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Messages - nargil66

Pages: 1 ... 142 143 [144] 145 146 ... 166
2146
In my next attempt i hit a brick wall. My oiginal idea was this:



This was supposed to be the new market window. Everything works great, except the  size of the grid - it wouldn't change no matter what I do. It should depend on the values in IngameUI/Market/MarketInventory.dbr, but I can change only its position, altering the grid size values doesn't show ingame.
I think it is hardcoded, or i'm doing something completely wrong. And I don't know anything about coding...
Imagine if the caravan looked like this, with 5 tabs...

2147
Other Modifications / Re: [MOD] Glorious Darkness
« on: 10 June 2018, 15:12:20 »
I'm all for the eternal night. Good work  :)

2148
Understood - but at least for some of us the different color is a feature, not a bug! :)

Yeah, but this is a bug:



See the prefix color? It'doesn't get overrided by the main item color. It was poking my eyes. Sorry, I won't change it back. Green items dont drop too often anyway. Just read the names and you will be alright  ;)

Also - I may be doing something dumb, but once I import a character into the mod I can't access that toon in TqVault anymore. Any advice?

What Medea said. I recommend you to use VaultXL, it shows most of the space.

2149
I made MI items the same color on purpose, because when you show affixes on a MI, the affix is different green than the MI color and it doesn't look good.
I'll check Typhon essence and other orbs and fix if i missed some for the next update.

2150
New Projects / Re: Deities Mod - Development Thread
« on: 09 June 2018, 20:31:53 »
All vanilla skills are relinked to the separate records. Everything is more clean and easy to find. Yesterday i started importing the mod skills and reworking them on the go. Old Sown Warriors (Spartoi) are now Tier 6 timed summons like normal ancestral horn. Finally they are spawed by projectiles (dragon teeth) as they are supposed to be:



2151
General Discussion / QualifyingWeapons - "Magical"
« on: 07 June 2018, 14:35:14 »
Does anyone know what is a "Magical" type of weapon?


2152
New Projects / Re: Deities Mod - Development Thread
« on: 07 June 2018, 04:18:28 »
Just got an idea about the pets. You remember how the Shadowstalker pet gained skills in Underlord? I might do this for all pets. I think it's more balanced than when the pet gain skills from the base skill. You want your pet to gain new skills? Then you have to up its modifier. This way all pets will take only 2 skills from the tree - one for the summon skill and one for the modifier with all its specials. The only disadvantage is the skills wont display in the pet UI.
Another vaiation of this idea is the pet gains skills from the BASE skill, but doesnt gain any stats or health. This way the skills will show in the ui. If you up only the base skill, your pet learns many skills but remains a glass cannon. So you up the modifier to get it tougher.
So before i start makin it, I can use an oppinion. Which variant do you prefer? Or if you prefer the standard way, let me know.

2153
New Projects / Re: Deities Mod - Development Thread
« on: 06 June 2018, 20:38:40 »
Ok, I must admit I got stuck with the masteries (again). And I think the reason are the drafts. So to get "unstuck", I'll forget the uber balancing for a while and go back to the source - vanilla skills. I'll use them as base and replace them with the new skills that are ready. I'll also reduce the current count of skills back to vanilla.
This means for example the spartoi tree will be removed and the base skill + included modifiers will be put back in the place of old Ancestral horn. I dont give up of my oiginal idea (24 skills, 4 skills on row, 200 points total), but I'll get there 1 step at a time, after all skill trees are done in the more simple way.
Today I started to rebuild the mod almost from scratch. Caravan mod and other non related things are removed, so I can work only the masteries. All deities recods are renamed and moved in a parallel record folder, only the root control files that link to them are left in the old records. This will make the mastery mod very easy to merge later with the caravan mod and the expanded world mod. This is all for ulility puposes, but I wish I knew it before - it would have made my life alot easier.

2154
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 06 June 2018, 20:05:45 »
The hosting site went down, thats why. I'll upload all images and links to the first post when i have time.

2155
v 1.1j
- Added the first mercenary ally in the mod - Spartan Hoplite. You can buy a contract for hiring him in Normal Spartan Camp; and after it blacksmith vendors in each other act and difficulty will sell formulae for upgrades, up to Legendary Act 4. He has 12 tiers total, the only act he cannot be upgraded is the North - I made it so because some people doesn't have the expansion.
- Added more types of pack animals, depending on the game act. In Egypt you can now buy camels, in Asia - oxes, in Hades - daemon horses. I'll add elks in the North for next update, and with it the pack animal feature will be complete.
- Pack animal whistles now really look like whistles.
- Improved pack animal summoning animation.
- Slowed down all horn summoning animation (to make the horn visible again).
- Fixed vanilla Onslaught rings not increasing right (rings 4 and 6 were switched).
- Fixed Dream Mastery pane having the wrong description.
- Added x2 and x3 monsters versions, aside from xmax (x10).

Uploading as i post this. Download link is on the first post.

Edit: Haha, i forgot the alphabet its 1.1j, not k.

2156
Preview of all other acts pack animals:

Camels in Egypt


Oxes in Orient


Daemon Horses in Hades


Only North is missing - will make Elks for the new Act but it will be on next update.

2157
Finally figured it out. Few of the vendors still refuse to sell the items, but most do now.
Im making other acts pack animals right now, will post some pictures later. This update will be bigger, I'll try to release it untill tomorrow.

2158
Damn it! Everything is finished, made all tiers of mercs and formulae for merc upgrades. And now the new items won't show in vendors! Whistles either - just the ones in Sparta and thats it. I don't know what im doing wrong, but I'm totally stuck. This can delay next update. If anyone knows an answer, i'll really appreciate it.

2159
New Projects / Re: Deities Mod - Development Thread
« on: 02 June 2018, 13:38:58 »
Thanks! I'm glad you like it :)

2160
Other Modifications / Re: [Tool] TQ Blacksmith
« on: 01 June 2018, 18:56:51 »
Here are some examples of unincluded shields:





Vanilla to compare:




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