Recent Posts

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21
Texture & Skin Modding / Re: [MOD] Transmog Mod for TQ:AE
« Last post by nargil66 on 06 April 2024, 16:19:15 »
A new MI set on the making:


Will be dropped by Artemisian Maidens (Oceanid Nymphs that hunt with Artemis), and turned into an illusion as well. This exceptional armor set was made by @Amaryllis , I reshaped it to fit for male and textured it.
Also, I have good news - the mod has been unflagged by Nexus (contacted the staff, thanks to @Argonil on Discord for his advice)
Only I'm not sure if I should put the DLLs as a separate download file. Maybe it's better, so they don't have to be verified again with each new update? Will see.
22
Texture & Skin Modding / Re: 2-handed weapons posibilities
« Last post by HekTo on 05 April 2024, 15:27:30 »
The highlight values in the .dbr files (noHighlightDefaultColorR/G/B/A) seem completely useless, as changing them has no effect.
@soa, In fact, this is true. From a code point of view, these values are read from the .dbr into the highlight color value when creating the mob, but any call to the highlight enable function will overwrite this value that was taken from the .dbr with the constant value from the .exe
So maybe you change that in the .exe as well ?
I did this, but not in the .exe, but in Engine.dll (change a few bytes there). But the dll most likely needs to be done separately for different versions (Steam/GoG/Epic). You must also understand that in this case ALL highlight will be taken from [dbr_file]->[Actor]->noHighlightDefaultColorR/G/B/A and you will need to change them in a huge number of files :D .
Spoiler for Video:
Upd.
Spoiler for Video:
23
Texture & Skin Modding / Re: 2-handed weapons posibilities
« Last post by HekTo on 04 April 2024, 15:01:31 »
Actually it has an effect in the game, because now the "Dream Guide" pet (Phantasm you get at lvl 40) shows correctly.
Before, when you had the cursor over it (and it was often the case, because the pet is quite big), it was floating in an ugly light brown cloud.
The Storm Wisp is fixed as well when it's a player's pet.
Well then, if this is not useless, I forgot to write, it was TQ.exe from the Steam version of the game. Do not use if you have the GoG/Epic Games version.
To do this for other versions, in the hex editor find: 75 30 83 C8 01 A3 C8 52 67 00 C7 05 CC 52 67 and replace the first byte (75) with EB.

Upd. I checked the TQ.exe hash of the Steam and GoG versions and they are identical.

Upd2.
If I understand correctly, fixing the enemies could be done as well.
@soa, I hope this is what you need - https://drive.google.com/file/d/1JSIjoNHEjUNk_A_U1JxFpBGNjxvrXPKv
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Texture & Skin Modding / Re: [MOD] Transmog Mod for TQ:AE
« Last post by nargil66 on 04 April 2024, 14:58:33 »
There are too many changes, I don’t think it’s possible to integrate into an existing dll (at least for me).
Ok, the mod is uploaded to Mega then:
https://mega.nz/file/zkgnSChT#ThSebDg5AmmDtWVZ2r9Xtf1tFokBlX98d4QlQVeKpLM
This will be the only place to download it from, as i suspect that Steam might reject it too. It's unfortunate, but not the end of the world.
I'll update the OP with the new links and change logs.
25
Texture & Skin Modding / Re: [MOD] Transmog Mod for TQ:AE
« Last post by HekTo on 04 April 2024, 14:49:25 »
Is there a way to edit the default TQ DLLs directly, without injecting external code?
There are too many changes, I don’t think it’s possible to integrate into an existing dll (at least for me).
26
Texture & Skin Modding / Re: [MOD] Transmog Mod for TQ:AE
« Last post by nargil66 on 04 April 2024, 09:50:06 »
@HekTo , Nexus quarantined the latest update. Dammit. I'm not sure what should be done in this case.
Is there a way to edit the default TQ DLLs directly, without injecting external code?
Another option is to upload it to Mega. No one even endorsed the mod on Nexus so far anyway.
27
Texture & Skin Modding / Re: [MOD] Transmog Mod for TQ:AE
« Last post by nargil66 on 04 April 2024, 01:10:57 »
The next version is on Nexus.

04.04.2024:
- Illusions can now change the character's base model (replace the previous version DLLs with the new ones to enable this feature), thanks to HekTo for this new mechanic
- All separate armor illusions are remade to full Set Illusions (much faster and easier to apply)
- Added a few Monster Illusions (Phasma, Automaton), replacing the player character with fully armored monster model
- Replaced the default male model with Theseus v8
- reworked Greek dyes for both playing characters
- Tweaked Illusionst's NPC dialog
- The general vendor in Helos now sells all Greek dyes and they all cost 1 gold

https://www.nexusmods.com/titanquestanniversaryedition/mods/75
28
Modifications / Re: How to make the Editor work with extracted arcs?
« Last post by mimimi on 03 April 2024, 18:27:29 »
nargil66 gave me the idea:

moving all extracted arc folders to the database folder of the game will let the editor pick up on the assets and display the world map!

SOLVED!
29
Modifications / Re: How to make the Editor work with extracted arcs?
« Last post by mimimi on 03 April 2024, 12:00:33 »
Is there a config file I can make, or do I need to hex-edit the Editor itself?
If so, what do I need to change exactly?
Does anyone know?
30
Modifications / How to make the Editor work with extracted arcs?
« Last post by mimimi on 03 April 2024, 11:58:55 »
I've extracted all the arcs for easy modding. With the options.txt entry "use archives = false" the game runs fine. The Art Manager does too. But the Editor refuses to show the (game's decompiled) map. There's just a black window. With the arcs in place, the map shows fine. So I assume the editor is looking for arcs.

How can I tell the Editor to not use archives?
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