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Messages - Endymion

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1
Other Modifications / Re: [Tool] TQ Blacksmith
« on: 08 October 2024, 15:40:26 »
There's a somewhat similar tool made by Mece over at fearlessrevolution, I updated it a while back to include 2nd relic slot and gear from latest expansions. There are pros and cons but I like it because it lets you edit items on the fly. And it allows you to put any path in, should you wish to create something unconventional. ;) You'll need Cheat Engine to use it.
https://drive.google.com/file/d/1doV6DxdfinXX8h7FwdLd5FK4mQS13nsu/view?usp=sharing

Usage:
  • Click Item Editor (Under InventoryMods/Equipment Mods) to open the editor window.
  • Hover over an item and click Read button, which will pull up the item's data. Equipped items take priority!
  • Select desired paths in respective fields. Click Overwrite.
  • Now place the item into storage area with a caravan driver. This should update the item.

There's one small snag, in that if an item didn't have affixes or relics in it, you'll need to do this routine of clicking Overwrite and placing it in storage 2 times, first it creates memory address with gibberish, and the second time it writes the actual record path.

Oh yeah there's also functionality to complete relics with just one shard and create artifacts bypassing required items.

2
How's it going, modding enthusiasts!
In this guide I will detail how to use mods in multiplayer in a way that doesn't require players to have your mod.
As you know, there have been certain restrictions put in place regarding mod usage, which I believe just put a damper on creativity and the fun of it.
There's a variety of ways to bypass said restrictions, and in this guide I'll describe a couple, which I believe are the easiest & most convenient.
Also made a video version of this guide

Approach #1
The first approach involves using Cheat Engine and its code editing features. I'm going to assume you already have some familiarity with the subject.

Don't forget to open TQ's process and let's start by opening Memory Viewer, clicking the View Tab -> Enumerate DLLs and Symbols.
This will display a list of the .dll libraries and functions therein that are used by Titan Quest.
Spoiler for Hiden:

Type "CleanseDatabase" in the search bar and it will locate the function we would be interested in.
Spoiler for Hiden:

The way it works - when you run a mod, the game loads up its database. After you return to the menu it gets removed.
And this is the very function that's responsible for it.
Spoiler for Hiden:

So let's go ahead and make the game skip this function all together, turn je into jmp.
Spoiler for Hiden:

And that is it! This allows you to load your mod and get back to the menu with the mod still being loaded. You can now make an Assembly script editing this conditional jump. You can find how to do it in CE's own tutorial or dozen other detailed guides.

To summarize: enable your script, load a mod, go back to the menu and you're good to go!

I've also made a cheat table (a file for Cheat Engine with the scripts ready to be used) for it so you don't have to, but more on that in the end.

One last thing, if you have a bounce mod - you can just remove the bounce map to make it load the default map, to make the mod loading process faster for this approach (you can locate your mods in either ...User\Documents\My Games\Titan Quest - Immortal Throne\custommaps or for Steam Workshop ...Steam\steamapps\workshop\content\475150\).

Approach #2
Now, the second approach is going to be a bit more labor-intensive but it has its perks!
We're going to build our mod into the game database so you don't even have to launch it every time (what's known as a hardmod). Useful if you're not going to be making changes to your mod in the near future.

This approach requires that you have the source files for your mod set up in Art Manager. So either build your own or extract them from the desired mod.

Make sure you have your built mod ready.

The first step, we're going to copy the game database (... TItan Quest Anniversary Edition\Database) over to our built mod database folder (...User\Documents\My Games\Titan Quest - Immortal Throne\custommaps\mod\database).
Spoiler for Hiden:

We'll need to rename the game database to our mod's name to trick Art Manager into thinking that this is our mod's .arz file.
Spoiler for Hiden:

Back to Art Manager, let's build the mod again (now it's very important that you use this option here, otherwise it will start deleting database's contents. Right click to open the context menu).
Spoiler for Hiden:

Now we've got our database ready but there is an issue of compatibility. The game is going to check what's inside our database to make sure there's no funny business.

For the next step we're going to need any hex editor, like HxD.
Open both the original and our modified database and scroll all the way down.
These 16 symbols at the very end act like a checksum, they verify integrity of the file. So let's go ahead and copy the original 16 symbols over to our new file.
Spoiler for Hiden:

Finally, replace the database.

Done! Now you can just run your game and host a server without any hassle.

