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Messages - Lavendarjosh

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Other Modifications / Re: [MOD] LootPlus - More Loot, Better Stuff
« on: 18 October 2020, 01:47:05 »
From what I can tell, no, it isn't working. When I load the game and select "Play Custom Quest", I get a box with 'lootplus -' showing. When I click start, I get a box that pops up saying, "The Custom Quest you loaded includes an invalid map (likely a "Bounce Mod"). The changes will instead affect your next game with a Main Quest character." and that's all I get. I can then play the game but there is no diference with the characters or any stats. I pretty much figured that the old Defiler wouldn't work but I have it installed (version 1.3.9) and it will load up after several boxes telling me that it cannot find a path for TQ or for IT. Not sure if any of this helps but thanks for replying.
The mod does not affect your character at all, only the loot you will find from containers and monster in the game. If it works as intended, it should become obvious when farming a boss.
Also, when I click the link in your original post, it asks me to join Pastebin, which I have not done.
You shouldn't need to make an account to see the links, at least. If you're using the Steam version of the game, the mod is also in the workshop.

Other Modifications / Re: [MOD] LootPlus - More Loot, Better Stuff
« on: 17 October 2020, 10:52:30 »
New to this forum, played TQ and IT back when they were released but haven't played in about 7 years. Let me add that I am not the most computer savvy when it comes to modding which is why I've come here. I've done a lot of searching the game like I had done with a defiler many years ago, Soulseekkor defiler (I think) was what I used. My main question is, can chests be modified to a better drop rate as they could back then and if so, how exactly do I do it? Most of the search results I've found are confusing. I have downloaded LootPlus-Bounce v1.1 and SSTQDefilerNET and I have been able to change a few stats on my characters but when I open the game, the changes are not there. Obviously, I'm doing something wrong. Can I get just a little help on this and sorry for sounding like a n00b.
Well, wanting the drop rates similar to the TQ Defiler back is exactly why I started with the mod in the first place.
But a question first: do you use LootPlus as intended (loading custom game with the mod, being bounced back and starting regular, modded game), and does it work for you?
Apart from that, the original Defiler is old and probably won't work with the AE of TQ. There's a Grim Dawn Defiler that also partly worked with AE, but it hasn't been updated since 2018.

Other Modifications / Re: [MOD] LootPlus - More Loot, Better Stuff
« on: 13 October 2020, 01:11:35 »
I don't see .dbr files anywhere, there are .arz, .arc and .map files
Well, you need to unpack the mod's files first of course. I once wrote a steam guide on merging mods that explains how to do that (and generally how to work on mods):

Other Modifications / Re: [MOD] LootPlus - More Loot, Better Stuff
« on: 12 October 2020, 20:39:10 »
I was wondering is there a way to edit the mod to increase the drop rate of epic and legendary loot while reducing all other drops(green, yellow, gold...)? Basically turn it into a cheat mod for farming epics and legendaries?

There is, and it's actually fairly easy. All you'd have to do is set the lootWeight of non-unique entries to 0 in all relevant defaultloot records.
As all the loot table files are, to my knowledge, similar structured, you could probably get away with mass-replacing all those lines with something like notepad++ (although you'd have to use wildcards in search because the weight itself differs from entry to entry).
In detail:
  • Open all loot table .dbr you want to edit in notepad++ or similar program (they're in *\item\containers\defaultloot)
  • Look for loot entries not containing uniques (for example loot1Name1)
  • Ctrl+H, search for "loot1Weight1,.*" and replace with "loot1Weight1,0,", replace in all opened documents
  • repeat for all lootWeights with non-unique entries
Well, I should mention that while it should work, I have not tried this method myself yet. If you want to do it manually, it would be easier to single out one or a few bosses and only edit those files, shouldn't take long even by hand.

Hello Lavendarjosh, it's been a long time since I've talked with you. Did you still continue working in your mods?

Just wanted to know. Best wishes for you and have a nice weekend.

I haven't done any work on my mods in a long time, and I consider them "complete" for the time being. But the next time I get on a TQ craze, maybe I'll find a few things that still bug me and I'll get to work again.  :)
Though right now the Terraria update has me in its death grip, but I can't do any modding for that for now, sadly.
In any case, thanks for the interest and a good weekend to you back.

