Titan Quest Fans Forum

Titan Quest - Anniversary Edition => New Projects => Topic started by: Endymion on 22 October 2018, 22:51:21

Title: A Few Bug Fixes And Some More
Post by: Endymion on 22 October 2018, 22:51:21
(https://i.imgur.com/lhSIS6H.jpg)

Main goal of this project is to fix issues and correct mistakes found in the game, as well as include and finish/remake things that's been cut or left out for various reasons, to improve player's experience and overall diversity of content.

-Remade some of the unfinished Atlantis artifacts and jewelry
-Fixed a major issue with some Atlantis legendaries (and a few others, like Aionios and Demonskin Walkers) never dropping from chests of any kind, resulting in a minuscule chance to find them
-Items now receive appropriate affixes in Atlantis instead of chest affixes for all armor and axe affixes for most weaponry; Ragnarok shields now get shield affixes
-Revamped and added a cut quest boss in Ragnarok
-Added a few items (including special Easter Eggs) that were left unused
-A dozen of new/remade weapons and a lot of shields (a whole lot of them)
-Balanced out throwing weapons drop weights to avoid player being flooded with them in Act 1-3
-Remade broken item skills (such as Andvaranaut's and Draupner's)
-Fixed Hydra's dysfunctional breath attacks that often caused game-ending lag
-New FXs for skills that either didn't have any or were lacking
-Improved model alignment in character's hand for spears in Atlantis (used to float somewhere in the vicinity of hand); Fixed weapon trail for spears in Ragnarok & Atlantis
-Various unused/remade cut content
-Various fixes & adjustments for items and enemies across the game
-A little bit creativity from yours truly

Full Changelog (https://docs.google.com/document/d/1ktchiEElwD3K9RILE4Vb1kgZdfNzRrwVMEukmgPoNsA/edit?usp=sharing)


(https://i.imgur.com/RryKnzO.jpg)

(https://i.imgur.com/Pl2AOGL.jpg)

(https://i.imgur.com/grQlmSe.jpg)

(https://i.imgur.com/oIPjdlB.jpg)

(https://i.imgur.com/M5Xpoeb.jpg)

(https://i.imgur.com/9l8nuEy.jpg)

(https://i.imgur.com/kfTZ5mi.jpg)

(https://i.imgur.com/hf8eNXg.jpg)

(https://i.imgur.com/b9vZhto.jpg)

(https://i.imgur.com/kXD1qmA.jpg)

(https://i.imgur.com/t8UhEUc.jpg)

(https://i.imgur.com/EVdDO9I.jpg)

(https://i.imgur.com/uGAGVlX.jpg)

(https://i.imgur.com/4rV5e4P.jpg)

Bounce
Google Drive (https://drive.google.com/file/d/1Csx7ddASEOtqHTRGFLn3amCoSk5s-ICM/view?usp=sharing)
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2632591258)


Hardmod version (Needs to be put in the game directory)
for 2.9 (https://drive.google.com/file/d/1O9IZotKcphC5zu9h6JFlNNuc2mn91Gs4/view?usp=sharing)
for 2.10 Beta (https://drive.google.com/file/d/1VFUbDimuRcetBBSV8H2M84Q4Jm5DcZKS/view?usp=sharing)

Hardmod
Extract downloaded archive into the game directory (...Steam\steamapps\common\Titan Quest Anniversary Edition for the Steam version) with replace.
Run the game as usual.
Note that using hardmod allows you to run an additional mod with it via Custom Quest.

**Creatures**
```
* Scarab boss animations put the mesh off center causing it to look awkward when turning
* Various jotuns skill errors & inconsistencies
* Proper passives/attributes for vanilla quest enemies
* Skill reference errors in quest xpack enemies
* Some more uniqueness for Babylonian NPCs
* Unfinished xpack2 hereos
* Unused mushroom (and some others, like Hades tower) traps from IT
```

**FX**
```
* Emasculate debuff
* Ryewolf
```

**Quests**
```
* Bring back cyclop smashing trees scripted sequence
* Ryewolf quest, improve the boss, new skills & effects. Atm lackluster
* Finish quest spider in Atlantis and create related encounter?
```

**Skills**
```
* Utilize unused skill effects and meshes (if looking decent) still sitting in the files with no purpose?
* Unused energizing shrine buff
* Boar heroes charge hit sound
```

**Items**
```
* Consider putting in Ragnarok easter egg parchment
* Leonidas and Feyan sets?
* Mysterious Stone shrine with poison debuff and loot drop from Sandbox
* Consider shrine traps
* Look into remaking sheer variety of unused helmets (which are currently not up to any standards)
* Look into remaking jackalmen sling MI using mesh override & attached animated mesh
```

**Map**
```
* Remove a mantis proxy put off limits in Orient
* Add yaks
* Various accessory objects for ryewolf & cyclop ss
* Chest proxy for a side xpack quest in soronis dungeon, fix spawn radius
* Fix that one gigantes proxy in Hades Palace situated on the grid's floor
```

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

If you enjoy my work I appreciate support a lot
https://ko-fi.com/aendymion
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Typhon on 23 October 2018, 00:12:35
That's strange that there's a black hole for non-Ragnarok users...
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: wolpak on 23 October 2018, 00:39:34
Any chance to add vitality staves to merchants?  Sees like an oversite.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 23 October 2018, 01:20:29
doh... why they take off that quest ? how strange

nice bug spray you got there! to bad they cant catch those litle things :S

edit: the original model of kelphi looks bit more unique and cooller btw
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 23 October 2018, 03:48:42
Thanks for doing the devs work, I hope they implement your changes.
Btw, thank you for the 3DSMax tutorials too 8)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 25 October 2018, 14:00:48
Thanks for doing the devs work, I hope they implement your changes.
Btw, thank you for the 3DSMax tutorials too 8)
You're welcome!

Any chance to add vitality staves to merchants?  Sees like an oversite.
I don't think there are any common vit staves. Or you meant make new ones? Well as stated in the foreword (sort of) with this mod I'd prefer to do more of a restoration work rather than add something completely new.

