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Messages - koderkrazy

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1
Other Modifications / Re: [Tool] TQ Blacksmith
« on: 09 August 2019, 13:21:39 »
Hello,

I was trying to make this work with the steam version of TQAE with Ragnarok and Atlantis.  It sees the player directory but not the TQAE install dir when I try to set it to D:\Steam\steamapps\common\Titan Quest Anniversary Edition . The save button stays grayed out.  I cancel out then get this error:
2019/07/27 06:01:45.23 :Error loading resources System.IO.FileLoadException: Could not load Text DB.
   at TQ_weaponsmith.Database.LoadTextDB()
   at TQ_weaponsmith.Database.LoadDBFile()
   at TQ_weaponsmith.LoadDataForm.loadResources()

Any help would be greatly appreciated.
The button enables only when the files exist. It checks that, when the file selection dialog closes with selection. I think if you copy paste path then the check doesn't happen.
Try to select the path using path selection button. Otherwise try to put it directly in 'Configurations.txt' file.

2
Other Modifications / Re: [MOD] TQ Fun - Collection of mods
« on: 29 July 2019, 18:59:08 »
Hey koderkrazy, do you know how the camera rotation tools can be made to work for Atlantis?
...
Try the latest table v5 on Atlantis and let me know.   :)

3
Other Modifications / Re: [MOD] TQ Fun - Collection of mods
« on: 29 July 2019, 18:45:35 »
Added game camera modifications.
Get latest CT file TQFunV5.ct from main post. https://titanquestfans.net/index.php?topic=504.0

Here is the usage:
------------------------------------
 - After enabling Camera mods switch back to game and zoom in or zoom out using mouse wheel.
 -Note: First set 'Far Plane' to 200. Default value 750 is too high. If you zoom out a lot then game will freeze while trying to render huge area.
 - Make sure you haven't assigned Numpad 0, Numpad 4-9 keys to any other game action.
 - Pitch(look up-down) press Num5 to decrease and Num8 key to decrease.
 - Yaw(look left/right) default is 0.873. Entire game is designed based on this value. So if you change Yaw you'll see some black areas. Press Num4 to decrease Num6 to increase.
 - Distance is camera distance from the hero. Num7 to decrease Num9 to increase.
 - Press Num0 to reset Pitch, Yaw, and Distance to default. Scrollin mouse wheel, pressing Num1,Num2,or Num3 will also reset the camera.
 - FOV(field of view). 0.9 value will include lot of things in the screen. Set value according to your Computer's performance.
 - MinZoom, this sets how close the camera can get to hero upon scrolling mouse wheel.
 - MaxZoom, this sets how far the camera can get from hero upon mouse wheel scrolls.
 - No of Zoom steps is number of mouse wheel ticks required to go from zoomed-in to zoomed-out state.
 - Zoomed in/out pitch, camera pitch changes based on zoom. Closer to the hero camera becomes horizontal and far from hero camera looks downwards.

4
Other Modifications / Re: [MOD] TQ Fun - Collection of mods
« on: 26 July 2019, 19:15:44 »
Invisibility option makes mobs invisible to character attacks.
Game behaves like there are no mobs at all.
Is this intended?

Yes, while invisible you can't do damage. I guess developers added this property, on hero object, this way for testing purpose.You can explore map without any hindrance.

There are other separate properties on hero object, god and invincible. Trying to keep this table as quality of life mods only, so I haven't added god and invincible options.

5
Other Modifications / Re: [MOD] TQ Fun - Collection of mods
« on: 25 July 2019, 06:20:06 »
Updated the table/script for latest game version 2.8

To freeze time check/select [  x ]  the time row. To edit time double click on time value.

6
I've updated the table https://titanquestfans.net/index.php?topic=504.0

Set time to to your preferable test. and freeze it by selecting
  • the time row.


