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Whenever you try to switch any item, of any type, for another item, you always get just one option for the new item (always the exact same one for each type of item) and can't sort through (e.g.) different sub-types of named/generic weapons/shields/armours/helms.
lol.
still, people who have never used this kind of thing are likely expecting to just be able to see a list of items they can just select to replace the one they have highlighted. surely you have months and months to program that as a gui, right?
;)
.....
for the people who really cannot fathom how this works:
all of the item ids you need to change a named weapon/whatever to whatever class you want are in the dictionary.json file, which is just text so you can open it in any text editor and just search on the thing you want.
file:
C:\Battle Brothers - Lindwurm\BB-Edit win32-x64\BB-Edit win32-x64\resources\app\js\dictionary.json
or wherever you installed BBedit.
example.
you want to change your generic regular dagger to a rare 1h axe.
in bbedit, click on your dagger, change the template to "named weapon". then search dictionary.json for the ID associated with "Named Axe" (it's 266485FC).
copy that ID code, then paste it into the ID code box where you have your named item being edited. it will then change the named weapon type to "named axe" from the default "named dagger".
then edit the stats as you see fit and save it.
that's it.
note you cannot change the stats on generic items, though you can change the icons, which will change how it looks in game. so if you want your worn mail to look like the emporer's golden armor, you can do that just by changing the icon.
"oh, and how do I know what icons to use??" I hear you asking.
well, you can find all the UI icons for items also in the BBedit files.
C:\Battle Brothers - Lindwurm\BB-Edit win32-x64\BB-Edit win32-x64\resources\app\ui
there will be folders there for each type of item. the numbers listed in the file name of the icon, like
"inventory_body_armor_16.png"
will be the number you change the icon value to to get the item to look like that in game.
so if you wanted your armor to look like dire wolf leathers, you simply would change the icon value for your current armor to "16", and voila, now it looks like you are wearing dire wolf armor, regardless of what the actual armor you are wearing is.
the other thing to note, is that numbers are grouped within item types as well. so while you will see a standard increasing number for most of the armors, FACTION armors have their own numbering system. WTF does that mean? well it meas that say, you change the armor type to a faction armor, which is listed as "Heraldic Hauberk" in the dictionary.json file.
then to change the look of that armor, you would look at the numbers associated with the files that show faction armors.
so instead of the regular armor icons, you look at the files that resemble this instead:
"inventory_faction_armor_01.png"
and then use THOSE numbers. same for helms.
and likewise for named weapons, each has their own set of icons relating to the type of named weapon they are, and those are the ONLY ones you can use. so say you are again looking at your dagger, and changing that to a named axe.
the look of your named axe will depend on which NAMED AXE icon number you use. you cannot use a regular axe icon number. you only have the choice of using named axe numbers.
so, you go to your ...ui/weapons folder, and look up where you see named axes, and you see it start with:
"named-axe-1.png"
and as you scroll along, you see there are SIX named axe artwork types.
so, in the icon field, you can pick any icon from one to six for the artwork for your axe.
if you pick anything other than a number from 1 to 6, it will bork and your icon will not display.
the number of icons for you to choose from varies from item to item. for named bows, there are only 3 choices, for axes 6, for maces 4, etc.
other things to note:
-bonuses to armor penetration are in decimal fraction, and ADD to the base values for the item, so if an axe normall has 35% armor penetration, and you enter 0.25 in the value for the bonus, that axe will now have 60% armor penetration.
the value for armor damage REPLACES the value instead of adds, so if you enter 2.5 it means your axe wll do 250% damage against armor.
to hit head chance and to hit chance are listed as straight percentages and add onto the base chance of the weapon. so if you enter 15 in the to hit head box, it will add 15% to the base chance to hit a head on strike to whatever already was on the weapon.
I think that covers everything?
if not, it covers more than enough.
Good Luck.
Thanks for this Shank Lord.
I primarily use the DRM-free install, because it's portable. But editing my saves invariably breaks them for some reason.
Won't work after devs update the game, though. I'll have to massively expand hex-dictionary, I guess.