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### Messages - WNG

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1
##### Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: Today at 14:32:54 »

I. Import the loot tables you need:
Now that your item is ready to slay some monters, we have to add it to the game's loot tables to make it drop from monsters and chests. It's best to use existing loot tables, since they are already used across the whole game.

I made my weapon a legendary blade, and it's important to note that unique items (epics and legendaries) have their own loot tables. Here's where you can find the unique weapons' loot tables.

Vanilla Game : records\item\loottables\weapons\unique\...
XPack : records\xpack\item\loottables\weapons\unique\...
XPack2 : records\xpack2\item\loottables\weapons\unique\...

The loot tables are named following a pattern.

records\xpack2\item\loottables\weapons\unique\sword_l01.dbr

*Expansion
*Item Type
*Game Difficulty
*Act Number

With that said, if I want to make my weapon drop starting from Act 2 legendary until the end of the game, I will import and edit the following loot tables.

records\item\loottables\weapons\unique\sword_l02.dbr
records\item\loottables\weapons\unique\sword_l03.dbr
records\xpack\item\loottables\weapons\unique\sword_l01.dbr
records\xpack2\item\loottables\weapons\unique\sword_l01.dbr

Open the loot table(s) you wish to add your item in. Simply have the path to your .dbr in hand and add it in the array of possible drops, found in the "Loot" field.

When your item is added, don't forget to save and build the loot tables. Press F7 to build your mod.

2
##### Art Manager / [Tutorial] Add a new weapon to the game!
« on: Today at 14:32:44 »
↜ Add a new weapon to the game! by WNG ↝

Introduction

Hello! This guide will show you how to create new uniques items and how to make them available in the game (to be dropped and found in chests.) I'll use a sword for this example, but any other item type would work just the same way.

I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear.

I. Copy and recolor an item

This step will require:

I. Gather ressources:
The plan is to start from an existing item, take its textures and give it a new hue. Start by opening your Art Manager and open your mod. Click on Database > Import Record... and browse to an item you want to work from. For this tutorial, I will make a new blade. Here's where the swords are stored.

records\item\equipmentweapon\sword
records\xpack\item\equipmentweapons\sword
records\xpack2\item\equipmentweapons\sword

Pick the one of your choice. For this tutorial, I'll pick the sword Silence.

records\item\equipmentweapon\sword\u_e_silence.dbr

Select it and press OK. The original sword is now loaded in your mod for consultation. Open the file and go to Actor Variables. Look at the file path that is set at "baseTexture". For Silence, it's this :

Items\EquipmentWeapon\Sword\Default\RSword05C.tex

Now this is where ARC Explorer comes in. Open it, press File > Open and go to this directory : C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition\Resources

When you get there, you will notice a bunch of .arc files. That's where the game's assets are stored. Now, open Items.arc, or choose the one located in the XPack/XPack2 folder if you chose an item from an expansion.

You will see a bunch of folders appear. Browse to find the texture file as seen in the "baseTexture". Double click on it, and save it where you wish. This is the texture applied to item in a 3D environment. Also, go to the Item Parameters tab, and also import the texture that's specified on the "bitmap" field. It's the texture used to represent the item in your inventory.

II. Edit the textures:
When the two textures have been exported, launch TEX Viewer. Open one of the newly imported textures. Once opened, all you have to do File > Export, and save it under another name. Make sure to add the ".tga" extension at the end, or you will receive an error message.

Now, open your image-editing software. Open your .tga files and edit them as you please. I simply changed their color, turning the green of the blade with a red and the yellow handle was turned into gray.

Texture:
Spoiler for Hiden:
UI Bitmap:
Spoiler for Hiden:

Save your work, still in .tga format.

Open the Art Manager and select your mod. It will now be time to import your texture into your mod. Before importing it, I'd recommend creating a folder specifically for your custom textures. To do so, right-click on "name_of_your_mod/source > Create New Directory".

Now, select the matching folder, right-click, and select "Import...". Find your texture and select it. It should appear in the menu. Right-click it and choose Auto-Create Asset. You will be prompted to choose between Texture or Bitmap. Choose Bitmap, and proceed by pressing OK.

