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Messages - bernd

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1
Modifications / Re: How to make epic/legendary items enchantable?
« on: 10 August 2020, 19:02:39 »
Well TQDefiler might not work that well these days.  You may be better trying to use GDDefiler instead, though that's not been updated in over a year.

https://forums.crateentertainment.com/t/tool-gd-defiler/28264

Just make sure to back up your characters before you try and change anything with either programme.

well it did work for the things I tried with it so far:
found all my characters, both my 2 main game characters and the 2 dump characters that I have ready for nounce modding.

changed the main characters availlable skill points from 31 to 55 ( hadnt used them cause I got both masteries maxed and all the interesting summon skills, herbal remedy and such all maxed. playing bonecharmer but with staff by the way, so most of hunter mastery is very useless to me except the herbal remedy  :-))
also changed the dexterity to 30 points higher.

worked without any issues.

I beforehand had copied the whole save file folder elsewhere, so if stuff got to shi, i could delete the corrupted save and copy in my backed-up save file from elsewhere.

but so far it worked.

do you have any idea where my currently equipped and/or in my inventory positioned weapons, armor, accesories, etc. are located?

I might want to change my build to resistance based or something else at some point but i really hate the part where I jsut have to "Hope" that it at some point drops a half decent armor with some benefits already on it that doesnt have like only half my usual armor as a downside.
and at worst part is even a blue item, so cant even be enchanted.

basically I hate the whole RNG basedness of the equipment searching and charm and relic hunting, like even the completeness bonus on a charm is randomized.

and I aint gonna hunt for a certain charm many hours, jsut to hope that the 20th will have the completion bonus I want.

I also dont wanna do the cheater way and jsut change my dexterity or such to 2 million.

that would totally ruin the fun.

no, jsut simply give one my armor pieces, on top of its current abilites, a simple health regen +20 per second or such.

jsut so I cant be killed that easy again by a horde of mosters gangraping me from all directions :-)

any idea where the stuff in inventory is stored?

or can one only change generic weapons found "in the wild" and not, what I already have and have customzied?

2
Modifications / Re: How to make epic/legendary items enchantable?
« on: 10 August 2020, 13:09:03 »
As I said before the exp problem was solved. I didnt really go any further yet with mod editing.

I went ahead and got myself tqdefiler so I can change most game save game data too.
like hp, points in dexterity, intelligence, etc., unused skill and stat points availlable, and more.

3
Modifications / Re: How to make epic/legendary items enchantable?
« on: 09 August 2020, 20:12:16 »
I did some changes, I basically made sure that the gameneigine files both have the same content, aka
the experience formula both ending in *350.

"build" it (which created he .arz file), then copied the whole mostrosity into the working folder.


mod is found under custom game, does it's usual bouncing.

but still no ingame change :-/

in general experience formula is the right plays if I wanna change how much exp I get for killing a monster, right?


yeah, I use steam.
at some time I bought the game somewhere and got a steam key for cheap.

Well, upload file and give me look on it again, if you sure what you changed both files. You can do it by self - run ARZ Explorer and check if your's .arz is correct.

This is right place for adjusting xp earned from monster kill. You also should notice what original formula self-balancing, depends a lot on difference between monster and pc level, and i'm should state, what lot of monsters has no assigned specific xp value (e.g. monsterExperience in formula is zero for regular mobs). So formula itself works in two ways, bit tricky, and as more you overlevel - less xp you earn (up to zero xp earn). So, for pure tests it sometimes more practical to adjust formula which would give constant value (and then you can be sure that you changes applied). :)


it's funny that you got that idea too.

cause I jsut had a breakthroguh in a way.
since I literally struggle for like 4+ days already trying to change such a simple thing as exp, I now said "fuck it!" and downright put a constant value in there.

obviously not jsut 500000 or something cause that ain't an "expression".
but (monsterlevel-monsterlevel)+5000000 :-D

which does the same but is an expression (probably! :-D)

anyways, i did the stuff and tested it in game.

I got like half the exp bar full with 1 kill!

(was level 51, so to next level up was like 1-1.5 million exp needed)

so yeah, killed the same 10 or so enemies as usual, got to level 58 now.

but watching the numbers I also saw at least towards the end that doesnt exactly increase by 500k anymore (otherwise the last 5 digits of the current exp wouldnt change, right? yet they did).

so there must be some other stuff that tweaks the final exp given.

but given that this now works as is (made a copy elsewhere as backup cause working stuff is hard to get by!), we have a proof of concept.

exp wise, i could now probably up this to 500 million exp or something till I max out at level 75 or so.

but that wouldnt be fun.