In conlusion
Now do keep in mind, there's a big limit on what's possible through modding in mulitplayer (given that the other side doesn't have your mod, of course).
For instance if you're going to change things: like increasing or adding spawns, changing up loot - that makes sense in multiplayer since guests on your server will be able to interact with this content.

Where if you're going to add things: like new mastery/skills/monsters, that doesn't make sense since their records and resources do not exist in the original game, which means players without your mod just won't see it.
So:
Xmax ✅
LootPlus ✅

Soulvizier❌
Shadow Champions❌

And now for a little announcement!
The purpose of this post is not just to share this information.
Nowadays, there are not a lot of modders left that are interested in multiplayer, so we decided to create a dedicated space, to revive the scene and have a somewhat active community.

I'm going to be sharing the cheat table I mentioned above, among other interesting creations. We also have a modding guide (special kind!) in the works.
So come join us if you're interested in mupltiplayer/pvp modding! Or just modding in general for that matter, we're a diverse community.

https://discord.gg/mDePTdYC85

3
Legion of Champions AE / Re: LoC 2024 Alpha Download
« on: 02 August 2024, 14:00:47 »
Way to go Nargil!

4
Other Modifications / Re: [MOD] Enhanced Gameplay 2 (EE)
« on: 06 June 2022, 15:15:08 »
I know how that feels.
You have done some tremendous work over the years, introducing features that have never been done before.
For people without modding experience it will be difficult to fully appreciate the sheer amount of effort that went into it. I want you to know that I see it.

It may be a difficult issue to tackle, but what you are experiencing is not unfamiliar to me. Looking back at it, I could have spent my time and effort in a wiser manner. I've been keeping on modding just because I enjoyed it. But eventually I realized it's just not bringing the returns I would have liked to see.
Doing mods for TQ takes a particular kind of individual, because ratio of the effort you put to the acknowledgement that you get, boy it's not looking good. So you need to be really enjoying the process and mod for the sake of modding.

So it might be wise to sit down and thoroughly think over your plans and goals with modding, and what result would you like to see. A qualified designer is always in demand elsewhere, in a more appreciative environment.

Anyway these were my two cents! Hope I'm not overstepping. Wish you to enjoy any path you choose!

5
New Projects / Re: A Few Bug Fixes And Some More
« on: 06 June 2022, 14:49:06 »
Hey Nargil!
I circle back, once in a blue moon!

I have no AFBF files left. But everything needed to recreate it is in the game, fortunately. You can take the Chinese Telkine as a template.
I can't be sure I remember everything but here are some pointers:
1) You'll need a new attach point in player's mesh for the beam to spawn
2)You'll need 3 new skill entries in a skill tree, one for the meteors & and two for telekinesis. Plus animations for the last two skills.
3)For the palm itself, it's a separate entity that uses unique template. There's a proper texture for it shown in the video that for some reason was never used. They just slapped moving shader on it & a texture from some skill instead. So you can use the texture and StandardSkinned shader.

That should be all, hopefully that helps!

6
New Projects / Re: A Few Bug Fixes And Some More
« on: 09 March 2022, 19:33:10 »
Hi Abraham, appreciate it. I have moved on from TQ, this mod will not be receiving updates in a foreseeable future.

To make it short, over the last two years I was becoming increasingly disappointed with how devs were treating the game. Their dismissive attitude just before EE release sealed the deal, I realized I'm not seeing myself enjoying modding or playing it.

For what it's worth I enjoyed working on this mod for 3 something years, getting tired of it, then getting back and enjoying again. Polarizing experience, really. And I'm happy if people found it useful along the way, even though, for a bug fixing project, I've been taking some artistic liberty here and there lol.

P.S. I suggest you check out Nargil66's Enhanced Gameplay that has AFBF incorporated.

7
New Projects / Re: A Few Bug Fixes And Some More
« on: 29 October 2021, 00:39:09 »
Haha you know it, implemented it via item + affix.
Yeah it's a two parter, it's probably less hassle to do via a pet but I felt it was cooler to do the hands on approach (pun alert). Though that skill alone requires 3 new separate animation and a new attach point in player model

8
Working on a new skill. A small preview:


Very interesting concept

9
New Projects / Re: A Few Bug Fixes And Some More
« on: 27 October 2021, 11:11:50 »
Something I've been doing

10
New Projects / Re: A Few Bug Fixes And Some More
« on: 23 October 2021, 23:02:24 »
Few notes in case you didnt look yet.
Thanks. Will look into it for the next update, whenever I'll have time for that

Let me know if you are interested in all this stuff, because I have several dozens of animation and skill fixes.
For sure, that'd help a lot!

