Thursday, August 2, 2018

Jefferson Engine Research Discord

Howdy howdy, long time no see. I created a Discord after Pitaden showed up and he figured out a lot of the things I couldn't, so I created a Discord so we everbody could share information better, if you want you can join the Discord to get first-hand information or to assist in the research and modding. 

Link: https://discord.gg/tzF3YFu

Wednesday, May 9, 2018

I admit, I've been having some issue trying to figure out how the Jefferson engine handles maps, So in the mean-time here's a filler post that shows how many characters each hex value represents when it calls a model, texture, or name.:

01= 1 Character
02= 2 Characters
03= 3 Characters
04= 4 Characters
05= 5 Characters
06= 6 Characters
07= 7 Characters
08= 8 Characters
09= 9 Characters
0A= 10 Characters
0B= 11 Characters
0C= 12 Characters
0D= 13 Characters
0E= 14 Characters
0F= 15 Characters
10= 16 Characters
11= 17 Characters
12= 18 Characters
13= 19 Characters
14= 20 Characters
15= 21 Characters
16= 22 Characters
17= 23 Characters
18= 24 Characters
19= 25 Characters
1A= 26 Characters
1B= 27 Characters
1C= 28 Characters
1D= 29 Characters
1E= 30 Characters
1F= 31 Characters
and so on

Saturday, April 28, 2018

Even more ".CRT" info!

No saving isn't an issue, right?

First off, I may go from post to post and update/fix info as I learn, or release a post every now an then that is sort of a "hotfix". I'm only human, and I'm learning all this as I go. Also, kind of a short post today, though it doesn't mean I'm learning less. Also I've been trying to post daily to get things rolling, it may slow down in the future. Anyways, today I'll be talking about how the ".CRT" loads the model/skeleton. To be honest, I don't know which one it loads as they have the same name, but it will get figured out.



So, if I wanted to make a Deathclaw ".CRT" I would need to:
  • Use f3 extractor to get "CrittersDog.crt"
  • Open it with a hex editor, replace "CR_Dog" with "CR_Deathclaw" (Don't worry, it will still work).
  • Change the value "06" to "07"
  • Save the file as "CrittersDeathclaw.crt"
  • Copy it to the "Override" file
  • Run f3.exe, start a new game and type "CreateEntity CrittersDeathclaw.crt"
  • Done, it should be standing right in front of your character.
    Note: It will be animated, not attack, and seems to be loot-able like it's dead.
Go ahead and do this with some of the other critters that have no ".CRT", share the results.

Next time I might have a look at maps, been doing some research there. Might also look into some multiplayer info.

Friday, April 27, 2018

More .CRT info

SOME OF THIS INFO IS WRONG!

X = Wrong

 Post 2 - No known way to save, who cares!? Keep moving on.

     Not much text this time(Technically the images do have text), but these images speak for themselves. There is also a little surprise at the bottom of this post.
     This image describes how the name of the exported PC ".CRT" in "My Documents/F3/Characters" is structured. There may actually be more to this, but editing these few values resulted in name changes.

The character name is "1", then "12", then "123". X (The Image)
     Also, a patch.......or mod, depends on your point of view really, it fixes the issue with the Female PC having an odd amount of health and no gear.....along with some "Adult-like" qualities.

http://www.mediafire.com/file/8m7bqacccdc73fs/Van_Buren_Tech_Demo_Patch_Test.7z

 X (This patch has some issues more than what is listed)
However, There are some issues with the vanilla skeleton that seem to make the legs "break", probably not caused by this patch though. To install follow the readme and remember: have fun!

If any of this info seems wrong to you, or if you have any info to contribute, be sure to comment!


Next time, we delve into where non-human ".CRTs" pull their model data from. Maybe tomorrow, or the next day. The timespan between posts will get longer as I get further into the engine(more to process and all that.)

P.S. WIP Deathclaw ".CRT"

Thursday, April 26, 2018

Welcome to my Jefferson Engine research blog.

Like almost everything I do, this is a WIP, so stay-tuned!

Thanks to the folks over at 'Van Buren: A Fallout RPG Adventure' for suggesting I make a blog, if you don't know about them, check 'em out over at: https://www.facebook.com/f3vanburen/. They're working on making Van Buren in the FOnline engine, I'd check it out if I were you, they tend to focus on the actual game, me: "I'm in it for Jefferson!"

Let's get down to business, for now just some info on hex value edits:

This image shows a highlighted value that determines the amount of files in any ".brf", not really useful right now considering everything Jefferson knows is read from the ".rht" file, but one day perhaps it may have use.








This image shows where SPECIAL values are stored in a ".CRT" file, for those who don't know, a ".CRT" file is what the game exports to "C:\Users\Username\Documents\F3\Characters" These values may or may not be the same as NPC ".CRTs" As I said, everything I do....is a WIP!

*Edit: On the image, it says 2 "Values" it's supposed to be 3 "Hex Values"....also, what is the proper term for those, I am still learning these things.

That's all for now, in the meantime, if anyone wants to make an editor devoted to editing the previous values (Open-Source, of course, community is very important) I would love to hear it.
I got more technical info on the way, currently working on an actual mod for Van Buren.