Now however my dear ladies & gents I'd like to hear your opinion on this quick remake of an unfinished sling's model I did today.
Or maybe I should just let it rest because it'll look wooden any way?
(https://i.imgur.com/duRHoSn.jpg)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG on 25 October 2018, 14:07:09
The model of the sling looks good to me. If there is no trouble including them, then why not including them ^^
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 25 October 2018, 14:37:56
Yeah, it will be nice to include. About looking wooden - is it possible to add animated bones somehow?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: wolpak on 25 October 2018, 14:39:26
Shouldn't the index finger go between the strings?  :)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 25 October 2018, 15:30:57
great job ! it looks very unique :)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 26 October 2018, 01:17:25
Yeah, it will be nice to include. About looking wooden - is it possible to add animated bones somehow?
Well you can't animate weapons meshes per se, but you could make the sling invisible and attach to it an animated decoration.
Then however we're presented with a problem of it playing animation (swinging) at all times, be it in the char's hands or lying on the ground.

great job ! it looks very unique :)
The model of the sling looks good to me. If there is no trouble including them, then why not including them ^^
Thanks. I think I'll give it some more tweaking to see what I can come up with and add it in the next update.

Shouldn't the index finger go between the strings?  :)
I'll be honest here, I'm not sure it looks anything like a real sling. In my defense, source material weren't that great either
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 26 October 2018, 02:11:20
Hey, thanks for this!

I know how hard it is to track down bugs in the database, you did some mighty fine sleuthin' there pal. No lie :D

BTW, I am going to add these bugfixes to my mod I am making right now, this is really awesome!

I learned something new, too.

I didn't know you could use the loot table that way, imputting an array of the three different charms so you get a different one each difficulty...which begs the question: why the heck are there THREE DIFFERENT LOOT TABLES FOR EVERY CHARM IN EVERY MONSTER FILE, THEN?!

Could have just used the solution you made. Pretty neat little artmanager fact.

Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 26 October 2018, 18:14:47
Thanks! And sure, feel free to use it
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG on 30 October 2018, 23:10:31
If you want an easy fix, Staff of the Deep (from Fjord Ihchtians) uses the bitmap of the Staff of the Chosen (from Nertus' cultists.)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 31 October 2018, 07:39:54
If you want an easy fix, Staff of the Deep (from Fjord Ihchtians) uses the bitmap of the Staff of the Chosen (from Nertus' cultists.)
Thanks. Added to the pile.

Added the MI sling and its new model (converted a few jackalmen from archers to throwers along the way as a means of obtaining it) and gave it a new suitable projectile. Created a proper bitmap for the MI staff and changed the way the missing unique thrown was added to the loot tables to give it more diversity

(https://i.imgur.com/2YnhR4W.gif)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: efko on 31 October 2018, 11:57:28
Very nice. Can you make more weapons? I have ideas if you are interested. My post about weapons was posted about 2-3 weeks ago somewhere on forum
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 31 October 2018, 14:21:47
Thanks. Well as it's been mentioned in this mod I'm aiming more at fixing existing things rather than adding something new.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 31 October 2018, 17:49:13
"NGDevTwo  [desenvolvedor] Há 7 horas 
Thanks for the bug reports.
Most of the other things were cut on purpose. But feel free to get creative with their resources. :)"

when a wild dev appear..not bad ^^
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 01 November 2018, 22:27:39
Thanks again for the fixes. Implemented in EG without hesitation.
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 02 November 2018, 01:26:51
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Seconded.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 02 November 2018, 16:43:46
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Seconded.
Done and done!
(https://i.imgur.com/1f1zAPg.jpg)
Fixed up yak's mesh & replaced oxes with yaks in particularly mountain & snowy areas in Orient. Which is not many actually, there was just one instance, featured above. Maybe going to place new yaks on their own later.

Revived a few unused common greek shields, gave them proper icons & added to the loot tables.
(https://i.imgur.com/mB9XQZQ.jpg)

(https://i.imgur.com/d10mvbx.jpg)

(https://i.imgur.com/sujG7yJ.jpg)

Aetolian aspis (the one with the omega pattern) in particular now has a chance to drop from some guards in Sparta, Delphi and Athens fighting scenes. Greek guards' MI, everyone!
All of it's coming with the next update.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 02 November 2018, 17:18:28
Woah, this is shaping as a real restoration project... Fantastic job! Keep up, my friend  8)
If it can help you somehow, check this thread:
https://titanquestfans.net/index.php?topic=696.0
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 03 November 2018, 21:27:32
Woah, this is shaping as a real restoration project... Fantastic job! Keep up, my friend  8)
If it can help you somehow, check this thread:
https://titanquestfans.net/index.php?topic=696.0
Thanks. Nice job on cataloguing them unused goods. I'd honestly like to utilize the kite shields but they just seem too out of place for any Act.

Uplaoded the yak & shields changes.
Full list of added (and changed) shields can bee sen below
(https://i.imgur.com/z6lt07u.jpg)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 03 November 2018, 22:16:35
Thanks alot, especially for the yaks! :D And those shields - thats alot of work!
About kite shields - maybe they could fit in China?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 04 November 2018, 15:40:14
Now that you mentioned it some of them do have patterns that look kind of oriental. I'll give it a thought

Next up for the mod:
Revamped the sling again (just cant get enough of that sweet sling editing time)
Adding more unused gear
Recreating a cut out cyclop breaking a tree quest scripted scene. Some obscure remnants of it are still in the database, just enough to give you a general idea. Will be incorporated in the Polyphemus vs soldiers encounter
Finding a way to utilize unused Dream pets
Fixing sloppy gear placement for a few corpse decorations' meshes

(https://i.imgur.com/iEtJvdm.jpg)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 04 November 2018, 16:00:19
Revamped the sling again (just cant get enough of that sweet sling editing time)
:D
Nearly spat my coffee, I feel ya brother.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 05 November 2018, 19:03:29
:D
Nearly spat my coffee, I feel ya brother.
Word. That's our modding routine.


