Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Modifications => Topic started by: Adehmar on 19 February 2021, 21:23:13

Title: How to build one file into an existing mod?
Post by: Adehmar on 19 February 2021, 21:23:13
So let's say I have the xmaxftw- mod, which increases spawns and loots.

Now, I know how to make mods, build them and play them.

Suppose I want to change potion stacking. The gameengine.dbr has "maxpotionstack = 10", and I want to change it to 100. I can do that in ArtEditor, but, how can I include it in the whole mod?

I don't see a way of doing that without importing EVERY single database record from the mod.

Help?

Title: Re: How to build one file into an existing mod?
Post by: sauruz on 20 February 2021, 11:06:49
If im not mistaken, that is the only way.

You need to export whole xmaxftw mod files and change the potion cap in gameengine file placed (xpak) on Art manager.
Title: Re: How to build one file into an existing mod?
Post by: nargil66 on 20 February 2021, 16:43:49
There is a way, it's the same method as building a custom map mod into your main game database.arz. Its explained here:
https://titanquestfans.net/index.php?topic=653.msg6574#msg6574
Only in this case you build your file into another custom maps arz.
Tell me if something is unclear.
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