Dragon's Dogma: Dark Arisen

Dragon's Dogma: Dark Arisen

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FluffyQuack Jan 27, 2016 @ 9:08pm
Mini tutorial: Editing enemy spawns
You'll need ARCtool for this tutorial, which can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=601818667

There are LOT files in stage archives which define various information about enemy spawns. All of the stage archives are in "nativePC\rom\stage" and you can see a mostly complete list of stages in this thread: https://web.archive.org/web/20170904135029/http://residentevilmodding.boards.net/thread/5764/ddda-arc-list-spoilers

If you use the "-lot" option for arctool, most LOT files will be converted to txt and they'll become easy to modify using any text editor. Each entry corresponds to one enemy in the LOT file, and you'll see a ton of variables for each one. Many of these variables are unknowns, and if people figure out what they correspond to (I imagine there's values like health, level, and other obvious stuff I haven't discovered yet), let me know, and I'll update the LOT converter. And actually, if anyone wants the LOT conversion code, I can post that and someone could help me trying to figure out support for more LOT formats.

Most of the values are pretty straightforward to edit. For instance, if you change the scale value for saurians in the well in Cassardis (stage700.arc->scr\st700\etc), you can make them roughly the size of dragons:
https://abload.de/img/giant-giant-sauriansy3svr.jpg

Or maybe the size of rats:
https://abload.de/img/tiny-sauriansa1suq.jpg

And more interestingly, you can simply duplicate entries in the LOT files to make the game spawn more enemies:
https://abload.de/img/many-ratsnqsi5.jpg
https://abload.de/img/many-sauriansxssmt.jpg
https://abload.de/img/yipes3xsco.jpg

One downside to duplicating enemies is that there seems to be a rather low limit for how many enemies can be active at any moment. For instance, in the screenshot with the rats, I duplicated enough rats for there to be more than 30 of them. But only around 10 or so would be active at a given time, and I had to kill them and then return to the area for the other ones to appear. I have no idea where this limit is defined (it might be hardcoded).

Even so, there's a lot of potential with editing enemy spawns. It would be a big project though, especially since the main stage in the game (stage100; Gransys) is absolutely gigantic and has a ton of files. I only did tests with stage700 because it's so small and it was easy to figure out which enemy group is which. For stage100, Capcom has duplicated files into different kinds of archives to make loading more flexible. For instance, LOT files are duplicated in archives with names like st100_56m51n.arc, st100_56m51n_lot.arc, and st100_56m51n_sub.arc. So if you want to edit one specific group in the open world, you'd need to edit all 3 versions of the same LOT file.

Another important to mention is that there are XFS scripts which handle some specific spawning in the game. But I think for the most part, the game simply loads all LOT files for a stage and spawns enemies as the player gets close to them. This kind of free dynamic spawn system might be why there's such a low limit for how many enemies can be active at any given time. It certainly would be nice to increase this limit, but I have no idea where it would be defined. Another important to mention is that I don't know if messing with enemy spawns has any adverse effects on the savegame.

You can find an (incomplete) list of enemy types here: http://fluffyquack.com/DD/txt/em.txt

The enemy IDs in this list might be valid too: https://web.archive.org/web/20171025051539/http://residentevilmodding.boards.net/thread/5764/ddda-arc-list-spoilers?page=1
Last edited by FluffyQuack; Nov 24, 2019 @ 3:53am
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Showing 1-15 of 72 comments
Lunethex Jan 28, 2016 @ 9:19pm 
Bumping. this is the most important mod yet.
Kaldaien Jan 28, 2016 @ 9:22pm 
Is it? It's the most important mod toward adding content, I'd say, but I don't think 99% of the people playing this game ever need to modify this stuff :P

Not to belittle FluffyQuack's work by any means, the guy is brilliant when it comes to reverse engineering the Capcom filesystem. I am sure my later work will come to rely on some of the stuff he has uncovered.
Atelier Morgan Jan 28, 2016 @ 11:27pm 
if it's possible to change the enemy type called by a spawn something as (conceptually) simple as an encounter shuffler could be a pretty great mod for replayability
FluffyQuack Jan 28, 2016 @ 11:31pm 
Originally posted by The King in Mello Yello:
if it's possible to change the enemy type called by a spawn something as (conceptually) simple as an encounter shuffler could be a pretty great mod for replayability
Some parts of the game does have randomized spawns, so maybe it would be possible to get other parts of the game to do the same thing (that said, I don't know how the randomization actually works).
Lunethex Jan 28, 2016 @ 11:43pm 
If you look at the Trailer for the game on the store page you'll notice they had Grimgoblins in Gransys before post-game. I always thought that was a telling detail.
BeverlyHillsBill Jan 29, 2016 @ 4:12pm 
This is shaping up to be very interesting. Good pics too. Can't wait.
Jan 29, 2016 @ 7:49pm 
Originally posted by FluffyQuack:
.

