Jagged Alliance 3

Jagged Alliance 3

Jagged Alliance 3 Workshop
Make your own version of JA3 and share it!
ludicrous 5 Jun, 2024 @ 10:07am
How to edit an existing unit preset (existing merc) in the editor?
The editor is so bad to the extent that it's just better to avoid it. Really.

I just wanted to set up mercs to my own liking (re-distribute their stats, salaries, starting gear, etc.), and... 
I successfully did it... By recompiling .hpk files, editing them, and compiling them again.
That's so... read my nickname... ludicrous.
I mean, who on Earth could've thought that preventing users from editing existing presets would be a good idea?

Anyway, besides just whining, I found two ways to change them via the editor:

1) By creating another unit with the same ID, which will override the already existing one.
The problem here is that after you do it, mercs stop speaking on the hiring screen. Everything else seems okay.

2) You can change a single property. There are no problems with this one, but it doesn't allow you to edit more than one, so it's just torture to edit every character like this.

In conclusion, I want to say that editing the game files directly is way more comfortable and fast than through this bloody editor.
And you even have more options (at least with my goals) this way.
So the editor is really a joke that the developers decided to make. Really horrible.

I assume that there's no answer to my question (the one stated in the title).
So, is there any other way I could upload my mode to the workshop if I just edited the game files directly?
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Showing 1-8 of 8 comments
Sir Ni 36 5 Jun, 2024 @ 10:32am 
well, if you edit the lua files you should first create an item code and put your lua code there.
ludicrous 5 Jun, 2024 @ 11:51am 
Originally posted by Sir Ni:
well, if you edit the lua files you should first create an item code and put your lua code there.

I tried this earlier, but it seems like you cannot override existing game files this way either.
As far as I understood, you can put your Lua code there in order for other items in the editor to be able to reach and use it.
Correct me if I'm wrong.
Sir Ni 36 6 Jun, 2024 @ 5:27am 
I don't enjoy telling people that they are wrong but... you are wrong. There are many ways to override game files. You do get it that this is what mods are about right?
ludicrous 6 Jun, 2024 @ 7:11am 
Originally posted by Sir Ni:
I don't enjoy telling people that they are wrong but... you are wrong. There are many ways to override game files. You do get it that this is what mods are about right?

You seem to have no idea what we are discussing at all.
Your approach isn't working, and I explained why.
I asked you to correct me if I had missed something, and you started insulting. This simply shows that you are ignorant.

There is no reason to text anything if you lack information.
Sir Ni 36 6 Jun, 2024 @ 7:31am 
I don't see where I insulted you, if you want my help, go to my workshop take a look at my mods and if some of them have a similar result of what you are trying to accomplish you can text me here on steam or on discord, I will be glad to help.
LotR[Henchman] 6 8 Jun, 2024 @ 11:30am 
Originally posted by ludicrous:
Originally posted by Sir Ni:
well, if you edit the lua files you should first create an item code and put your lua code there.

I tried this earlier, but it seems like you cannot override existing game files this way either.
As far as I understood, you can put your Lua code there in order for other items in the editor to be able to reach and use it.
Correct me if I'm wrong.

No, one can change a lot with lua
The only real limit is finding a good "OnMsg." function to fire ones code from, as one simply can't change values that are not yet set, so it's a bit about timing...

function OnMsg.ClassesBuilt() ; function OnMsg.ZuluGameLoaded() ; function OnMsg.CampaignStarted()
Are imo good places to start.

But then again, you do you. I can only tell you that repacking hpk sounds stupid to me, as does overwriting files instead of editing classes/presets.
Papill0n 25 9 Jun, 2024 @ 4:08am 
Originally posted by ludicrous:

Anyway, besides just whining, I found two ways to change them via the editor:

1) By creating another unit with the same ID, which will override the already existing one.
The problem here is that after you do it, mercs stop speaking on the hiring screen. Everything else seems okay.

Hi. I think the mod editor just unsets the voice response entry to false upon copying a merc. You should be able to re-set it (to the original merc's voice response id) and the merc will talk again. I think I had this too at some point.
ludicrous 9 Jun, 2024 @ 6:18am 
Thanks everybody, gonna check the modes, the functions and the voice response later, when I'll have time.
When I'm done, Imma pin the good answer and describe the solution to others!
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