11
Modifications / Re: an even tougher one !
« on: 22 October 2021, 12:31:13 »
Oh yeah I should mention you should start with _index.md.html
It contains all of the other files in a neat format.

12
Modifications / Re: an even tougher one !
« on: 22 October 2021, 12:05:55 »
That's an odd one indeed, it's under Character Sounds tab, lowHealthTriggerLevel variable.

Btw I had to look it up, there's an updated official modding guide that's very helpful. You can find it under ...Titan Quest Anniversary Edition\Toolset\guide. Preferably on 2.10 Beta game version, it contains more info than on 2.9.
Amongst other things it goes in detail about monster settings.

13
New Projects / Re: A Few Bug Fixes And Some More
« on: 21 October 2021, 16:25:57 »
Hotfix 10/21/2021

Items
  • Fixed critical oversight with Atlantis artifact formulae that made it impossible to create artifacts. Made some adjustments
  • Changed shader for Gorgon Cuffs & Stonebinder's Cuffs model to display properly on DX11
Skills
  • Adjusted Halo of Dawn fx


Awesome! This is going straight into the next EG version. Thanks a bunch :)

There is small visual bug with quick fix for Stonebinder's Cuffs. Just change their shader from IridescentSkinned to StandardSkinned to show their texture properly in DX11. Hope that helps
Much appreciated!

Have you considered putting the mod on to Mega or Moddb so players not using Steam can enjoy your work as well Endymion?
There's a Google Drive link in the thread header as an alternative for non Steam users.
I've never gotten to Moddb but it might a good idea to expand there

14
New Projects / Re: A Few Bug Fixes And Some More
« on: 20 October 2021, 17:35:03 »
New update is live!
https://steamcommunity.com/sharedfiles/filedetails/?id=2632591258

New dedicated discord server
https://discord.gg/bZQUfZ3Tyc


Changelog 10/20/2021

Items
-New Atlantis artifacts & jewelry based on UI art and names left in the files
-Fixed numerous issues & made some adjustments for Atlantis sets
  • Priest of Ba'al Hammon: added missing items. Remade bitmap for Ba’als Signet. Adjusted stats
  • Suit of the Bandit King: added missing items. Adjusted stats
  • Fixed Reptilian Limbs set granting set bonus with just one item equipped
-Atlantis MIs now get proper affixes instead of chest affixes for all armor and axe affixes for all weaponry respectively, fixed botched Normal suffix paths for chest armor
-Shields in Ragnarok now get shield affixes
-Ferrus Gnosi chest armor has been missing from most of the loot tables. It's now much easier to come by
-Fixed Gaian Veil helmet flying around when worn by Hesperides
-Atlantis staves' energy regen now scales with difficulty
-Fixed some Atlantis MI spears having min and max damage mixed up
-Fixed  Serpent Bow and Doomfang's Striker never getting affixes
-Fixed Amazonian Spear model
-Fixed merfolk dropping Epic Triton helmet on all difficulties (for 2.9)
-Added missing values and made stats scale with difficulty for Triton and Triteia MI armor
-Fixed Typhon and Hydra never dropping spears

Skills
-Fixed Hydra's effectively dysfunctional breath attacks that used to miss most of the time and deal just a fraction of supposed total damage. Fixed it oftentimes causing a game-ending lag.
Note that this made Hydra a lot more dangerous
-Staff of the Chosen granted skill: Adjusted chance to proc from originally just 1% to 6%, 8% and 10% for Normal, Epic and Legendary versions respectively; as well as made the skill scale with difficulty allowing for 4 and 6 Sprigglings at a time for Epic & Legendary versions. Sprigglings now qualify as pets & receive pet bonuses.
-Fixed Redfist Knife granted skill's name
-Added flight and impact sounds to Aegipian's rock fall skill to make it feel more natural

Creatures
-Revamped Ryewolf. Its fight is now much more eventful. You have a small chance to find it in Scandia on Epic & Legendary difficulty
-Drastically nerfed Standard Bearer tigerman hero on lower difficulties

Showcase of what you can get your hands on in this update


15
Other Modifications / Re: Menu dbr
« on: 18 October 2021, 22:33:06 »
Is this hardcoded?
It is, as is the most of the game's UI.
Art Manager allows you to change some textures and some button coordinates but that's pretty much it.

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