I defeated typhon which was the source of my quest, like yesterday, by switching geas to a riciculously weak build (almost couldnt kill the cyclops at lower olymp)
but 50 resistance ion the important stuff 8fire even maxed with 100 resistance).

still was hard fought, 3 or 4 deaths needed and lots of circle running while my pets (lich king and the 6 minute cooldown pet) slowly killed him.


but now that i know that exp can be changed, i surely will try to change other stuff.

it's jsut said that there is nowhere like alist what all the names in the gameengine.dbr mean.

I mean, the experiencexchange was logical that it is how gained exp per kill is calculated.

but msot stuff has weird ans similar names, so knowing what is what would be nice :-)



Edit: oh, so the "mosnterlevel" attribute of certain normal mosnters is undefined and therefor used with value 0?

well that would explain some things and weird behaviors.
Why would anyone do that though? :O

4
Modifications / Re: How to make epic/legendary items enchantable?
« on: 09 August 2020, 19:29:44 »
 I did some changes, I basically made sure that the gameneigine files both have the same content, aka
the experience formula both ending in *350.

"build" it (which created he .arz file), then copied the whole mostrosity into the working folder.


mod is found under custom game, does it's usual bouncing.

but still no ingame change :-/

in general experience formula is the right plays if I wanna change how much exp I get for killing a monster, right?


yeah, I use steam.
at some time I bought the game somewhere and got a steam key for cheap.



Edit: fun thing:
I thought it might be cause in the experience formula, I didnt put a final pair of brackets around the final thing.

so did that, build the arz , usual business.

Now I dont get any experience at all! :-D

I literally just killed 10 lamia dudes in the third city of the forth act (after you go through madeas portal) and my exp hadnt changed by a single point!

I guess I'll just literally try everything now in order to find a working solution...

5
Modifications / Re: How to make epic/legendary items enchantable?
« on: 09 August 2020, 13:29:17 »
Here is the mod as I have it now:
https://easyupload.io/wrnijw

it bounces, it does it's original exp times 3 thing (which it had BEFORE I modified it).
but i dont see or feel anything from the changed values :-(

the experienceequation had, when it was still expx3, ...*7 standing there.
which I now changed to ...350 or something like that.

still obviously should give me many times more exp than before.
but it sadly doesnt and I dont know why :-(

6
Modifications / Re: How to make epic/legendary items enchantable?
« on: 09 August 2020, 11:35:56 »
You sure did help me there quite a bit!


what I did:
first delete all mods for a new start.

then struggle cause subbing, unsubbing, subbing, unsubbing did subscribe me but didnt again download the mod files for me.

after lots of mod workshopping and playing the main game, one of them suddenly appeared again.


-----------------------------------------------------




anyways, I did the following:
say A folder is the one  were the actually used mods are.
like the ones you see in "custom game".

let B be the folder that for whatever sick reason art manager is programmed to think anyone would dump their mods in and where the game never looks for mods.

so at first I had the downloaded expx4 mod in the A folder. obviously.
I copy pasted it to the B folder.
deleted the database.arz inside it.

so in B folder, the unpacked stuff of the mod still remained.
did my good old "changing all gameenigne.dbr files by hand" thing.
namely changed the "experienceequation" in the game -> gameengine.dbr file.

also came to learn that the spawn desnity (spawn min and max) are located in the other gameengine.dbr, which can be found via
xpack->game->gameengin.dbr

anywas, i modified the experienceequation formula there.

then got the art manager running (yep, got it to run on it's old default folder, folder B, again).
loaded the mod.
clicked "build".

which created a new database.arz file for the mod.

copy and pasted the whole mod folder (containing unpacked stuff as well as the .arz file) back to the A folder, the one the game actually uses for mods.

start game, custom game.



------------------------------------------




Only bad thing:
it wasnt as bouncy as before and ijnstead actually loaded the game map with my level 1 chatacter that I created jsut to use bounce mods.

however, he did indeed get from level 1 to 10 just from killing a handful of monsters and the very first boss jsut across the bridge (like the thing you do in the first 5 minutes of the game, not really even leaving the first towns area).


so that kind of worked.

what i probably did wrong and why it surely wanst a bounce map anymore is that when "building" the mod, at the very end before finishing it asks you to dlete unneeded stuff or something like that.
I had clicked yes there.




