Author Topic: [MOD] Enhanced Gameplay 2 (EE)  (Read 344035 times)

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Online nargil66

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #90 on: 10 June 2018, 14:42:40 »
Understood - but at least for some of us the different color is a feature, not a bug! :)

Yeah, but this is a bug:



See the prefix color? It'doesn't get overrided by the main item color. It was poking my eyes. Sorry, I won't change it back. Green items dont drop too often anyway. Just read the names and you will be alright  ;)

Also - I may be doing something dumb, but once I import a character into the mod I can't access that toon in TqVault anymore. Any advice?

What Medea said. I recommend you to use VaultXL, it shows most of the space.
« Last Edit: 10 June 2018, 14:46:04 by nargil66 »

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #91 on: 10 June 2018, 15:42:05 »
In my next attempt i hit a brick wall. My oiginal idea was this:



This was supposed to be the new market window. Everything works great, except the  size of the grid - it wouldn't change no matter what I do. It should depend on the values in IngameUI/Market/MarketInventory.dbr, but I can change only its position, altering the grid size values doesn't show ingame.
I think it is hardcoded, or i'm doing something completely wrong. And I don't know anything about coding...
Imagine if the caravan looked like this, with 5 tabs...

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Offline koderkrazy

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #92 on: 14 June 2018, 14:16:46 »
Well the brick wall is broken  8)
Yes the grid sizes are hard coded to (8*32, 14*32).


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Online nargil66

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #93 on: 14 June 2018, 19:05:42 »
Awesome work, koderkrazy! Thanks alot for your help!

If it's hardcoded, it won't be usable on Steam? Only on other versions?

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Offline koderkrazy

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #94 on: 14 June 2018, 22:19:02 »
Awesome work, koderkrazy! Thanks alot for your help!

If it's hardcoded, it won't be usable on Steam? Only on other versions?
The thing is that code does utilize entire marketinventory.dbr to render the market window. Including your modified inventoryYSize and inventoryXSize.
But for item positioning and initial sorting, it uses hard coded size. As soon as character enters main quest it calculates grid dimensions as 8x14 from hard coded size. The market window is fine but items are placed on fixed 8x14 grid.

There is no getting around this without modifying game.dll...  :(

For steam, I would suggest you provide this feature as patch to your mod. And user will have to manually install patch by putting dll in right place.
I mean,
-Provide steam mod without caravan expansion enabled. But have changes and dll with the mod. So it'll get downloaded along with mod.
-Provide instructions where to put dll and where to put updated database.arz and assets (you could create .bat file for this..)

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #95 on: 24 June 2018, 17:52:46 »
While I'm waiting for my other comp to be fixed, I'm gonna return to improving CaravanXL. Today i was browsing mods on KirmiziPerfect and remembered the old DeathEffects mod. It will be next to add, and the huge vendor window which koderkrazy made usable. Also I'll rearange the entire database records to make the mod easy for merging with Deities or any other mod. The next update will be much bigger, expect alot of new stuff.
« Last Edit: 25 June 2018, 22:23:08 by nargil66 »

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Offline sauruz

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #96 on: 24 June 2018, 18:52:52 »
oohhh deatheffect mod! looked interesting on old forum but sadly didnt worked
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #97 on: 26 June 2018, 08:24:27 »
Started importing the death effects for AE. I'll post them as a standalone version for start, and after combined with CaravanXL.

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Offline koderkrazy

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #98 on: 26 June 2018, 08:50:34 »
Started importing the death effects for AE. I'll post them as a standalone version for start, and after combined with CaravanXL.
are you doing it for all the monsters or only for player character? >:D

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Offline sauruz

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #99 on: 26 June 2018, 11:30:48 »
wondering if the death effect works ( hope it does) doesnt cause alot of fps our lag into the game
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #100 on: 26 June 2018, 11:35:18 »
...or only for player character? >:D
I'm not that lazy lol, ima add them to Ragnarok too.

wondering if the death effect works ( hope it does) doesnt cause alot of fps our lag into the game
It works fine, I didnt noticed any lag.

After importing some of the blood effects and tested them ingame, i think i'll have to rework most. The blood is just too much - satyrs in Helos spray litres of blood like in an old samurai movie. Gore is not my thing, I prefer realism.  Reworked the first blood effect, for small and medium creatures.



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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #101 on: 26 June 2018, 12:29:44 »
glad to know.

Yhea that much blood would be annoying
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #102 on: 25 July 2018, 07:27:28 »
CaravanXL 1.1k:

- The normal version of the mod is remade to a database addon. It should work fine with both Steam and GoG and not block achievements.
- Fixed female anouran bracelets using wrong mesh in vanilla.
- Changed both player characters dual ranged run animation to normal dual wield run.
- Further decreased speed of Call of the Hunt special animation. Now horn prop is finally visible.

See first post for download and instructions.

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Re: [MOD] CaravanXL for TQ:AE and Ragnarok
« Reply #103 on: 25 July 2018, 17:09:52 »
To @koderkrazy :
I'm trying to update your merchant window fix for 1.57, however Hex Editor can't find value from the readme file. This one:

Quote
Original: 00 00 80 43  00 00 B4 43  00 00 C8 43  00 00 E0 43
Replaced: 00 00 18 44  00 00 B4 43  00 00 C8 43  00 80 10 44

I tried for GoG version, maybe that's the problem?

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Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
« Reply #104 on: 26 July 2018, 00:37:14 »
Enhanced Gameplay v1.1L (Addon, backup your game Database Folder and replace with the one from the archive):



- Changed character inventory screen
- Greatly increased size of merchant window
- Integrated Nymph PC Mod (Optional)
- Included Maenad PC Mod (Optional)
- Added my Alternative Music Mod (easy to remove if you dont like it)
- All ingame markers are made invisible, if you happen to use a Camera Mod.
- Added Bulgarian Patch (Optional, only for my homies ;))
- Added ReadMe files for the optional mods.

Xmax versions aren't ready yet, only the normal one.
Mod is renamed and the Mega folder is changed. I think it has enough features to deserve its new name.

Download:
« Last Edit: 26 July 2018, 00:38:58 by nargil66 »

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