New cyclop scene preview. Double trouble!
(https://i.imgur.com/R24Yoav.gif)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 06 November 2018, 08:59:56
Added kite shields, common tulip staves, couple o' swords & spears
Made a special chest & animation (https://giant.gfycat.com/AmbitiousCommonFowl.webm) for the cyclop boss. That one was purely for fun I confess. Let me know what you think, should I include it or nah
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 06 November 2018, 11:52:21
you should put it, it looks fun :D and adds a litle of warming "boss incoming"
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG on 06 November 2018, 13:33:00
It looks absolutely awesome :o
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 06 November 2018, 13:39:10
Wooot !  keep on your work  ;)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 09 November 2018, 17:36:33
you should put it, it looks fun :D and adds a litle of warming "boss incoming"
It looks absolutely awesome :o
Wooot !  keep on your work  ;)
Thanks!

Uploaded following changes:
Added more unused gear, including kite shields, couple of staves, swords & spears. Some common weapons that had different versions looking the same received new looks again
Adjusted bucklers' bitmaps
Normal torches received unused crude look. The vanilla look stays for Epic & Legendary torches that were previously unobtainable
Revamped the sling
Added cyclops quest scene & a special chest
Unused Dream pet Dream Guide utilized as a nightstalker hero's summon

New full list of added unused gear featured below
(https://i.imgur.com/EBIt1Mw.jpg)
(https://i.imgur.com/M5Xpoeb.jpg)

Now however onto a more technical side of things, the mod's getting bulky so fellow modders feel free to let me know if I should create a separate records folder to contain the mod's stuff when it's feasible, for easier incorporation.
Yeah also I never explicitly mentioned it but do note I expect a credit mention should you make use of this project or some part of it
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 09 November 2018, 18:33:29
Outstanding work! Downloading :D

Now however onto a more technical side of things, the mod's getting bulky so fellow modders feel free to let me know if I should create a separate records folder to contain the mod's stuff when it's feasible, for easier incorporation.
Yeah also I never explicitly mentioned it but do note I expect a credit mention should you make use of this project or some part of it
Yes, a separate records folder would be greatly appreciated.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG on 11 November 2018, 13:36:11
Another bug went to my attention.

It may have happened to some of you, but somtimes monsters from Act 4 appear in the Act 3. Just now I fought a hero Anouaran in a Orient Cave, or sometimes I find Frost Empusas in the Orient Mountains. I'm not sure if this is intended or anything, but I find it kind of strange.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 11 November 2018, 15:30:22
i think it was intended by the devs, in the case of anouran hero in that hidden cave.

Now the empusas i didnt have the chance to meet then in act3, i think it was a bug (?)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 11 November 2018, 19:25:42
No, the empusa is intentional as well, same thing. A little diversisity in act 3 I guess. It's right there in the proxy pool files for act 3 ice sprites/
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 12 November 2018, 00:36:30
maybe it just me..but the empusas dont fit really well on china act..maybe something ..
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG on 12 November 2018, 02:10:59
Intended or not, I'm not sure I'm a fan of this idea. Like sauruz said, Empusas don't really fit the Asian theme, but that's not too much of an issue.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 12 November 2018, 02:17:49
Yeah, it's not a bug, it's a feature :)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 14 November 2018, 15:25:36
About the vanilla game, there is a disturbing bug when items fall on the ground. Some items can't help shake, and can't be picked up.

When you come back later, say 30s, these items can be gathered normally. Do you think this bug can be fixed ?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 16 November 2018, 22:07:18
Found what looks like a bug to me.

XPack2\creatures\monstes\bosses\fafnir2_*.dbr.

In the InitialEquipment\Misc section. The blooddragon charm seems to drop only the Legendary charm and not a loot table with all three difficulties.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 17 November 2018, 23:27:22
I downloaded your fix Endymion and i could drop for the 1st time an icescale armor in legendary. Thanks for your work  ;)

When i used TQvault in this session play though, i got an error. The tqvault version 2.5.2.0 is maybe old. Is there a new version i should use with your fix ?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: aminef on 19 November 2018, 21:05:39
Is there any project about fixing/upgrading the ragnarok gear look? Honestly, the colors and the models are not that great in some parts
-Cooper weapon are too orange, iron are too blue.
-The celtic weapons models are not that good, specially the mace its aweful
-The celtic rings and amulets looks to pixelized. Also, why a 2 slots amulet?
-Celtic shields too plain.
-Norse helm icon can be upgraded.
-The bandit helm and armor. Those 2 need a good rework (the torso, if you look carefully you will some spots where the character model traspass the armor)

In general Ragnarok icons looks like a simple pic of the 3d model, while vanilla seem a bit reworked and adapted to look better on icon.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 21 November 2018, 21:44:25
Reporting 2 bugs found in the game:
- Staff of the chosen, dropped in legendary, is the normal version of the staff
- Wandsworth Shield seem to have a grant skill in the tooltip but there is none available:
(https://i.imgur.com/YjnJqwh.png)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 21 November 2018, 21:53:38
Tracked it down fot that shield, it is supposed to be
Code: [Select]
records\xpack2\skills\item skills\pets_magicresists.dbr
but the actual petbonus is listed in the shiled's itemSkill slot by mistake.

The skill should grant pets 10% elemental and vitality resists.

EDIT: The nerthus shaman boss records/xpack2/creatures/monster/bosses/ancient_lake_4*.dbr only has teh normal version listed in his Initial Equipment/ Left Hand/ lootLeftHandItem4 slot and not an array of the three difficulties loot tables like it should.

EDIT: Same bug with the records/xpack2/creatures/monster/bosses/ancient_runes_4*.dbr boss, too. Ironically, teh cult heroes have the correct listing for the staff in tehir left hand slots.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 21 November 2018, 22:53:25
Two NPCs with wrong textures in Megara and Corinth (and one in Delphi near the mage vendor):
(https://i.imgur.com/3IZhSDg.jpg)
(https://i.imgur.com/sIPmRJM.jpg)
Edit - Tracked them down:
Quote
"records\creature\npc\greece\delphi\male_002.dbr"
"records\creature\npc\greece\coastaltown\male_002.dbr"
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 22 November 2018, 00:50:16
Thanks for your quick investigation Bumbleguppy.
but the actual petbonus is listed in the shiled's itemSkill slot by mistake.