----------------------------------------------




so I went ahead and rinse and repeated EVERYTHING.
just choosing no this time, when asked about deleting "unallocated" stuff and such.

well, now it works as a bounce mod again.
(meaning I go custom game, select mod, click start, get error message, get thrown to main campaing menu.)

but sadly the actual changes dont do anything right now.
I had changed the movement speed minimum and the experience equation to like 400 times the normal value.

but it surely didnt feel like it changed anything, still had the values of the mod from when I downloaded it.
(which was only exp times 3 and no changed movement speed)




----------------------------




anyways, I doublechecked both the unpacked gameengine.dbr files, the changed numbers are in there.
as well as looked into the database.arz file itself! also the changed numbers there too.

no idea why it simply wont use the "updated" mod :-/

you said something about "forcing" the game to use the updated stuff.
but I didnt exactly understand it. can you please explain again? :-)





------------------------------




Also, another guy (actual admin), had long and lengthy told me to change experience I would need to change the experienceequation as well as stuff under rewards and penalties:
https://titanquestfans.net/index.php?topic=1059.msg15590#msg15590

As the comments imply, I couldnt for the f*ck of it figure out when wherre and why this was to be found....

wanna know who is the dumbass?
me.

I literally had the whole thing there the whole time whenever I opened art manager.

but whenever you load a mod, the shit thing does load the "sources" first.
and only thing on the left visible will be an modname/source file.

which obviously confused me the f... off when everyone showed me directories and stuff there which I did not have.

well, guess whoc accidentally 5 minutes ago saw 3 tabs "sources" "assets" and "database" right below there and clicked them for the first time ever?

yep, I literally just had to switch to the database instead instead of the current source tab and everything was there!


well, after further inspection I saw that this only contained the unpacked folders contents anyways, nothing really new, just presented in a MUCh easier and prettier way and well organized.


but so much for asthetics.

problem remains that the mod is basically perfect, would love to sent it to you to confirm if that is okay.
but I think it is in a workable state.

jsut that the game hasnt "updated" itself yet and uses the mod in the "old" and no longer even exiting version.

how can I make it "redownload" the mod from the folder, so it uses the ery current values and stuff?

any good way to enforce that? :-)


7
Modifications / Re: How to make epic/legendary items enchantable?
« on: 08 August 2020, 23:22:13 »
let's say I were to try it again with art manager.

internet tells me o create a new mod and more or less "import" all the creature, game, database, etc. folders of the unpacked mod.
how do I do that?

sadly art manager has no real tutorial, so I dont know what does what in there :-/


I know how to create an empty mode.
but not how to actually fill it with stuff imported from some other folder :-/

8
Modifications / Re: How to make epic/legendary items enchantable?
« on: 08 August 2020, 23:18:30 »
Why is editing an existing mod so difficult? :-(

Can you explain once again what you exactly do, step by step?

first IU download the "test" mod (random name we'll assume it has for now).

in that "test" foldet, I have both the database.arz file AND all the folders game, creatures, etc. (basically what would be in the .arz file, jsut unpacked)

so I have the packed file there AND the unpacked folder stuff at the same time.

I now went and edited the gameengine.dbr file in the "game" folder.
changed the "experienceequation" line there.

did the same for the other gameengine.dbr file which is located in the xpack->game folder.

so i basically edited all the availlable gameengine.dbr text filöes by hand (with notepad++, jsut simple text editor like any other out there).

Î would assume, like you say, that while I changed the unpacked stuff, the game only cares about the packed gameengine.arz file (and doesnt care about all the unpacked stuff in the same folder).
and obviously, since I never modified the .arz file, it still has all the old settings.

now it's jsut my main issue that I cant modify the .arz file.

I mean, I can of course unpack it and change the single files.

but getting all the, now changed, stuff back into an .arz file is beyon me.

ususally I could probably do this with art manager.
but I somehow got it kind of broken, let alone sayxing that I dont get how it works anyways.

so I would need a tool to take the usual folder structure of such a mod and put it back into a nice and neet .arz file.

only need to find a tool for that :-(


9
Modifications / Re: How to make epic/legendary items enchantable?
« on: 08 August 2020, 12:27:08 »
how would one do that?

There is two ways nowadays:

1. Download Titan Quest Lost Legacy mod, it solve this task by patching game.dll file. I'm doesn't play too much in this mod, but you generally even doesn't need their mod to play, just only need get patched executable files, and then run them over standard game or whatever mod you like.

