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Messages - Abraham

Pages: [1] 2
1
General Discussion / Re: Request
« on: 08 March 2023, 20:09:43 »
If you have a steam version of the game, just restore the local files.

2
Modifications / Re: Character Editor?
« on: 08 March 2023, 20:04:55 »
Try Hex Editor Neo. You can change almost everything there. But you need some knowledge, both in the editor and in TQ modding.

3
Updated the OP with version 1.11d.


Hello, Soa. I play on xmax. The game is just great. Especially pleased with the new monster models on Atlantis. However, I passed almost all of Atlantis, but only got 1 soul, and that's on xmax. Drop of souls seems to me to be very small there. Noticed a few bugs.

1. tigerman (wang_42) boss, but after his kill does not appear orb with the loot.
2. the game crashes periodically on the desktop when trying to put a unique upgrade formula in the window enchanter. Crashes do not occur every time, after 1-3 times. Crashes occur not only on Xmax, but also on the original soul (checked).

1. Xiao Wang and Daechalcos (Uber Beetle Hero in act II) don't have one. I will fix that in patch 1.12.
2. There's a very poorly written piece of code that was added in the official game after Atlantis came out. If your inventory & caravan are loaded with too many items, then anytime you will use a formula the game will struggle (because it's trying to display in yellow the reagents you have).
It's impossible to fix that, so make sure that at least you sell as many items as you can and try not to hoard too many of them in the transfer area/relic vault.

As for Atlantis, soul drop rate is the same as other acts. I think I'll increase hero spawn rate. Possibly double it, as I think it's the main reason. Maybe I'll increase the soul drop rate per herp just a bit to 10 instead of 8%.
The act is optional and short so you tend to get less souls overall, but at the same time the cost for unique upgrades/potions is the same. So it would be some sort of compensation.

I understand. Thank you.

4
Hello, Soa. I play on xmax. The game is just great. Especially pleased with the new monster models on Atlantis. However, I passed almost all of Atlantis, but only got 1 soul, and that's on xmax. Drop of souls seems to me to be very small there. Noticed a few bugs.

1. tigerman (wang_42) boss, but after his kill does not appear orb with the loot.
2. the game crashes periodically on the desktop when trying to put a unique upgrade formula in the window enchanter. Crashes do not occur every time, after 1-3 times. Crashes occur not only on Xmax, but also on the original soul (checked).

5
Soa, thank you for your reply.

6
Hello, soa. I have some questions.
1. Do you plan to change Neidan's mastery in any way? Will there be any skills from the LoC mod incorporated into Neidan?
2. After the recent stym updates, 3 new Chaos dungeons were added to the original game.  One at the waterfall of Chryseos in Greece, another between Memphms and Fyum, and in Tartarus after Charon's bridge. I've been through almost 2 acts, I couldn't find the first two locations. Were they moved somewhere or cut out of the mod altogether? Chaos keys fall out of the bosses.
3. I can't create a Major Egyptian Soul Gem. Forging it requires 2 Minor Egyptian Soul Gem.
Spoiler for Hiden:
As you can see in the screenshot, I have 2 Minor gems in my inventory, but the formula shows one missing. This makes it impossible for the wizard to forge the larger gem. Is it a bug, or am I missing something?

7
Quote
If you're using AE with SV (Hard installation) + Xmax, then this is likely a Xmax bug, this mod may affect the interface in a way even if it is not supposed to.

I'm using Titan Quest Anniversary with all the Ragnarok, Atlantis, EE + SV (hard install). Xmax created myself based on the SV database. Running it through Play Custom Quest.

Quote
I don't support SV with other mods or external tools.

Pity, but good luck with the modding anyway.

8
Hello soa, the mod is beautiful, thank you for not leaving your work on this project.

I'm having a problem. I put the soul files on the original TQ game. Created Xmx for myself (I don't usually play without it). But the extended caravan does not function. Both in the hero and in the gears. Visually the space in the caravan expanded, but items are not put there. This problem is ONLY with Xmax mod. On the original SV is not observed.

9
Other Modifications / Re: [MOD] Enhanced Gameplay 2 (EE)
« on: 21 November 2022, 15:38:32 »
Hello. I created a list of Atlantis errors.

Act 6.