The skill should grant pets 10% elemental and vitality resists.

Therefore it would be the 1st legendary shield with a pet bonus, and a elemental bonus worth it. Finally maybe we will make the wolves survive in Leg-Act5 with Xmax.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: icefreeze on 22 November 2018, 06:40:02
@Endymion Did this mod cause conflict to mod or any items from store and character's stash?
I want to play this mod with some xmax, massboss mod.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: stormyboy on 01 December 2018, 19:19:34
Hey! Thank you for this bug fix patch. I have a suggestion that it's been on my mind since forever. You know, when you equip an item with + to an ability, the color of the writing that represents the skill points you have invested into that ability will change. Now, my problem would be that the blue color makes the writing very hard to read. With the background of the skill tree and that color i have to hug the monitor to see the numbers. Could you do something about that? Like make the writing a dark blue? (color of the potions or so). I know it's something silly but i had to take a shot :D
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 05 December 2018, 01:14:00
XPack2/items/equipmentweapons/staff/u_l_02.dbr

The cold min value in teh item base damge is entered in the "offensiveBaseColdChance" instead of the "offensiveBaseColdMin" slot.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: aminef on 09 December 2018, 22:15:31
I think the reckless offense on Einherjars fate (https://www.tq-db.net/equipment/einherjars-fate-normal) bug. I made a test character with only this weapon, used the cheat engine script to display all damages and tested on the targets in spartan camp. My average critical damage were at 450. 4% to do +100% total damage will be clearly noticed. But nothing. I tested this becaus reckless offense in rune mastery only work while dual wielding. Here reckelss offense doesnt enable dual wielding, but neither seems to work with one weapon.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: aminef on 10 December 2018, 19:20:25
Been farming venom sac for some relics, and gave one to a toon, to find out there was no completion bonus. I dont know if its due to the patch or something, becaus its the only thing i have installed aside from the original game. I notify it in case.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: DirkBrightblade on 30 December 2018, 23:34:11
Any chance of being able to fix the issue of merchants no longer stocking Throwing Weapons in Ragnarok and add that to the fixes?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 06 January 2019, 22:41:42
Reporting a bug about the Shade set:
TQ database gives the bonus set up to: 6 out of 7 set items.
But there is a shield, a bow and a staff among others, so that only 5 items can be weared.

By the way, i enjoyed the quest the spectral wolf  ;)

I made some farming in troll' camps in all difficulty modes. All troll MIs dropped except the Troll's branch (which should now with this patch). Compared to say the Night mistress'staff, what is its drop rate ?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: AlcyonV on 07 January 2019, 19:21:47
By the way, i enjoyed the quest the spectral wolf  ;)

Hello, what do you mean, please ?

EDIT : ok, I didn't figure you were talking about a custom map.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 05 August 2019, 01:30:48
So I've been thinking to revive this little project.
If you got some fresh bugs from Atlantis I'd like to look into it. So far fixed up (seemingly) incorrect affixes for MI staves on epic& legendary.
Also fitted Sword Fish club's model to be an actual weapon, not just an ambient rotten fish.
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 19 August 2019, 04:28:46
New version's up, OP updated.
So far didn't include map/quest changes since the map will probably receive an update or few in upcoming patches.
 Not much bug fixing for Atlantis either, since I weren't seeing much reported (or at least not the ones that are fixable via present modding tools). So that's where we at right now.

Yeah removed the sling since it made me physically cringe upon seeing it again after a long while. guh
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: mvlad954 on 19 August 2019, 11:32:09
New version's up, OP updated.
So far didn't include map/quest changes since the map will probably receive an update or few in upcoming patches.
 Not much bug fixing for Atlantis either, since I weren't seeing much reported (or at least not the ones that are fixable via present modding tools). So that's where we at right now.

Yeah removed the sling since it made me physically cringe upon seeing it again after a long while. guh
Thanks for the update.
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 26 February 2020, 02:31:43
Hey there!
I reckon now would be as good time as ever to continue

New version's up, OP updated.
Most notable changes include: fixed Onslaught effect displaying incorrectly, Venom Sac sometimes lacking CB. Einherjahr hammers made obtainable, Psionic Blast now actually needs staves like it says in its description, Chromatic staff model's path fixed. Reverted dark obelisks behavior in Sphinx boss fight, now they continuously summon enemies like they use to do before.

Let me know how it goes
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 26 February 2020, 16:16:13
New update's up
Typhon got back his original dying effect sequence (can be seen in screenshots), gods' statues on Olympus arena are now destructible again, adjusted size of Blood Blossoms throwing weapon
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 03 March 2020, 01:35:18
New update's here
Reworked Atlantis loot tables to increase chances of getting an Atlantis item when you get unique drop (needs some testing)
Fixed cost for Ragnarok & Atlantis relics
Disabled greek Telkine's chance to flee in a fight, due to his inability to do it properly
Minotaur Lord's Onslaught now uses effects from vanilla TQ (To bring some uniqueness in the fight)
Reworked Atlantis easter egg, again. And adjusted its drop chances

And we have a discord channel now! Join us to discuss changes and report bugs https://discord.gg/R9RWth
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 10 March 2020, 00:28:25
New update's up
Whole lot of changes since 3/03 version
Also reworked some prop hats which I have yet to put anywhere
(https://i.imgur.com/EUFiVhm.jpg)
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 17 March 2020, 12:01:42
New update's up
Namely, revamped previously broken Andvaranaut & Draupner granted skills, fixed some Atlantis loot tables having incorrect item level limits which prevented Atlantis uniques from dropping from boss chests (or any chests, for that matter).
As well as fixed limits for some loot tables in IT & vanilla so following items can now drop from chests again: Aionios, Ferrus Gnosi, Demonskin Walkers, The Greg
Reworked prop hats now drop from tigermen
And then some more
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 03 April 2020, 17:26:41
New update's here and it's now out on Steam Workshop!
https://steamcommunity.com/sharedfiles/filedetails/?id=2045473788

v 4/2/2020
Creatures
* Utilized previously unused idle fidget and alert animations for enemies such as arachnos, automatoi, boars, beetles, centaurs, cryptworms, dune raiders, eurynomuses, turtles, hyenas, reptilians
* Added a couple of new heroes (for tigermen and satyrs each)
* Added some missing heroes in Ragnarok proxies
* Removed extra Hit callback in buff casting animation for dual wielding tigermen
* Fixed skill references and various inconsistencies for reptilians from "Plight of the Nile farmers" quest

