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Messages - MedeaFleecestealer

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Game doesn't have Xmax installed as a default, it's something you have to download like any other mod. 

Which version of the mod are you using stormyboy and Namefunny?  I recently switched to this one

Seems to be more up to date than the other one on Steam that hasn't been updated since 2016.

Modifications / Re: an even tougher one !
« on: 22 October 2021, 15:19:47 »
Since the questions are general ones, I can't see that they necessarily need to all be under one thread.  If you're not interested in the thread topic then simply ignore it/don't reply. 

New Projects / Re: A Few Bug Fixes And Some More
« on: 21 October 2021, 09:11:22 »
Have you considered putting the mod on to Mega or Moddb so players not using Steam can enjoy your work as well Endymion?

Got a bit further with my Soothsayer today, she's up to L28 and has reached Memphis.  Pets struggling a bit, often need to resummon a wolf.  Alastors were particularly hard; needed to retreat back through the door to resummon a few times.  They did finally manage to bring them down though. 

Anyone who's been that far along in the game know if these still hold true or not from the OP?

NOTE: In the IT version of this mod it's not possible to do the Sphinx quest and the Protect the Flag quest, you need to revert to the normal game to do these and then re-enter the mod to continue once you've completed them and got your reward.  The latest version of Xmax for TQAE should work properly.

NOTE: The Three Sisters side quest is bugged in the AE version of the mod, the heroes don't spawn so you'll need to go back into normal game to do this quest. 20.06.19: Steam version of Xmax mod seems to have this quest fixed.

Because I'm playing with this version of Xmax

x-max x10 with Atlantis support

and there's a comment in there that said all versions of Xmax still have a problem with the quest in Act 2.  Seen nothing about a problem with the 3 Sisters quest or the flag one.

Welcome to the forum and to the challenge Namefunny.   :)

Added your character to the leaderboard and good luck! 

Am I missing something here or is there no link for 1.9 download in the OP? 

Downloads / Re: Early Alpha Testing ~ Go!
« on: 14 October 2021, 12:53:55 »
Yeah, that worked nargil, thanks for the tip.  :)

Downloads / Re: Early Alpha Testing ~ Go!
« on: 13 October 2021, 22:12:33 »
Not tried that, I'll give it a go tomorrow and see if it works.

Downloads / Re: Early Alpha Testing ~ Go!
« on: 13 October 2021, 11:17:09 »
Main hassle for me atm is that TQVault doesn't see the transfer or relic parts and I keep forgetting you've changed the inventory bags too and put stuff too far right and then can't access it ingame because it's technically not in the inventory bag.

Not sure this is related to previous post, but ....

Background: me and some of the other mods on the official TQ discord were trying to recreate a multiplayer bug problem to give the devs more info on it.  I've been playing the 2.10 publicbeta patch since we got it for playtesting, but as the others were on 2.9 I reverted back to that on Steam.  I then couldn't join in at all so had to drop out of the multiplayer testing.  I reinstalled 2.10 on Steam and that was it.

The other day I decided that it might be better to uninstall my GOG version of the game which is 2.9 at least until the publicbeta gets to that platform.  So I backed everything up - save folder and TQVault stuff too - and then uninstalled GOG and also uninstalled the Steam version, deleted the save folder as well.  I then reinstalled the Steam version and put back the characters I wanted into the new save folder. 

Went to play LoC yesterday and find this with my existing characters.  Not only are things outside the inventory bags, but the personal stashes - which had been expanded to full size - were back to the first level with no way to pay to expand them again.  I verified the Steam files and also downloaded and installed the LoC mod again, but no change.  Also in TQVault I can't access the expanded inventory bags either (they're not expanded in there as well) so can't move those items into useable space.

It may be something I screwed up with my fiddling around, but I thought I'd better post here too just in case it's something to do with the mod. 

I did start a new character in the mod yesterday and had no problems expanding the personal stash so it only seems to be my existing characters that are affected.  It's no big loss as none of them were that far along, but a bit sad as I was looking forward to seeing what you'd done in Egypt as I'd just gotten into Act 2; now I've got to get a new character to that point again. 

Modifications / Re: inventory size modding
« on: 12 October 2021, 16:32:20 »
Let's keep on topic and keep it civil folks. 

Modifications / Re: inventory size modding
« on: 12 October 2021, 08:15:50 »
Does anyone here have any experience with inventory size modding?
I am trying to achieve a non-inventory equipping (directly to and from the player's body) for more realism (as a warrior you can only carry what you wear and have in your hands...)

Rather than modding the game, have you considered just not picking up stuff except for gold and any equipment you want to wear?  Not using any spells? 

Nargil66 would know more than me, but I'm not sure you can pick up something from the ground and equip it directly without it going into the inventory bag first.  Shops you could do it I think, but I'm not sure about drops.

Zardoz, we already have a challenge running where you can only use weapons/shields/potions and nothing else; it's called the Naked HC challenge. 

Release date has been put back from some time this year to some time in 2022.   :(

Crate Entertainment / Crate’s Grim Dawn Related RTS Project
« on: 09 October 2021, 08:37:38 »
Medierra got chatty a little while back again and the talk drifted into RTS games, including the one Crate are developing.

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