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Old 08-20-2012, 07:27 PM   #3
dscharrer
 
Join Date: Jun 2012
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Posts: 10
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It's possible, but with current Arx Fatalis and Arx Libertatis versions there is no easy way to do it. (If all goes as planned there will be a script console in AL 1.1 but this will take a while.)

For now you'll have temporarily overwrite one of the games scripts to add the items:

Disclaimer: I have only tested this with Arx Libertatis 1.0.3 - it might not work with the original game.

In the game data directory (or for Arx Libertatis in the user directory) create the graph\obj3d\interactive\player subdirectories and in there create a player.asl file with the following contents. Do not edit the file while the game is running.

Code:
on game_ready {
	inventory playeradd <item_path>
	accept
}
Replace <item_path> with the internal path of the item's script / object files relative to the graph/obj3d/interactive/items dir and without the extension. Here are the relevant values:

For the rebel key (there are actually multiple copies in the game, so you could also just search for it again):
Code:
on game_ready {
	inventory playeradd "quest_item\\dissident_key\\dissident_key"
	accept
}
For the stealth armor:
Code:
on game_ready {
	inventory playeradd "armor\\chest_leather_stealth\\chest_leather_stealth"
	accept
}
Then load your save game. This should add your item to the player inventory.

Now before doing anything else in-game, save, close arx and remove the files and directories you created before but make sure you don't remove any other files. If you don't do this, another copy of the item will be added for each area transition you go through or every time you load a savegame and other things that should normally be done by the player script will be missing, breaking the game.

Last edited by dscharrer: 08-27-2012 at 04:54 PM.
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