Spoiler for Hiden:

Your texture isn't quite in your mod yet. You will need to visit the "Assets" tab, and seek your texture in the folder structure, wich should be the same as in your "Source" tab. Right-click on it and choose "Build". When that is done, build your mod by pressing F7. Your texture will now become usable in your mod.

Spoiler for Hiden:

I. Copy an item:
Right-click on the .dbr of the item and copy it. Paste it where you like (I did in a custom directory) to create a new instance. Rename it, then right-click > Build.

Spoiler for Hiden:

Open your new item. There is a few parameters that you are going to be interested in editing. See the Spoiler below for details. Irrelevant parameters are omitted.

General parameters
Spoiler for Hiden:
Item Parameters
Spoiler for Hiden:
Bitmap: Texture file of your item when in the inventory. !! Include your own texture here !!
ItemCostName: Contains equations that, when combined with the ItemLevel value below, sets automatic requirements. For more control and simplicity, I recommend to set them manually.
ItemSetName: .dbr file that refers to the set your item belongs to.

Item Requirements
Spoiler for Hiden:
Self-explanatory.

Actor Variables
Spoiler for Hiden:
BaseTexture: Texture of your item in a 3D environement.  !! Include your own texture here !!

Item Parameters (the actual stats of your item)
Spoiler for Hiden:
This is a review of the many (not all!) basic parameters you may set on your item. If you know about those, skip this.
Many of the parameters share the same proprietes. I'll explain them once.

Offensive Parameters
Spoiler for Hiden:
Offensive Global (for offensive bonuses with a global chance (5% of +10% Total Damage, +20% Poison Damage, ...))
Spoiler for Hiden:
• offensiveGlobalChance : Chance of offensive global effects to occur (choose the effects with booleans in the sections below.)

Offensive Absolute (for flat/percent based damage bonuses)
Spoiler for Hiden:

• offensiveXMin : Minimum of flat X damage.
• offensiveXMax : Maximum of flat X damage.
• offensiveXChance : Chance of the X damage set above to occur.
• offensiveXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
• offensiveXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
• offensiveXModifier : Increases by X% the damage of the selected type.
• offensiveXModifierChance : Chance of the percent damage bonus to occur.

Offensive Duration (for damage/debuffs over time bonuses)
Spoiler for Hiden:

• offensiveSlowXMin : Minimum of X damage over time (every second).
• offensiveSlowXMax : Maximum of X damage over time (every second).
• offensiveSlowXDurationMin : Minimal duration of the DoT effect.
• offensiveSlowXDurationMax : Maximial duration of the DoT effect.
• offensiveSlowXChance : Chance of the X damage over time set above to occur.
• offensiveSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
• offensiveSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
• offensiveSlowXModifier : Increases by X% the damage of the selected type.
• offensiveSlowXModifierChance : Chance of the percent damage bonus to occur.
• offensiveSlowXDurationModifier : Increases the duration of the DoT effect by x%.

Offensive Influence (for debuffs for a set duration, such as Confusion, Mind-Control, etc.)
Spoiler for Hiden:
See the above sections, they share similar parameters.
Retaliation Parameters

Spoiler for Hiden:
Retaliation Global (for retaliation bonuses with a global chance (5% of 15 Piercing Retaliation, 20 Elemental Retaliation, ...))
Spoiler for Hiden:
• retaliationGlobalChance : Chance of retaliation global effects to occur (choose the effects with booleans in the sections below.)
Retaliation Absolute (for flat retaliation bonuses)
Spoiler for Hiden:

• retaliationXMin : Minimal damage of the retaliation of the set type.
• retaliationXMax : Maximal damage of the retaliation of the set type.
• retaliationXChance : Chance of the retaliation to occur.
• retaliationXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
• retaliationXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
• retaliationXModifier : Boosts the damage of the retaliation of X type by a set percent.
• retaliationXModifierChance : Chance of the percent damage boost to occur.
Retaliation Duration (for DoT retaliation bonuses)
Spoiler for Hiden:

