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General Discussion / Re: Post your TQIT/TQAE/R Collector finds here
« on: 04 April 2020, 21:27:34 »
About Electrum/Rhodesian slings, it's the same case: items are there, but are labeled (by the developers) that they do not drop.
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General Discussion / Re: Post your TQIT/TQAE/R Collector finds here« on: 04 April 2020, 21:27:34 »
About Electrum/Rhodesian slings, it's the same case: items are there, but are labeled (by the developers) that they do not drop.
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Quest Modding / Re: [Tutorial] Create your own quests!« on: 04 April 2020, 19:37:01 »↜ Annex II : Function of basic actions ↝ Here's the function of some actions used in the Quest Editor. To my experience, not all of them work (or I don't know how they function?) but I will list down below the basic/essential actions for starters.
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Quest Modding / Re: [Tutorial] Create your own quests!« on: 04 April 2020, 19:36:52 »↜ Annex I : Function of basic conditions ↝ Here's the function of some conditions used in the Quest Editor. To my experience, not all of them work (or I don't know how they function?) but I will list down below the basic/essential conditions for starters.
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Quest Modding / [Tutorial] Create your own quests!« on: 04 April 2020, 19:36:42 »↜ Create your own quests! by WNG ↝ Introduction In this tutorial, you will learn how to make and play your own quests and include them in your custom maps. Quests can be logged into your journal or used to control some events in the world every session, making them very powerful tools to make your world interactive. I may assume you have some basic knowledge and overlook some manipulations. Feel free to tell me if anything is unclear. Without further ado, let's get started. I. Create a .qst file This step will require:
Procedure: I. Have a functioning mod (optional but recommended): Prepare a mod that will include in its database all the new entries that will be used for your quests. If you need custom monsters or new rewards, you should prepare them before using the Quest Editor. II. Load your mod in the Quest Editor: Locate the Quest Editor in your game folder and open it. It might take a while to open. It may prompt you to select a mod; this allows the Quest Editor to use your mod's database and use any new ressources you've added. If you aren't prompted, you can still proceed by selecting File > Select Mod... III. Create a .qst file: You can now simply press on File > New Quest Document or the Two-pages icon to create a new quest document! II. Understanding the quest components I. Quest Steps: Quest steps are the big sections of your quest. You can name them by clicking on them and leave comments on them too. Their only use is to contain triggers. Quest steps can contain multiple triggers at once, although I suggest you stick to using one trigger per quest step. II. Triggers: Triggers represent the events that can occur. You can name them by clicking on them and leave comments on them too. Triggers contain conditions and actions. III. Conditions: Self-explanatory; conditions are criterias that need to be met to trigger the action below. All conditions must be fulfilled before proceeding. IV. Actions: Self-explanatory; actions are events that will occur once the conditions are fulfilled. V. Tokens: Tokens are switches that can be used to keep track of the progress of the player's quests, enemies defeated, who it has talked to or not and a lot more. Unlike switches, however, tokens are not exactly booleans; they are granted to the player which means you can either own a token or miss a token (the difference is very subtle.) You must create your own tokens; they are not generated automatically. Simply press on the wrench icon on the top bar and on the Create Token button. !! If the window says the Tokens.bin file is not editable, make sure 1) the file exists in your mod directory, 2) the file itself (and its parent directories) are not set on Read-only. !! III. Analyzing a quest example To build a quest from scratch, it is necessary to understand how each action and condition operates, but we will get to that later. For now, let's make sure that you understand how a quest is built by looking at an example quest from one of my old custom maps. The Broodmother : To complete this simple quest, the player must find a kill a huge spider. Here is the structure as seen in its .qst file. Spoiler for Hiden: Step 1: Initialization Spoiler for Hiden: Step 2: Receive quest Spoiler for Hiden: Step 3: Defeat spider Spoiler for Hiden: Step 4: Report back Spoiler for Hiden: IV. Implement a quest in your mod We now know how a quest file looks like and how it is built. I will explain in the posts below the function of some conditions and actions, but before that, let's look how we include a new quest to our mod. This step will require:
Procedure: I. Make an asset of your .qst: Once you have finished and saved your .qst file, open the ArtManager with your mod selected. In the Source tab, select the folder you want to store your quests in (every mod starts with a Quests folder by default.) Right-click on the window on the right and click Import... From there, find your quest. Once it's imported, right-click on it and press Auto-Create Asset. II. Build the asset: Visit the Assets tab and locate your quest file in the same folder you left it in Sources. Right click on it and click on Build. Once it's done (should display "added: ./_questname_.qst" in the console), press F7 to build your mod. The quest is now incorporated in your mod, but remains unused... III. Add the quest in your map: Launch your custom map. On the top bar, press on Quest > Selected Files... You will see the entirety of the quest files used by this map. Press Add and locate your quest. Once it's added, make sure to save your map (no need to rebuild pathing or maps.) For changes to take effect, you may need to rebuild your map and your mod with the Art Manager. 20