2. Absolutely legal way in sense what you not need patch executables: like i'm described above. But without right (development) skills it will be really a painful job. (Unpack database.arz, replace in about 1500 files for TQAE, or more than 5000 files for SV-AERA, then pack this changes back into form of mod or in original database.arz...)

As for (2) i'm already done some good progress in reading and some naive writing of ARZ files, so applying patch like i'm described above (marking epic & legendary items as rare) is tooks few seconds... Actually i'm use this change as some sample. But there is still a lot of work before i'm be able to show tool. And generally it aims only to mod developers with some development skills (or who what to learn a bit).

It will look similar to next code (API is not final and varied):
Code: [Select]
            foreach (var record in database.GetAll())
            {
                if (record.TryGet("itemClassification", out var field))
                {
                    var value = field.Get<string>();

                    if (value == "Epic" || value == "Legendary")
                    {
                        record["itemClassification"] = "Rare";
                        record["--gx-itemClassification"] = value; // keep original value for later use
                    }
                }
            }

 :P


PS: I'm keep aside fact, what applying this kind patch on regular game and then bit of tqvaultae magic - it is another grand easy mode, and generally considered as cheating.

PPS: However i'm might reconsider and start publish less polished version, actually only small part of tool is near to finish (e.g. ARZ file support only). Road map bit bigger. :( However, for me there is case when writing tooling for modding more interesting than attempt to make mod. ;)

PPPS: I'm had similar functionality applied over .dbr files before. It was sucky, it was slow and it was lost on died HDD anyway, so today i have already better thing.


I am mostly asking cause i wann alearn how to edit a mods properties.

like I have downloaded an expx4 mod.

I went into the folder, edited the gameengine.dbr file in both the game folder and the xpack/game folder (putting a constant at the end of the experienceequation) and saved them both.

sadly that didnt do shit in the game and I seriously dont understand why.

there doesnt seem to be any other pklace where I could change exp stuff in that mod folder.

someone said something about a rewards and penalties section but I just dont find it anywhere in that gameengine.dbr.

sadly cant really use art manager in any way given that I messed up the 3 folders it is using, changed them to elsewhere and dont know anymore what the default settings were, so cant get any mods anymore.
but didnt even find dbr files anyways.

so yeah, changing the gameengine files in the mod's folder didnt do anything.

maybe i would need a new databse.arz file as well?

but sadly I cant use art manager anymore (which claimwise can create .arz files) so I cant repack the now edited stuff anymore :-(

I am at a loss what to do.

Why is editing an existing mod so difficult? :-(


Edit:
Quote

                        record["itemClassification"] = "Rare";
                        record["--gx-itemClassification"] = value; // keep original value for later use

Wouldnt it make sense to switch these 2 lines around?
like saving the old value elsewhere before you actually change it?

otherwise the gx-itemClassification will only save them all as "Rare" cause the old values had been already overwritten beforehand.

would jsut be my guess as a programming noob :-)

10
The following is all the content of the C:\Program Files (x86)\Steam\steamapps\workshop\content\475150\2126910474\lootpSpawn1Exp4\database\records\game\gameengine.dbr file.
lootSpawn1Exp4 is the mod name.
I jsut cant find any rewards orpenalties listed in this file

