Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DrPraetor

Pages: [1]
1
  That answers my questions quite thoroughly, and thank you very much.

  I could've sworn I saw a two-bows mod at one point when TQ came out, and that's one (of a category) of things I can't figure out how you'd change.
 
  I thought it might somehow be inherited from WeaponHunting_Bow - WeaponHunting_Bow.tpl ? 
  But... okay, no, there's a "weapon_bow.tpl" which has an entry explain it is *named* "WeaponHunting_Bow".  Note - seemingly this is easier to find if I open the .dbr files as text than if I look at them in the art manager?

  But when I compare "weapon_bow.tpl" and "weapon_rangedonehand.tpl", I don't see how the handedness is specified?  Is it in the individual records for bows and I somehow missed it?  Is it some other file that's being loaded which specifies the handedness (and maybe other features inherited by all members of a weapon class)?

  Am I asking the wrong questions?  *This is what I actually want to do*:
I want to make bows wieldable with shields but not off-handed or with two weapons (as spears currently are, right?)
For extra credit, only lighter shields would be allowed with bows.
For extra credit on top of that, the shield would be on the bow arm rather than on the draw arm when worn with a bow.  I think this would remain beyond my ken, but if there's an easy way to do it, it would be appreciated.

  Thanks much!

--DrP

2
  OKAY.  I've got the art manager working and I can play my mod with various rules changes.

  Now, question - in playing my mod, can I complete the entire game (go from map to map, do all the quests, and so on?)

  OR - if I want to play the main game with mods instead of just a custom map , do I need to hardmod the original database.arz (it looks like having extracted the entire database, I can now *rebuild* the entire database and slot that in to replace database.arz?  Is that how hardmods work?)

  Thank you all very much!

3
@mountainblade -  thank you, clearly I don't understand what's going on.
  So following instructions here:
https://www.kirmiziperfect.com/titan-quest-how-to-create-a-custom-mastery-guide-by-poinas/
  Thank you.

  So in addition to misunderstanding how to build mods generally (I was going to text edit these files by hand?  No?), I'm misunderstanding something:
https://www.kirmiziperfect.com/titan-quest-how-to-install-configure-and-play-downloaded-maps-and-mods/

 can "soft mods" actually change the rules of the game, or do they just let you run custom maps?

  If I create a soft mod with a .arc file that only contains a few items - like, just the ternion attack file - will it default to entries in database.arz unless I overwrite them?  So anything not included would be as in the standard game?

  Assuming that I need a hard mod, if I build a .arc file "database.arc" that contains records and everything below records, and rename it to "database.arz", will the game be able to read it?

  Also, I'd like to test this but I'm having trouble finding something that would be quick and obvious to see that my mod had done something.

  Thanks much again!

4
  Okay, if I do the seemingly obvious in the art manager:
Database -> Import Record -> Ternion
  I get an error message.

  Is there something wrong with my install (?).  Am I supposed to copy database.arz into the working directory it has set up?

  Is there a *very basic* mod tutorial on how to change numbers for skills and the like?  There's a lot of more advanced info on this forum but I feel there's a fair amount of heavy lifting before I would try adding a dragon-rider or something.

  Other basic question - are .arz and .arc files actually different?  If I pack my database records into database.arc and just rename it database.arz, and dump that into the database directory, should that work?

------

  Ah, indeed, iceshard also has:
Code: [Select]
skillConnectionSpacing,62,  but has none of the following fields defined:
Code: [Select]
driftMin,6.000000,
Code: [Select]
driftMax,6.000000,
Code: [Select]
skillProjectileNumber,3,  but it has instead
Code: [Select]
projectileLaunchNumber,1,  which is weird, but I guess references the templates somehow?

 

5
  I'm not saying it'd be an improvement, I'm just curious.

  I can find the Ternion damage #s and such just fine, and I can find:
skillConnectionSpacing,62,
  which seems like a strange name but is that the angle?  In... degrees?  So the three projectiles make a 124 degree cone at present?

  Does anyone know what number it was before?  I had a physical copy of the original game but I have no idea where it is (and my new machine doesn't have a DVD drive.)

  As a distinct problem, I don't think my ArchiveTool.exe works (therefore the ARC Encryptor GUI doesn't either).  I can use ARZExplorer to *open* the records but I can't repack them.  Is there another tool somewhere that makes .arz archives?

Pages: [1]

SimplePortal 2.3.7 © 2008-2024, SimplePortal