Skills
* Revamped Barmanu's Blizzard for Legendary difficulty, now it's closer to its vanilla version (pre-IT); Current version is still used on Normal and Epic
* Fixed Blast Fang's fire breath skill missing casting sound
* Fixed summon animation for Sand Wraith Lord
* Remade botched bump texture for Battle Standard

items
* Fixed Staff of the Cosmos not having base damage chances set, which caused it to use only one type of damage
* Fixed name tag for Epic Celtic helms
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 04 May 2020, 17:27:51
Another one of those updates

v 5/4/2020
Creatures
* Ryewolf now has a tiny chance to appear in wolf groups in Ragnarok (as a temp measure)
* Fixed mess with attach points in snake models which caused issues with targeting and incorrect positioning for various effects
* Adjusted race for Mollusk Turret
* Lowered hp amount for new tigerman hero

Quests
* Pharaoh curse from "The High Priest's Request" quest now has more impact on player

Skills
* Revamped Dark Elves' Curse debuff
* Revamped Emasculate, granted skill; Fixed indefinite duration
* Fixed incorrect animation references for Redfist Knife & Chang-Kuo Lau's Steel Blur granted skills which prevented them from proccing

Items
Content
* Loki now has a chance to drop Mistletoe of Nerthus (previously unobtainable); Fixed model alignment & attach points
* The Great Shroom boss received new MI
* Gungnir received unused unique look (originally looks identical to some common spears)
* Redone models & repurposed two unused maces as thrown weapons

Fixes
* Adjusted spawn weights for unique throwing weapons in common chests in Greece, Egypt and Orient
* Fixed Aphrodite's Favor being obtainable effectively only in Ragnarok
* Improved model alignment for all Atlantis spears; Properly set attach points for weapon trail effect
* Fixed attach points for weapon trail effect for some Ragnarok spears
* Teeth on Gill Raker now face away from character's hand
* Corrected values that now scale with difficulty properly on following items: Ichtian Spine, Hood of the Chosen, Boots of the Valkyrie
* Removed unnecessary attach points on Springvine Bow model
* Set mace sounds for some Ragnarok hammers previously using those of axes
* Redone bitmaps for Ball Mace

Misc
* Set proper text tags for new items & skills

A few pics featuring some new content can be found here https://imgur.com/a/s0ilFSk
Title: Re: A Few Bug Fixes And Some More
Post by: Billy_pilgrim on 14 July 2020, 13:58:57
Love this mod, it's exactly what the game needs. Is there a way to modify the core game files with this, so I don't have to restart it as a bounce mod every time I play?

Thanks for doing the devs work!
Title: Re: A Few Bug Fixes And Some More
Post by: Tauceti on 14 July 2020, 23:18:54
@Endymion  What do you think of Atlantis performance issues ?

When playing with it, i got the feeling that monsters animations are the source of the problem but i may be wrong.
Did someone try to simplify animations (or even cut them off) to check this ?
If so, this would open a door for a solution ?

I hope one day Atlantis will be playable with Xmax (unplayable right now).
Title: Re: A Few Bug Fixes And Some More
Post by: sauruz on 14 July 2020, 23:31:24
@Endymion  What do you think of Atlantis performance issues ?

When playing with it, i got the feeling that monsters animations are the source of the problem but i may be wrong.
Did someone try to simplify animations (or even cut them off) to check this ?
If so, this would open a door for a solution ?

I hope one day Atlantis will be playable with Xmax (unplayable right now).

This is my guess, and im sure this is one of the main problem with Atlantis

(https://i.imgur.com/zxD4oCV.jpg)(https://i.imgur.com/SW9iiZd.jpg)

All the pink circles you see its the amount of itens have in the scenary ( flowers/terrain/mountains), as you see Nordic create and place then 1 BY 1...Unlike the vanilla acts the scenary is more placed toghter as unity.

As the game have so mnay different files to read and its a 2006 engine ( older maybe) its have the difficulty to read alltoghter fast...

Another thing i notice some monster doesnt have sound display on the animation ( unlike the rest) so the death sound is played as external mp3 file , causing to cause frames as well - as exemple serpentoids ( try to kill a pack of then toghter and you will see what im saying)

yhea..
Title: Re: A Few Bug Fixes And Some More
Post by: Tauceti on 15 July 2020, 00:48:32
it's instructive Sauruz, i didn't understand all though.
In particular, why they proceeded like this with Atlantis.
So the access to multiple files seems hard to bypass. Too bad.

Quote
Another thing i notice some monster doesnt have sound display on the animation ( unlike the rest) so the death sound is played as external mp3 file , causing to cause frames as well - as exemple serpentoids ( try to kill a pack of then toghter and you will see what im saying)
On the other hand, this aspect could be improved without access to the mp3 file no ? who cares of the death sound of pack monsters if it prevents a drop of the framerate.
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 28 July 2020, 01:32:30
New update's up. Also made database replacement version.
I don't have access to my old Steam Workshop at the moment so Steam page won't be up to date for indefinite period of time. Either unsubscribe and install it manually or put new version in ...Steam\steamapps\workshop\content\475150\2045473788


@Endymion  What do you think of Atlantis performance issues ?
Well there's a multitude of issues.
As has been mentioned, with Atlantis they went Grim Dawn way and made a wide variety of separate smaller decoration pieces than need to be put together on the map, as opposed to previous acts where it's mostly single block decorations.
So density of objects, textures of higher resolution; I assume more complex hitbox data for enemies' models, and better textures for them as well, these are probably the main source of problems with performance
Title: Re: A Few Bug Fixes And Some More
Post by: Diego982 on 02 August 2020, 14:01:23
Hello Endymion, really appreciate your work in this mod.