Code: [Select]
commonMonsterColor,{^w},
ArtifactFormulaCostAvailable,Records\UI\FontStyles\DescSkillRequirements.dbr,
ItemSkillNameIndent,8,
itemOverlayFontSize,16,
petBannerName,Records\Effects\ObjectEffects\PetSelectionBanner01.dbr,
experienceEquation,(((monsterLevel*15)+((monsterLevel-averagePlayerLevel)*(averagePlayerLevel/3.5)))*(1+(monsterExperience/100)))*7,
CameraPitchMin,25.000000,
prefixOnlyModifierCommonChest,100.000000,
ItemSetComponentNotAvailableIndent,8,
playerPathSlowdownLength,0.000000,
absoluteRunSpeedCapMin,40.000000,
ItemSetName,Records\UI\FontStyles\DescItemSetName.dbr,
fumbleDamageFxPak,Records\Effects\Default\DamageIndicationFX\DmgDuration_Confusion01.dbr,
potionStackLimit,250,
SkillRequirements,Records\UI\FontStyles\DescSkillRequirements.dbr,
SkillLevelTitles,Records\UI\FontStyles\DescSkillLevel.dbr,
skillMasteryTierLevel,1;4;10;16;24;32;40,
lifeLeachDamageFxPak,Records\Effects\Default\DamageIndicationFX\DmgDuration_LifeLeech01.dbr,
bossAttackSpeedCapMin,50.000000,
monsterSleepAggressionFalloffRate,0.250000;0.250000;0.250000,
ItemRelicNumber,Records\UI\FontStyles\DescRelicNumber.dbr,
PetBonusTitle,Records\UI\FontStyles\DescRelicNumber.dbr,
CameraDistanceDefault,34.000000,
ArtifactBonusTitle,Records\UI\FontStyles\DescRelicNumber.dbr,
maxRotationSpeed,12.000000,
ItemNameCommon,Records\UI\FontStyles\DescItemNameNormal.dbr,
absColdFxSound,Records\Sounds\SoundPak\Spells\Storm\ColdBurstHitPak.dbr,
artifactFormulaSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Blue01.dbr,
CameraPitchMax,51.000000,
heroMonsterColor,{^o},
scrollSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Olive01.dbr,
SkillDescription,Records\UI\FontStyles\DescSkillDescription.dbr,
prefixOnlyModifierChampionChest,45.000000,
monsterAttributePak,Records\Game\MonsterGameBalanceAttributes.dbr,
absPoisonFx,Records\Effects\Projectiles\343_StaffPoison_Low_Impact_FX.dbr,
ItemSkillHeading,Records\UI\FontStyles\DescItemDirections.dbr,
ArtifactFormulaDescription,Records\UI\FontStyles\DescBaseStats.dbr,
longRange,15.000000,
fireDamageFxPak,Records\Effects\Default\DamageIndicationFX\DmgDuration_Burn01.dbr,
playerRacialBonusPercentDefenseCap,100.000000,
suffixOnlyModifierBoss,500.000000,
commonItemColor,{^w},
ItemNameQuest,Records\UI\FontStyles\DescItemNameLegendary.dbr,
ArtifactDescription,Records\UI\FontStyles\DescBaseStats.dbr,
PetSkillStatsNext,Records\UI\FontStyles\DescSkillStatsNext.dbr,
ItemRelicDescription,Records\UI\FontStyles\DescRelicDescription.dbr,
ArtifactFormulaReagentNotAvailable,Records\UI\FontStyles\DescSetComponentsMissing.dbr,
artifactColor,{^t},
ItemSetComponentNotAvailable,Records\UI\FontStyles\DescSetComponentsMissing.dbr,
absLightningFxSound,Records\Sounds\SoundPak\Spells\Storm\ElectricBurstPak.dbr,
monsterAttackSpeedCapMin,20.000000;30.000000;40.000000,
maxPlayerRotationSpeed,16.000000,
PetBounsNextIndent,8,
confusionDamageFxPak,Records\Effects\Default\DamageIndicationFX\DmgDuration_Confusion01.dbr,
suffixOnlyModifierHero,300.000000,
CriticalHitOnPlayerStyle,Records\UI\FontStyles\CriticalHitOnPlayer.dbr,
playerSpellCastSpeedCapMin,60.000000,
playerAttributePak,Records\Game\PlayerGameBalanceAttributes.dbr,
ItemSetComponentAvailableIndent,8,
PetSkillStatsCurrent,Records\UI\FontStyles\DescItemBonuses.dbr,
monsterRunSpeedCapMax,500.000000,
ItemBanner,Records\UI\FontStyles\DescItemBanner.dbr,
magicalItemSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Yellow01.dbr,
monsterRunSpeedCapMin,20.000000;30.000000;40.000000,
legendaryItemColor,{^p},
playerDefenseCap,100.000000,
relicItemColor,{^o},
minPlayerRotationSpeed,14.000000,