 - 1. The Ascolots do not have a chance to spawn champions. Ascolot heroes x3hero_deepone_38.dbr, x3hero_deepone_42.dbr and x3hero_starspawn_b_39.dbr, x3hero_starspawn_b_43.dbr are not added to the pool. These heroes do not differ from each other in any way. They have the same characteristics and skills.
 - 2. Basilisk heroes x3hero_harrier_37.dbr and as_basilisk_35.dbr have not been added to the pool. Also, the heroes as_basilisk_35.dbr, as_basilisk_37.dbr and as_basilisk_39.dbr do not differ from normal basilisk, only in health. And they don't have their own unique skills.
 - 3. Heroes of reef guardians x3hero_coralking_34.dbr, x3hero_coralking_38.dbr and x3hero_stoneweaver_b_40.dbr, x3hero_stoneweaver_b_44.dbr are not prescribed in the pool. And they do not have their own unique skills.
 - 4. Crabmen heroes x3hero_clackersnap_39.dbr and x3hero_clackersnap_43.dbr are not added to the pool. Heroes have the same characteristics (except health) and skills as normal crabmen.
 - 5. The list of monsters in Atlantis has folders "rimtus", "skeleton" and "dragonspawn", but the monsters contained in it do not appear anywhere on Atlantis.
 - 6. Heroes dune stalkerx 3hero_ripjaw_38.dbr, 3hero_ripjaw_42.dbr are not added to the pool and do not have their skills.
 - 7. Heroes embalmed priest x3hero_abdosir_34.dbr, x3hero_abdosir_38.dbr; x3hero_milkyaton_34.dbr, x3hero_milkyaton_38.dbr; x3hero_yutpan_34.dbr, x3hero_yutpan_38.dbr not added to pool, added only heroes 36 levels, others do not spawn. They, as always, do not have their own unique skills. In addition, all embalmed priest with staffs, in the tree of skills prescribed path to the skill "runecircle_enemy" (records\xpack2\skills\runemaster\runecircle_enemy.dbr), but in the configuration of skills path is not specified.
 - 8. Heroes golden mosquito x3hero_stinger_31.dbr and x3hero_stinger_35.dbr not added to the pool, there is only hero level 33. And they do not differ much from each other.
 - 9. Heroes Hesperides x3hero_bloodleaf_38.dbr, x3hero_bloodleaf_42.dbr are not in the pool, only x3hero_bloodleaf_40.dbr. Heroes x3hero_rootmaiden_38.dbr and x3hero_rootmaiden_40.dbr are prescribed in the pool, but x3hero_rootmaiden_42.dbr is not.
 - 10. All lobsters in the configuration of the skills have a path to the skill "Melee_Poison" (Records\Skills\Monster Skills\Melee_Poison.dbr), but in the tree of skills it is not spelled. Only one hero (x3hero_skullcracker_b_42.dbr) is prescribed in the pool, the rest x3hero_skullcracker_b_39,40,41,43,44 - are not prescribed. All the lobster heroes have the same skulls.
 - 11. Merfolks heroes x3hero_alexa_b_38.dbr, x3hero_alexa_b_42.dbr are not added to the pool.
 - 12. Heroes monkeymans x3hero_gorefang_32.db and x3hero_gorefang_36.db; x3hero_firebristle_b_36.dbr and x3hero_firebristle_b_40.dbr; x3hero_stoneguts_32. dbr and x3hero_stoneguts_36.dbr; x3hero_mountainking_b_36.dbr and x3hero_mountainking_b_40.dbr have not been added to the pool. Heroes x3hero_firebristle_b_36.dbr, x3hero_firebristle_b_38.dbr, x3hero_firebristle_b_40.dbr have the path to the skill "enchantment_cold" in the configuration of skills, but it is not in the tree of skills. All of these heroes do not have their unique powers, they are no different from simple champions (only characteristics).
 - 13. Heroes mudman x3hero_sirsilt_32.dbr and x3hero_sirsilt_36.dbr are not added to the pool. These heroes do not differ from each other by skills.
 - 14. Heroes Potamois x3hero_erymanthos_b_40.dbr and x3hero_erymanthos_b_44.dbr; x3hero_pliplup_39.dbr and x3hero_pliplup_43.dbr are not added to the pool. Their skills are no different than a simple potamoi mage. Then x3sq11_leadera and x3sq11_leaderb are misclassified as "Hero", it should be "Quest".
 - 15. Heroes serpentoids x3hero_melee_34.dbr and x3hero_melee_38.dbr; x3hero_ssilli_b_42.dbr and x3hero_ssilli_b_44.dbr; x3sq09_priest_38.dbr, x3sq09_priest_40.dbr, x3sq09_priest_42.dbr and x3sq16_serpentoidhomemonster.dbr are NOT added to the pool. Heroes x3hero_melee has the wrong classification "Quest", it should be "Hero". Quest serpentoid x3sq08_ssaquath should have "Quest" classification, not "Hero". And, as always, heroes do not differ from each other by their skills.
 - 16. Heroes Serpentoid Mounted x3hero_ssseathsssillalli_39.dbr and x3hero_ssseathsssillalli_43.dbr are not added to the pool and do not differ from each other by skills.
 - 17. There is xboss_scylla in the list of Atlantis bosses. But there doesn't seem to be any Scylla in the game.
 - 18. Many skills in Atlantis have the wrong level.

Items

ARMBAND:
u_e_set06.dbr, u_l_set01.dbr, u_l_set04.dbr, u_n_set08.dbr, um_e_set05.dbr, um_l_set02.dbr, um_l_set07.dbr, um_n_set09.dbr.

GREAVES:
um_n_set09.dbr, u_e_set03.dbr, u_e_set06.dbr, u_l_set01.dbr, u_l_set04.dbr, u_n_set08.dbr, um_e_set05.dbr, um_l_set02.dbr, um_l_set07.dbr.

