Planet nomads console commands10/29/2023 This is much more fun than learning Unity from scratch. I suppose I'll go back to staring at rows of binary until they make sense. Any ideas about why that might be so? I wonder if changes have to be reflected in the main and working files as well? Some of my changes do not stay changed after reloading the game. Tried with PlanetMap_ShouldRescanAfterLoad as both True and False. The data in the two fields appears to be in the same format. One thing I tried was to copy all the data from PlanetMap_SphereCubemap (which I think might be the inner sphere visible as Map in game) into the MappedAreasData field (which is empty at the beginning of the game). Still not the solution I am looking for but thoroughly entertaining. There are many puzzles to solve in save file and it becomes a whole other level of gameplay. I see what you mean about copy and paste (Export/Import) MappedAreaData between planets. Many hours of looking over the save files (following your suggestion, M) I can tell you a half dozen different ways that DON'T work. I read the Unity manuals too, but usually in the evening when I want to fall asleep fast But if all your planets have the same size, I believe you can transfer with copy-paste the scan from one save to the other, which should be a sequence of coordinates on a sphere. Could be a simple change, like increasing the radius of the scan in the save file, or a more complicated one. This part shouldn't be hard but the next one, to make the entire planet visible depends on how the game saves this information. Then I would compare the content of the files to see what changed. What I would do is to save the game before the first scan, after it and once more when I increased the visible area on the map. We know the saves of Planet Nomads can be opened with a tool, you know about it. To understand the structure of the save files is a trick like increasing the number of lives in old games. I never tested the method myself so I cannot say more about it. You can even find more Mass Effect Andromeda articles on my blog.The dev console, how to activate it, was described in a thread here: Want to discuss your settings? Your impressions are welcomed too. If you can add important information’s, or if you think something is incorrect, you might want to share that too, this will help other people too. This article was hopefully helpful, if you think so let me know in the comment section. PostProcess.ScreenSpaceRaytraceFullresEnable.PostProcess.ScreenSpaceRaytraceSeparateCoverageEnable.PostProcess.ScreenSpaceRaytraceDeferredResolveEnable.PostProcess.SpriteDofHalfResolutionEnable.RenderDevice.DxDiagDriverDetectionEnable.RenderDevice.StereoSoldierZoomConvergenceScale.WorldRender.LightTileCombineOutdoorLightEnable.WorldRender.EmitterSunTransmittanceMapResolution.
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