absLifeFx,Records\Effects\Projectiles\343_StaffLife_Low_Impact_FX.dbr,
ItemRelicCompleteTitle,Records\UI\FontStyles\DescRelicNumber.dbr,
ArtifactFormulaReagents,Records\UI\FontStyles\DescRelicNumber.dbr,
UICharWindowInventorySack1DimsX,256,
ItemNameScroll,Records\XPack\UI\FontStyles\DescScrollName.dbr,
meleeRange,1.200000,
PetSkillNameCurrent,Records\UI\FontStyles\DescItemBonuses.dbr,
rareItemSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Green01.dbr,
playerSpellCastSpeedCapMax,300.000000,
playerPetBannerName,Records\Effects\ObjectEffects\MonsterConvertedBanner01.dbr,
prefixOnlyModifierChampion,50.000000,
SkillName,Records\UI\FontStyles\DescSkillName.dbr,
ItemNameRelic,Records\UI\FontStyles\DescRelicName.dbr,
monsterPetBannerName,Records\Effects\ObjectEffects\PetConvertedBanner01.dbr,
ItemSetBonuses,Records\UI\FontStyles\DescSetBonuses.dbr,
itemOverlayFontName,Records\UI\FontStyles\UIItemOverlay.dbr,
moderateRange,9.000000,
marketPurchaseSound,Records\Sounds\SoundPak\Player\MoneyBuyPak.dbr,
enchanterRecoveryFactor,1.000000,
playerRunSpeedCapMax,166.000000,
CameraDistanceMax,50.000000,
magicalItemColor,{^y},
ItemNameBroken,Records\UI\FontStyles\DescItemNameBroken.dbr,
templateName,database\Templates\GameEngine.tpl,
shortRange,5.000000,
bossAttackSpeedCapMax,500.000000,
characterDefensiveBlockRecoveryReductionCap,90.000000,
bothPrefixSuffixModifierHero,25000.000000,
meleeAutoTargetDistance,3.000000,
poisonDamageFxPak,Records\Effects\Default\DamageIndicationFX\DmgDuration_Poison01.dbr,
legendaryItemSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Purple01.dbr,
coldDamageFxPak,Records\Effects\Default\DamageIndicationFX\DmgDuration_FrostBurn01.dbr,
brokenItemColor,{^s},
manaLeachDamageFxPak,Records\Effects\Default\DamageIndicationFX\DmgDuration_ManaLeech01.dbr,
PetBonusNext,Records\UI\FontStyles\DescSkillStatsNext.dbr,
ItemNameLegendary,Records\UI\FontStyles\DescItemNameLegendary.dbr,
lightningDamageFxPak,records\xpack\effects\damage\dmgduration_lightningburn01.dbr,
deathPenaltyMin,0,
absPoisonFxSound,Records\Sounds\SoundPak\Spells\Rogue\PoisonBurstPak.dbr,
suffixOnlyModifierCommon,50.000000,
bossRunSpeedCapMax,500.000000,
bossSpellCastSpeedCapMin,50.000000,
relicItemSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Orange01.dbr,
RedemptionMultiplier,0.850000,
playerCooldownReductionCap,100.000000,
ItemBaseStats,Records\UI\FontStyles\DescBaseStats.dbr,
playerManaCostReductionCap,100.000000,
monsterSpellCastSpeedCapMax,500.000000,
ItemRelicName,Records\UI\FontStyles\DescRelicName.dbr,
ArtifactBonus,Records\UI\FontStyles\DescRelicBonus.dbr,
absManaBurnFxSound,records\sounds\soundpak\spells\storm\le_manaburnpak.dbr,
deathPenaltyEquation,(currentPlayerLevel^3) * ((1+ (3 * gameDifficultyDV)) / 9),
sleepDamageFxPak,Records\XPack\Effects\Particles\SkillEffects\DreamSkillFX\SleepSandsDeBuff_FXPak.dbr,
ItemDirections,Records\UI\FontStyles\DescItemDirections.dbr,
SkillRequirementsNotMet,Records\UI\FontStyles\DescSkillRequirementsNotMet.dbr,
monsterAttackSpeedCapMax,500.000000,
absLightningFx,Records\Effects\Projectiles\343_StaffLightning_Low_Impact_FX.dbr,
Default,Records\UI\FontStyles\DescItemNameNormal.dbr,
epicItemSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Blue01.dbr,
absColdFx,Records\Effects\Projectiles\343_StaffCold_Low_Impact_FX.dbr,
ItemBonuses,Records\UI\FontStyles\DescItemBonuses.dbr,
scrollColor,{^a},
ArtifactFormulaReagentAvailable,Records\UI\FontStyles\DescSetComponents.dbr,
suffixOnlyModifierCommonChest,100.000000,
questItemSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Purple01.dbr,
prefixOnlyModifierHero,300.000000,
artifactFormulaColor,{^t},
