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Messages - Lavendarjosh

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31
How would you feel if I used your mod as a base for mine?  I’d give full credit where it is due, but I wanted to expand and move around some things, specifically get rid of ultimate levels and give the ability for people to play single class.
No problem, as long as you give credit you can do as you like  :)

32
Aaand...done.
Version 1.11 download contains four different versions for those who want to play with or without the new descriptions and the merges are with the newest LootPlus v1.22.

33
Thanks for the praise @Diego982 and @Hector  :D

I'll publish a merge of the up-to-date versions of both mods when I'm done with rewriting the skill description (90% there).
There'll be a few different editions (solo with and without text, merged with and without text) so I want to do it all at once as soon as I'm done.

34
Version 1.1 is finally done! All Atlantis skills and most of the pet skills are now reworked.
Took me a lot of working and testing, but I'm fairly pleased with the result. And as always, if you have any suggestions or criticism (or praise  ;D), let me know.

35
Version 1.22 of this mod is now live, changes include more gold from Tartarus chests and boss orb, as well as better loot from the gambler.

36
@botebote77
Int provides 1 flat energy regen per 100 points, that helps a bit, but I know what you're talking about. Items that reduce energy cost are more helpful for a caster than greater regeneration, and they are (or were, the new DLC add some for Str and Dex) mostly for Int characters as well.

With the right equipment, a ternion based archer could probably be viable or even strong, but between modding and testing, I barely have time to play myself right now  ;D

37
@botebote77
Making Ternion work with bows was more of a crackpot idea, I have no clue if it actually plays out being better than Marsmanship or other LMB skills for bows. A bow user with Str or Dex armor would typically not have too much energy regeneration, so it would drain incredibly fast.
But if it works out to be strong, that's okay in my book. Titan Quest had always been a game to encourage weird combinations that turn out great (looking at you, old -100% recharge Takedown Bone Charmer), in my opinion.

38
I dearly remember the old forum, I've never been a member but I've been lurking around a lot. I may be new to modding, but I've been playing TQ pretty much since release.
And although it's not quite as active, it's nice to see that the community is still there and just as helpful as ever.

39
Thanks, it was driving me crazy I couldn't find a single source on this. The internet really isn't what it used to be :/

40
First of all, apologies for cluttering this board with my threads, I tried scouring the web for answers but came up empty.

What stat increases do monsters get in Epic and Legendary, especially regarding health? The old GlobalProperties aren't used anymore apparently, and while I was able to track it down to the monstergamebalanceattributes.dbr, there are 18 levels with no way to tell what is applied when.

My second question is: is there any way to have a player skill use different values for each difficulty, e.g. 100 in normal, 250 in epic and 500 in legendary?

41
Speaking of Ragnarok, does your other mod "LootPlus" work with it? or Atlantis is required for that? I haven't tried your "2 mods combined" version yet, because only Vanilla Overhaul seemed to be created with 1.57 Ragnarok in mind.. Again, please correct me if I got this wrong..

LootPlus covers Ragnarök and Atlantis, but they're both not required to play.

42
Interesting. Is there a template for that?

No need for a template, I just copied the functionality of study prey to get "friendly" buffs on enemies and made it single target:
Character Parameter > Character Regeneration > characterLifeRegen -X

I wanted to try this for some time. Works like a charm, though it can't kill an enemy and leaves it at 1HP at least.

43
Whoa, thanks for the tips, but I was talking more about officially  ;D

I mean, the crunch is all there, you'd only need some icons and new names and descriptions and corresponding items and....okay, maybe it wouldn't be that easy, and it's not like they don't still have a whole lot to patch and work on.

Edit:
I'd like to have an opinion on an idea I had. Would you...
a) rather have Earth Bind (Nature) in its current or improved form or
b) a radically different skill (I call it Wither as a working title) that makes enemies waste away by giving them (lots of) negative health regeneration?

Wither would be able to bypass any resistances (I think), but maybe hard to balance up into legendary.

44
@Hector
Thanks a lot for your feedback, I really appreciate it. I'll try to go into each of your points:

Soften Metal: my reasoning behind removing the physical damage part was that it didn't really make "sense" to me, but I can understand that it's beneficial to Str-focused builds. I'm playing a no-Int Juggernaut myself at the moment (only in act I normal at the moment, modding takes a lot of time) and I'm curious about how RoF will work on higher levels. I also swapped things around on the Fire Enchantment tree with the WIP version, putting Physical Damage bonus into Earth Enchantment (at half the rate of fire) and having Brimstone only increase Burn Damage and Duration. All in all I try to make Earth the easiest Int mastery to hybrid with, so reintroducing a OA penalty on RoF is probably a good idea.

Eruption: I did feel it was missing something besides raw damage, I'll see what fits best. I'm trying to be careful not to "steal" the things other masteries excel at.

Overgrowth: I don't really know what it takes to do that (I've only been modding TQ since 4 weeks ago or so, I'm basically a rookie), though I could make it work in a radius, I guess. This would need some balance but it's an interesting concept, I put in on my to-do list.

Vision of Death: what exactly do you mean with "non-target"? Apart from that, I think fear is okay to get enemies out of your hair for a while, and those that resist get debuffed. More of a croud disperser.

Lightning Bolt: good idea, I'll do that.

Hamstring: I think I'll redo that skill thematically to make it more worthwhile, reduced AS is a good point.

Monster Skill: I've already exchanged some skills for monster versions (Thunderball and Freezing Blast, I think), the rest seems more or less fine in my opinion. I don't know if the Fury's wave is visually different from DW, but the other two would be redundant with the new Atlantis skills, Meteor Shower (which I already changed to a much cooler version, if I dare say so myself) and Soul Vortex, which looks pretty nice and also drains (leeches) health and energy.

I dream of an extra mastery that can use some of the nicer monster and boss skills  ;D

45
Other Modifications / Re: Modding description text
« on: 04 June 2019, 14:25:33 »
Thanks for the answers, I tried around a bit but somehow it didn't work.
If I use a vanilla tag (e.g. tagSkillName193) nothing changes, and when I use a custom tag and link to that in the skill record, I just get the tag displayed in-game and not the text that should be there.

Edit:
Turned out I needed to create assets for the ModStrings, everything works now. Thanks again :)

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