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Messages - nargil66

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2146
New Projects / Re: Deities Mod - Development Thread
« on: 13 June 2018, 08:07:29 »
While importing Artemis i noticed this weird thing - the spirit wolves cast shadows  :o What kind of spirits they are, lol. Fixed now :)

2147
New Projects / Re: Deities Mod - Development Thread
« on: 12 June 2018, 18:46:17 »
Brainstorming some skill ideas about Apollo and Artemis:


Spoiler for Hiden:
--- APOLLO ---

SUN SKILLS

Blazing Halo (Toggled Aura, Self Only) - Reworked Ring of Flame, does burn dmg and fire retaliation. Will try to make it increase light radius.
X Active Energy Cost per Second
Increases Radius on Lvl
X Burn Dmg per Second
X Fire Retaliation

Sun Scorch (Blazing Halo Modifier) - Like Soften Metal, but more defensive.
X Active Energy Cost per Second
% Reduced Offensive Ability for 3 Seconds
X Reduced Physical Damage for 3 Seconds
+% Fire Retaliation

Cleansing Light (Active Debuff) - Similar to Spell Breaker, but does no damage and blinds like Flash Powder.
X Energy Cost
X Meter Radius
Dispel
% Chance to Fumble Attacks for 3-6 Seconds
% Chance to Impair Aim for 3-6 Seconds

Holy Burn (Cleansing Light modifier) - Mana burn + real burn.
X Burn Damage over 3 Seconds
% Energy Drain (% of Energy Drained Cause Damage)
+50% Damage to Demons

HEALING SKILLS

Some info on healers of Apollo/Asclepius in Ancient Greece: Iatromantis is a Greek word whose literal meaning is most simply rendered "physician-seer," or "medicine-man". The iatromantis, a form of Greek shaman, is related to other semimythical figures such as Abaris, Aristeas, Epimenides, and Hermotimus. In the classical period, Aeschylus uses the word to refer to Apollo and to Asclepius, Apollo's son. A main ecstatic, meditative practice of these healer-prophets was incubation (enkoimesis). More than just a medical technique, incubation allowed a human being to experience a fourth state of consciousness different from sleeping, dreaming, or ordinary waking.

Trance of Convalescense (Exclusive Skill, Toggled Aura) - Now gives insane health regen but no energy regen and absorbs only illness related damage.
1 Active Energy Cost per Second
12 Meter Radius
% Damage Absorbtion
Protects Against:
Vitality
Bleeding
Poison
+X Health Regeneration per Second (Much more than vanilla)
+% Health Regeneration

Rod of Asclepius (Buff Pet, uses Rebirth Fountain mesh with deleted texture, only left the staff) - This is Apollo's healing skill. No more cheap spammable heals like Regrowth, sorry. It is more like a portable Regeneration Shrine.
X Energy Cost
1 Summon Limit
Rod of Asclepius Attributes:
(whatever they are)
Rod of Asclepius Abilities:
Blessing of Asclepius
12 Meter Radius
X Seconds Duration
X Health Restored
+X Health Regeneration per Second
+% Health Regeneration
+% Health

ARCHERY SKILLS

Celestial Arrow (Passive Attack on Hit) - A Volley-like skill that works with Bow, Staff or Thrown weapons and does AoE damage. Luckily, the default weapon AoE uses the fire explosion effect, which looks exactly like a little sun :).
% Chance to be used
X Meter Explosion Radius
100% Weapon Damage converted to Elemental
X Burn Damage over 3 Seconds

TRANCES

Trance of Sanctity (Exclusive Skill, Toggled Aura) - A type of "holy aura", gives elemental absorbtion and damage to demons.
1 Active Energy Cost per Second
12 Meter Radius
% Damage Absorbtion
Protects Against:
Elemental
+% Damage to Demons
-% Damage from Demons

Trance of Divination (Exclusive Skill, Toggled Aura) - Allows the party to predict enemy moves.
12 Meter Radius
X Energy per Second
+% Energy Regeneration
+X Offensive Ability
+X Defensive Ability
+% Chance to Dodge
+% Chance to Avoid
+% Sleep Resistance

--- ARTEMIS ---

Hawk Eye / Aspect of the Hawk - ranged
Penetrating Shot (passive chance to be used)- % Pierce Ratio
Set Trap - Set a symbol on the ground, enemies that step on it become Immobilized. Or - throw an invisible monster which cast it as an aura
Barbed Arrows (passive) - Your arrows apply Bleed and Slower Movement over 3 s
Swift Bow (Chance to Activate on attack) - x seconds duration, +% attack speed

Evade - % to Dodge
Living of the Land - +% Health Regeneration
Decoy - Throw a decoy to distract enemies
Leatherworking -
Beast Training - summon up to 2 wolves
Concealment -

Pathfinding (Party Aura) - +% Movement Speed, +% Slow Resistance
Alertness - +% to Avoid Projectiles, +%

Quick Draw (passive, bow, thrown) - +% Attack speed

Triple Shot (active, bow, thrown) - fires 3 arrows at once, initially lower piercing damage, but effectiveness increases with level.

Multi Shot (Triple shot Modifier) - Increases the number of arrows up to 7, chance to pass through

Ambush (active, bow, spear, thrown) - a sudden and deadly attack, which will send most enemies into their grave.

2148
New Projects / Re: Twisted Heroes Mod
« on: 12 June 2018, 16:50:23 »
Looks promising! I like it, especially the reworked Satyrs. Keep it up :D

2149
Other Modifications / Re: [MOD] Battle Nymphs
« on: 12 June 2018, 16:20:01 »
I'll find out why the size is fixed(may be hard coded). Give me your desired size of vendor window and inventory grids. Also if you give me your database changes, it will be easy for me to track down exact locations.