monsterDefenseCap,0.000000;0.000000;0.000000,
UICharWindowInventorySack0DimsY,160,
ItemDescription,Records\UI\FontStyles\DescBaseStats.dbr,
ItemRequirements,Records\UI\FontStyles\DescItemRequirements.dbr,
lifeDamageFxPak,records\effects\default\damageindicationfx\dmgduration_life01.dbr,
armorDefensiveAbsorption,66.000000,
bossSpellCastSpeedCapMax,500.000000,
SkillStatsCurrent,Records\UI\FontStyles\DescSkillStatsCurrent.dbr,
ItemSkillName,Records\UI\FontStyles\DescItemBonuses.dbr,
absFireFxSound,Records\Sounds\SoundPak\Spells\Earth\FireBurstBigPak.dbr,
UICharWindowInventorySack1DimsY,160,
bossRunSpeedCapMin,50.000000,
UICharWindowInventorySack0DimsX,384,
artifactSparkle,Records\Effects\ObjectEffects\ItemEffects\ItemSparkle_Blue01.dbr,
ItemNameEpic,Records\UI\FontStyles\DescItemNameEpic.dbr,
SkillStatsNext,Records\UI\FontStyles\DescSkillStatsNext.dbr,
petAttributePak,Records\game\petgamebalanceattributes.dbr,
defaultCombatManagerRecord,Records\Game\CombatEquations.dbr,
questItemColor,{^f},
absPercentCurrentLifeFx,Records\Effects\Projectiles\343_StaffLife_Low_Impact_FX.dbr,
playerAttackSpeedCapMin,60.000000,
CriticalHitOnMonsterStyle,Records\UI\FontStyles\CriticalHitOnMonster.dbr,
PetBonus,Records\UI\FontStyles\DescRelicBonus.dbr,
questMonsterColor,{^p},
rareItemColor,{^g},
CameraDistanceMin,5.000000,
absFireFx,Records\Effects\Projectiles\343_StaffFire_Low_Impact_FX.dbr,
monsterSpellCastSpeedCapMin,20.000000;30.000000;40.000000,
prefixOnlyModifierCommon,50.000000,
PetSkillNameNext,Records\UI\FontStyles\DescSkillStatsNext.dbr,
itemCostName,Records\Game\ItemCost.dbr,
absManaBurnFx,records\effects\storm\343_spellshock_fx.dbr,
championMonsterColor,{^y},
ItemSetComponentAvailable,Records\UI\FontStyles\DescSetComponents.dbr,
playerDodgePercentCap,100.000000,
PetBonusIndent,8,
monsterLevelGapFixer,0;5;7,
ItemNameArtifact,Records\XPack\UI\FontStyles\DescArtifactName.dbr,
ArtifactClass,Records\UI\FontStyles\DescItemBanner.dbr,
ArtifactTitle,Records\UI\FontStyles\DescItemNameNormal.dbr,
absoluteRunSpeedCapMax,500.000000,
bleedingDamageFxPak,Records\Effects\Default\DamageIndicationFX\DmgDuration_Bleeding01.dbr,
pathSlowdownLength,0.000000,
PetBonusNextTitle,Records\UI\FontStyles\DescSkillStatsNext.dbr,
suffixOnlyModifierHeroChest,600.000000,
maximumRange,18.000000,
ArtifactFormulaTitle,Records\UI\FontStyles\DescItemNameNormal.dbr,
playerAttackSpeedCapMax,350.000000,
ItemNameArtifactFormula,Records\XPack\UI\FontStyles\DescArtifactName.dbr,
ItemSetDescription,Records\UI\FontStyles\DescRelicDescription.dbr,
marketSaleSound,Records\Sounds\SoundPak\Player\MoneySellPak.dbr,
ItemNameMagical,Records\UI\FontStyles\DescItemNameMagical.dbr,
ItemRelicBonus,Records\UI\FontStyles\DescRelicBonus.dbr,
bothPrefixSuffixModifierHeroChest,2000.000000,
relicCursorActivationSound,Records\Sounds\SoundPak\Items\BraceletDropPak.dbr,
minRotationSpeed,9.000000,
ArtifactFormulaCostNotAvailable,Records\UI\FontStyles\DescSkillRequirementsNotMet.dbr,
itemOverlayFontColor,1.0 1.0 1.0 1.0,
meleeTargetDistance,3.250000,
bossMonsterColor,{^r},
scrollStackLimit,100,
ItemNameRare,Records\UI\FontStyles\DescItemNameRare.dbr,
prefixOnlyModifierBoss,500.000000,
suffixOnlyModifierChampionChest,45.000000,
bothPrefixSuffixModifierBoss,30000.000000,
ItemNamePotion,Records\UI\FontStyles\DescItemNamePotion.dbr,
epicItemColor,{^b},
freezeDamageHandler,Records\XPack\Effects\Damage\FreezeHandler.dbr,
alertDistance,5.000000,
deathPenaltyMax,500000,
playerRunSpeedCapMin,60.000000,
prefixOnlyModifierHeroChest,600.000000,
suffixOnlyModifierChampion,50.000000,
playerDodgeProjectilePercentCap,100.000000,
CameraPitchDefault,41.000000,
potionItemColor,{^r},

