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Messages - Endymion

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1
Other Modifications / Re: [MOD] Enhanced Gameplay 2 (EE)
« on: 06 June 2022, 15:15:08 »
I know how that feels.
You have done some tremendous work over the years, introducing features that have never been done before.
For people without modding experience it will be difficult to fully appreciate the sheer amount of effort that went into it. I want you to know that I see it.

It may be a difficult issue to tackle, but what you are experiencing is not unfamiliar to me. Looking back at it, I could have spent my time and effort in a wiser manner. I've been keeping on modding just because I enjoyed it. But eventually I realized it's just not bringing the returns I would have liked to see.
Doing mods for TQ takes a particular kind of individual, because ratio of the effort you put to the acknowledgement that you get, boy it's not looking good. So you need to be really enjoying the process and mod for the sake of modding.

So it might be wise to sit down and thoroughly think over your plans and goals with modding, and what result would you like to see. A qualified designer is always in demand elsewhere, in a more appreciative environment.

Anyway these were my two cents! Hope I'm not overstepping. Wish you to enjoy any path you choose!

2
New Projects / Re: A Few Bug Fixes And Some More
« on: 06 June 2022, 14:49:06 »
Hey Nargil!
I circle back, once in a blue moon!

I have no AFBF files left. But everything needed to recreate it is in the game, fortunately. You can take the Chinese Telkine as a template.
I can't be sure I remember everything but here are some pointers:
1) You'll need a new attach point in player's mesh for the beam to spawn
2)You'll need 3 new skill entries in a skill tree, one for the meteors & and two for telekinesis. Plus animations for the last two skills.
3)For the palm itself, it's a separate entity that uses unique template. There's a proper texture for it shown in the video that for some reason was never used. They just slapped moving shader on it & a texture from some skill instead. So you can use the texture and StandardSkinned shader.

That should be all, hopefully that helps!

3
New Projects / Re: A Few Bug Fixes And Some More
« on: 09 March 2022, 19:33:10 »
Hi Abraham, appreciate it. I have moved on from TQ, this mod will not be receiving updates in a foreseeable future.

To make it short, over the last two years I was becoming increasingly disappointed with how devs were treating the game. Their dismissive attitude just before EE release sealed the deal, I realized I'm not seeing myself enjoying modding or playing it.

For what it's worth I enjoyed working on this mod for 3 something years, getting tired of it, then getting back and enjoying again. Polarizing experience, really. And I'm happy if people found it useful along the way, even though, for a bug fixing project, I've been taking some artistic liberty here and there lol.

P.S. I suggest you check out Nargil66's Enhanced Gameplay that has AFBF incorporated.

4
New Projects / Re: A Few Bug Fixes And Some More
« on: 29 October 2021, 00:39:09 »
Haha you know it, implemented it via item + affix.
Yeah it's a two parter, it's probably less hassle to do via a pet but I felt it was cooler to do the hands on approach (pun alert). Though that skill alone requires 3 new separate animation and a new attach point in player model

5
Working on a new skill. A small preview:


Very interesting concept

6
New Projects / Re: A Few Bug Fixes And Some More
« on: 27 October 2021, 11:11:50 »
Something I've been doing

7
New Projects / Re: A Few Bug Fixes And Some More
« on: 23 October 2021, 23:02:24 »
Few notes in case you didnt look yet.
Thanks. Will look into it for the next update, whenever I'll have time for that

Let me know if you are interested in all this stuff, because I have several dozens of animation and skill fixes.
For sure, that'd help a lot!

8
Modifications / Re: an even tougher one !
« on: 22 October 2021, 12:31:13 »
Oh yeah I should mention you should start with _index.md.html
It contains all of the other files in a neat format.

9
Modifications / Re: an even tougher one !
« on: 22 October 2021, 12:05:55 »
That's an odd one indeed, it's under Character Sounds tab, lowHealthTriggerLevel variable.

Btw I had to look it up, there's an updated official modding guide that's very helpful. You can find it under ...Titan Quest Anniversary Edition\Toolset\guide. Preferably on 2.10 Beta game version, it contains more info than on 2.9.
Amongst other things it goes in detail about monster settings.

10
New Projects / Re: A Few Bug Fixes And Some More
« on: 21 October 2021, 16:25:57 »
Hotfix 10/21/2021

Items
  • Fixed critical oversight with Atlantis artifact formulae that made it impossible to create artifacts. Made some adjustments
  • Changed shader for Gorgon Cuffs & Stonebinder's Cuffs model to display properly on DX11
Skills
  • Adjusted Halo of Dawn fx


Awesome! This is going straight into the next EG version. Thanks a bunch :)

There is small visual bug with quick fix for Stonebinder's Cuffs. Just change their shader from IridescentSkinned to StandardSkinned to show their texture properly in DX11. Hope that helps
Much appreciated!