HELM:
u_e_set06.dbr, u_l_set01.dbr, u_l_set04.dbr, um_l_set02.dbr, um_l_set07.dbr, um_n_set09.dbr.

TORSO:
u_e_set03.dbr, u_e_set06.dbr, u_l_set04.dbr, um_e_set05.dbr, um_l_set02.dbr, um_l_set07.dbr, um_n_set09.dbr.

All of the above armor in Skill Agument has non-functional paths to certain masterys skills. The paths to the masterys are spelled out, but there is no +1/2 point to those masterys. Because of this, they are not displayed in the game.

10
Other Modifications / Re: [MOD] Enhanced Gameplay 2 (EE)
« on: 31 October 2022, 13:59:22 »
If you can another report for Atlantis, i'd be very grateful.

I will try to do a bug report on Atlantis and EE in the near future. :)

11
Other Modifications / Re: [MOD] Enhanced Gameplay 2 (EE)
« on: 25 October 2022, 18:07:17 »
Good evening, everyone. It's been a long time since I posted the last bug report. And now it's Ragnarök's turn (Act 5). As a reminder, I am writing through an Internet translator.

Act 5

Monsters

 - 1. Asgard mages (records\xpack2\creatures\monster\aesir\as_fodder_mage) have faulty tree and skills configuration. Mages do not use "regrowth" and "runecircle_aftershock". And they have a path to the passive for some reason
"BonusDamage_Physical".
 - 2. Dark elfs ( br_dark_archer ) has a broken tree of skills. In the configuration of the skills written toute to the skill "records\skills\earth\fireenchantment.dbr", but there is no path in the skill tree.
- 3. Archers cultists (ar_archer) do not use a ensnare, the skill path is not written in the skill configuration.
 - 4. Hero Cultists "x2hero_shaman_47.dbr" does not use the skill "nerthus_summonvine", because the path to the skill is written in the skill tree, but is NOT written in the configuration.
 - 5. Cultist hero "x2hero_shaman_49.dbr" does not use "dvergr_summongolem.dbr".  Skill is written in the Configuration, but is not in the Skill Tree
 - 6. Bloated Draug (am_draug_bloated_45.dbr) is not spawned correctly. He should be spawned according to level of his first form.
 - 6. Dvergers (am_tormentor) cannot use skill "dvergr_summonslaves.dbr". They have no energy. And dvergr_summonslaves.dbr requires energy input. Also, in their skill tree, they have an unnecessary path "Records\Skills\Monster
Skills\Auras\Character_SpeedAll.dbr".
 - 7. In dveregers "as_cannoneer" in the tree of skills written unnecessary path to the skills "duneraider_flamestrike.dbr, calculatedstrike.dbr,
volcanicorb_fragmentation.dbr, volcanicorb_immolation.dbr".
 - 8. The dveregers hero "x2hero_seer_49.dbr" does not use the skill "earthfury_flaming.dbr", the path is not written in the configuration of the skills.
 - 9. Mercenary mages (as_mage) have unnecessary path to skill "runecircle.dbr" and its passive. These skills are used by the hero.
 - 10. The hero Mercenary (x2hero_mage_47.dbr) in the configuration of the skills written path to the skill (records\xpack2\skills\item skills\ring_spiritshot.dbr), but in the tree of skills it is not.
 - 11. Rider dvereger hero (x2hero_bloodbeast_51.dbr) does not use "Odontotyrannus_StoneForm.dbr" skill, because it's not in the skill configuration.
 - 12. Ichthian shamans (as_shamanapprentice_42.dbr) have an extra path Records\Skills\Monster Skills\Buff_Other\Monster_Heal.dbr.
 - 13. Rimturs (as_rimturs) have unnecessary records\skills\storm\freezingblast.dbr path in the tree of skills.  Freezingblast uses the hero rimturs.
 - 14. Jotun hero (x2hero_jotun_52.dbr) has unnecessary path to "jotun_stomp.dbr and stormnimbus" skills in the skill tree. These skills use common jotuns.
 - 15. The thrym (x2q05_thrym_a) has an erroneous path in the configuration of the skills: "#records\skills\defensive\quickrecovery.dbr", because of this quickrecovery does not work. There is a path to records\xpack2\skills \monster skills\attack_wave\rimturs_hoarfrost.dbr, but it is not written in the configuration.
 - 16. The second form of thrym (x2q05_thrym_b) in the tree of skills has paths to the skills "records\skills\\boss skills\all_cleaveattack.dbr and
Records/XPack2/Skills/Monster Skills/Buff_self/StormNimbus.dbr", but they are No in the tree of skills.
 - 17. Karkinos "am_deathpincer_40.dbr and bm_deathpincer_46.dbr" does not work skill "mantid_feast.dbr", it not in the cofiguration of the skills.
 - 18. The automatons in the maze of Mimir (am_mimerdrone_47.dbr) does not work skill "mimerdrone_lightning.dbr", the path to the skill is written in the tree of skins, but it is not in the configuration. (records\xpack2\skills\monster skills
\attack_projectile\mimerdrone_lightning.dbr)
 - 19. Vines-puts (ar_rootvine_40.dbr and ar_yggvine) have the path "Records\Skills\Monster Skills \Attack_Projectile\QuilVine_Barb.dbr", but it is not in the configuration of skills. Vines (ar_yggvine_45.dbr, ar_yggvine_47.dbr, ar_yggvine_49.dbr) do NOT spawn correctly. They should spawn according to the level, which was their first form.
 - 20. frost mage skeletons (cs_iceskeleton_mage) cannot use IceShard. Skill is prescribed in the tree, it is not prescribed in the configuration of the skills!
 - 21. Woodcolossus don't use "woodcolossus_stomp.dbr" (records\xpack2\skills\monster skills\attack_radius\woodcolossus_stomp.dbr). It is not written in their configuration of skills.
 - 22. Yerrens (am_chieftain_44.dbr) have the following skill "MeleeAttack_+3PhysicalandFireperlvlx100.dbr" full path (Records\Skills\Monster Skills\Attack_Melee\MeleeAttack_
+3PhysicalandFireperlvlx100.dbr). MeleeAttack_+3PhysicalandFireperlvlx100 increases damage with fire, and the Yerrens are frosty in Act 5. That is, need to create MeleeAttack_+3PhysicalandColdperlvlx100 that gives cold damage.
 - 23. Yerrens (am_rider) have unnecessary paths in their skil configuration.
 - 24. Am_einherjar_46, am_einherjar_48, am_einherjar_50 do not use onslaught. Skill is not written in the configuration.
   
