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Messages - nargil66

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Other Modifications / Re: Death Effects Mod for TQ:AE
« on: 12 January 2022, 20:09:57 »
Just create the CustomMaps folder manually. However i cant guarantee the Death Effects will still work properly, as it is very outdated.

Modifications / Re: Grant skill Dual Wield to Rogue
« on: 12 January 2022, 19:34:38 »
Hey, to answer your question - Dual wield is not possible to add through an item skill. I think it was possible pre-AE, but not anymore. That's the reason Eihenjar's Fate granted skill (Reckless Offence) is not activating.

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 12 January 2022, 19:11:15 »
The black spots on hair are because of a vanilla shader issue i think. It happens only in inventory, right? Sadly it's not something i can fix.
On the second picture, if the character textures are messed up, try using a greek dye (from the five starting colors) and see if it solves it.

I'm working on the next update, but i can't guarantee it will be ready for Xmas. Some new illusions are coming, and ill try to fix the UI issues. Neidan mastery is already included. Also the hard mod version is returning (normal one), only not in multiple variants.

Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 21 December 2021, 16:57:10 »
I follow nargil66 tips, but stuck on the next step:
1) Find good animations for all attacks/special moves/strikes. I have some ideas, but I can't preview them, because for some reason my TQ Viewer tool is not working  :(
It's loading, but I can't preview any mesh. It seems selected and I can choose animation, but preview area is always empty.
Spoiler for Hiden:

Viewer became broken for me too after installing EE, no clue what the reason is. Older Viewer versions stopped as well, but in my case they all just refuse to start up.
However, there is another way you can preview animations without needing Viewer. Try unpacking all animations you want to test in "creatures/pc/female/anm" folder, inside your main game Database directory (similar to addon mods). To quickly preview any of these animations on the character, rename it to femalepc_idle.anm and restart the game. This will change the default standing animation to your new one. If it is what your need, rename it again to the actual name the animation will use and do the same steps with the other testing animations. This method is a bit slower, but it works. I used it a lot before knowing about Viewer.

2) Rescale at least one sword item a bit to make in longer as two-hander, but Mesh View tools also seems broken for me :(
I have tried both MeshView and MeshView Fixed versions of Tamchi tool.
They are loading, but when I select some meshes it shows me an error:
Spoiler for Hiden:

I still can load some meshes, but not interesing ones:
Spoiler for Hiden:

MeshViewer tool by Tamchi is also not working for me, after mesh loading there are no any errors, but preview area is empty:
Spoiler for Hiden:

Maybe I need to extract some additional resources to be able to work with meshes?

Is it only issue of mine? I have isntalled fresh vcredists (2005,2008,2012) and .NET Framework 4.0. Maybe someone faced the same problems?

That's a very weird problem... Have you tried making MeshView your default program, and then just double click on the mesh? Can you give an example of a mesh that triggers this error? BTW, you can also increase the size of any item by editing the "Scale" entry in "ActorVariables" tab of the item DBR:
Spoiler for Hiden:

Bulgaria / Re: [REL] Bulgarian Localization Patch
« on: 20 December 2021, 13:26:01 »
Желая ти най-после от THQ Nordic да приемат твоя труд към официално поддържаните езици в играта и да бъдеш възнаграден подобаващо.
Мерси, но май няма да стане. Не съм получавал отговор от тях повече от месец. Гащонинджа май ще се окаже прав:
Ами аз какво ти разправям, толкова много къртовски труд за какво... ????
Пращай го смело, а ако те не го включат само ще потвърдят моето мнение от години наред, че са казмаци  >:D
Не смятам повече да се занимавам с тях, по никакъв повод. И ако за в бъдеще правя по-голям мод, той ще свършва до Immortal Throne, без новите продължения. Дотам беше епиката, след това всичко се превърна в комерс. Само някои предмети и чудовища ще включа и това е.