Have you considered putting the mod on to Mega or Moddb so players not using Steam can enjoy your work as well Endymion?
There's a Google Drive link in the thread header as an alternative for non Steam users.
I've never gotten to Moddb but it might a good idea to expand there

11
New Projects / Re: A Few Bug Fixes And Some More
« on: 20 October 2021, 17:35:03 »
New update is live!
https://steamcommunity.com/sharedfiles/filedetails/?id=2632591258

New dedicated discord server
https://discord.gg/bZQUfZ3Tyc


Changelog 10/20/2021

Items
-New Atlantis artifacts & jewelry based on UI art and names left in the files
-Fixed numerous issues & made some adjustments for Atlantis sets
  • Priest of Ba'al Hammon: added missing items. Remade bitmap for Ba’als Signet. Adjusted stats
  • Suit of the Bandit King: added missing items. Adjusted stats
  • Fixed Reptilian Limbs set granting set bonus with just one item equipped
-Atlantis MIs now get proper affixes instead of chest affixes for all armor and axe affixes for all weaponry respectively, fixed botched Normal suffix paths for chest armor
-Shields in Ragnarok now get shield affixes
-Ferrus Gnosi chest armor has been missing from most of the loot tables. It's now much easier to come by
-Fixed Gaian Veil helmet flying around when worn by Hesperides
-Atlantis staves' energy regen now scales with difficulty
-Fixed some Atlantis MI spears having min and max damage mixed up
-Fixed  Serpent Bow and Doomfang's Striker never getting affixes
-Fixed Amazonian Spear model
-Fixed merfolk dropping Epic Triton helmet on all difficulties (for 2.9)
-Added missing values and made stats scale with difficulty for Triton and Triteia MI armor
-Fixed Typhon and Hydra never dropping spears

Skills
-Fixed Hydra's effectively dysfunctional breath attacks that used to miss most of the time and deal just a fraction of supposed total damage. Fixed it oftentimes causing a game-ending lag.
Note that this made Hydra a lot more dangerous
-Staff of the Chosen granted skill: Adjusted chance to proc from originally just 1% to 6%, 8% and 10% for Normal, Epic and Legendary versions respectively; as well as made the skill scale with difficulty allowing for 4 and 6 Sprigglings at a time for Epic & Legendary versions. Sprigglings now qualify as pets & receive pet bonuses.
-Fixed Redfist Knife granted skill's name
-Added flight and impact sounds to Aegipian's rock fall skill to make it feel more natural

Creatures
-Revamped Ryewolf. Its fight is now much more eventful. You have a small chance to find it in Scandia on Epic & Legendary difficulty
-Drastically nerfed Standard Bearer tigerman hero on lower difficulties

Showcase of what you can get your hands on in this update


12
Other Modifications / Re: Menu dbr
« on: 18 October 2021, 22:33:06 »
Is this hardcoded?
It is, as is the most of the game's UI.
Art Manager allows you to change some textures and some button coordinates but that's pretty much it.

13
Modifications / Re: inventory size modding
« on: 12 October 2021, 14:41:56 »
PS - And don't worry about me, the only thing you're triggering here, is my laughter.
This is a very discouraging and unneeded reaction to somebody just pitching their idea.
If you don't have anything constructive, refrain from commenting altogether.

14
New Projects / Re: A Few Bug Fixes And Some More
« on: 02 October 2021, 12:35:29 »
Snapshot 10 02 2021
https://drive.google.com/file/d/1gw1VD6cLuarUvJFMK3ruwbo-hhXoQ5hx/view?usp=sharing

Items
  • Ferrus Gnosi chest armor has been missing from most of the loot tables. It's now much easier to come by
  • Ragnarok MI shields now receive shield affixes instead of axes'
  • Fixed Gaian Veil helmet flying around when worn by Hesperides
  • Atlantis staves' mana regen now scales with difficulty
  • Fixed some Atlantis MI spears having min and max damage mixed up
  • Fixed Serpentoid ~ Vanguards foregoing proper loot table for their Serpent Bow and Doomfang's Striker, resulting in them never getting affixes
  • Fixed up Priest of Ba'al Hammon set. Remade broken bitmap for Ba'als Signet. Greaves and ring now can drop. Stats adjustment will come later on

Looked into unfinished Atlantis artifacts and jewelry. Not a lot to see, only UI art and their names buried in the text archives.

Made some FXs for artifact skills


Spoiler for pic:

15
New Projects / Re: A Few Bug Fixes And Some More
« on: 30 September 2021, 10:48:32 »
Do you have 2.9 version of the game?
It looks like you're running hardmod made for 2.10 beta on 2.9 version of the game which breaks UI.
Note that you don't need hardmod if you want to try snapshot. They're the same mod, just packaged differently.

What I suggest you do is verify integrity of the game files (in Steam library right click on the game, Properties... ->Local Files) to uninstall the hardmod and try snapshot again.

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