Did something change with the editor? I can't seem to get my new mods to bounce.
It's been awhile since I've done it but all you do is create a new map, rebuild the map and paths, auto create the. Wld file, then build the mod... right?
ZJapper has been working with me for the last month to get this working for him so I figured someone else might want it too.
It is currently in testing and if anyone is interested I would like some feedback. I think the spawns could be adjusted but I'm not sure if everyone agrees.
The below code will loop through all the files within a selected folder whose name begins with "mi_" and ends with ".dbr". It will then search for all occurrences of the word "Rare" and replace it with "Quest". This is the same as using art manager to change the "ItemClassification" from "Rare" to "Quest". I finally got off my butt and decided to actually make this worth using. I edited the code below but it requires a userform to be created and placed within the userform's coding window.
What it does:
1. You select the number of search terms to use 2. Put those terms in the boxes labeled "Search for what?" i.e bat, or cat, or yeti 3. Put the text you want to replace it with in the boxes labeled "Replace with what?" 4. Click the checkbox if you want the program to cycle through all the subfolders 5. Click the "Browse" button to choose the folder to start in 6. Put an extension in the "File extension" text box, i.e. dbr. You don't have to use this feature but it can help if you are trying to narrow things down 7. The "OK" button starts, "Clear Form" clears the form, and "Exit" makes a sandwich
Just push the button to open the form. Be careful though, if you put an ambiguous search term in such as "X" or "mag" it will do its thing to ALL files that contain the letter "X" or files that contain the text "mag". However, this program only copies files and renames the copies so there shouldn't be an issue anyway.
Warning: If you are unfamiliar with VBA coding you should use this on a test project first. If you have questions on how to get started give me a shout. If enough people need to know I will edit this tutorial for beginners.
Spoiler for Hiden:
Option Explicit Public fso As Object Public MyNewFile As String Public i As Integer Public myPath As String Public FldrPicker As FileDialog Private Sub showme()
frmCopy_Rename.Show
End Sub Private Sub Browsebtn_Click()
Application.ScreenUpdating = False
Set FldrPicker = Application.FileDialog(msoFileDialogFolderPicker)
With FldrPicker .Title = "Select A Target Folder" .AllowMultiSelect = False If .Show = 0 Then GoTo NextCode myPath = .SelectedItems(1) & "\" End With
NextCode: myPath = myPath If myPath = "" Then MsgBox "You must select a folder!" Application.ScreenUpdating = True Exit Sub End If
End Sub Sub SubFoldersloop(myFolder As Object)
Dim mySubFolder As Object Dim myFile As Object Dim Check(1 To 3) Dim Rplace(1 To 3)
If SubFldrCheckBox.Value = True Then For Each mySubFolder In myFolder.subfolders SubFoldersloop mySubFolder Next End If i = 1
Cycle: For Each myFile In myFolder.Files If myFile Like "*" & Check(i) & "*" & extTextBox.Value Then MyNewFile = Replace(myFile, Check(i), Rplace(i)) fso.copyfile myFile, MyNewFile End If DoEvents Next If NumbSearchesComboBox.Value > i Then i = i + 1 GoTo Cycle End If
End Sub
Private Sub Clearbtn_Click()
Call UserForm_Initialize
End Sub
Private Sub Exitbtn_Click()
Unload Me
End Sub
Private Sub OKbtn_Click()
Dim myFolder As Object
Set fso = CreateObject("Scripting.FileSystemObject")
im having difficulties getting the gameengine.dbr gamecamera attributes to take effect in game. i am using the file in the xpack/game folder.
it doesnt matter what i set the max camera value to it doesnt change anything in game. modifying the other values such as potion stacks, proxy info etc... work just fine.
ive done this before way back in the day before AE came out and i dont remember having issues with it. is modding TQIT the same as AE? i cant remember if there were any differences.
also, i extracted the gameengine.dbr from the isometric.arz file in the camera mod collections and still doesnt work.
The 1.6 version works "ok". i have noticed it doesnt always keep the changes i make when i compile the dbr's. i.e. i make changes, compile, art manager shows that i made the changes, the files in the .arz don't.
This mod focuses mainly on monster infrequents and is an adaptation of my Dropsounds mod.
- MI's are sold at a high frequency in Athens, Jade Palace, Valley of Kings, Medea's Grove, Jotunheimr, and Tartarus. Merchants that share these loottables will also sell MI's - MI's are now filterable (Changed all affixes to common). - "+ to skills" no longer rare to facilitate the above - MI's easier to spot in stores - Changed some colors around. Monster "non" Infrequents are green in color - MI affixes visible - Rarer affixes given same likelihood to appear as other affixes - MI's make a gong sound when dropped - MI's have a much higher chance of getting an affix or 2 - Shrine activation area increased dramatically (about 10 times normal) and duration increased to 2 minutes for all shrine buffs (double for most) - "+ to skill" affixes changed to rare (no longer applicable) - "No Pets Allowed" deactivated in Tartarus (untested) - Changed multiple affix tables that were applying affixes from easier difficulties (mainly Coral Guardian MI's) - Camera max zoom increased and max pitch decreased - Potions max stack is 200 - Scrolls max stack is 100 - Multiple other minor changes and tweaks
I created this tutorial with my DropSounds mod in mind, so if you need to combine a different mod with your base game the instructions will change somewhat depending on how many files are added to the various .arc files. Additionally, if the only thing that needs to be merged is the database.arz file then you only need to follow the instructions up to that point.
