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Messages - Bumbleguppy

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16
Legion of Champions AE / Re: LoC AERAE - Development Thread 2
« on: 12 September 2023, 17:14:25 »
I'm really happy that nargil66 took this on when I asked him. Thank you nargill66 from the bottom of my heart. <3

I did have a few good days in a row and since the trailer for TQ2 I git excited and fired up TQ to play the mod. Of course as soon as I did I booted up ArtManager and started polishing little things that bugged me or ideas I had. Icegolem is back to single summon, updated his ice boulder skill.

I managed to add a permanent pet boost using the quest file that permanently buffs pets per act in little increments so there's no super life buff for act 4 anymore. I also had to tweak all the pets skill based base resistances so that it all balances better. Still buffing all bosses more lol

I didn't tell you nargil but I added a tier 7 skill for Forest Nymphs: Bladedance toggled self buff adds lots of speed dodge and damage.

Can't type anymore till I get some painkillers in me, but I'm keeping a file change manifest and everything.

17
Other Modifications / Re: [Tutorial] PSEditor!
« on: 08 September 2023, 21:10:10 »
As of September 2023 the PSEDitor has changed

I have to "run as administrator" on windows for it to work at all.

As I have Steam and chose to install game files in a "SteamLibrary" on a separate drive from my Steam install, my PSEditor save directory is now:
"D:\SteamLibrary\steamapps\common\Titan Quest Anniversary Edition\CustomMaps\Art_TQX3\source"

Really frustrating to have the save directory change with every game update.

I only found it by saving a blank "whereareyou.pfx" file in the PSEditor and did a windows explorer search to find it. :P

18
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 28 August 2023, 20:36:26 »
I recently installed JSGME on my machine (side note my Steam install used the "select install drive" option which has got to be my favorite Steam feature lately so my OS SSD doesn't get full...anyway had to point shortcut there) , haven't had any issue.

It was pretty easy to use even if nargil66 has so many mods I was overwhelmed by the selection lol

19
THQ Nordic / Titan Quest II - What We Know So Far
« on: 12 August 2023, 02:27:14 »
There's one thing I want most of all that I don't see listed...that it's got mod tools lol

I already know I'm gonna suck at this game just like I still do with TQ base game, I need more summons dammit

20
THQ Nordic / Re: THQN to present first Digital Showcase
« on: 11 August 2023, 23:16:43 »
OMG! OMG! OMG! *Urrrk* <clutches chest>


Oh...my...ghod...

21
Ha ha, I love it! The spider host is inspired. And the quiver for archer skeletons is so simple the original devs are doing a facepalm reading this post  :))

22
Legion of Champions AE / Re: Passing the torch to nargil66
« on: 15 July 2023, 20:00:42 »
I am working to find a doctor to see, Medea, but I am not wealthy so I have to be patient (no pun intended) and committed to the confusing and frustrating journey. Here in the US you can just go to the emergency room but when it's not an emergency it's pretty frustrating to set up appointments.

I didn't mean to imply that I am confident I will become well, I am going to be 60 in a few days and I'm pretty sure I know my body well enough to say that my health problems are here to stay.

No point in worrying about my getting better any more than worrying that the winter will come, just enjoy the time we have here and now.  :))

Looking forward to the future of the mod, though lol.

I honestly hope some more modders will jump in to contribute, too. it would be epic and fun.

EDIT:
You know nargil, I was listening to a movie critic today and he mentioned the recent fashion in entertainment for the viewer to identify with the protagonist and how that wasn't always the fashion. When I look at the most profitable video game franchises, that's what I've always seen.

I, like a lot of others evidently, don't really see themselves as the main object of their own story...I tend to see the overall experience as the source of all the wonder, joy and understanding of myth and movie and game. So playing TQ was always pretty unsatisfying to me because I never felt like I was a part of some adventure, I was meant to be the object or the center of the adventure and that always struck me as unrealistic, or even solipsistic.

So I was always attracted to the Summoner class just to be part of something rather than the only something....guess it goes back to growing up with 4 brothers and sisters and being in so many working bands or even employment with many co-workers. I guess I don't want to escape from that more like accentuate what I love about it.

Ah well, I've said too much  ::)

23
Legion of Champions AE / Passing the torch to nargil66
« on: 14 July 2023, 18:56:01 »
I am officially retiring from modding altogether due to age and health issues, I will be 60 in a few days. Having trouble even walking at this point and eating ibuprofen like candy. haven't done that since my time in a non-union factory in the 80's

Anyway, I reached out to nargil66 to see if he would finish the mod for everyone and he decided to pick it up for us.  :))

I for one welcome our new Modding Overlord and I've provided all the raw files and such to him.

So let's give a big welcome to the new modder for Legion of Champions, nargil66!

I'm lookimg for ward to the discussions when we get updates and such, pretty exciting!

24
Forum News and Info / Re: Birthdays
« on: 05 March 2023, 17:55:33 »
Happy Birthday nargil66 and efko!
🎂🎂

25
I am closing this alpha test run.

The feedback I got was really helpful and I want to thank all of you that pitched in. I will leave the download in the OP link but I am going to reassess the mod.

I fixed a lot of broken things that I had missed before which is great.

It seems that everyone expected more summons and more monsters than I have in this version. It started me thinking about what I like to play myself and I agreed.

I am going to retool the mod again with an emphasis on lots of monsters and lots of summons.

