char_create_combinations (Vah Shir)
I've been successful at removing all undesired race/class combinations from my char_create_combinations table except Vah Shir.
Whenever I select to create a new character, it always picks a random race/class combo to start. Sometimes that random race will be Vah Shir, even though I've removed every reference to race ID 130 (Vah Shir) from the char_create_combinations table. I do have Luclin enabled, but only because I want to use the AA's. I don't want the Vah Shir. If I try to forcibly make a Vah Shir, I can't, which is good. This is ONLY happening when EQ picks the random race/class combo after selecting an empty character slot. Is it not possible to remove Vah Shir from the character selection screen's "Random" race/class selection? |
You have to remove Vah Shir from char_create_combinations and from char_create_point_allocations, then reboot.
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Thank you chrsschb.
Since I've already removed Vah Shir, Drakkin and Froglok from the char_create_combinations table, I'm left with a lot of unnecessary ID's in the char_create_point_allocations table. I've been trying to figure out which ID's in the char_create_point_allocations table are for Vah Shir, Drakkin and Froglok so I can remove them, but it's proving to be quite difficult. I made a list of all the ID's that are still in use in the char_create_combinations table and compared that to the 108 rows of char_create_point_allocation ID's that are still existing and I found that the following ID's do not exist in my char_create_combinations table, so I THINK I can safely delete them from char_create_point_allocations and achieve my desired result of no selectable Vah Shir, Drakkin or Froglok during the "Random" race selection of character select: ID's that I THINK I need to remove from char_create_point_allocations are: 0, 1, 12, 59, 65, 66, 69, 70, 71, 75, 76, 77, 78, 79, 80, 86-108 Does this sound right or am I way off? I couldn't find a good resource that cross referenced the two tables together, so this is the best I could come up with. |
Ok I think I figured it out after looking at my original database from back in June 2019 before I removed any of the races or classes in the char_create_combinations table. My research indicates that the following ID's in the char_create_combinations table will corresponding to the correct ID's in the char_create_point_allocations table for removing Vah Shir, Drakkin, Frogloks, Berserkers and Beastlords:
Vah Shir (Race ID 130) Remove the following ID's from char_create_point_allocations table: 75-80 Froglok (Race ID 330) Remove the following ID's from char_create_point_allocations table: 86-93 Drakkin (Race ID 522) Remove the following ID's from char_create_point_allocations table: 94-106 Beastlord/Berserker Remove the following ID's from char_create_point_allocations table: 0, 1, 12, 59, 65, 70, 71, 76, 77 |
The new wiki at http://eqemu.gitbook.io has all the database documentation.
As far as the allocations, if you look in the char_create_combinations table you'll notice that it uses the allocation identifier from char_create_point_allocations. So if you already deleted those rows, you'll have a hard time mapping them manually. This query should pull all the ones you don't need anymore. Code:
SELECT * FROM `char_create_point_allocations` WHERE `id` NOT IN https://eqemu.gitbook.io/database-sc...e_combinations |
Thanks for all the help, but even after removing all references to Vah Shir from both tables, I am still able to make a Vah Shir. Quite frustrating, as I was hopeful this was the missing link. (yes, I restarted the server)
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Those 3 tables control the options/choices for toons at startup. It works for everyone else. If it's not working for you, then something is screwed up. Check your rule_values table also. World:UseClientBasedExpansionSettings false
char_create_combinations char_create_point_allocations start_zones |
I triple checked all 3 of those tables and I have removed Vah Shir, Drakkin, Froglok, Berserker, and Beastlord from all of them. There is not a single 1 I missed.
I also have World:UseClientBasedExpansionSettings false. I know you say it works for everyone else, but it doesn't work for me. Is there anything else I could try? |
Some stuff is hard-coded and is only disabled server-side and not visually.
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Sorry struggle, I have no idea what's happening on your end. It can probably be a number of different reasons, but I guess it all depends on your whole DB setup, what client you are using, etc. If you want easy way to start troubleshooting, first install a fresh database, get it updated and then make those relevant changes to see what happens. If it works, then you know the issue is somewhere in the affected database.
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All good. I am just going to disable Luclin completely by putting World:ExpansionSettings = 2. That's the only way it stops happening. I was just hoping I could somehow keep AA's but without the Vah Shir, Beastlord, etc.
Thank you everyone for the help, at least I learned a lot from you all =) |
You give up too easy. People do that when they get impatient. ;) I remember back when I was having to learn a lot of basics, one time I spent 3 full days looking for a solution to a problem and, in the end, it was a simple "typo" of one measly little character in that infamous alphabet of ours, lol
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I've literally tried everything I could think of, plus every suggestion provided on this forum. It appears to be a hard coded thing, which I have no way of altering since I am terrible with code. I'm sure one day I'll take a look at it again, but for now I can rest easy knowing I gave it 110% and found nothing that would achieve my desired result.
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I tried to replicate your issue (somewhat), using an RoF2 client. I removed the vah shir from the create tables, and it would NOT let me create a vah shir toon. This is with all expansions enabled. You will notice that option disabled on the char select screen.
https://i.ibb.co/vhth0r3/Shar-Ro-F2.png |
Thanks for posting this Huppy. I think we are getting to the root of the issue now. I use the Titanium client, so it looks like these methods don't work for Titanium, but they do work for RoF2.
Thank you for all the help, I truly appreciate it! =) |
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