• retaliationSlowXMin : Minimal damage of the retaliation of the set type (per second.)
• retaliationSlowXMax : Maximal damage of the retaliation of the set type (per second.)
• retaliationSlowXDurationMin : Minimal duration of the DoT of the set type.
• retaliationSlowXDurationMax : Minimal damage of the DoT of the set type.
• retaliationSlowXChance : Chance of the retaliation to occur.
• retaliationSlowXXOR : Boolean. Set to 1 to select only one bonus in the global pool.
• retaliationSlowXGlobal : Boolean. Set to 1 to make the bonus part of the global chance pool.
• retaliationSlowXModifier : Boosts the DoT of the retaliation of X type by a set percent.
• retaliationSlowXModifierChance : Chance of the percent DoT boost to occur.
• retaliationSlowXDurationModifier : Boosts the DoT of X type's duration by a set percent.
• retaliationSlowXDurationModifierChance : Chance of the percent duration boost to occur.

Defensive Parameters
Spoiler for Hiden:
Defensive Absolute (for resistances bonuses)
Spoiler for Hiden:

• defensiveX :  Increases resistance to the damage type of by a set percent.
• defensiveXChance : Chance of the resistance to the damage type of by the percent set above.
• defensiveXModifier :  Increases the resistance bonus by a set percent.
• defensiveXModifierChance : Chance of the resistance bonus to the damage type by the percent set above.
• defensiveXDuration : Same as above, for the matching DoT.
• defensiveXDurationChance : Same as above, for the matching DoT.
• defensiveXDurationModifier : Same as above, for the matching DoT.
• defensiveXDurationModifierChance : Same as above, for the matching DoT.
Defensive Special (for resistances versus certain DoTs)
Spoiler for Hiden:
See the Defensive Absolute section, they share similar parameters.
Defensive Misc (for blocking/reflecting bonuses)
Spoiler for Hiden:
See the Defensive Absolute section, they share similar parameters.
Defensive Influence (for secondary resistances)
Spoiler for Hiden:
See the Defensive Absolute section, they share similar parameters.
Monster Defense (for tertiary resistances)
Spoiler for Hiden:
See the Defensive Absolute section, they share similar parameters.

Character Parameters
Spoiler for Hiden:
Character Base Attributes
Spoiler for Hiden:
characterBaseAttackSpeed : Base Attack Speed.
characterBaseAttackSpeedTag : Displayed Attack Speed.
Character Bonus Attributes (for direct stats bonuses)
Spoiler for Hiden:

• characterStrenght : Flat strenght increase.
• characterDexterity : Flat dexterity increase.
• characterIntelligence : Flat intelligence increase.
• characterLife : Flat health points increase.
• characterStrenghtModifier : Percent strenght increase.
• characterDexterityModifier  : Percent dexterity increase.
• characterIntelligenceModifier  : Percent intelligence increase.
• characterLifeModifier  : Percent health points increase.
• characterIncreasedExperience  : Increases experience gained.
• characterPhysToElementalRation  : x% converted to elemental damage.
Character Speed (for speed bonuses)
Spoiler for Hiden:

• characterRunSpeed : Increases base run speed. Unused at this date.
• characterAttackSpeed : Increases base attack speed. Unused at this date.
• characterSpellCastSpeed : Increases base spell cast speed. Unused at this date.
• characterRunSpeedModifier : Increases run speed by x%.
• characterAttackSpeedModifier : Increases attack speed by x%.
• characterSpellCastSpeedModifier : Increases spell cast speed by x%.
• characterTotalSpeedModifier : Increases total speed by x%.
Character Regeneration (for regeneration bonuses)
Spoiler for Hiden:

• characterLifeRegen : Increases health regeneration by a flat amount.
• characterManaRegen : Increases energy regeneration by a flat amount.
• characterLifeRegenModifier : Increases health regeneration by a percent amount.
• characterManaRegenModifier : Increases energy regeneration by a percent amount.

Character Ability (for dodge/critical hit bonuses)
Spoiler for Hiden:

• characterOffensiveAbility : Increases OA by a flat amount.
• characterDefensiveAbility : Increases DA by a flat amount.
• characterOffensiveAbilityModifier : Increases OA by a percent amount.
• characterDefensiveAbilityModifier : Increases DA by a percent amount.
• characterDefensiveBlockRecoveryReduction : Reduces shield recovery time.
• characterEnergyAbsorptionPercent : Recovers energy when hit by spells by percent amount.
• characterDodgePercent : Increases melee attack dodge chance.
• characterDeflectProjectile : Increases projectile dodge chance.