                                                         
Affixes

Rognrek developers have created 4 new prefixes: "defensive_resistbleed_01,2,3,4 (for all armor); rare_giantprotectstrarmor_01,2,3,4 (for all combat armor requiring strength); rare_reduceresistsx%life_01.dbr (for all weapons); rare_manamanaregen%manaregen_01,2 (not clear for what). And 8 new suffixes: "offensive_+%damage to beastmen_01.dbr, offensive_+%damage to beasts&plants_01.dbr, offensive_+%damage to constructions_01.dbr, offensive_+%damage to divine_01.dbr, offensive_+%damage to giants_01.dbr, offensive_+%damage to insectoids_01.dbr (for staffs and clubs); rare_armorblock%daxspeed_01.dbr (for shields, definitely, but maybe something else); rare_speedoffensexdefense_01.dbr (For all melee weapons)
NONE OF THESE AFFIXES HAVE BEEN INTRODUCED INTO THE GAME!!!

                                                     
Loot Tables Unique

In LootTables unique items for mages and for warriors are mixed up.
For example:
records\xpack2\item\loottables\arms\unique\armband
records\xpack2\item\loottables\arms\unique\bracelet

Armbands: u_e_01.dbr, u_e_02.dbr, u_e_04.dbr, u_l_01.dbr u_l_02.dbr, u_n_01.dbr, u_n_02.dbr, u_n_04.dbr, u_n_06.dbr, us_l_donarsmight.dbr, us_n_brennus.dbr, us_n_sucellus.dbr, z_tracksuit.dbr require strength and agility, they must drop from armband loot Tables.

Bracelets: u_e_03.dbr, u_e_05.dbr, u_l_03.dbr, u_n_03.dbr, u_n_05.dbr, u_n_06.dbr, usm_l_allfather.dbr, usm_l_freyja.dbr require intelligence (for mages), they should drop from bracelet Loot Tables. But in the game everything mixed up. Bracelets for mages drop from armband loot Tables, and armbands for martial warriors drop from bracelet  Loot Tables. The same goes for helmets, leggings, and torsos.

Broken loot table rarity items. All rare things such as black steel armor, Skiron gear, Valhalese armor, and other, fall out with affixes only breast armor, regardless of whether it's helmet, armor or greaves.