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 18 December 2021, 19:25:45 »
Thank you for the kind words :) I won't completely stop however, only will try to avoid things that are too tedious or complex. It has become an addiction, you know... no modding and i get abstinent syndrome, haha.
Here is a new basic maenad skin (close to the concept you liked the most):

Not perfect, but should do. I'll probably use the horns for special heroes, or for illusions add a 50% chance to spawn with horns and 50% without, will see.
Here is an old draft of alternative maenad heroes (nymphs) for EGA mod or Pantheon mod (former Deities):
Spoiler for Hiden:
tagEnemyMaenad01=Maenad ~ Battlemaiden//Common, DW,
tagEnemyMaenad01c=Maenad ~ Warmaiden//Champion, DW, Envenom Skill, AOE Skill
tagEnemyMaenad02=Maenad ~ Initiate//Common, Staff
tagEnemyMaenad02c=Maenad ~ Priestess//Champion, Staff, Bacchic Aura
tagEnemyMaenad03=Maenad ~ Temptress//Common, Staff, Fumble
tagEnemyMaenad03c=Maenad ~ Seductress//Common, Staff, Fumble, Call Foxes, Charm Pets
tagEnemyMaenadHero01=Alcimache the Raving ~ Maenad Hero//
tagEnemyMaenadHero02=Bromie Loud-Cry ~ Maenad Hero//
tagEnemyMaenadHero03=Kisseis, Lady of the Ivy ~ Maenad Hero//
tagEnemyMaenadHero04=Koronis the Nimble ~ Maenad Hero//
tagEnemyMaenadHero05=High Priestess Ambrosia ~ Maenad Hero//
tagEnemyMaenadHero06=Phyto Leafsinger ~ Maenad Hero//
tagEnemyMaenadHero07=Polyxo Darkgrove ~ Maenad Hero//
tagEnemyMaenadHero08=Eudore the Fair ~ Maenad Hero//
tagEnemyMaenadHero09=Pedile Lightfoot ~ Maenad Hero//
tagEnemyMaenadHero10=Eriphe the Gifted ~ Maenad Hero//
tagEnemyMaenadHero11=Polymno Warsinger ~ Maenad Hero//
tagEnemyMaenadHero12=Erato the Lovely ~ Maenad Hero//
tagEnemyMaenadHero13=Arsinoe Winebrewer ~ Maenad Hero//
tagEnemyMaenadHero14=Nysa, Lady of the Mountain ~ Maenad Hero//
tagEnemyMaenadHero15=Koronis the Mad ~ Maenad Hero//
tagEnemyMaenadHero16=Philia, Nurse of Dionysus ~ Maenad Hero//
tagEnemyMaenadHero17=High Priestess Khalkomede ~ Maenad Hero//
tagEnemyMaenadHero18=Charopeia Battledancer ~ Maenad Hero//
tagEnemyMaenadHero19=Phasyleia, Methe's Handmaiden ~ Maenad Hero//
tagEnemyMaenadHero20=Warlady Kalybe  ~ Maenad Hero//
tagEnemyMaenadHero21=Warlady Khoreia ~ Maenad Hero//
tagEnemyMaenadHero22=High Priestess Meliktaina ~ Maenad Hero//
tagEnemyMaenadHero23=Warlady Klite ~ Maenad Hero//
tagEnemyMaenadHero24=High Priestess Kodone ~ Maenad Hero//
tagEnemyMaenadHero25=Warlady Gigarto ~ Maenad Hero//
tagEnemyMaenadHero26=High Priestess Myrtho ~ Maenad Hero//
tagEnemyMaenadHero27=Warlady Gorge ~ Maenad Hero//
tagEnemyMaenadHero28=High Priestess Oenone ~ Maenad Hero//
tagEnemyMaenadHero29=Warlady Phylio ~ Maenad Hero//
tagEnemyMaenadHero30=Warlady Soe ~ Maenad Hero//
tagEnemyMaenadHero31=Warlady Staphyle ~ Maenad Hero//
tagEnemyMaenadHero32=High Priestess Sterope ~ Maenad Hero//
tagEnemyMaenadHero33=Terpsikhore Wardancer ~ Maenad Hero//
tagEnemyMaenadHero34=High Priestess Therope ~ Maenad Hero//
tagEnemyMaenadBoss01=Ino ~ Maenad Head Priestess//
tagEnemyMaenadBoss02=Agave ~ Maenad Head Priestess//
tagEnemyMaenadBoss03=Autonoe ~ Maenad Head Priestess//

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 18 December 2021, 10:20:11 »
To everyone following this thread - i'm officially burned out :( Sorry. I'll try to update EGA for EE and release Hera, but i can't guarantee there will be anything else before next year.

Tested it today and it works awesome! Thank you very much for updating it.