Sure, will do. I'll send you the source files of the expanded vendor. And thanks for willing to help :D

Edit: Sent the link to you in a PM.

2150
New Projects / Re: Deities Mod - Development Thread
« on: 12 June 2018, 15:54:48 »
...Probs need some more skill points though

There will be more skills ;). But this time I'll do it smarter. I'll add them when all the masteries are finished in the basic way. Trying to draft all at once got me burned for months.

2151
New Projects / Re: Deities Mod - Development Thread
« on: 12 June 2018, 11:50:21 »
The simplified Ares mastery is imported to the new database. Burn damage is removed, some of the skills are tweaked, others (like dragon) are not included. There are changed icons, replaced with Grim Dawn ones. Preview:


2152
Other Modifications / Re: [MOD] Battle Nymphs
« on: 12 June 2018, 11:24:33 »
Cool mod man!!
These characters look more dashing than the original one.

Is it possible to make her permanent. I won't mind replacing some .arc files in main game...  ;D

The 'nymph' code works only once is there way to summon the vendor multiple time? may be some default skill?

I would really love it, if you give the vendor some basic things like health and energy potions, etc.. So I won't have to go back to towns for small small things...

Thanks bro!  :)
I will think on your ideas. For now you can make her permanent if you use the database addon version instead of the custom maps one. No vendor tho...
Btw, I wanted to ask you something unrelated... since you have some experience with the engine, is there any way to modify the size of inventory grids? I'm trying to make a huge vendor window, but the game refuse to accept the database change.

2153
Other Modifications / Re: [MOD] Battle Nymphs
« on: 12 June 2018, 02:27:28 »
Ok, you guys have point. I added a direct database version and updated the download link. Also fixed vendor in the Custom Maps version not showing on Epic and Legendary. Check the first post.

2154
New Projects / Re: Hamunaptra Mod - Development
« on: 11 June 2018, 23:27:42 »
Nice one, what is Egypt without it's necromancers? What is tht blue orb btw, or it's a secret :P?
P.S. Just an idea - have you ever tried to tick the summoned minions "Survive after Master Death"to 1 and see what happens? It might fix the freezing in the air bug if summoner is killed. Haven't the time to test it out, so I'm not sure.

2155
Other Modifications / Re: [MOD] Battle Nymphs
« on: 11 June 2018, 19:51:18 »
Just main game for now. I can make an addon version as before for mods. Problem is some of the npcs in Ragnarok will look like nymphs...

2156
New Projects / Re: Doom Island Custom Map
« on: 11 June 2018, 18:24:57 »
Nice misty looks on the picture.

2157
Other Modifications / [MOD] Battle Nymphs
« on: 11 June 2018, 18:13:28 »


This small mod transforms the female character to a nymph. Features and info:
- Load the mod from custom game. It doesn't matter which character you choose, you will be redirected to the main game, where you can play normally.
- Added a summonable vendor, which sells nymph skins only. To summon it, go to Unlock Content and type code "nymph". An flower amulet will drop.
- No armor looks good on nymph mesh, so they are made invisible. You will see them equipped in inventory, but not on your character.
- The nymph uses human animation for the most part. Some of the staff animations are remade to fix some wonky looking stuff.
- Added a Database Addon Version. It doesn't block achievements and work with most Custom Game mods. How to use: After you download the archive, extract it and open "battle_nymphs'' folder. Inside you will see folder Creatures. Copy it to your "Titan Quest Anniversary Edition/Database" folder, and place it next to database.arz. This will change the female character to a nymph in the main game AND in mods. Enjoy ;)

Previews:
Spoiler for Hiden:



Download V0.4
https://mega.nz/#!ECgwyACC!SuXr9vZMXgbhEyKW7Q8ACC3ybduGrHwM0GmaD8gFh8s

2158
New Projects / Re: Deities Mod - Development Thread
« on: 11 June 2018, 17:39:06 »
Well, I kinda overreacted the other day. But as Croc said:

Indeed when dedicated modders don’t get any feedback it’s feels very cold. Even more so when a forum has reached a volume of members that allows this kind of positive feedback. Quite frankly I don’t understand the apathy.

Yes, it does feel cold. I don't get payed money for this, but every bit of feedback is like a reward. And not only the positive. Any. I'm already hooked into modding and I won't stop either way, but sharing it with others is what makes it worth.
Anyway, forget what I said. I'll have to post progress, or I'll probably explode, haha. I know it's going slow and people lose interest. But what can I do?
Thanks to everyone who commented here. I can't promise it will be done quick, what I can promise is I won't give up. 

2159
Other Modifications / Re: [Mod] TQ_Bulb
« on: 10 June 2018, 16:22:14 »
Can you make an Anti-Bulb mod (making nights and dungeons darker/more contrast)?

If you want to make a creature to glow:

Spoiler for Hiden:
Glow mesh:

1. Copy the mesh of the creature you want to glow and open it in MeshView.
2. Go to Mesh/Mesh v11/Shader and edit the shader's Float Parameter to StandardGlowSkinned.
3. In the same tab, click Add String Parameter.
4. Next, in the subtab, rename left "new parameter"of your new string to "glowTexture".
5. In the right "new parameter" add the path to your glow texture.
6. Save the mesh.

Glow texture:

1. Copy the normal texture of the creature you want to glow and open the copy in any image/painting program.
2. Paint everything black except the parts you want to glow. Use Hue/Saturation to adjust them to your liking.
3. Use the texture with the mesh you edited before.


2160
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...

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