Just to report a problem with the Database Replacement that you released couple of days ago.

I've tested and it is not showing the different kinds of shields, swords, etc. I used the new Custom Map and its working flawlessly, only problem seems to be with the Database replacement.

Thank you for all your years of work in Titan Quest.

:)
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 03 August 2020, 07:08:55
Appreciate it and thanks for the report
It appears for some reason only a part of the mod's records were packed into hardmod's .arz. Fixed version is up
Title: Re: A Few Bug Fixes And Some More
Post by: Diego982 on 03 August 2020, 13:35:30
Appreciate it and thanks for the report
It appears for some reason only a part of the mod's records were packed into hardmod's .arz. Fixed version is up

Endymion, the Hardmod version is now working properly.

Thanks
Title: Re: A Few Bug Fixes And Some More
Post by: Billy_pilgrim on 05 August 2020, 08:37:34
It works great, thanks for this!
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 08 April 2021, 10:24:03
Updated for 2.10 beta
Do note, this update is incompatible with 2.9 version of the game. Some of the textures had to be updated to function properly and as it appears new .tex format has no backward compatibility, so affected textures won't display on older versions.

v 4/6/21
Skills
* Fixed Mana Burn Ratio and %Current Life resistances scaling with difficulty incorrectly for a boss immunity passive skill

Items
* Cleared up the mess with Atlantis loot tables. Atlantis bows and spears now drop properly
* Fixed Staff of the Deep projectile distance
* Rolled back Bone Bow's bitmap due to technical complications
* Fixed Mollusc set bonus

Misc
* Fixed various textures not displaying properly on 2.10 beta (mainly item bitmaps)

edit:
Yeah to go a bit in depth as to why textures broke down in the first place, I've been mainly using GD's Bitmap Creator for bitmaps and with the new update it seems GD's format lost compatibility with TQ. A word of warning if you've ever used GD tools to build textures.
Title: Re: A Few Bug Fixes And Some More
Post by: Bumbleguppy on 08 April 2021, 18:05:18
Yep, definitely copying and pasting those loot tables directly into my mod. That's some down right soulcrushing drudgery and I was not going to do it lol :D
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 12 May 2021, 19:57:31
New update's up.
The mod is now compatible with both 2.9 and 2.10!

v 5/12/21
Skills
* Fixed Storm Wisp having Arc Discharge skill by default on 10th level
* Rolled back Psionic Beam staff requirement

Items
* Bone bow's proper bitmap is back
* Fixed some Epic shields not dropping from Act IV loot tables
* Hati, throwing weapon is now easier to come by
* Fixed Mistletoe of Nerthus not being obtainable in 2.10
* The Greg shield which apparently has been missing added in the game
* Fixed a few special items not dropping due to unadjusted level range
* Blessing of the Gods amulet now drops on Epic difficulty

Misc
* Custom textures now work properly on both 2.9 and 2.10
Title: Re: A Few Bug Fixes And Some More
Post by: nargil66 on 13 May 2021, 02:10:27
Thanks Endymion, much appreciated!

Regarding that animated sling idea - here is a crude attempt:
https://mega.nz/file/xOAS1RpR#--iMCiriFZokajRvyfj3WMBRyKDZvOjxCRVeACV9PSY
Just unpack in main database and buy lagobolon from Helos to test.
I wasn't sure of texture sequence on the different sling parts, might have to fix it later.

Keep it up with the great work :D
Title: Re: A Few Bug Fixes And Some More
Post by: Bumbleguppy on 15 May 2021, 19:18:21
XPack 3 monkeyman rock fall skill projectile "Records/xpack3/effects/projectiles/monkeyman_atlasrocks.dbr" has an fx template in the Projectile Telekinesis Effects -> explosionEffect entry when that entry needs an FxPak template. It's an easy fix and the monkeyman rocks won't just thud uneventfully on the ground.
Title: Re: A Few Bug Fixes And Some More
Post by: Bumbleguppy on 27 May 2021, 08:11:43
The set bonus for the Reptilian Legs in XPack3 applies when equipping only one item of the two item set.

Going to have to go through them all now to QA them.
Title: Re: A Few Bug Fixes And Some More
Post by: soa on 27 May 2021, 13:17:06
The set bonus for the Reptilian Legs in XPack3 applies when equipping only one item of the two item set.

Going to have to go through them all now to QA them.
There are already lots of reports concerning Atlantis sets, since several months/years.
I don't think they really look at them.
Title: Re: A Few Bug Fixes And Some More
Post by: GoatBoatToad on 27 July 2021, 05:41:20
Why was Psionic Beam bug reverted? Is it not supposed to work only with staffs? Dev confirm?
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 24 September 2021, 07:27:19
Made separate hardmod versions for 2.9 and 2.10 due to issues with UI when using it on 2.9.
New update's coming some time.

Why was Psionic Beam bug reverted? Is it not supposed to work only with staffs? Dev confirm?
Yes, confirmed by a dev. Wording threw me off too.
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 24 September 2021, 15:37:45
Now where do we begin.
Pardon my long absence and thanks for continuing reporting issues!

I've decided to use a snapshot system, I'll be posting smaller test versions before incorporating everything into an update. If you are interested to test it out and send feedback my way I would appreciate it a whole lot.

My current scope of work will chiefly be dealing with affix tables in Ragnarok & Atlantis especially, which as you may or may not know have been in a dire state from the very beginning, with incorrect affixes placeholder'd onto anything and everything. Something I've been putting off for the longest time for various reasons, hoping developers would sort it out eventually.

...Well you'll never guess what! That never happened.
Here goes.

ver 9/24/21

Items


Skills

https://drive.google.com/file/d/1L5uBv4ytufW18VEJCDRS3a6Zkrb1fIWY/view?usp=sharing
Title: Re: A Few Bug Fixes And Some More
Post by: JodoKast on 25 September 2021, 23:55:22
Sorry to be a n00b, but I'm recently getting in to TQ and especially mods...

do you have install instructions? I see several different things mentioned (bounce mod? database replacement?) And I'm not sure what to grab, where to put it, or how to make sure it's active...
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 26 September 2021, 13:44:28
In short, a bounce mod is a mod that kicks you back to the main menu upon activation, allowing it to affect the main game.
Hardmod is when you replace files in the game directory bypassing the need to activate it each time you run a game and allowing you to use more than 1 mod at a time. Also enabling achievements (though they're buggy and oftentimes you can get them with a mod still).

