FearTheBlaziken wrote:Code: Select all
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- The blueprint files for EL also contain data from both Vanilla and CE (+Infinite) apparently, perhaps after running the program with the new CE files, adding any manual changes done in the past, and setting the files to ".xml" instead of ".append" would significantly reduce file size. (EL has a ton of issues, but I believe they can't be fixed without modifying rannl's program.)
The reasons for those problems can probably be best summed up when I asked Sleeper Service about the program/tool:
(On releasing the tool)
Mostly because it's somewhat clunky to use and has little to no documentation. By now I can barely figure out myself how to execute it correctly. Its nothing professional though, the Rannl Software thing was only meant to indicate that Rann coded the programs.
(On asking about the prefix source file)
https://www.dropbox.com/s/rah3cmblj559dlh/prefixes.xml?dl=0
(This is still a slightly outdate version of the file, missing some generic prefixes and the second batch of legendaries that have been introduce. As mentioned before the latest prefix file was lost.)
so the current version of the prefix file is gone, and the program is confusing to use...
I've done something about this actually, going all the way to rewriting the tool from scratch.
it's missing the ship and animation prefix generation, but has the rest of the stuff: player drones, weapons, and player blueprintLists for events, and the same for enemies if you're the particular madman to let the Loot loose on enemies. if player weapons can be added to blueprintLists, I suppose I could do something similar to set their rarities to 0 in the crystal sector, can't be too hard..
but, while the tool can accomplish what I've stated, it feels a bit sloppy and the documentation is also lacking so it'd be confusing to use if I released it in its current state. Lately I haven't found it in me to work on that though...