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 16 December 2021, 18:26:03 »
Hmm, how about adding the horns to a MI headgear? Something similar to this post but the skull should be smaller:;topicseen#msg12953
Or like this concept:
Spoiler for Hiden:
About tails, i'm not sure they fit mythological maenads. They have nothing to do with cats in lore, except the leopard pelts they wear.
Man, these Maenads... I try making a good concept of them since my first posts in the old forum, which is 4 years ago... and it's still eluding me. Especially when trying to make their general outfit. They really are tricky and untamable creatures  :D. Here are some of the previous concepts i've made over the years (from older to newer):
Spoiler for Hiden:

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 15 December 2021, 18:11:26 »
Shaping more lore-friendly maenads (coming as one of the next illusions in Enhanced Gameplay - this is one of the "warrior" variants, the "priestess" variants will be different):
Spoiler for Hiden:

They weren't depicted with horns in Ancient Greece, but as female counterparts of the Satyrs i think it fits good + it makes them more feral, as they are supposed to be.
Also in modern times they are often depicted with horns (just google "maenad cosplay" and see what comes out).

Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 14 December 2021, 19:45:55 »
I think it is possible if there's a source code, and the time available.  :)

To rewrite a tool like TQCam from scratch is hard, and in my opinion it's a tool that makes the game ugly, you see everything you shouldn't. The game itself have a much better camera than TQIT, THQ Nordic have done an amazing job.
Thank you for your answer. If you ever have the time or desire to do it, please give it a try. I'll think of some way to repay you, that's a word given :)

Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 14 December 2021, 18:17:22 »
1) Is it possible to use creatures animations for character mesh? For example, maenads and terracote warriors have great animations for two-handed weapons. Is it possible to replace basic female hit animations with related ones?
2) I'm ok if character will handle any one-handed weapon with 2-handed animation, I just want to create viking warrior with 2-handed axe or highlander with claymore sword and run through the entire game with one weapon type. So dual weapons or sword/shield is not necessary at the same time with two-handers.
3) Is it possible to create separate weapon type? Like sword/spear/bow and so on.
4) Is it possible to rescale any item mesh without 3d modelling tools?
5) Does anyone knows any creature, what have another great two-handed weapon animations? For example, 2-handed maces require a bit different hand positions to handle it.
There are quite a few problems with this idea, but it's not impossible to do. If you're really up to doing that, I'll try to list some of the obstacles you may face. To answer your questions:

1. For the most part yes, but there are some problems, which you have to address. The first problem is animation speeds. For example, all character attack animations are 25 frames, while maenad one-handed animations are 29-37 frames, which is slower. You have to calculate the difference and increase the new animations speed in the modified character animation table. E.g. to set an animation of 37 frames to have the speed of 25 frames, you have to increase it's speed inside the character animation table by roughly 33-35%:
Spoiler for Hiden:
This is because 37 frames - 25 frames = 12 frames, which is 1/3 of 37 frames.
Second problem is that often the skeleton structure of the meshes is different. I haven't tried, but i assume that a male character using a maenad 2-handed animation may hold the weapon in not the exact position you need. But you have to test to see.

2. The problem here is you can't exclude the shield from 1-handed animations. So you have two options: a) replace staff or bow animation slots entirely with 2-handed weapon slots. Currently there is no way to add a new weapon type to the game. I have requested to the devs before to add more empty weapon types (for any purpose like 2-handed weapons, fist weapons or mounted combat) but they ignored my request. So you are stuck with either replacing an existing weapon type, or the second option is to just fake it and make all shields invisible when using one-handed weapons (this is doable by replacing Bone_L_Weapon of the given one-handed animation with a shrinked bone with the same name, using Animation Composer and Animation Bone Renamer). Depends on what suits your goals better.

3. As i said in previous answer, not possible. And i wouldn't rely on the devs to ever implement such a feature.

4. Yes, it's possible, using Tamschi's Mesh View. It's quite easy to do actually.

5. You may check all existing creature animations using the default Viewer program that comes with the game, and find the ones that fit your needs. But teracotta/maenad should do for a start.

I hope that helps. If you have more questions, let me know.

Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 13 December 2021, 17:05:57 »
Version 3 of Xmas Special is uploaded to Nexus and Mega.
- Added Santa for male character (armors and dyes disabled)
- Added 16 new Xmas elf skins (uses all Greek dyes)
- Added new animations for female run (unarmed only) and male idle + emote
- Removed nude skins from this version

Spoiler for Hiden:
Playable Santa Model

New Xmas Elf Skin List


Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 12 December 2021, 20:48:07 »
Your explanation give me a wonderful idea and I try it. Guess what? The mod is working now  ;D
What I do is replace the femalepc01.msh file in v0.9e with an older file from the lilith mod, and ingame models are now showed properly. It seem the femalepc01.msh in v0.9e is the primary problem.
Thank you for your awesome mods as always.
Awesome :D I'm glad everything works now. Enjoy the mod!

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