Character Reserve (for mana reservation reduction bonuses)
Spoiler for Hiden:

• characterManaLimitReserve : Not quite sure...
• characterManaLimitReserveReduction : Decreases energy reserved by a flat amount.
• characterManaLimitReserveModifier : Not quite sure...
• characterManaLimitReserveReductionModifier : Decreases energy reserved by a percent amount.

Requirement Reduction (for requirement reduction bonuses)
Spoiler for Hiden:

Self-explanatory. Also, you do NOT need to add the negative.

Skill Parameters (for bonuses that regard spells)
Spoiler for Hiden:
Skill Reduction (for reduced recharge and mana costs)
Spoiler for Hiden:

• skillCooldownReduction  : Flat cooldown reduction.
• skillCooldownReductionChance : Chance of flat cooldown reduction.
• skillManaCostReduction : Flat mana cost reduction.
• skillManaCostReductionChance : Chance of flat mana cost reduction.
• skillCooldownReductionModifier : Percent cooldown reduction.
• skillCooldownReductionModifierChance : Chance of percent cooldown reduction.
• skillManaCostReductionModifier : Percent mana cost reduction.
• skillManaCostReductionModifierChance : Chance of percent mana cost reduction.
Projectile Bonus (for projectile speed)
Spoiler for Hiden:
• skillProjectileSpeedModifier  : Percent increase of the projectile speed.
• skillProjectileSpeedModifierChance : Chance of percent increase of the projectile speed.
Skill Augment (boosts or grants skills)
Spoiler for Hiden:

• augmentSkillName1  : The database entry of the skill you wish to boost. (ex.: records\skills\stealth\envenomweapon.dbr)
• augmentSkillLevel1  : Level by wich the skill above is increased.
• augmentSkillName2  : The database entry of ANOTHER the skill you wish to boost.
• augmentSkillLevel2  : Level by wich the skill above is increased.
• augmentMasteryName1  : The database entry of a mastery you wish to boost all of its skills.
• augmentMasteryLevel2  : Level by wich the skills of the mastery above is increased.
• augmentMasteryName2  : The database entry of ANOTHER mastery you wish to boost all of its skills.
• augmentMasteryLevel2  : Level by wich the skills of the mastery above is increased.
See this for masteries names :
Spoiler for Hiden:
• Warfare : records\skills\warfare\warfaremastery.dbr
• Defense : records\skills\defensive\defensivemastery.dbr
• Rogue : records\skills\stealth\stealthmastery.dbr
• Hunting : records\skills\hunting\huntingmastery.dbr
• Dream : records\xpack\skills\dream\dreammastery.dbr
• Nature : records\skills\nature\naturemastery.dbr
• Earth : records\skills\earth\earthmastery.dbr
• Storm :records\skills\storm\stormmastery.dbr
• Runes : records\xpack2\skills\runemaster\runemaster_mastery.dbr
• Spirit :records\skills\spirit\spiritmastery.dbr
• augmentAllLevel : Level by wich all skills should be increased.
• itemSkillName : See the part IV.
• itemSkillLevel : See the part IV.
• itemSkillAutoController : See the part IV.
Racial Bonus (for increased offense/defense versus certain races)
Spoiler for Hiden:

• racialBonusRace  : Races that will be affected by the bonuses below. You can have as many as you like.
• racialBonusPercentDamage  : Percent damage increase versus the race.
• racialBonusAbsoluteDamage  : Flat damage increase versus the race.
• racialBonusPercentDefense  : Percent reduced damage received from the race.
• racialBonusAbsoluteDefense  : Flat reduced damage received from the race.
Pet Bonus (for bonuses to all pets)
Spoiler for Hiden:
• petBonusName  : Select a pet bonus for the item. May explain the creation of one of these later.

Give the item the stats of your choosing. When you are done, right-click on it and build your .dbr.

3
##### Modifications / Re: Scripts to modify masses of .dbrs
« on: 14 February 2019, 21:48:07 »
Will try to work around this in my already low free-time. The task is still very big but it might be worth the hassle ^^

Many thanks for the help

4
##### Modifications / Re: Scripts to modify masses of .dbrs
« on: 13 February 2019, 18:32:12 »
Well, I won't hide it. I'm trying to grab items and divide by 2 (or reduce by 50%) every single parameter, that includes Armor Rating, Base Damage, bonus stats, etc. That would exclude stuff like Level requirement, Item cost, Scaling and all booleans.

