attack Speed
+5000% Critical Damage
+5000% Critical Chance
+10000 Hp
+1000 Hp Per Hit
+10000 Mana
+1000 Mana Per Hit
+5000 Rage
Now I force the shop to sell the "Sting" sword for nothing.
Launch my game go get the item from the shop and save.
Now set my the game files all back to default values.
Launch my game and play on as normal.
That "Sting" sword in my inventory is the same as when I edited it and it's fast and brutal to use... lol

Now I do similar with other items and my character is overkill.
Add in the odd quest reward for 1000 skill points and all Aura's and Tricks.

If enough ppl want those lower end normal items to be editable then I'll add it to VH-LV.
The only thing I'd like to add is Perk points, maybe in a future release of VH-LV if I can work out a way.


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Posted: Aug 11, 2013 11:22:33 AM - Report post  (0)  (0)       Post Reply  post reply  

Smash, great job on the editor. Now that I have messed with it a bit, I to would love to see the normal items editable.

One thing I couldn't work out is when I edit say, a level 5 item, that when I goto the store to buy them there are always more then one. Not a problem really, but my goal was to create an item for myself, and one for the ghost to use. But if I equip mine, any additional version turn red and are unusable by either of us.

Even if there is no solution, great job on the editor!

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Posted: Aug 11, 2013 6:38:15 PM - Report post  (0)  (0)       Post Reply  post reply  

Thank You for the feedback

For shops showing multiple of the same item when forced.
Shops stock goods by random and chance normally.
When VH-LV forces a shop to sell an item it just inserts the item without random.
But chance is still the factor, VH-LV forces a lot higher chance value then the other random items the shop normally offers.
The idea of forcing a shop to sell an item is only a temp means to get the item you want.
Not to play the whole game with items forced.

Duplicate items that have "Unique=1" flag are ony available for one use (You or Katarina, not both).
You can set the item to "Unique=0" in artifacts.cfg file and that cures the issue.
Drawback to this is you have to leave your artifact.cfg edited all the time as "Unique=" item value is not stored in your game save.
So if you gave a couple of the same weapon to another human player and their artifact file isn't edited then they'd have the 1 player use issue.

I won't add an option for setting Unique state on an item to VH-LV at this point in time.
My probably flawed logic is trying to keep the editor so that your created items will work the same in an unedited game.

The way I look at it is if your game has modified files and another player doesn't then there will be problems at some point.
Edit your stuff and save/store it, exit game, restore all your modified files to their default unmodified state.
Go and play and share or trade your edited items with other players, the edited items should be the same for them (without them editing anything) as they were for you.

Normal item editing:
This will make it so you don't have "for one use" issue, as Normal items don't usually have the "Unique=" flag.
Working on editing normal items atm, will update my first post when I have it done.

Edit: updated first post with newer version.
You can now edit normal items.

[Edited by smashly66, 8/14/2013 12:33:18 AM]

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Posted: Aug 14, 2013 5:17:21 PM - Report post  (0)  (0)       Post Reply  post reply  

Great, thanks! Will test over the next couple days and let you know if I find any issues.

Works great, found no issues so far.

[Edited by PSIber35, 8/15/2013 5:32:58 PM]

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