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Messages - nargil66

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Other Modifications / Re: Horse Rider Mod (WIP)
« on: 13 August 2018, 21:56:34 »
I split the topic to not spam the tutorial. Started the weapon animations today. Horse archery is done, I'll make the melees next. Btw, for anyone who wants to try combining animations, here is a tip - don't start animating the male first. I made this mistake and now I have to tweak most animations. Female is thinner and the mesh reacts differently, it easier for male mesh to copy female than the opposite.

General Discussion / Re: Task for everyone
« on: 13 August 2018, 14:35:16 »
I'm downloading the AE part. Will make a list when it's done.
Medea, try with Mega. It gives 35 GB free storage.

New Projects / Re: Deities Mod - Development Thread
« on: 13 August 2018, 13:59:01 »
Drafted some ideas for new weapon types:

Spoiler for Hiden:

Base Dmg - Physical / Elemental means % of base physical damage is converted, similar to piercing weapons.

New offhands (all use Shield Template):
Melee Offhands – Serve as shields with lower block and absorbtion, instead have a chance for additional damage. Dex/Str Requirements. Dual wield is not needed to use.
Quiver Offhands – Cannot block, add % attack speed and other bonuses to bow and thrown users. Dex requirements.
Magic Offhands – Cannot block, add % cast speed, energy regen and other bonuses to mage users. Int requirements. Work with staffs.

I bet the templates will send this idea also to the scrap, but I'll try to do it first.

New Projects / Re: Deities Mod - Development Thread
« on: 12 August 2018, 14:11:20 »
About the increased range on level - I found a way  ^-^
I turned Marksmanship into a self-only toggled skill aura with 16 levels, called Hawk's Eye. Each level is linked to a separate weapon enchantment file with no effect attached, instead the 16 weapon enchant files link to 16 different projectile files. Each projectile file has increased distance profile than the previous. With maxed Hawk's Eye you can hit the target on 35 meters. Neat.

New Projects / Re: Deities Mod - Development Thread
« on: 12 August 2018, 00:34:57 »
Dammit! I thought I knew how to increase the bow range per level... and now when i tried it, it appears Projectile Name entry is set to Variable, instead of Array... again. Variable, Variable, Variable... whenever i try to do something original with the skills, i hit the wall of variables. Volley to increase number of projectiles per level? Sounds good right? But he game says "Nope". It's set to Variable, so you can place only a single number. I can place 3 or 5 or 7 but not 3;4;5;6;7. I don't get it... why these limits? I'm still increasing the range tho... New Marksmanship projectiles will hit on 30 meters instead of 20.
Anyway, im working on the 3rd revision of Artemis skill tree, to prepare the early alpha release. I think I need 3 masteries finished before the first testing begins. Three masteries, thats 3 classes if I'm not mistaken.

Installation and Tools / Re: Tools Database - Links & Descriptions
« on: 11 August 2018, 15:18:51 »
Added are all the new tools that are currently on the forum (Koderkrazy's tools, TQ Collector, Quickfire, etc.). I'll add info when I have time. Description is added on TQ Animation Bone Renamer for now.

Other Modifications / Horse Rider Mod (WIP)
« on: 10 August 2018, 19:35:15 »
Alright, I as about to keep this a secret, but... what's the point? I want to show you something that I'm working on last two days.
One of my modding dreams has become reality, thanks to @koderkrazy :

Spoiler for Hiden:
Without his Bone Renamer tool this wouldn't be possible. Only 3 animations are done for now - run, idle and walk (replaces unarmed run). Took me half day to make the run one look decent, but I think it was worth it  8)
I won't post the tool here, that's up to koderkrazy.

If someone wants to test ingame, here is the early alpha:

Note: I split the topic to not spam the tutorial with offtopic.

Nice finding! I'll test it, may be better than freeze. I'll add it to the OP.

Other Modifications / Re: [MOD] Dionysian Rider
« on: 10 August 2018, 03:47:08 »

- Improved nymph hair on running animations (less static)

I deleted the last video, i bet noone understood my idea of making the mounts summonable/equipable. Here is a new video, but be warned, its even more surrealistic  :o

I'll add explanation later.

You need animations for it to work. Use these:
Check in "records\creature\pc\anm\anm_malepc01.dbr" which animations are used. The male uses female animations in some attacks and skills.
If you want to make it an actual mod, i can tell you the steps. The tutorial is only a crude example how it works.

Other Modifications / Death Effects Mod for TQ:AE
« on: 09 August 2018, 04:02:25 »
This mod is not made by me, I just imported it to Anniversary Edition. The original creator is i.n.s.a.n.e. from old
I changed few of the effects, for beast/beastman blood, crow blood and insect/insectoid blood. You can see screenshots here:

Original description by i.n.s.a.n.e:

It is a mod that changes almost all death effects of creatures to make the game more realistic. Check it out if you like realistic death effects in games.


Real blood (I think this one is one of the closest to the really real blood).
Insectoids kinda body fluid (should be changed, it does not look good much).
Crows body on stage! Lowered feathers amount.
Plague crows have diseased cloud around their body. Feathers amount lowered.
Demons are taken by the flames from hell itself…
Green and blue djinns have kinda spiral-magical disappearance effect.
Big dragons before last Telkine are also taken by hell but differently.
Fire demons disappear in flames…I am still thinking if the hell should be here also.
Harpies – each kind (8) has its own coloured feathers (the ending one for now)
Ice creatures shatter into ice shards.
Plants burst perianth (?) and also some leaves.
Big trees (Jungle creeps) burst leaves, twigs and barks.
Smaller trees burst the same stuff as Big trees, but different kind of leaves and such.
Vultures have own feathers.
Zombies have a diseased cloud around their body.
The real blood amount is tweaked for the size of monsters. Small creatures have small amount of blood, medium has medium amount of blood and large ones have large amount of blood…
Mummies do not dissolve anymore. (thinking about strips of theirs in new version..)
And more…

Today I imported all monster effects from the old Death Effects Mod from I.N.S.A.N.E. I will post it later as a separate mod. Haven't added the effects for Ragnarok monsters yet. It's far from finished, but it's playable.

Other Modifications / Re: [MOD] Dionysian Rider
« on: 08 August 2018, 23:23:54 »
So a crazy Maenad riding a friggin' Saberlion will be available in Deities too, I gather? Along with Satyrs and Dactyls, right?

Yes, both as pets and enemies. Only I'm not sure about the Dactyls, maybe I'll use Silenoi (Elder Centaurs) instead. There will be 5 different pets and pet familiars in Dionysus - Maenad, Satyrs, Silenoi/Dactyl, Fox familiar, Wine Sprites familliars. A real zoo :D

New Projects / Re: Hamunaptra Mod - Development
« on: 08 August 2018, 16:05:24 »
Dude, that is freakin' awesome! You really captured the Ringwraith feeling!
Edit: You can try attaching the Yin sword effect to this sword. Just an idea.

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