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Messages - nargil66

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1591
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 23 January 2019, 06:09:35 »
Just play it as it is for now. I'll upload a version for custom maps untill tomorrow.

1592
New Projects / Re: Deities Mod - Development Thread
« on: 22 January 2019, 19:58:42 »
Not weapons, they will be offhands. More like arcane shields that give bonuses.

1593
New Projects / Re: Deities Mod - Development Thread
« on: 22 January 2019, 19:29:36 »
The tree is around 60% done. New video showing some of the new stuff:




1594
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 22 January 2019, 18:39:59 »
Its the game redirecting to the wrong mesh. In the new mod versions female mesh is called femalepc03.msh (vanilla is femalepc01.msh). Try renaming it in your old files in database folder and tell me if it fix it. If you dont have it there, just take it from the eg_database.7z

1595
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 22 January 2019, 15:28:33 »
I forgot to show my Eye of Flame another character put in the shared stash...+2 to Earth Mastery? Yes, please.

Yeah, twinking +Skills gear is the best tactic in LoC. Your character will die alot when you first start, but after you find some skills gear... its a different story :)

1596
New Projects / Re: Deities Mod - Development Thread
« on: 22 January 2019, 11:00:53 »
Final Artemis draft:



The skill descriptions are ingame already.

Had an idea today about the second tier of nymph. First tier is a water nymph (Naiad), but second tier is a Hyperborean nymph (daughter of the north wind Boreas). And since she is sky related, maybe i can add her wings :) It should be achievable. Also i can change her spawn animation to player one to make her come thom the sky and add silver rays of light to it.
I think it will look cool.

EDIT: Tweaked all hunting weapon skills again. New list:

Spoiler for Hiden:
tagArtemisSkill09=Marksmanship (Self Buff Aura)
tagArtemisSkill09Desc=Proficient with the bow, you can fire arrows that fly faster and at longer distance.
Hidden Bonus: Increases weapon range with 0.5 meters for each level after the first
X Piercing Damage
+% Projectile Speed

tagArtemisSkill10=Barbed Arrows (Marksmanship Modifier)
tagArtemisSkill10Desc=Applying barbed edges to your arrows will give them a chance to bleed and stagger the enemy.
% Chance of:
X Bleed Dmg over 3s
% Slower Movement for 6s
1 Second of immobilization

tagArtemisSkill11=Volley (Passive on Attack)
tagArtemisSkill11Desc=A combat technique that uses the bow or spear to rapidly strike three times.
% Chance to be Used
3 Projectiles

tagArtemisSkill12=Moon Shards (Passive on Attack)
tagArtemisSkill12Desc=Learning the secrets of the moon mistress, you can fire enchanted arrows that multiply on impact, sending out magical shards in all directions.
% Chance to be used
X-X Fragments
50% Chance to pass through
X Frostburn dmg over 3s
% Energy Drained (% as damage)

tagArtemisSkill13=Ambush (Active Attack)
tagArtemisSkill13Desc=A swift surprising attack with spear or javelin that will send most enemies to their grave.
+% Physical Dmg
X Pierce Dmg
+150% Projectile Speed
300% Movement Speed

tagArtemisSkill14=Impale (Ambush Modifier)
tagArtemisSkill14Desc=Targeting vital weak-points on your enemy causes intanse bleeding and diminishes a portion of their total life.
% Health Reduction
X Bleeding Dmg over 3s
1 Second of Stun

tagArtemisSkill15=Puncture (Passive on Attack)
tagArtemisSkill15Desc=A combat technique with spear or javelin that can pass through the enemy, causing massive blood loss.
% Chance of:
100% Chance to Pass Through
X Piercing Dmg
X Bleed dmg over 3s
+100% Offensive ability

tagArtemisSkill16=Deadly Aim (Passive on Attack)
tagArtemisSkill16Desc=Provides a chance that your attacks will ignore armor and strike on enemies’ vital spots when using any hunting weapon.
% Chance of:
+% Pierce Dmg
+% Pierce Ratio
% Health Reduction
I finally start to like how it looks. You have 5 skills available (active or passive) no matter if you are using bow, spear or thrown, only with different combiantions for each.