New Projects / Re: Shadow Champions (Mastery Mod) - WNG« on: 31 March 2020, 12:43:40 »
Progress on SC's rogue dungeons :
The maps of 2 RDs are finished, 2 of them are well under way and one of them is very early still. They are progressing rather quickly despite the amount of efforts and time required. I've also started working on their loot tables and their unique enemies; RDs shouldn't offer exciting yellow/green items, but a lot of MIs, charms, formulas and even uniques. We also decided to include one optional and special quest in each dungeon. The reward will take the form of something permanent and worthwhile for the character instead of simple loot and bonus XP. In case I hadn't mentionned, you can re-attempt those an unlimited amount of times as long as you get a new key every time you wish to enter. They should prove themselves good farming spots in general. I can't estimate when they will be ready for launch, but it is safe to assume it will take at least 2 more weeks. I'll try to share my progress then. 21
Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 31 March 2020, 12:34:14 »
When you attempt to overwrite the game's database with your mod's database, have you noticed any difference in file size? I would guess some files are missing and there's a way you could make sure no file is left out: you could try using ARZ Explorer (https://titanquestfans.net/index.php?topic=709.0) and use it to extract the whole base game's database, place it in your mod then add your item. Rebuild the mod for a new .arz and place this one in the game folder. Remember to make backups.
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Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 30 March 2020, 03:59:21 »
Before skipping any steps, have you made sure that it works in a Custom Quest at all?
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Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 29 March 2020, 05:30:43 »
It's hard for me to tell because I don't know what you did or how your files look like. The implementation of a new item should be pretty straight-forward and certainly not lead to the loss of game elements.
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Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 26 March 2020, 04:00:05 »
I think some Atlantis templates are missing which will cause an error when attempting to build them. Are you running your mod through Custom Quest or Main Quest? What have you attempted so far?
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Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 25 March 2020, 01:12:59 »
In my message, I assumed you would include your item only through loot tables and not make it appear on the ground. If you want to make it appear in Main Quest, whether it is on the ground or not, you will need to replace the game files with yours, and if you have different game files as your partners, you will not be able to play with them.
About those cheated items, I'm not sure how they're made, but they all use assets in-game, so they definetly come from somewhere. But I don't really know tbh... 26
Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 24 March 2020, 00:52:56 »Just got it all working now, spawned my item. So first of all, thank you, this has been really helpful. However, one question remains, is it somehow possible to insert a custom item into the main Game making it playable there? I'm pretty sure it is, so how do I do it? The only way to do this is replace your game's database.arz with your mod's database.arz. That will modify the game files, so make sure to make at least one backup to preserve your old files, in case you mess up and wish to go back. Also, you will not be able to play multiplayer with players that have a different database.arz than yours. 27
Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 23 March 2020, 21:37:30 »
You should have only 1 .arz file and it should be named database. Not sure how you came to do a item.arz; the ArtManager automatically produces the file you need.
You built the file but did you build the mod (F7)? Do you select the mod in the Editor? 28
Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 23 March 2020, 19:31:22 »
Would you share some screenshots? I would like to see your item .dbr file in the ArtManager and where it should appear in the Editor. About the assets, it is only needed for things like textures and such. Database entries are unrelated and should appear in the Editor even if you attach an unexisting texture to them.
About the black map, you can force ArtManager to recreate the working directories by moving your whole TQ folder (the one that contains SaveData, Custommaps, Working, etc.) and launch ArtManager. Then, restore your old fields where they used to be, and try to rebuild the pathing again (or a make a new map, even.) That's the only solution I found to this bizarre problem. 29
New Projects / Re: Shadow Champions (Mastery Mod) - WNG« on: 23 March 2020, 00:48:14 »
v1.21 is available. It's rather small patch considering it came only 1 week after v1.2. It brings some new items, bug fixes and balance changes.
Next up, along with any necessary bug fixes, the clear of my time will be invested on the Rogue dungeons. You should expect them next patch. More info about them soon 30
Art Manager / Re: [Tutorial] Add a new weapon to the game!« on: 23 March 2020, 00:46:01 »First of all, thank you for the manual, this is the first helpful thing I've seen on the topic. Glad to help A couple of questions though. Having followed the instructions I modified the properties of an item and let it use it's original textures, then modified a chest to drop the item as a bonus, and renamed then built both .dbrs, if this process though described quite briefly is correct, I'd like to ask how you'd get either the item and or the chest to be accessible in the editor to be placed in a custom map, or any modified object, really. Apologies if I missed something. If you have built your item proprely, it should appear in the object list in the Editor. Place it in your custom map and that should be it. Also, general question, couldn't you have used a less clunky system for verification? No idea what you mean here |