11
In terms of art manager, theres no anniversary edition, what so ever. vanilla = base game until IT.

To edit any global change you must to edit the files in the base game ( since they change in the whole game), The files in xpac do not change anyhting.




sorry if I cant follow you.

in general the C:\Program Files (x86)\Steam\steamapps\common folder contains 3 folders:
titan quest
titan quest anniversary edition
titan quest immortal throne

I had been fidling with the art manager in the anniversary folder.

the mods that the game actually uses are in
C:\Program Files (x86)\Steam\steamapps\workshop\content

(so totally different place)

and, funnily enough, the "root folder" , whcih cant be changed and were trashy art manager searched for mods is like
C:\Users\Admin\Documents\My Games\Titan Quest - Immortal Throne\Working\CustomMaps\CustomMaps\

so somewhere completely else. whcih the game when trying to do a custom game, obviously doesnt even look and therefor cant find anything there.


so I am deeply confused.

as mentioned, I fiddled with art manager and except for changing the 3 folders art managers uses (and therefor no longer being able to use the art manager cause he cant find anything anymore and I dont know what the 3 default directories were) didnt do anything with it.

given that it couldnt open anything anyways, I used my good old notepad++ and went into the mod's folder (namely the lootpexpx4 mod).
and edit the gameengine files there.
in line 6 they have the experience formula thing which I modified but didnt cdi any in game change.



you see, my goal isnt to change the game itself permanently, just modify the mod so that nI can use the bounce mod and temporarily get 10 times exp.

dont wanna set the exp to 10 times in general, just for when I use the mod.



how do you load these dbr files in art manager anyways?

I even went ahead and copied the mod folder to the place where art manager looks for mods, so it can be found there.
but except some modname/source thing on the left, there is nothing.

let alone such a neet structure as you have there! :O

12
Only need to change in gamengine from the vanilla game.

like records/game/engine, should be it.

Not from xpacs.

and then, rewards and penalitys

hm, I have already changed both the gamedatbabase and the file in xpack now :-/
is that a problem now?

what do you mean by vanilla game?

I am playing the anniversary edition.

rewards and penalties? in whcih folder or file would that be located?
cant really find it.

the records folder of the mod has the folders:
creatures
game
item
quests
xpack1
xpack2
xpack3

and game only contains the gameengine.dbr which I changed.

13
Hello, has the first topic of a 10 times exp mod be solved?
I tried the link but only gives me a blank page.

Can someone please elaborate which file actually contains the formula for the experience gained by monsters?


I had another expX4 mod which did work properly.

tried to change the "experienceequation" in any gameengine.dbr file that I could find inside the mod.

like changing it from *7 to *700, changing that would be very obvious.

but sadly it didnt change the in game stuff at all.

no matter what i did to the experience equations found in the gamengine files, the game jsut didnt behave any differently! :O

What did I wrong there? :O

@undefind
@WNG
@kelian17

Quote from: undefind
Quote from: WNG
Quote from: kelian17

14
jut for clarification:
I got a bit further.

Namely: I got myself the arz explorer 8or whateer it's called, the thing for arz files).


opened the mod in it.

searched for every game file in there and manipulated the "experienceequation".
normally it has the form *some stuff* times 7.

I changed it to times 100.

changed it that way in any game file I could find in there .

and saved the game file in the folder where it had been previously, overriding the old game file.

sadly that didnt change anything in game, mod still only does exp times 4.
whcih now should be more like exp times 57.

I would assume, assuuming that my approach is even the right one in the first place, that the existence of the old database.arz file is the issue.

can I jsut delete it and the game will take the infos from the extracted folders instead?
(for clarification, that mod has both the packed database.arz file AND it's extracted contents in there.)

or is there a way to take the (partially changed cause I changed the game.arz files in there) folders and pack them back into a .arz file?
and overwrite the existing database.arz file with that new one?

is that possible in one way or another?

or am i doing the wrong thing either way?

15
Modifications / Re: How to make epic/legendary items enchantable?
« on: 05 August 2020, 20:43:26 »
how would one do that?

Pages: [1] 2

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