1) You will need to extract the .arz file first, for example with ArzExtractor.
2) That's odd. I checked it and it should work as intended, the files are present and the values modded.

The effects of both versions are the same, but the non-workshop version has to be activated every time before starting a game with your character, while the database replacer is active right from the start. So if you use the replacer, you don't have to use the non-workshop version on top of that. But the files would go here: [USER]\Documents\my games\Titan Quest - Immortal Throne\CustomMaps. Just copy the whole folder there.

The additional question I have is that my GOG version is 2.9 MP Hotfix and your version references 2.8a.  Can I still use this database replacer for my game version?  Last question - is it easy to remove if I feel it makes the game too unbalanced (i.e., no impact to the actual saves themselves right)?  Thanks!

The database replacer should not mess up the game, but it will of course revert any changes the update made to the vanilla database.
Going back to the vanilla database is no problem at all, as the mod does not affect anything that is saved with the character, only the current session.

Is there any risk in setting these up high of making the monsters never drop MIs or blues/purples, or is that something that's handled in a sense by the monster drops on an individual level (replacing whatever else they'd carry)?
MIs and uniques are handled per monster, so they're decided on before your adjustments come into play. But should get a nice increase of green items.
Anyway, great to hear that worked out for you.

Since you've gone through and made this mod (which I appreciate, but is a little much for me) - Do you know of a simple way to just remove Broken Items from drop lists, or is it something where I'd have to do it for every loot pile? I'd like to make monsters harder and I used to do this with the Defiler, but that doesn't work now, of course. And removing Broken items from the drop lists seems to marginally increase all the other loot, since they're weighted so heavily?

I just noticed this recently as I went through the files for something different, but removing broken items is actually incredibly easy.
In xpack/game/gameengine.dbr under "Randomizer Weights", you can just set all broken entries to 0 and be done with it.

I haven't tested that myself yet, but I'm fairly sure that's all it takes.

Alright, I tested it, and it works to some degree, but a few broken items still remain.
If you want to make enemies more challenging, I'd recommend lowering the noPrefixNoSuffixModifierCommon (I cut it from 800 to 80 and the difference was...painful) to raise the amount of magic items they're carrying.

And I'm not sure id it's useful to modify the base game's gameengine.dbr as well, I was under the impression it's overwritten by the xpack one, but I'm not entirely sure.

Other Modifications / Re: [MOD] LootPlus - More Loot, Better Stuff
« on: 29 November 2019, 00:29:24 »
Hello. Noob question here: Can I install Database replacer version of the mod to non-STEAM (GOG) version of Titan Quest? Or is this strictly a Steam related option? thx
Sorry for the late reply (internet problems). But yes, you can use it in the GOG version and I actually do so myself.

Hello Lavendarjosh, good that you could solve the problem with the mod.

With this mod, all classes get improvements in their skills, it's great !!

Thanks and continue with you excellent work.


Man, you're flattering me too much  ;D
But thank you, as I said, it good to see people enjoying my work.

Thanks to the friendly people on discord I was able to locate and fix the "Pet Attack" problem. OP is updated with link to v1.12.

Probably should mention that here as well:

A note to people doing merges with my mod:
The problem was with the defensiveskilltree.dbr in the defense mastery skill folder (the only file where Pet Attack originates from, don't ask me why and how), so you'll have to delete that file (it's unused anyway) and probably also delete your mod's *.arz from the CustomMaps folder so you can rebuild it from scratch. Otherwise it might still include the file and break the skill.

Other Modifications / Re: [MOD] LootPlus - More Loot, Better Stuff
« on: 14 August 2019, 01:20:03 »
Hope you keep [...] updating after the new updates - they will probably  come.

Thanks, and don't worry, I will.
To the best of my abilities, I still haven't fixed the Pet Attack Skill issue in LootPlus  >:(

Other Modifications / Re: [MOD] LootPlus - More Loot, Better Stuff
« on: 13 August 2019, 16:15:29 »

Hey, thanks for the kind comment!
It makes me genuinely happy to see people all around the world enjoying my work. I was kinda in the same boat that I enjoyed playing self-found more, but it was often tedious and unrewarding.

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