Pathfinder:WoTR - MythicSkeletonCompanion Modify

前言

其實把跟班改好改滿後根本不用帶同伴一起冒險了,因為你這樣就等於有一個五人小隊了…

基本流程

因為還沒測試過直接用新創角色來創造跟班的作法,所以第一版會建議除了第一個MythicSkeletonCompanion以外(因為這個會自動生成)後面的三個都用傭兵來改會比較簡單

建議的作法

  1. 用ToyBox添加MythicSkeletonCompanion的Feat(任意那一個都可以)

  2. 重新創個你喜歡的跟班角色與肖像

  3. 修改save檔把你喜歡的跟班角色的外型section, 肖像貼到你Feat對應的跟班Section內

  4. 建立三個額外的傭兵

  5. 添加其他三個MythicSkeletonCompanion feat

  6. 修改Save檔把對應傭兵的UniqueId對應到Feat, m_pet並且在master的定義中加上這三個的UniqueId

    * 最新確認只需要定義Master跟Pet關係就可以了

對應資料

對應Feat UUID

種類UUID
Archer0cebe3b375b6397438909ac9752d9792
Dual Wielderd4583662450245446ae3a56e07232e6f
Tank048456cce79943f4c9c9eec1aa5ce9a0
Two-Handedd4583662450245446ae3a56e07232e6

修改第一個MythicSkeletonCompanion外型與肖像

添加外型定義

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#在m_part內加上
{
"$id": "6",
"$type": "Kingmaker.UnitLogic.Parts.UnitPartDollData, Assembly-CSharp",
"Default": {
"$id": "7",
"EquipmentEntityIds": [
"7368eafa3f5ee9d4bb9739b80faefdc3",
"9ab83dd3a06ba6a4e97900bd6ffc4aab",
"7c55ae7f07c9d4741b4837bd305d3ec0",
"b8b615fabc0f7af448fb68f009113c61",
"8a008a34d7462524c9b96132a28bb606"
],
"EntityRampIdices": {
"7c55ae7f07c9d4741b4837bd305d3ec0": 15,
"861171cdd3930a84faab08ab85ba924a": 8,
"7368eafa3f5ee9d4bb9739b80faefdc3": 8,
"9ab83dd3a06ba6a4e97900bd6ffc4aab": 15
},
"EntitySecondaryRampIdices": {},
"Gender": "Female",
"RacePreset": "ee326fab8804493499ce07c5cd8759e2",
"ClothesPrimaryIndex": 9,
"ClothesSecondaryIndex": 9
}
}

變更肖像

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"Descriptor": {
...
"UISettings": {
"$id": "2694",
"m_AlreadyAutomaticallyAdded": [],
"m_CustomPortrait": {
"$id": "2695",
"m_CustomPortraitId": "B28894B2200AAE6300A928653E91CD2B"
},
"m_Slots": {}
},
...
},

將傭兵轉變成其他三個MythicSkeletonCompanion的方法

Feat資料格式(用不到了)

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{
"$id": "109",
"$type": "Kingmaker.UnitLogic.Feature, Assembly-CSharp",
"m_Context": {
"AssociatedBlueprint": "048456cce79943f4c9c9eec1aa5ce9a0",
"m_OwnerRef": "e51cd2f4-f8e6-4956-93a7-86281cd5e92a",
"m_Params": null
},
"Blueprint": "048456cce79943f4c9c9eec1aa5ce9a0",
"UniqueId": "e731dd8b-31cc-4114-9dd5-650a8672ddf0",
"AttachTime": "12:00:47.3910000",
"IsActive": true,
"Components": {
"$AddPet$858ef2c0-f8cf-41f4-af45-0bb06f90fa00": {
"$type": "Kingmaker.EntitySystem.EntityFactComponentDelegate`2+ComponentRuntime[[Kingmaker.EntitySystem.Entities.UnitEntityData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null],[Kingmaker.UnitLogic.FactLogic.AddPetData, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]], Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
"m_Data": {
"$id": "110",
"SpawnedPetRef": "b27cd89c-a8b0-4a1c-a5f0-379c5e5fd9c3",
"Disabled": false
}
}
}
},

基本上只要你添加了該Feat後就可以在Save檔內Search對應的UUID就可以找到對應的Section(長的像上面的段落的只有一個)

然後把你的傭兵(或是對應角色的UUID)貼在"SpawnedPetRef"的後面(第二個被添加的Feat這項的值會是null)

Part

要變成跟班的Part Section

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#在m_part內加上
{
"$id": "2459",
"$type": "Kingmaker.UnitLogic.Parts.UnitPartPet, Assembly-CSharp",
"m_MasterRef": {
"m_Ref": "e51cd2f4-f8e6-4956-93a7-86281cd5e92a"
},
"Type": "MythicSkeletalChampion"
},

m_MasterRef下的m_Ref定義要確認UUID是主人(feat擁有者)的UUID

該主人的Part Section

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#在m_part內加上
{
"$id": "10",
"$type": "Kingmaker.UnitLogic.Parts.UnitPartPetMaster, Assembly-CSharp",
"m_Pets": [
{
"m_Ref": "b27cd89c-a8b0-4a1c-a5f0-379c5e5fd9c3"
},
{
"m_Ref": "46694232-fba8-4a18-8daa-1a1c933290e2"
},
{
"m_Ref": "14547546-c716-4e63-9a5c-d8126e9c01f6"
},
{
"m_Ref": "2577f7e3-a782-439d-90df-eaa70a440af4"
}
],
"m_ExPets": []
}

像上面範例一樣加上m_Ref的定義就會把跟班定義到裡面