Fluffy, imagine you have much on your plate, and this may be small time in comparison. But an educated reply to this question would be appreciated.

Hotkeys.

I am curious if the items that are allowed to be hotkeyed, could be expanded upon.
Mainly arrows, and throwable items.
Though being able to hotkey weapon swapping would be amazing..

I feel like it should be possible. And I hope it is.
What do you think?
Kaldaien Jan 29, 2016 @ 7:55pm 
I can field this question. Pretty much, yes. In maybe 30 minute's work, if I didn't have other things more urgent to work on right now, I could throw something together to let you hotkey anything. I'm not in a hurry to drop everything and do so because I use a Steam controller =P.
Jan 29, 2016 @ 7:58pm 
Originally posted by Kaldaien:
I can field this question. Pretty much, yes. In maybe 30 minute's work, if I didn't have other things more urgent to work on right now, I could throw something together to let you hotkey anything. I'm not in a hurry to drop everything and do so because I use a Steam controller =P.

Appreciate that response.
And I wouldn't expect you too, but I am interested - after reading some recent and brief messages by you, Are you working on DDDA?
Kaldaien Jan 29, 2016 @ 8:04pm 
Yes,

See:
http://steamcommunity.com/app/367500/discussions/8/451852225136466960/

and

http://steamcommunity.com/app/367500/discussions/0/451850849198827459/

for my projects.

The latter one is in the wrong forum because I am not used to working on games where the publisher has setup a forum specifically for modding :)
Jan 29, 2016 @ 8:15pm 
I feel great about this title coming to pc.. Hope the support continues and deepens.
I apprecate people like you immensely, that take the time.

And.
Welp. Now I feel like a douche for my comment in the SLI thread.
I've been singled out twice by you now. :steamfacepalm:

I'll keep turds like that to myself from now on.
FluffyQuack Jan 29, 2016 @ 8:54pm 
Originally posted by ..inv:
Originally posted by FluffyQuack:
.

Fluffy, imagine you have much on your plate, and this may be small time in comparison. But an educated reply to this question would be appreciated.

Hotkeys.

I am curious if the items that are allowed to be hotkeyed, could be expanded upon.
Mainly arrows, and throwable items.
Though being able to hotkey weapon swapping would be amazing..

I feel like it should be possible. And I hope it is.
What do you think?
I haven't looked into it. There's a lot of additional stuff with the game I've been wanting to look into, but I'm juggling so many projects at any given time that I have to priotize.
Jan 29, 2016 @ 8:58pm 
Originally posted by FluffyQuack:
I haven't looked into it. There's a lot of additional stuff with the game I've been wanting to look into, but I'm juggling so many projects at any given time that I have to priotize.

No worries.
Patience commenced.
IceBurner Feb 3, 2016 @ 1:15am 
I imagine this can be used to fix one of the long-standing issues with DD and DA: The lack of reliable Griffon spawns post-game. There's only 4 repeatable Griffin spawn spots, none with 100% odds. All but 1 low-chance (25%) spot get replaced.

Meanwhile the Cockatrice has two 100% spawn spots, and two 50% spawn spots in the original DD, plus two more spawns in BBI (one in an arena, and one 100%).

Even the first boss of the game, the Cyclops, got more love and attention than that. By the post-game there's still the same unarmored Cyclops at Cobal Coast and Soulflayer Canyon, plus 2 armored ones in the Shadow Fort, all 100%. BBI has one in Garden of Ignominy, plus a chance for 3 at once in Rotunda of Dread.
Last edited by IceBurner; Feb 3, 2016 @ 1:16am
LasurDragon Feb 6, 2016 @ 9:15pm 
Could this limit on active enemies cause delayed npc/enemy loading?
Innkeeper in Gran Soren always takes a few second to show up after I enter the inn. And recently I started to notice bandits that appears partially, 1-3 guys at a time, often just in front of me.
Last edited by LasurDragon; Feb 6, 2016 @ 9:15pm
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