Bounce mods need to be put in C:\Users\User\Documents\My Games\Titan Quest - Immortal Throne\CustomMaps. If CustomMaps folder is missing, create it.
Extract downloaded archive, put afewbugfixes folder in CustomMaps.
Launch the game, click Play Custom Quest in menu, you should see afewbugfixes - main.map in the map list.
Create a character if you don't have any, select the mod and launch it. This should get you to the character selection menu and show notification that you've activated a bounce mod.
Click Ok and you're good to go.
You need to activate your mod each time you run the game.

For hardmod you need to extract Database, Text and Resources folders into the game directory with replace (...Steam\steamapps\common\Titan Quest Anniversary Edition for Steam version). Then start the game as usual.

There are several ways to tell the mod's running, probably the easiest one is you should see new shields and staves being sold by merchant in Helos.
Title: Re: A Few Bug Fixes And Some More
Post by: JodoKast on 29 September 2021, 01:16:43
So, I downloaded the 2.10 beta hardmod from your Steam page; copied it into the steam TQ install folders. I know it did SOMETHING because my UI was semi-broken (missing borders on skillbar; missing background on mastery selection window which also prevented me from interacting with it). I then downloaded this snapshot and did the same, overwriting the existing files again. Same issue persisting. Help?
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 30 September 2021, 10:48:32
Do you have 2.9 version of the game?
It looks like you're running hardmod made for 2.10 beta on 2.9 version of the game which breaks UI.
Note that you don't need hardmod if you want to try snapshot. They're the same mod, just packaged differently.

What I suggest you do is verify integrity of the game files (in Steam library right click on the game, Properties... ->Local Files) to uninstall the hardmod and try snapshot again.
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 02 October 2021, 12:35:29
Snapshot 10 02 2021
https://drive.google.com/file/d/1gw1VD6cLuarUvJFMK3ruwbo-hhXoQ5hx/view?usp=sharing

Items

Looked into unfinished Atlantis artifacts and jewelry. Not a lot to see, only UI art and their names buried in the text archives.

Made some FXs for artifact skills
https://www.youtube.com/watch?v=uZspf5jmkCo

(https://i.imgur.com/Cw4dcUk.png)
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion 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
-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
https://www.youtube.com/watch?v=689IRspvl6c
https://www.youtube.com/watch?v=e3IYvYpDaqQ
Title: Re: A Few Bug Fixes And Some More
Post by: nargil66 on 20 October 2021, 19:26:27
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
Title: Re: A Few Bug Fixes And Some More
Post by: Medea Fleecestealer on 21 October 2021, 09:11:22
Have you considered putting the mod on to Mega or Moddb so players not using Steam can enjoy your work as well Endymion?

https://mega.io/

https://www.moddb.com/
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 21 October 2021, 16:25:57
Hotfix 10/21/2021

Items
Skills


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
Title: Re: A Few Bug Fixes And Some More
Post by: sauruz on 22 October 2021, 19:05:06
Few notes in case you didnt look yet.

-Satyrs_warriors_02 have a mess up weapon loot table paths.

-Wraiths heroes ( greek ones) both energy and hp potions dont scale in epic and legendary ( only have in normal difficulty)

-mantids cant use their calculate strike skill , because requires a weapon to use.

-Cerberus acid breath do more dmg in normal than in epic and legendary( the values are upside down)

-Spiders and tropical spiders dont have armor in epic and legendary.
Title: Re: A Few Bug Fixes And Some More
Post by: Ninakoru on 23 October 2021, 16:33:20
A I was making my mod Itemization Quest, I found LOTS of bugs on monsters and monster skills. I made a complete inspection on all monsters and monster skills.

Let me know if you are interested in all this stuff, because I have several dozens of animation and skill fixes.

Some about skills:

The default passive skill for all monsters...

records\skills\monster skills\defense\armor_passive.dbr

supposedly covers 1000 levels, but only up to 650 are implemented.

Skill "Mantid Feast" as bleed max value but not min value, as a result there's no bleed damage, because there's no range in this type of damage only the min value works.

records\skills\monster skills\attack_melee\mantid_feast.dbr

offensiveSlowBleedingMax,0.000000,
offensiveSlowBleedingDurationMin,3.000000,

As said before "Mantid calculated strike", used mainly by some crabs, will not work because of weapon requirements:

records\skills\monster skills\attack_melee\mantid_calculatedstrike.dbr

Sword,0,
Axe,0,
Bow,0,
Spear,0,
Mace,0,

Tropical spider toxic bite will not work because has energy cost and spiders don't have energy.

records\skills\monster skills\attack_melee\spiderwidow_toxicbite.dbr

skillManaCost,0.000000,

Another skill, "Monster charge" that won't work due to weapon requirements:

records\skills\monster skills\monster_charge.dbr

Sword,0,
Axe,0,
Spear,0,
Mace,0,

Some about animations:

Serpentoids, Enbalmed Priests, Coral Guardians not being able to use auras and buffs because wrong/useless animation:

records\xpack3\creatures\monster\serpentoid\anm\anm_serpentoid.dbr

bowBuffSelfAnim1,XPack3\creatures\monster\serpentoid\anmvanguard\serpentoidvanguard_attalpha.anm,
bowBuffOtherAnim1,XPack3\creatures\monster\serpentoid\anmvanguard\serpentoidvanguard_attalpha.anm,
sHandedSpellAttackAnim,XPack3\creatures\monster\serpentoid\anm\serpentoid_onehanded_attgamma.anm,
dHandedBuffSelfAnim1,XPack3\creatures\monster\serpentoid\anm\serpentoid_onehanded_attalpha.anm,
dHandedBuffOtherAnim1,XPack3\creatures\monster\serpentoid\anm\serpentoid_onehanded_attalpha.anm,
dHandedSpellAttackAnim,XPack3\creatures\monster\serpentoid\anm\serpentoid_onehanded_attalpha.anm,