Spawn

 - 1. Hero x2hero_wolfrider_45.dbr is not added to the pool.
Pools at all:
records\xpack2\proxiesnorth\pools\beastman\troll_01_wolfriders01.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_01_wolfriders02.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_02_wolfriders01.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_02_wolfriders02.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_03_wolfriders01.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_03_wolfriders02.dbr
In the championship pool, EVERYTHING IS WRONG WITH THE MONSTERS. .
 - 2. Granite Golem hero x2hero_golem_granite_47.dbr not added to the pool.
 - 3. Dverder heroes x2hero_bolter_50.dbr and x2hero_cannoneer_51.dbr have not been added to the pool.
 - 4. Jotun hero x2hero_jotun_52.dbr not added to pool.
 - 5. Eldjotun heroes x2hero_cinderwarrior_55.dbr and x2hero_eldjotun_54.dbr have not been added to the pool.
 - 6. Ulvertun hero x2hero_ulvjotun_56.dbr has not been added to the pool. (Heroes x2hero_ulvjotun_56.dbr and x2hero_ulvjotun_51.dbr are exactly the same, they have the same stats, health, and skills. They differ only level)!
 - 7. Faulty pool of Celtic bandits.
 - 8. Heroes mercenary "x2hero_mage_47.dbr and x2hero_officer_47.dbr will not spawn, as not added to the pool.
 - 9. The hero of the Greek bandits "x2hero_officer_46.dbr" is not added to the pool. (The Greek bandits pool is defective at all, it's full of unnecessary paths).
 - 10. The hero of the centipede has too low a chance of appearing.
 - 11. Aesir ar_jarl_50.dbr not spawn, incorrect path (records\xpack2\creatures\monster\aesir\#r_jarl_50.dbr).
 - 12. Aesir "as_fodder_mage_49.dbr" is not added to the pool.
 - 13. Dragon hero "x2hero_dragonspawn_52.dbr" (records\xpack2\creatures\monster\dragonspawn\x2hero_dragonspawn_52.dbr) does not spawn. He has a 0 chance to spawn.
 - 14. Ghosts "as_ghostcaster_39.dbr and as_ghostcaster_47.dbr" have not been added to the pool.
 - 15. Loki's spawn is defective. Loki should spawn according to Ilva's level. (Loki only spawns at level 52, regardless of Ilva's level).
 - 16. Fafnir "fafnir2_47.dbr" never spawns. He doesn't have the first form "fafnir_47.dbr"!
In records\xpack2\quests\proxies\pools\x2bonus_fafnir_pool.dbr first form of Fafnir written (records\xpack2\creatures\monster\bosses\fafnir_47.dbr), but in the folder bosses fafnir_47.dbr not. It must be created and in the parameters of death write the second form fafnir2_47.dbr. Then he will be spawned.
 - 17. The thrym x2q05_thrym_a_52.dbr will not spawn. It is not added to the pool. There's an error. In records\xpack2\quests\proxies\pools\x2q06_thrym_pool.dbr prescribed x2q05_thrym_a_51.dbr, but there is no such. There is a level 52 bilge.
 - 18. Act 5 monsters list has yeti, but they are not added to the pool.
 - 19. If I am not mistaken, the pools einherjar_01_general01.dbr, einherjar_02_general01.dbr and einherjar_03_general01.dbr (records\xpack2\proxiesnorth\pools\magical\einherjar_01_general01.dbr) are not prescribed in any proxy. Because of this, none of the three warrior heroes of Asgard will spawn.  Champions am_einherjar_46, am_einherjar_48, am_einherjar_50 do not spawn either.

Skills.

- 1.There is no "--earthbind.dbr" (earthbindbuff.dbr) skill in the "Runes" mastery! It is not added to the tree Skill tree. In the folder records\XPack2\ui\skills\mastery 10\ there is a skill "Skill05.dbr"- that is earthbind. But in records\xpack3\ui\skills\mastery 10\panectrl.dbr in skill buttons it is not added.
 - 2. In the "Warfare" mastery crosscut, jumpslash and tumult do not work with throwing weapons.
 - 3. In the skill "hunting" skill "weaponskill_gouge.dbr" does not work with throwing weapons.
 - 4. Hero of granite golems "x2hero_golem_granite_47.dbr" in the tree and configuration of skills incorrect path to the skill "records\xpack2\skills\hero skills\ring_crystals_golem.dbr". In the hero skills folder there is no skill "ring_crystals_golem.dbr", there is "wall_ring_crystals.dbr". So the correct path is "records \xpack2\skills\hero skills\wall_ring_crystals.dbr". Wall_ring_crystals.dbr has the wrong skill level. (20, and should be 1).
 - 5. In the records\xpack2\skills\monster skills\summoning_pets directory, the skill "dvergr_summongolem.dbr" is broken. Skill level should not be 20, but 3. In the tab spawnObjects granite golems should be summoned According to their skill level (am_golem_granite_43 - level 1; am_golem_granite_45 - level 2; am_golem_granite_47 - 3rd level).
 - 6. The skill "dvergr_summonskellies.dbr" is also defective. Level 3. In the tab spawnObjects skeletonskellies should be called according to their skill level (am_warrior_42.dbr - level 1; am_warrior_44.dbr - level 2; am_warrior_46.dbr - level 3).
 - 7. Skill "fungoid_minescatter.dbr" has incorrect level 10. And it should be 16.
 - 8. Skill "merfolk_summonjelly.dbr" is broken. In the tab spawnObjects summoned creatures mismatched level of the skill.
 - 9. The records\xpack2\skills\boss skills folder has the skill "nidhoggr_soulbreath.dbr", but it has not been added to the the nidhoggr skill tree.
 - 10. Almost all of the skills in the "boss skills", "Monster Skill", and "Item Skill" drops have level errors, but this trifle, which does not affect gameplay.
 - 11. Jarls' jarl_onslaught skill doesn't work. (records\xpack2\skills\monster skills\attack_projectile\jarl_onslaught.dbr).
Yarls always attack with a throwing weapon, and jarl_onslaught does not work with a throwing weapon, although it is designed for it.

P. S. The Ice Raptor Hero ( Uber Ice Raptor) is not added to the pool in Act 3.
Ichthian shamans, jackalman, satyrs; reptiloid-overseers; yerren shamans; queen and formicid mages have a passive skill that increases physical damage. (Attack_DamageModifier_02). I think it's better to replace it with attack_elementalmodifier.