I guess after all these years I fell into the trap of trying too hard to make something that appeals to a larger demographic when in reality I don't care about the average gamer since they already have the base game which is better for that than I could ever design :))

I like a fast paced game with hair raising excitement but I don't like difficulty challenges. If I did I would play Tartarus or the Hardcore dungeon which already exist or even watch the many Titan Quest YouTubers that showcase interesting builds and equipment load-outs to beat the base game.

That means redoing the balance on summons skills and monsters so I want to start working on that right away.

Again, thank you for playing my mod and feel free to enjoy what I have already made in the OP link.

26
Monsters with different file names worked fine for me.

Here's another explanation: Suppose there were a couple satyrs and harpies that exist in the base game directory but DON'T exist in my directory and I just didn't notice. The proxy pool would still point to them and spawn them and they would drop potions.

If I move all my monsters to a renamed custom directory and do a search and replace on the proxy pools, they would now point to a file that doesn't exist, the monster wouldn't spawn and I would see that no potions dropped and be happy.

If you haven't experienced any base game monsters overriding your changes, then I wouldn't worry about it.

27
Got 5 points into Storm's Frost Wisp, but could still only summon one.  Text doesn't say it can have 2 at L5 either.
Sigh. Gonna have to update the OP with every mastery's summons count, aren't I? Okay, I will do that. Sorry.

For example, having to clone the entire monster directories so I could modify a monster at all. I mean, the base game player skills were always buggy like that, but modifying monsters was no problem.
Wait, what ? I never had that issue. Does it happens sometimes or all the time ?
And why not the same issue for proxies, while we're at it ?

When I first started remaking this mod after EE, I just imported my monster directory from my Atlantis attempt.

Monsters dropped potions.

In my mod, monsters never drop potions...so of course I went through Satyrs for example and opened all the monster files and sure enough, no miscItem potions in any of them. I had removed the miscItem potion tables from every monster. (a simpler solution is blanking out the potion loot tables, but I didn't think of that until years later)

It kept happening with other monsters. Also, champions, heroes and bosses went down strangely quick from pet damage. In my mod they all have specific passive skills that defend against pet damage (racial damage).

Monsters that don't exist in the base game, new monster files, worked fine. It was only monsters that have the same file path as the base game that would drop potions or be susceptible to pet damage. I wasn't going to rename every monster so I moved them all to a new directory and did a mass search and replace in the proxy pools.

Proxies seem to work, proxypools seem to work but the monsters themselves would drop potions etc.

I don't know, I just didn't want any monsters to drop potions and it was a solution that worked.

28
I updated the OP links on December 23rd to address that issue with Cerberus.

I am updating the files on MEGA right now with everything I've done in the last few days. Should finish uploading in 10 minutes or so.

29
I'm thinking about redoing the Ordnance again... ::)

I'm finding that I did too good a job on the item skills (in my opinion) for how easy it is to collect the hearts and but a recipe.

Right now I'm in epic with an elementalist and I equipped myself with Jackalman Melee set which has stupid physical resist so the ordnance skill is great as I can stand in melee and let it proc over and over killing most anything especially with Squall going and Frost Wisp, Storm Wisp and Core Dweller's top tier enemy elemental debuffs. Yeah, I'm gonna nerf the Jackalman set lol

I didn't like the very old method I used back in the day with bosses dropping ingredients.

Anyway, here's my idea so far:

Three champion hearts of the same type => one crystal heart of the same mastery

Crystal Heart grants +1,+2 or +3 to that mastery and some themed bonuses like +%Fire damage for Earth and pets. You can buy these recipes from ordinary vendors.

Then a recipe like currently with one from chosen mastery and any other one but with Crystal Hearts gives you something new.

I want to make a Crystal Charm which is a complete charm that you can enchant with.

Problem though is that you should only be able to equip one. Especially with them having item skills.

Making the current Ordnance as an amulet takes that equipment slot so I thought maybe a charm would be good since that frees up the player's slots for whatever they want or need. But if the Crystal Charm can enchant armor, shield, helmet, boots, or amulet only then you can only equip one. But I would have to relegate the player to Rare/Magical armor or shield or whatever so it's not that different than just making it an amulet.

Not sure how the game would react to making a charm "can only pick up one" in the settings. I mean, once it's slotted into a piece of equipment...what will the game do then? I dunno.

Anything I make the Ordnance into that is equippable means I'm going to fill that equipment slot so anything I find while playing for that slot goes to the merchant. Even artifacts.

But I think artifacts are a good choice as you don't really find those and they are as hard to make as these will be...

30
Yeah, found one a couple days ago. But I double checked it and decided to clone the force shield skill into the item skill directory. I always found it frustrating when the base game granted a player skill from the player skill trees so you couldn't stack it. Let me have my clever overpowered buff, game! :D

Really frustrated with how many things that worked in my previous attempted mods no longer work.

For example, having to clone the entire monster directories so I could modify a monster at all. I mean, the base game player skills were always buggy like that, but modifying monsters was no problem.

I used to repurpose environment objects in the database, like changing an ice stalagmite into a proxy which then could spawn a duplicate of the stalagmite but it was a stationary monster that cast a spell when a player came near.

Now it's really buggy. It works SOMETIMES which is in a way worse than never. Sometimes it spawns, other times it just doesn't. And making the stalagmites a monster now means that they have a monster shader instead of a decoration shader so they glow brighter than the other stalagmites.

My standards as far as professionalism and quality are having to take a dive just to make the things that are fun. Oh, well. Nothing more I can do.

And also I'm still getting cialis and viagra spam from my Redmine bug report replies. It's pretty shameful how far it's all fallen as far as professional standards.

Still, it IS my favorite game ever. I have a few games I've bought in the last couple years that I just don't play and always boot up TQ lol

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