I frequently do this so I can enjoy the effects of my mod with the base game and still load another mod on top of it.
Spoiler for Hiden:
Make backups of everything!!!
1. Navigate to where this mod is installed. Mine is installed here: C:\Games\Steam\SteamApps\workshop\content\475150\1783348088\DropSounds
2. Copy the "DropSounds" folder to your TQIT working folder. Mine is here: C:\Users\[user name]\Documents\My Games\Titan Quest - Immortal Throne\Working\CustomMaps
You should also download the Grim Dawn Archive tool at the above link. Create a folder in your TQ/AE folder to put these files into. Mine is here: C:\Games\Steam\SteamApps\common\Titan Quest Anniversary Edition\GDArchiveToolGUI_v1.0
Within this folder create 2 new folders named objecteffects and items. Within the objecteffects folder create another folder named itemeffects.
3. Open the dropsounds mod in artmanager and build. This will create the directory you need.
4. Navigate to your TQ/AE database folder and copy the database.arz file (make a backup!)
5. Paste the database.arz file in the newly created database directory. Mine is here: C:\Users\[user name]\Documents\My Games\Titan Quest - Immortal Throne\custommaps\dropsounds\database
6. Delete the DropSounds.arz file and name the newly pasted file DropSounds.arz
7. Go back to artmanager and open the mod again and build. When it asks if you want to delete unassociated resources click "no to all". Then copy the the database file it created DropSounds.arz (it should be about the size of your original database file ~53MB) back into your TQ/AE database folder and rename it database.arz.
Now we have to add the effects and sounds to the game.
8. Remember when I told you to copy the DropSounds folder in step 1? You need the Sounds.arc and Effects.arc files from the resources directory. Copy them and put them in your GDArchivetool directory (or somewhere equally convenient).
9. Open the Archive tool and drag and drop the sounds.arc file you just copied into the archive tool window (using the toolbar to find a file seems to not work for me). There should be 2 mp3's listed. Highlight both files and drag and drop them into your GDArchivetool directory. Those files should now be in your items directory.
10. Now do the same thing with the Effects.arc file. Those files should now be in the objecteffects/itemeffects folder.
Now it's time to combine those files into the game's original Effects.arc and Sounds.arc files.
11. Navigate to your game's resources directory and drag and drop the Effects.arc file (about 32MB) into the GDArchivetool window (make a backup first!). Find the objecteffects\itemeffects\itemsparkle_blue.pfx and objecteffects\itemeffects\itemsparkle_purple.pfx files within that archive and delete them.
12. Right click anywhere in the Archivetool window and select Add>Folder. Navigate to the objecteffects folder and click ok. Important: only navigate to the objecteffects folder. If you select the itemeffects folder or the files within, the folder structure will get messed up in the Effects.arc file and you'll have to redo it. Now save the file.
13. Do the same thing you just did with the Effects.arc file except now do it with the Sounds.arc file in your Audio directory (not the one in the Resources directory!) except the mp3's you are adding don't exist in the Sounds.arc file so you don't need to delete anything. The file should be about 278MB.
Make sure you make backups of everything!!! I can't stress this enough. When you start messing with the game files it gets very confusing as to which files contain what. I recommend adopting an organized way of naming your backup files so you don't forget which ones are the original game files and which ones contain modded files.
Titan Quest's game physics doesn't always show items as soon as they drop. With this mod you'll ALWAYS know when a Blue or Purple has dropped.
- IMMEDIATELY makes a loud "Gong" when Blue and Purples drop, even before the text box appears - Monster Infrequents have a less pronounced gong sound - Monster Infrequents affixes now visible - MI's are sold at in Athens, Jade Palace, Valley of Kings, Medea's Grove, Jotunheimr, and Tartarus. Merchants that share these loottables will also sell MI's - Added visual effect to make blue and purps easier to spot - Items with "+ to skill" affixes are all now at least green - Shrine activation area increased dramatically (about 20 times normal) and duration increased to 2 minutes for all shrine buffs (double for most). Useful for summoners and multiplayer - "No Pets Allowed" deactivated in Tartarus (untested) - Changed multiple affix tables that were applying affixes from easier difficulties (mainly Coral Guardian MI's) - Increased camera zoom (but not too much) - Decreased max camera pitch (so the camera isn't directly on top of your character) - Potion stacks increased to 200 - Scroll stacks increased to 100 - Doubled shrine range yet again. Hopefully its big enough this time - Batrachos greaves have had their defensive ability reverted back to its pre-AE version and is now actually worth getting - Multiple other minor changes and tweaks
1. Navigate to where this mod is installed. Mine is installed here: C:\Games\Steam\SteamApps\workshop\content\475150\1783348088\DropSounds
2. Copy the "DropSounds" folder to your TQIT working folder. Mine is here: C:\Users\[user name]\Documents\My Games\Titan Quest - Immortal Throne\Working\CustomMaps
You should also download the Grim Dawn Archive tool at the above link. Create a folder in your TQ/AE folder to put these files into. Mine is here: C:\Games\Steam\SteamApps\common\Titan Quest Anniversary Edition\GDArchiveToolGUI_v1.0
Within this folder create 2 new folders named objecteffects and items. Within the objecteffects folder create another folder named itemeffects.