Nargil66, I'm looking forward to the updates of the mod.

12
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 13 July 2022, 21:47:49 »
Haha, first time it makes me happy to be called sonofab*tch  :D
Btw, you probably imagine it harder than it is... some day i'll write a tutorial, and you will see it's easy. Just a lot of back and forth with renaming and combining root bones in animations, but nothing too complex.

Continuing on Proteus - more tweaks on skills, changed textures and such:


For those who want to learn more about who he is in myths, here is some info:
Quote
PROTEUS (Prôteus), the prophetic old man of the sea (halios gerôn), occurs in the earliest legends as a subject of Poseidon, and is described as seeing through the whole depth of the sea, and tending the flocks (the seals) of Poseidon (Hom. Od. iv. 365, 385, 400; Virg. Georg. iv. 392 ; Theocr. ii. 58; Horat. Carm. i. 2. 7; Philostr. Icon. ii. 17). He resided in the island of Pharos, at the distance of one day's journey from the river Aegyptus (Nile), whence he is also called the Egyptian (Hom. Od. iv. 355, 385).
And here is a description of the various forms he changes into:
Quote
For in their grasp the Old Man Proteus took on changing shapes, weaving his limbs into many mimic images. He spotted his body into a dappleback panther. He made his limbs a tree, and stood straight up on the earth a selfgrown spire, shaking his leaves and whistling a counterfeit whisper to the North Wind. He scored his back well with painted scales and crawled as a serpent; he rose in coils squeezing his belly, and with a dancing throb of his curling tail's tip he twirled about, lifted his head and spat hissing from gaping throat and grinning jaws a shooting shower of poison. So from one shadowy shape to another in changeling form he bristled as a lion, charged as a boar, flowed as water--the Indian company clutched the wet flood in threatening grasp, but found the pretended water slipping through their hands. So the crafty Old Man changed into many and varied shapes . . .
Source:
https://www.theoi.com/Pontios/Proteus.html

Unbelievable. How did you manage to create the transformation? With 3D max?

13
Difficulty Mods / Destiny mod 1.04 for Eternal Embers.
« on: 13 July 2022, 19:46:10 »
Destiny mod 1.04 fully adapted version for Eternal Embers (All the changes from AE release to the latest version of EE). All of the unique items from the new acts (Ragnarok, Atlantis, EE) that give a plus to masteries and specific skills have been adapted to the new masteries. This mod replaces the classic masterys with 9 new ones.

Shamanism. Uses the elements of fire, lightning, ice, and earth as powerful weapons.
Cleansing. This skill uses physical and lightning spells, as well as concentrated arcane energy that can bring down any mage.
Chivalry. A melee skill that specializes in penetrating damage, so the knight's preferred weapons are swords and spears.
Prophecy. The messenger is an aura mage whose primary weapon is the bow.
Golem. Those looking for a powerful defense are in the right place. Aside from reflection and auras, the golem has no attacking spells. But he need not fear any type of damage, as this skill turns any character into a tank.
Depredation. The Marauder, analogous to the Knight, relies entirely on attack power. In addition to being able to use two Weapons at the same time, he deals powerful fire and bleed damage.
Demonism. This skill grants immense physical and mental strength. By forging an alliance with unnatural forces, the demon gains the ability to confuse, control and even kill opponents using alien powers.
Ruination. This skill expresses the most extreme form of the dark arts. With the help of aggressive spells and malevolent sorcery, the black mage achieves almost unlimited destructive power.
Training. This skill can increase almost anything, but offers no active abilities, only those that
increase certain values. In addition, this skill can unlock extremely powerful bonus skills beyond imagination.

Spoiler for Hiden:

The mod adds 9 new bosses (3 of which form a group)

- 3 new sets
- 11 new prefixes and 9 suffixes
- 12 new artifacts
 - A huge number of bugs fixed. A full list of all fixes can be found in the archive (fixes).
 - In the "Cleansing" mastery, the "Manifestation" and "Pure energy" skills that require a staff have been fixed. Now they give elemental damage instead of physical damage.
 - "A Few Bug Fixes" has all the fixes from the patch. (Authored by Endymion)! https://titanquestfans.net/index.php?topic=758.0

Credit.
Credit for creating the original version of the mod (for IT) belongs to Draeziel.

There are three versions of the mod: Destiny mod 1.04, Destiny + Xmax Mod, Destiny + M4ssBoss3s.
Mod translated into 5 languages: English, Russian, German, French, Chinese. Initially it is Russian.
To change the language, unzip the archive. There you will find the following files: ChangeLanguage (English), (French), (German), (Chinese), (Russian).exe". Click on the one you need twice, a window will pop up, click on "Installieren" and change the language. That's it. Proceed in the same way with Xmax and M4ssBoss3s mods.

Author of the Chinese translation:  小玉米 (Steam).