records\xpack3\creatures\monster\embalmedpriest\anm\anm_embalmedpriest.dbr

sHandedBuffSelfAnim1,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_buff.anm,
sHandedBuffOtherAnim1,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_buff.anm,
sHandedSpellAttackAnim,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_attalpha.anm,
spearBuffSelfAnim1,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_buff.anm,
spearBuffOtherAnim1,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_buff.anm,
spearSpellAttackAnim,XPack3\creatures\monster\embalmedpriest\anm\firstdisciple_attalpha.anm,

records\xpack3\creatures\monster\coralguardian\anm\anm_coralguardian.dbr
----
bowBuffSelfAnim1,XPack3\creatures\monster\coralguardian\anm\coralguardian_staff_buff.anm,
bowBuffOtherAnim1,XPack3\creatures\monster\coralguardian\anm\coralguardian_staff_buff.anm,
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion 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!
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 27 October 2021, 11:11:50
Something I've been doing
https://www.youtube.com/watch?v=9dIwjB1QkVw
Title: Re: A Few Bug Fixes And Some More
Post by: nargil66 on 28 October 2021, 14:20:41
Awesome :) I assume it works as two skills in one? Maybe a base item + affix can grant both
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion 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
Title: Re: A Few Bug Fixes And Some More
Post by: Illu1121 on 17 November 2021, 09:14:18
Hello! A new hero has arrived!

One question, one suggestion and 2 minor bugs that I spotted (AERA base game).

1. Question

Does this mod affect negattively the game's performance? I currently am playing on low end laptop so this info is crucial...

2. Suggestion

How about contacting the devs and helping them with this mod? This way they won't have to work much more to eliminate the more glaring bugs? Only a suggestion ;D

3. Two minor bugs (AERA game)

1. The Golden Belt artifact sometimes lacks a completion bonus. Also Bat Fangs/Lupine's Claws (memory writing...)

2. Deep Sea's Trident (Triton's MI from Corinth) assigns a wrong sound to it's granted Thunder Strike while you have an active buff (ie Storm Nimbus). In this case the assigned sound is that of Nimbus's activation sound.


Quite off-topic, but are the sets below in PC version loottables/droppable? If not, is there a chance for you to add them?

- Cretaceous's
- Solon's
- Aquanaut's
- Agenor's
- Philip's

That's all. Thanks in advance ;D.
Title: Re: A Few Bug Fixes And Some More
Post by: Abraham on 03 March 2022, 14:14:46
Hello. I apologize in advance for my English, which is not my native language. I am writing through an internet translator.
Endymion, thank you for your project. I'm glad there are still people who have not forgotten this game.

There are a lot of mistakes in the game. With your permission I will now bring you a list of bugs which I have found over a long period of time with Art Manager. These bugs have not yet been fixed.
                                                                                                     Act 1

 1. In the folder record/creature/monster/skeleton there is a skeleton named "cs_priest_15.dbr". It is not embedded in any pool, so it does not appear in the game. This skeleton has a "Plague" skill link in Skill Tree, but the link is not in Skill Configuration, so the skill cannot be used. The same applies to the "EnergyDrain" skill.
In Skill Configuration, the link "Records\Skills\Monster Skills\Skeleton_SummomPet.dbr" is wrong. Skill "Skeleton_SummomPet.dbr" does not exist. The correct reference is "Records\Skills\Monster Skills\SummonPet_UndeadMelee01.dbr".
 2. Skeletons "as_frostmagi_07.dbr, as_frostmagi_09.dbr, bs_frostmagi_10.dbr, bs_frostmagi_12.dbr" have path to "ColdMastery_FrostAura. dbr" (the path itself Records\Skills\Cold\ColdMastery_FrostAura.dbr), but in the Skill Tree is not specified path to the mind, respectively, skeletons can not use aura.
 3. Skeletons "cs_spiritmagi_14.dbr, cs_spiritmagi_16.dbr" prescribed the wrong path to the skill "NegativeEnergyRay" (Records\Skills\Spirit\NegativeEnergyRay.dbr) in the folder "Spirit" no such skill. The correct path is "records\skills\spirit\rev1\negativeenergyray.dbr".
 4. Skeleton "cm_revenantstorm_17" is not inserted into any Pool, therefore not spawned in the game. (For him not even created a pool)
 5. Limos "am_plaguebearer_08.dbr" will not spawn in the game.
 6. Heroes " u_childsnatcher_08.dbr, u_direflock_07.dbr, u_plaguefeast_13.dbr, u_plaguetalon_07.dbr, u_stymphaliancrow_11.dbr" will not spawn.
 7. All champions of the automaton for some reason present skill "DualWeaponTraining.dbr".
 8. in centaurs "bm_warden_11.dbr, bm_warden_13.dbr" tab Skill Configuration prescribed path to the skill "SylvanNymph_PetSkill_Overgrowth.dbr" (Records\Skills\Nature\SylvanNymph_PetSkill_Overgrowth.dbr), but in the Skill Tree is not written path.
 9. Gorgon Spheno, Medusa and Euriel in Skill Tree and Skill Configuration prescribed path Records\Skills\Boss Skills\Gorgon_SummonGuards.dbr and Records\Skills\Boss Skills\Gorgon_SummonArchers.dbr, he in the folder Boss skills such skills do not exist. Perhaps the developers forgot to create them.

Thank you for your attention. If my notes interested anyone, I will continue to post bugs of the next acts. :)
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion 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.
Title: Re: A Few Bug Fixes And Some More
Post by: Abraham on 14 March 2022, 14:38:48
Thank you, Endymion. Too bad you left Titan Quest. More and more people are forgetting this wonderful game. :(
Title: Re: A Few Bug Fixes And Some More
Post by: nargil66 on 06 June 2022, 10:10:32
@Endymion , i don't know if you still come here, just want to say TQ community is losing a great modder. I understand your decision, but still it makes me sad that someone talented and experienced as yourself will not be around...

I have a small request, if you ever come back, can you share the Hand of Power skill you showcased?
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion 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!
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