You can see why I had no intention to do all of this by hand >.>

5
##### Modifications / Re: Scripts to modify masses of .dbrs
« on: 13 February 2019, 14:47:19 »
Well, I would definetly appreciate some guidance, since right now I'm quite lost.

Tried to open .dbrs in Excel, I can split the field name and the value into two columns, though I only found how to edit one at a time still. Opening several at once puts them on different pages and since it doesn't recognize the .dbr extension gives a warning message everytime I try to open one, making the whole thing extra more tedious.

Then I tried a simple script in form of a .bat file that changes the extension of all my .dbr to .xlsx, a format that Excel is supposed to read. Now it won't recognize it at all -.-

6
##### Technical Support / Re: PS Editor (Effects Editor)
« on: 13 February 2019, 00:56:58 »
Does anyone know how to add a custom texture to a .pfx ? I can't seem to find the directory used by the Pick Texture button in the PSE (old one from Iron Lore).
My .pfx are in Docs\My Games\Titan Quest - Immortal Throne\Working\source directory, but the Pick Texture button doesn't use "Working\source\Effects\textures" directory...

I can't tell for sure, but I think it takes the textures from this file :

Code: [Select]
C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition\Resources\Effects.arc

7
##### Modifications / Scripts to modify masses of .dbrs
« on: 13 February 2019, 00:51:36 »
Hi, I came up with a new idea for a mod, but accomplishing it will require to modify tons of .dbrs, and I figured it would be nice to have a "script" to run that would modify the the files I need and their parameters in the background, only I've never done it or know if it's even possible.

Anyone can enlighten me?

8
##### Anniversary Edition - General discussion / Re: List of identified bugs - TQ AER v1.57
« on: 12 February 2019, 11:11:46 »
Bear rider MIs have no bonus whatsoever.

Wild Hunt has a blank Grants Skill.

9
##### Ideas and Suggestions / Re: Version 2 Development LOC
« on: 09 February 2019, 20:53:07 »
Maybe they just made new game with new map, so you might have to work on your mod there after version 2 is finished

That would be awesome tho

Yeah, suddenly I am hesitant to put a lot of energy in this mod

You've gone too far to give up. I'm very confident that it is better to continue working on it, after all the time you spent into it.

10
##### New Projects / Re: Deities Mod - Development Thread
« on: 09 February 2019, 18:47:34 »
It's a shame  I never encountered this bug in the time I spent trying your mod so it feels really weird, random and frustrating.

I hope you can find good balance and make up for this issue. But I'm not worried, everything you've delivered so far is of excellent quality. Never give up (at least not entirely)

11
##### Forum Features, Questions and Answers / Re: Topics/posts rating system
« on: 03 February 2019, 02:29:52 »
Not hating the idea, but I fail to see what it does more than the Karma system.

12
##### Guides AE / Re: All Masteries Guides updated to AE/R
« on: 01 February 2019, 16:09:41 »
It's mastery guides, not class guides.

And as botebote mentionned it, it's mostly meant for starters.

13
##### New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 18 January 2019, 04:39:00 »
Well, some stuff has been going on recently. Been working a lot on it and getting near the end of the mastery-design part, after wich I'll have to do the playtesting and fine-tuning.

With that said, there will probably no more news regarding the mod until the last 3 masteries have been finished. Mostly because the studies will kick in soon enough, also nobody seems to give a flying falafel about the mastery showcases, so I'll save the time doing these for something else, maybe further working on the mod itself.

In short, I'll see you again eventually. I say take care.

14
##### Items / Re: Relic/Charm Standard Completion Bonuses for AE/R
« on: 13 January 2019, 13:44:03 »
Uhm, that makes more sense now does it... >~>

15
##### Items / Re: Relic/Charm Standard Completion Bonuses for AE/R
« on: 13 January 2019, 12:25:35 »
This still does feels rather incomplete. There's only one completion bonus listed among the multiple possibilities for each relic/charm.

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