Theme in Steam:  https://steamcommunity.com/sharedfiles/filedetails/?id=2831887448

Downloads. (Mod updated for the latest patch (Update 6 Publickbeta)!
Destiny mod 1.04: https://drive.google.com/file/d/1pUiU0kxNnPmR1Kz0aF4n5jc0QE_xYbAM/view?usp=sharing
Destiny + Xmax: https://drive.google.com/file/d/1yeqLRUupDQRLp1_q2ialygc8iwPo-xos/view?usp=sharing
Destiny + M4ssBoss3s: https://drive.google.com/file/d/1VRqYigJi4343UlAx6roTzhd_tPUC350L/view?usp=sharing

Installation.
Extract the archives to C:\Users\Admin\Documents\My Games\Titan Quest - Immortal Throne\custommaps\

PLAY ONLY THE NEW CHARACTER, IF YOU LOAD THE OLD ONE EVERYTHING WILL COLLAPSE!!!

4Gb Patch.

For those who have a DestinyM4ssBoss3e mod that crashes. Try the following.
4Gb Patch is a program that allows 32-bit applications in 64-bit operating systems to use 4 gigabytes of RAM, instead of the standard two.
https://ntcore.com/?page_id=371

Patch your TQ.exe startup file. I did it and it crashes much less often.

P. S. I apologise for my English and if I have broken the rules of the forum or got into the wrong thread.

14
Other Modifications / Re: [MOD] Enhanced Gameplay 2 (EE)
« on: 11 June 2022, 14:06:29 »
Spoiler for Hiden:
Hello, nargil66. I've been playing your mod. This project interested me. I am very glad that my notes about bugs posted here https://titanquestfans.net/index.php?topic=758.90 were not ignored. I remind you that I am writing through a translator, so English will be broken.
I'm in the process of adapting M4ssBoss3s mod to Eternal Embers. More precisely, I already did. I am testing it now. Maybe someday I will post it on the site. All bugs which I already published and will publish were fixed in the new version of M4ssBoss3s mod.

Now I would like to give you a list of those bugs that have not yet been fixed.

                                                                                 
Act 2 (Egypt)

  1. Ghost hero us_shadowlord_14.dbr in the "Ghost" folder is not added to the pool.
 2. Skeletons "egypt_bm_bm_mummycaptainspawn_19.dbr, egypt_bm_mummycaptainspawn_22, egypt_bm_mummycaptainspawn_25,egypt_bm_mummycaptainspawn_28, egypt_bm_mummycaptainspawn_31" in Skill Tree have path to skill "Pillar of Flame" (Records\Skills\Monster Skills\Attack_Radius\PillarofFlame.dbr), but in Skill Configuration Skill this path is not written.
 3. The magma beetles "am_magmabeetle_20.dbr, am_magmabeetle_22.dbr, am_magmabeetle_24.dbr, am_magmabeetle_26.dbr" have path to "MagmaBeetle_EarthFury_Ring" (Records\Skills\Monster Skills \{Attack_Radius\MagmaBeetle_EarthFury_Ring.dbr), but they can't use it. These bugs have no energy, and the MagmaBeetle_EarthFury_Ring skill requires energy expenditure.
 4. Scorpos champions have the "ShieldCharge" skill path in the Skill Tree, but they have no shield. Scorpos Common has an unnecessary path to the "Scorpos_Sting" skill in their Skill Configuration, but they don't sting with their tails, the skill is used by scorpos champions.
 5. Skeletons "fire magia colyte" and "fire magi adept" in the tree of skills prescribed an unnecessary path to the skin "Monster_Fireball".
 5. Gilded skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary path to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis" in the tree of skills.
 6. Jakalmens "shamanacolyte" and "shamanadept" have an unnecessary path to the skill "Regrowth". Regrowth use shamans.
 7. Adepts of mummies (priestadept) in the tree of skills prescribed path to the skill "Plague", but in the configuration of the skills it is not.
 8. TombGuardian has "TombGuardian_FlameRing" skill path in his skil config, but it's not in his skil tree. (This is the skill used by the guardian "Hesi-su-neb-ef ~ defender of the clan" in one of Giza's caves).

Act 3.

 1. Skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary paths to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis".
 2. Skeleton mages "egypt_cs_gildedwarlock, orient_cs_gildedspiritmagi, orient_cs_gildedwarlock" have path to the skill "Attack_DamageModifier_02.dbr". This passive buff only increases physical damage. Maybe you should replace it to "attack_elementalmodifier.dbr"?
 3. Djinns "amc_djinn_25, amc_djinn_28, amc_djinn_31" have unnecessary way on skill tree "Djinn_RangedBlast".
 4.Dragonids "am_lancer_27, am_lancer_30, am_lancer_33, am_lancer_36" have path to skill "EnvenomWeapon" (Records\Skills\Stealth\EnvenomWeapon.dbr) in their Skill Tree, but no path in their Skill Configuration.
 5. Neanderthal hero "hero_grom_31" has the path to the skill "Neanderthal_Shockwave" in the configuration of the skills, but the path is not spelled in the tree of skills, so it does not apply the skill.
 6. Saberlions do not apply the skill "Mantid_Feast", not spelled out in the configuration of the skills.
 7. Warrior tigermen (Common) have the path to the skill "EnvenomWeapon" in their skill configuration, but it's not in their skill tree, so the skill is not active.  And they have no energy.
 8. Yerren's hero "hero_swiftstream_36" has the path to the skill "Squall" prescribed in his skill configuration, but there is no path in his skill tree.
 9. In the Records/skills/Boss skills folder, there are two skills called "typhon_summonflameliche.dbr" and "typhon_summonfrostliche". But Typhon doesn't have them prescribed in the skill tree (there's no room for them there either). I guess originally developers planned for Tiphon to summon liches. But for some reason they changed their mind.

