Author Topic: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis  (Read 164890 times)

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Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #540 on: 30 July 2021, 05:17:13 »
Early mounts are implemented. What remains is to update some tags and add Xmax and 6 players versions. I also included what is done to the crafting mod for the moment. New version may come sooner than expected.
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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #541 on: 01 August 2021, 00:07:21 »
A new version is uploaded to Nexus, and uploading to Mega as i write this. Changelog:

- Added mounts for both playing characters and reworked almost all player animations. Your character will be mounted by default when unarmed but not when using a weapon, so it wont break the game balance - the idea is to use this feature mainly for faster traveling (for now). The appearance of your horse is randomly generated between 20 different horse types and colors, if you want to change its look, just restart the mod.
- Spartan soldiers (red tunic) have improved bumps and textures (returning feature)
- Custom Maps version of the mod is now a bounce mod (redirects to the main game)
- Retextured all spartan soldiers shields (returning feature)
- Fixed common female Aunoran bracelets linking to the wrong mesh (returning vanilla bugfix).
- Gold number color in character inventory is more copper-ish
- Many other text color tweaks, improvements and changes
- Buff radius on shrines is increased from 5 to 15 meters.
- Skin Mod: Added the two latest goddesses (Inari and Da Ji, not selling anything yet)
- Skin Mod: Added a new Eleusinian skin pack for female (sold by Demeter)
- Skin Mod: Final tweaks on the female character model
- Optional Mods: added alternate versions of the mod, including xmax, 6players difficulty and monsters x3. See "Installation_ReadMe" on how to use.
- Optional Mods: Reworked player character gravestone to something else
- Optional Mods: Added new font (works both for English and Bulgarian text)
- Optional Mods: The mod is almost fully translated to Bulgarian now (only for me and my homies)
- Added new cheat codes: "petring" (by request); "illusiontest" and "rider"
- Known issues: "Resistances" text on character stat screen is missing on 2.10 versions
- Known issues: Merchant window is wrong position on 2.9 versions (if i move it, it will be worse on 2.10, so ill leave it like that)
- Maybe some other things that i forgot :P

Tell me if you notice bugs, with horseman animations of anything else.
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Offline nargil66

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #542 on: 01 August 2021, 15:41:46 »
« Last Rated on: 01 August 2021, 19:47:24 »
For the next version i want to do something more fun, to rest from making animations and translations.
For those who played previous versions of EG (before Atlantis), maybe you remember some MIs had different looks.
Well, this time i plan to do a complete overhaul of MI items (both visual and otherwise).
Atlantis may have many flaws, but IMO they did one thing right - monsters are always wearing their race-specific armors, which gives them unique look. Compare that to Act 2 Jackalmen for example - i can rarely see a Jackalman not wearing human armors. What is planned for the MI overhaul:
1. Make common and rare monster armors look always differently
2. Retexture or remodel some of them to make them look cooler
3. Add new pieces to some monster sets (most monster armor sets have lack of greaves; or for example, it would be cool if Gorgons had special bow/spear added to their set, no?)
4. Make monsters wear the common versions of their armor much more often, and wear human armors much less often
5. Add a few completely new MI sets for monsters that doesn't have them (like Greek Skeleton MI set, Maenad MI set, etc - now that would be fun)
6. Fix inconsistencies in color theme between MI set parts. Example is this Deathweaver's Legtip not fitting in color with the rest:

Btw, these greaves always existed in the database, but the original devs never added them. Working on them currently
7. Give a small set bonus to common/rare MI items to encourage the player wearing them
8. Make common versions of some MI weapons
9. Make some monster items that are currently equipped only by bosses (like Minotaur Armors, Bandari Armors, etc.) to be equipped by mob monsters as well

If i come with another idea, i'll add it to this list. But you get the main plan :)
« Last Edit: 02 August 2021, 19:07:01 by nargil66 »
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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #543 on: 01 August 2021, 22:28:48 »
First set is ready:
Spoiler for Hiden:
I reworked the greaves and added spikes to them, to fit better with the rest of the set.

