Help Needed on Hex Editor Neo
Moderator: thunderchero
Forum rules
Please search before starting new topic.
There is a good chance it has already been asked.
Please search before starting new topic.
There is a good chance it has already been asked.
Help Needed on Hex Editor Neo
Need some help on Hex editor Neo any offers? iv seen the links to topics but still havent got a clue about it thought id slpill it out i want to build more mass replicators from 10 to 30 and 30 databanks on the heavy colony ships iv seen the shiplist.sst on the right hand side but it does not display the colony ship info or galaxy info. on the left hand side have not got a clue whats the colony ship and how to add more replicators and more databanks iv pmed QuaserDonkey waiting for a reply but could anyone else help?
When will we have another Enterprise-E?
- Tethys
- Past Administrator
- Posts: 2404
- Joined: Fri Jul 18, 2008 2:00 am
- Location: Your mom's bed ;)
- Contact:
Re: Help Needed on Hex Editor Neo
3rd section: viewtopic.php?f=4&t=1284
The entire post should be read too. Bookmarked as well.
And now is the time to start reading
The entire post should be read too. Bookmarked as well.
And now is the time to start reading
- QuasarDonkey
- Code Analyst
- Posts: 433
- Joined: Tue Jul 26, 2011 8:29 pm
- Location: Ireland
Re: Help Needed on Hex Editor Neo
This article:viewtopic.php?f=9&t=64 by Gowron says that setting the production value of colony ships in UE will increase the number of starting farms and factories (and population). I'm not sure if this has been modded in UDM.
Gowron further includes this link: viewtopic.php?name=Forums&file=viewtopic&p=8735#8735 showing what values to edit in hex editor to increase the number of farms/factories even more for each production level.
I'm not really the man to ask for this though, since I don't actually make mods, I just write code tools and patches.
Gowron further includes this link: viewtopic.php?name=Forums&file=viewtopic&p=8735#8735 showing what values to edit in hex editor to increase the number of farms/factories even more for each production level.
I'm not really the man to ask for this though, since I don't actually make mods, I just write code tools and patches.
Re: Help Needed on Hex Editor Neo
thanks guys will have a look after watching stargate
When will we have another Enterprise-E?
Re: Help Needed on Hex Editor Neo
Guysi need your help again i cant seem to find the codes needed to mody the number of mass replicators and databanks. when i do a searh for the code is says file not found or code not found.
When will we have another Enterprise-E?
- QuasarDonkey
- Code Analyst
- Posts: 433
- Joined: Tue Jul 26, 2011 8:29 pm
- Location: Ireland
Re: Help Needed on Hex Editor Neo
Basic steps:
- Open Trek.exe in a hex editor
- Use to hex editor to navigate to offset 0x18E2B8. I've never used Neo, but I know in WinHex there's a "go to offset" command.
- You might see something like this:etc.
Code: Select all
0018e2b8 0a 00 00 00 01 00 00 00 00 00 00 00 0a 00 00 00 |................| 0018e2c8 02 00 00 00 00 00 00 00 14 00 00 00 02 00 00 00 |................| 0018e2d8 01 00 00 00 14 00 00 00 03 00 00 00 01 00 00 00 |................| 0018e2e8 1e 00 00 00 03 00 00 00 02 00 00 00 1e 00 00 00 |................|
- You should adjust your editor's hex display width to 12 bytes. Now you should see a table that looks like this:etc.
Code: Select all
0018e2b8 0a 00 00 00 01 00 00 00 00 00 00 00 |............| 0018e2c4 0a 00 00 00 02 00 00 00 00 00 00 00 |............| 0018e2d0 14 00 00 00 02 00 00 00 01 00 00 00 |............| 0018e2dd 14 00 00 00 03 00 00 00 01 00 00 00 |............|
- The first byte in each row is the starting population of a colony.
Code: Select all
0018e2b8 0a 00 00 00 01 00 00 00 00 00 00 00 ^^ population (note: 0a hex = 10 decimal)
- The fifth byte in each row is the number of farms.
Code: Select all
0018e2b8 0a 00 00 00 01 00 00 00 00 00 00 00 ^^ number of farms
- The ninth byte in each row is the number of factories.
Code: Select all
0018e2b8 0a 00 00 00 01 00 00 00 00 00 00 00 ^^ number of factories
- I think there are nine rows in the table, one for each production level of colony ships. You'll have to use UE to see what production levels your colony ships use. Or you can just change all the entries.
Last edited by QuasarDonkey on Fri Aug 09, 2013 1:24 pm, edited 1 time in total.
Re: Help Needed on Hex Editor Neo
This is what im getting
Last edited by pal28 on Fri Aug 09, 2013 1:33 pm, edited 1 time in total.
When will we have another Enterprise-E?
- QuasarDonkey
- Code Analyst
- Posts: 433
- Joined: Tue Jul 26, 2011 8:29 pm
- Location: Ireland
Re: Help Needed on Hex Editor Neo
Lol, I thought I saw a monkey for a second. I must be imagining things.
Hmm, maybe try jumping to offset 18E2B8 (without 0x at the start). If that doesn't work, you can just scroll down the file. The offsets are those numbers listed on the left side. Just scroll down until you reach 18E2B8.
Hmm, maybe try jumping to offset 18E2B8 (without 0x at the start). If that doesn't work, you can just scroll down the file. The offsets are those numbers listed on the left side. Just scroll down until you reach 18E2B8.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7960
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Help Needed on Hex Editor Neo
do not use "search" you need to use "go to" function use the help inside your editor if you can not find "go to"
BTW this will not edit data banks that takes a major code change.
thunderchero
BTW this will not edit data banks that takes a major code change.
thunderchero
Re: Help Needed on Hex Editor Neo
thanks TC The go to function works perfectly is now finding the codes and QD Can u provide me with the codes for the databank?
When will we have another Enterprise-E?
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7960
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Help Needed on Hex Editor Neo
this is a major code change and is experimental
viewtopic.php?f=9&t=64&p=33179&sid=13fd ... c25#p33179
thunderchero
viewtopic.php?f=9&t=64&p=33179&sid=13fd ... c25#p33179
thunderchero
Re: Help Needed on Hex Editor Neo
Hi iv made some changes now im getting this error message
trek is not a valid win32 application how do i sort this out? also the icon has changed its no longer showing the udm3 default logo
trek is not a valid win32 application how do i sort this out? also the icon has changed its no longer showing the udm3 default logo
When will we have another Enterprise-E?
- QuasarDonkey
- Code Analyst
- Posts: 433
- Joined: Tue Jul 26, 2011 8:29 pm
- Location: Ireland
Re: Help Needed on Hex Editor Neo
Evidently you made a mistake somewhere. You can't really fix that. You're going to have to start over. So grab a fresh copy of Trek.exe, and try again.
I'd say forget about the databanks for the moment - that part looks complicated. Try to patch for more farms and factories, and once you get that working, make a backup of Trek.exe.
I'd say forget about the databanks for the moment - that part looks complicated. Try to patch for more farms and factories, and once you get that working, make a backup of Trek.exe.
Re: Help Needed on Hex Editor Neo
if only somebody could do this for me as i have made a mistake its taken me 45min just to set how everythink it was before
When will we have another Enterprise-E?
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7960
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Help Needed on Hex Editor Neo
Give a man a fish and he eats for a day teach a man to fish and he can feed himself for life.pal28 wrote:if only somebody could do this for me
so keep trying
thunderchero