Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Modifications => Other Modifications => Topic started by: nargil66 on 21 January 2019, 14:24:37

Title: Suggestions for expanding the modding limits
Post by: nargil66 on 21 January 2019, 14:24:37
This post contains suggestions from the modders of titanquestfans.net for lifting the engine/template limitations. Here is the current list of suggestions, including my own:

Bumbleguppy

1. Add skill augment/mastery augment and item skill to the set template. Arrays, not variables please. If only the skill level values and not the file path.

2. Fix racial damage in petbonus template, if not fixed already.

3. Add Left Mouse Button Availability bit to all skill templates.

4. Single button auto targeting for projectile skills. Just target wherever my mouse is, no extra click required.

5. Add "reduces resistance X" to the base offensive duration skill template for all damage types. All we have is reduce ALL resistance duration.

nargil66

1. Add option for multiple playing characters with dropdown box in character creation UI. The more slots, the better. My idea:
 
(https://i.imgur.com/x2xkCfG.png)
2. Add more weapon animations categories.  At least double count. This can allow making equippable mounts, though crude.

3. Make all UI elements moddable.  Encountered problems:
-  Merchant window grid cannot be expanded by record editing, despite the template option.
-  Character windows cannot go in front of the lower part of the HUD.                   
-  Parts of the compass bitmap are hardcoded and cannot be moved or deleted.

4. Possibility for community localizations.

5. Include all damage types, damage modifiers and special conditions to retaliation damages (like % Elemental retaliation, Fear retaliation, etc)

6. Projectilename variables for staff and thrown in the weaponechantmentpak template.

7. % Chance of % Total Damage Absorbtion.

8. More slots for Monster Race.

9. Projectile count of weapon skills like Volley to be changed to Array.

WNG

1. More slots for Augment Skill/Mastery.
       
2. More special animation slots.

3. More slots in LootRandomizerTable.tpl. More will allow to not not spread affix tables over mutliple files

4. More slots on the players mastery trees, quest trees and potion trees

5. More slots for LootTableRandomizer, LootTableMasterTable and LootTable_FixedWeight

6. %Chance of Racial Damage

7. % Duration Modifier for all special conditions (Trap, Fear, Freeze, Petrify...)

8. Modifier, ModifierChance and DurationModifier to offensiveSlowTotalSpeed

9. Min-Max to offensiveTotalDamageModifier

Prosoro

Editor:
1. Implement vertical pivot and rotation axis for all assets, ensuring more customization and varied environments etc.  Currently everything can only be rotated on a horizontal axis.

2. Fix dungeon grid portals.  Many of these are broken and majority are problematic - often will only link to a handful of opposite portals with many others failing to link correctly.  Basically a process of elimination until you find ones that works correctly.

3. Increase amount of items allowed in the Palette.

4. Perhaps have an option for autosave to prevent loss of work.  This is due to certain records once placed on either grid or terrain, or simply being clicked in the records pane causing the Editor to crash.   So while fixing the crash issues is the main thing here, adding an autosave after a set duration might be an easier option.

5. Include a directory under Creatures called 'Hero Monsters'.  Here should be the full roster of hero monsters for both vanilla TQ and another in the xpac section respectively.  Aside from ease of use, I have highlighted this since only a small portion of the hero monsters are shown in the Editor (i.e; under the Mummy creature directory only Hanif the Cruel shows)

Quest Editor:

1. Overhaul this to make it more intuitive and user friendly.  I've only ever used this quest editor but from what I hear, compared to others this one is pretty archaic.  Granted it is from 2006 and is aged but it can be very confusing even with the TQModdingPDF tutorials.

soa

1. More than 24 skills in the mastery trees.
Title: Re: Suggestions for expanding the modding limits
Post by: nargil66 on 28 January 2019, 04:16:05
List updated.
Title: Re: Suggestions for expanding the modding limits
Post by: soa on 28 January 2019, 18:34:22
4. Adding new slot on the players mastery trees, quest trees and potion trees

Does this includes adding beyond 24 skills in a mastery tree ? Or having more than 10 masteries ?
24 skills on a tree is one of the biggest limitations.
Title: Re: Suggestions for expanding the modding limits
Post by: nargil66 on 28 January 2019, 22:59:05
4. Adding new slot on the players mastery trees, quest trees and potion trees

Does this includes adding beyond 24 skills in a mastery tree ? Or having more than 10 masteries ?
24 skills on a tree is one of the biggest limitations.

Good idea, added.
Title: Re: Suggestions for expanding the modding limits
Post by: Deathblossom on 18 February 2019, 10:46:16
For bonus skills :
- bonusLifePercent
- bonusMissingLifePercent
- bonusManaPercent
- bonusMissingManaPercent
- In/decrease healing with distance (+/- X % healing every N meters)
- Increase incoming healing by X% for T sec

For offensive skills :
- offensivePercentTotalLife
- Dealing percent current/total life damages as fire/cold/poison/[...] damages and not only life damage
- Mana burn without drain (set a ManaBurnDrainPercent default value to 100.000000)
- In/decrease damages with distance (+/- X % damage every N meters)
- Decrease incoming healing by X% for T sec
- Grants Health/Mana on kill
- Grants Cooldown Reduction/Reset on kill

For passive skills and skill modifiers :
- Convert N% of X damage type to Y damage type
- Grant Health/Mana on ally/pet death (for spirit mastey especially)
- In/decrease incoming healing by +/-X% for T sec


A template for skills which damage opponents and heal allies.
A tab for a secondary skill in another skill - triggered by a second activation of the skill with or without a delay (for example detonate from hunting mastery as the second activation of monster lure after 2 sec)
Title: Re: Suggestions for expanding the modding limits
Post by: WNG on 19 February 2019, 01:03:23
New auto-controllers :

- Upon killing an enemy
- Upon dealing a critical strike
- Upon receiving a critical strike
- Upon healing
- Upon using a potion
Title: Re: Suggestions for expanding the modding limits
Post by: Bumbleguppy on 25 February 2019, 03:09:06
Update pet AI when confronting "hidden" monsters. Make pet AI blind to hidden monsters
Title: Re: Suggestions for expanding the modding limits
Post by: soa on 22 June 2019, 12:12:38
Bumbleguppy
2. Fix racial damage in petbonus template, if not fixed already.
Do you know if this works ingame with a UI display issue, or if it just doesn't work ?
Racial bonus damage, or bonus defense, don't display on pets.
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