Edit - Next set will be a bit more interesting. I always wondered if the Automatoi models can be made to full armor set:
Spoiler for Hiden:
The head piece is easy to make, because its already separated, and i assume the rest will require just some fitting and adjusting. I'll post some more progress later.

Edit2 - Shaping the female version (WIP):
Spoiler for Hiden:
Edit3 - ported to game:
Spoiler for Hiden:

Anyone have suggestion for stats/bonuses of the armor? I'm open for ideas. What a mechanic MI set should give, not really sure...

Edit 4 - Updated Automaton set (both male and female):
Spoiler for Hiden:
I removed the small part below the belt, because was causing too much trouble with skirts, also changed the torso piece shader to standardskinnednoculling.ssh - this way the inside part of the belt wont display transparent.
The MI is just models for now, not linked to any loot table and not having custom inventory bitmaps. I'll do these things next.

Edit 5 - Added bitmaps and MI bonuses:

The total speed bonus is 3% normally, but here it rolled 4% by luck.
With full set bonus of 40% less damage from constructs + Disarm traps you can become immune to Talos. I still don't think its OP, because constructs are not very common enemy.
« Last Edit: 03 August 2021, 03:38:18 by nargil66 »
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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #544 on: 03 August 2021, 18:05:29 »
A small update is uploaded on Nexus and Mega. Changelog:
- Fixed non-working Worship animation on the male character
- Fixed wrong camera position on the male character model
- Fixed Deathweaver's Legtip having a different color than rest of the set (vanilla issue)
- Fixed Gorgon Cuffs and Stonebinder's Cuffs shader not displaying properly on DX11 (vanilla issue)
- Added greaves to the Arachnos monster set (both common and MI)
- Greek automaton champions in Knossos have a new Automata MI set (1% chance to drop)
Link:
https://mega.nz/file/5GYCFbbI#9zCzRC7sWi0OE-8UrUciqeqVgy_Xu9qG5mdknJRtDNc
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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #545 on: 05 August 2021, 03:37:28 »
« Last Rated on: 05 August 2021, 09:19:16 »
Latest progress: the illusion system is started, and this time i wont stop until its implemented, at least for one of the characters. I reworked the damn skirt again on the female model - its UV coordinates are more square now, so its much easier to make textures for it. Another thing is, i figured out a better way of making illusions without copy-pasting the character model 500 times. Here is how it goes this time (example with the female):
The femalepc01.dbr links to an invisible female mesh (female bones only + hitbox, because hitbox is needed when the character is mounted).
Next, in the same femalepc01.dbr file the default headpiece links to another invisible mesh (female bones only, armor template). In this invisible mesh there are attached link via Create Entity to an invisible monster DBR (female bones only). And in the Initial Equipment fields of that monster you can attach as many loot tables (or master ables) as you want, to randomize hair, body, skin, skirt and mount.
So the basic concept is: Invisible Base character, wearing invisible helmet with attached invisible monster, and that monster "wears" the actual visible body and accessories of the character. This is how illusion system works. See? its all magic tricks to make you think its real :D
« Last Edit: 05 August 2021, 03:42:47 by nargil66 »
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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #546 on: 30 August 2021, 10:43:33 »
I'd love to give this mod a try, but am struggling to make it work. Mastery screen is bugged and can't assign points. I've got both DLC and run 2.10 public beta on Steam without any other mods. Which game version does this mod require?

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #547 on: 30 August 2021, 13:30:13 »
Have you tried testing without the beta? i think with beta (2.10) is causing some conflits with the mods.
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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #548 on: 30 August 2021, 14:40:51 »
Have you tried testing without the beta? i think with beta (2.10) is causing some conflits with the mods.

Oh, I was under the impression that beta was required. Now it works, thanks! But right away I ran into another issue: I can't cast flame surge. My character just freezes in place.

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Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
« Reply #549 on: 01 September 2021, 23:17:54 »
In the last version there are included "Database.arz" files for both 2.9 and 2.10. 2.9 is default, if you want to play 2.10, you have to replace the ARZ files manually. Flame Surge freezing is a bug, i'll release a fix version soon.
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