Good evening. New error list

Tartarus (Act 4)

 1. All "bullfrog" anorans (except hero) have unnecessary paths to skills "Onslaught, Onslaught_Hamstring, Onslaught_Ardor, Anouran_VomitBile". There is a path to the skill "anouran_physicalslowing" (Records\XPack\Skills\MonsterSkills\ActiveAttackMelee\Anouran_PhysicalSlowing.dbr). Anouran_physicalslowing is a special skill for "bullfrog" anorans that allows you to attack three opponents at once at a 170° angle! This skill is not used in the original game. The skill itself is also faulty. His level is 100, and should be 20.
 2. Anoran hero "xhero_longbellow_40.dbr" has in the configuration of the skills path to the skills "dualweapontraining" and "tumult", but he does not use two weapons, he uses a shield. You can not equip two weapons because you do not need the animation.
 3. Epiales hero "xhero_cthulekes_45.dbr" has in the configuration of the skills path to "envenomweapon", but in the tree of skills it is not.
 4. The hero giants "xhero_polybotes_47.dbr" has the path to the skill "Gigantes_ShieldCharge" (Records\XPack\Skills\MonsterSkills\ActiveAttackMelee\Gigantes_ShieldCharge.dbr), but he does not use the shield.
 5. Hydrodon hero "xhero_ironskin_41.dbr" in the tree of skills has the following path - "Records\XPack\Skills\MonsterSkills\Buffs and Healing\Odontotyrannus_StoneForm.dbr", but it is not in the configuration.
 6. Odontotyrannus_StoneForm" champions can't use the skill "Odontotyrannus_StoneForm" because it's prescribed in the Skill Tree, it's not prescribed in the configuration.
 7. In the folder xpack/skills/monsterskils/activeattackdirect unbalanced skill "hero_limos_consumelife.dbr". His level is 15, and should be 20.
 8. In the folder xpack/skills/monsterskils/activeattackmelee defective skill "hero_bonescourge_sting.dbr", its level is 30, and should be 20. And skill "z_toxeus_attackskill.dbr", its level is 100, it should be 1.
 9. In the folder xpack/skills/monsterskils/activeattackprojectile defective the following skills: - "anteok_quillblast.dbr, empusa_cold_frostspitbuff.dbr, formicid_stormorb.dbr, hero_batflurry. dbr, hero_boneshard.dbr, hero_clubslam.dbr, hero_flamesurge.dbr, hero_iceshard.dbr, hero_knifeflurry.dbr, hero_poisonbolt.dbr, hero_poisonbolt2.dbr, hero_tidalorb.dbr, siegewalker_turretattack.dbr. All of these skills have the wrong level!
 10. TimberHulk heroes "xhero_darkmarsh_41.dbr" and "xhero_thelurker_40.dbr" have not been added to the pool.
 11. Almost all skills in all folders have wrong level. But these are minor errors. They do not affect the game process.
Fixed most of the bugs, as follows:

Spoiler for Hiden:
Act II
1. Shadowlord can now appear in the Shipwreck quest (Greece) among the wraiths. His level is too low for Egypt i think.
2. Added missing skill links/levels
3. Added mana pools
4. Changed Shield Charge skill to Monster Charge (included by Ninakoru)
5-6. Removed
7. Added Plague to priests instead
8. Removed

Act III
1. Removed
2. Replaced
3. Removed
4-5. Added
6. All Saberlions use mantid feast now, maybe too much but will see
7. Added envenom weapon to warlords instead (they are the assassin type anyway)
8. Added
9. I left this unfixed, may add something more fitting to Typhon than liches later (maybe cyclops? or it will be too OP...)

Act IV
1. Added Onslaught to bullfrog anourans (iirc all of them were champions?)
2. Gave him Weapon training and Battle rage instead
3. Added
4. Gave him Dual Weapon training instead
5. Added
6. All of them use stone form for now, will see how it goes
7-9. Fixed the skills you reported. Some of their damage levels were correct, but the mana levels were wrong.
10. Added to the pools
Thanks for reporting these bugs, you definitely get in the credits :)

Yeasterday also reworked the inventory window to add space for Electrum.

Thank you. I'm glad that my notes were of use to someone.

15
Hello
I am sorry that I am not good at English
Questions
I want to get xuanwu's staff of greater magic, which boss monster should I catch? Where is it?

Hello. The staff can be extracted from any chest or monster in the EE add-on.

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