Bow - Marksmanship, Barbed Arrows, Volley, Moon Shards, Deadly Aim
Thrown Waepons (Javelin) - Ambush + Impale, Puncture, Deadly Aim, Moon Shards
Spear -  Ambush + Impale, Puncture, Deadly Aim, Volley

1597
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 22 January 2019, 10:50:52 »
Yes, the custom maps method works too. I'm glad everything is alright :)
You dont need to move stuff from main database, the custom maps overrive them where it is needed.

1598
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 22 January 2019, 00:59:10 »
Ok, everything is right in Resources. Can you show the database folder?
EDIT: Even if you play from Custom maps, you need the database folder replacement except the files called database.arz, database_x2.arz and so on. You dont need thos files but you do need the folders.
Sorry, my fault. After all this time my mod resources are still compiled in a noob way. For next version will finally fix it.

1599
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 21 January 2019, 23:17:39 »
No, Steam and GoG use the same method, the only difference is in the game path.
I'll think of some other way to help, dont worry. Already have an idea.

1600
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 21 January 2019, 21:07:15 »
I'm not very expeienced in game logs, but i think it points to the quest files.
What were you doing and where you were ingame when the game crashed?
Edit: show me a screen of how your new database folder looks.
About the eg_resources archive, you merge the resource folder inside either with the main game resources or the custom maps version resources.
In bot cases you need all diles from new Database folder in your main game Database.

1601
New Projects / Re: Deities Mod - Development Thread
« on: 21 January 2019, 20:37:09 »
All Artemis skills are imported and arranged. Now begins the tweaking phase - skill stats, new icons, etc.

Spoiler for Hiden:
Edit: The Mastery draft is complete now and the missing skill is filled. Added all tags and descriptions.
It's shaping pretty fast, but most of the skills were ready from before. I may post a new video soon :)

1602
New Projects / Re: Deities Mod - Development Thread
« on: 21 January 2019, 18:06:09 »
With mining, forestry, and so forth, will you make it to where we can attack rocks and trees to harvest these items or is it for enemies, like spriggans that are plant-like?
The first, I plan most of the game evironment to be made interactable. Monster charms will still be ingredients in some recipes.

1603
New Projects / Re: Deities Mod - Development Thread
« on: 21 January 2019, 16:16:51 »
Idea is nice, but could be much better if every type of monster could give chance for crafting points or something like that which could be used as 2nd boost for items, depending on item type, fighting weapons, armors or ring types. So it could be improved gaming experience if items could be equiped with relic or charm and 1 crafted bonus at the same time, even blue or purple items.

Cany you explain your idea more? Give an example maybe?

1604
New Projects / Re: Deities Mod - Development Thread
« on: 21 January 2019, 16:14:28 »
The crafting skills idea is interesting,though I am assuming that the crafting options will change as you progress trough the game,because crafting a knife in Legendary wont be very helpful to say the least.
There is an option for the crafting skills to use the Quest tree instead of the Mastery trees. This will allow you to gain skill point for the crafting tree passively as you progress in the game. I imagine each level of a crafting skill to give access to new recipes - this means the crafting device summons will use different loot tables as they increase in level. At least that's the plan.

The Artemis skill tree seems to have been improved,but does that mean you scrapped most of the original tree?Ah,anyway,I hope the development process goes well.You still have a long way to go until release,but your motivated and you love what your doing and thats what matters.
Thank you. Yes, i am slow, but not less dedicated to finishing this. If it takes years to shape all the ideas i have, so be it :)

One more question:what deity will offer the most vitality and life leech damage(and also ressistance)?Im assuming that will be Hecate,right?
For now yes, Hecate.

1605
Other Modifications / Suggestions for expanding the modding limits
« 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:
 
Spoiler for Hiden:
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.

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