Linking two AEV doorways with "It Won't Budge"
Oct 18, 2021 0:57:22 GMT 10
LeonEx and HardRain like this
Post by kTeo on Oct 18, 2021 0:57:22 GMT 10
Footage taken in UHD because i don't have 2007vr installed at the moment.
As requested, this tutorial is focused in linking two AEVs so that they work like one of them unlocks the other after interacting with it.
This type of lock is seen at doors with "It won't budge. It's gotta be locked from the other side." and they are unlocked from other events with "You unlocked it."
This type of lock is seen at doors with "It won't budge. It's gotta be locked from the other side." and they are unlocked from other events with "You unlocked it."
First of all, you need to understand the concepts of hex editing an AEV event on 2007vr. You can learn more about it HERE
With that covered, let's start!
There are two bytes responsible for locking/unlocking an event. They are located in 6E in each AEV entry.
For finding the right bytes, start selecting multiple bytes until the LENGTH value in HxD is equals to 6E (image below)
So let's take a deeper look on each byte.
The first byte determines if the event either is locked or will unlock other events.
Insert 01 for locked events or 02 for unlocking events.
The second byte is the index value for each lock.
If your lock has bytes 01 A0, for example, it will be locked until an event with 02 A0 is prompted. The second byte is responsible for linking each one.
Keep in mind that you can have multiple events locked in the same index, and all of them will be unlocked as soon as you prompt a 02 entry of that same index.
So the game already have multiple locking events already and you can accidentaly create conflicting events that will unlock undesired events. I created a simple solution for this.
My way of adding new locks for this is to start at the index of A0, and after that use A1, A2, A3, A4... all the way to AF. Then we go B0, B1, B2... you get the idea.
No lock in the vanilla game has indexes with such high values so you won't have a problem conflicting with them.
In the example below, we have two doorways connected. One if them have bytes equal to 01 A0 (locked one) and the other have bytes equal to 02 A0 (unlocker one)
~kTeo
There are two bytes responsible for locking/unlocking an event. They are located in 6E in each AEV entry.
For finding the right bytes, start selecting multiple bytes until the LENGTH value in HxD is equals to 6E (image below)
So let's take a deeper look on each byte.
The first byte determines if the event either is locked or will unlock other events.
Insert 01 for locked events or 02 for unlocking events.
The second byte is the index value for each lock.
If your lock has bytes 01 A0, for example, it will be locked until an event with 02 A0 is prompted. The second byte is responsible for linking each one.
Keep in mind that you can have multiple events locked in the same index, and all of them will be unlocked as soon as you prompt a 02 entry of that same index.
So the game already have multiple locking events already and you can accidentaly create conflicting events that will unlock undesired events. I created a simple solution for this.
My way of adding new locks for this is to start at the index of A0, and after that use A1, A2, A3, A4... all the way to AF. Then we go B0, B1, B2... you get the idea.
No lock in the vanilla game has indexes with such high values so you won't have a problem conflicting with them.
In the example below, we have two doorways connected. One if them have bytes equal to 01 A0 (locked one) and the other have bytes equal to 02 A0 (unlocker one)
~kTeo