3. Open the dropsounds mod in artmanager and build. This will create the directory you need.
4. Navigate to your TQ/AE database folder and copy the database.arz file (make a backup!)
5. Paste the database.arz file in the newly created database directory. Mine is here: C:\Users\[user name]\Documents\My Games\Titan Quest - Immortal Throne\custommaps\dropsounds\database
6. Delete the DropSounds.arz file and name the newly pasted file DropSounds.arz
7. Go back to artmanager and open the mod again and build. When it asks if you want to delete unassociated resources click "no to all". Then copy the the database file it created DropSounds.arz (it should be about the size of your original database file ~53MB) back into your TQ/AE database folder and rename it database.arz.
Now we have to add the effects and sounds to the game.
8. Remember when I told you to copy the DropSounds folder in step 1? You need the Sounds.arc and Effects.arc files from the resources directory. Copy them and put them in your GDArchivetool directory (or somewhere equally convenient).
9. Open the Archive tool and drag and drop the sounds.arc file you just copied into the archive tool window (using the toolbar to find a file seems to not work for me). There should be 2 mp3's listed. Highlight both files and drag and drop them into your GDArchivetool directory. Those files should now be in your items directory.
10. Now do the same thing with the Effects.arc file. Those files should now be in the objecteffects/itemeffects folder.
Now it's time to combine those files into the game's original Effects.arc and Sounds.arc files.
11. Navigate to your game's resources directory and drag and drop the Effects.arc file (about 32MB) into the GDArchivetool window (make a backup first!). Find the objecteffects\itemeffects\itemsparkle_blue.pfx and objecteffects\itemeffects\itemsparkle_purple.pfx files within that archive and delete them.
12. Right click anywhere in the Archivetool window and select Add>Folder. Navigate to the objecteffects folder and click ok. Important: only navigate to the objecteffects folder. If you select the itemeffects folder or the files within, the folder structure will get messed up in the Effects.arc file and you'll have to redo it. Now save the file.
13. Do the same thing you just did with the Effects.arc file except now do it with the Sounds.arc file in your Audio directory (not the one in the Resources directory!) except the mp3's you are adding don't exist in the Sounds.arc file so you don't need to delete anything. The file should be about 278MB.
Make sure you make backups of everything!!! I can't stress this enough. When you start messing with the game files it gets very confusing as to which files contain what. I recommend adopting an organized way of naming your backup files so you don't forget which ones are the original game files and which ones contain modded files.
If anyone has ideas for changes/improvements I'll see what I can do.
Future plans:
- Remove/edit the gong sound when picking up and dropping items to/from inventory - Fixed 29 June - Separate sounds for each rarity (30 June: MI's have a less pronounced gong sound) - GUI to turn certain sounds on/off meh - Add MI's to shops 27 July 2019 - 8 July: Act I Weapons and Armor MI's sold in Athens - 10 July: Act II Weapons and Armor MI's sold in Valley of Kings - 13 July 2019: Act III Weapons and Armor MI's sold in Jade Palace - 14 July 2019: Act IV Weapons and Armor MI's sold at Plains of Judgment Jotunheimr (27 July 2019) - 27 July 2019: Act V Weapons and Armor MI's sold at Tartarus - Increase range of shrines12 July 2019 Increased range of shrines further and doubled duration (27 July 2019) - Increase range of multiplayer xp gain not possible without hex editing - Replace healing shrines with something more awesomer
So i didnt think to say hello when i registered so here we go.
ive been playing titan quest since about 2007 and dabbling in modding for probably the same length of time. ive been using this forum and the old titan quest forums ever since, but this is the first time i have ever registered an account.
my modding experience is very limited since i only did the basic stuff like camera zoom, potion stacks, etc... but i have a passion for coding (VBA for now) and decided to go further than just getting my feet wet.
i tend to ask a lot of questions and i just want to apologize in advance for that.
anyway, i hope this forum grows to what previous versions were at when the game first came out and look forward to seeing you out there.
"In the comments of the Paths mod it was mentioned that they couldn't used the compressed .arc files anymore, they apparently aren't loading anymore. So they had to put the whole uncompressed folder in for the mod. Is that something you have tried?"
sorry for posting this in multiple areas, but i thought this comment warranted its own thread.
does anyone have a mod for better item filtering? i still dont like the options that come with the game. i want to be able to filter out yellows and keep everything else with the option to filter even further if i choose.