7
Other Modifications / Re: [Tool] TQ Blacksmith
« on: 24 July 2019, 08:09:47 »
Hey guyz!!
Sorry for late response.  :'( :-[

I've fixed the exceptions.
System.ArgumentOutOfRangeException: Non-negative number required.
...
...
Atlantis introduced second relic bonus and var2(don't know what it is) to the player save files.
So the file format changed. I've updated the parsing code.


Error loading resources System.IO.InvalidDataException: TEX magic is invalid.
Some how latest updates bugged the Eitr charm icon/image. I can't see eitr charm in version 2.7 properly it's broken.
I've silenced the exception in the blacksmith tool. Till they fix the icon it'll show as orange square with black question mark in it.


Get the TQBlacksmith v1.4 from main post.
Make sure you backup the save files before trying the latest tool version 1.4.
I don't have Atlantis DLC but I've tested it on 'TitanQuest v2.7' which is the latest.
I think it'll work on Atlantis DLC as well. If Atlantis has introduced new weapons and other items, then they won't show in the tool.  :(

Let me know if any issues.

8
Other Modifications / Re: Horse Rider Mod (WIP)
« on: 11 August 2018, 07:27:03 »
I won't post the tool here, that's up to koderkrazy.
I've posted it in tools section:
https://titanquestfans.net/index.php?topic=583.0

It would be great if you add it to your Tools Database collection and the post.

9
Installation and Tools / [Tool] TQ Anim Bone Renamer
« on: 11 August 2018, 07:21:38 »
I've created a tool that allows you to rename bones in .anm files.
To understand why the tool? read this tutorial https://titanquestfans.net/index.php?topic=578.0

Here is the link for the tool TQ_BoneRenamerV1.7z
https://mega.nz/#F!HehT0brT!fSaecQLacXy-OMjw4NY5VA
To test it I've given a female anm. If you use as it is then hairs won't move. But if you remove '_MOUNT' from bones using the tool then the hairs will start moving again.



10
About the other two - "repeat shorter" and "crop longer", i haven't tried them yet and cant say what they are for.
These are my findings after looking at code:
Freeze - It sets all AnimationFrames of a bone to first animationFrame of the bone. This applies to all eligible bones based on shorter or longer.
Repeat - Increases number of AnimationFrames in shorter bones and repeats existing AnimationFrames till new frame count.
Corp - Reduces the number of AnimationFrames in a longer bones, hence it crops the animation for those bones.

11
You need animations for it to work. Use these:
If you want to make it an actual mod, i can tell you the steps. The tutorial is only a crude example how it works.
No no. I am not complaining about the tutorial. I updated the male anm bones with _MOUNT by referring to neanderthals.
I think I renamed wrong limbs or and I completely lost track of which were original files and which were modified. :(
I'll modify .dbr than renaming anm\msh files in next attempt.

12
Here my male pc riding saber tank!!    >:D
My fault, looks like I've renamed wrong bones..


13
Wow!  I'll definitely try this. :P

Thanks for thorough documentation!

14
Anniversary Edition - General discussion / Re: Earth and Rune
« on: 14 July 2018, 21:04:28 »
For some time, I've been thinking if it could be possible to swap some skills in certain masteries with the skills monsters use..
But the most I have wanted to use is the Distortion wave which the Furies use.. @koderkrazy please see this ^-^
Monster skills could easily be given to player character in a bounce mod. But updating skill tree UI is lengthy part. Except buttons rest of the entire UI is an image. For monster skills we'll have to create a new UIs.

If you are talking about only the special effects and not the entire package of Distortionwave then it could be done easily.

15
Other Modifications / Re: undead absorbation removel
« on: 14 July 2018, 20:32:50 »
you are right but....
i realy want to play poison only build
i currently  learning to use art manager but for the love of god i cant find the absorb value :(
first of all welcome to the TQ modder's club  :))
All creatures who have characterRacialProfile=Undead are undead. Like skeletons, zombie, ghosts, ancestrals, mummy, wraith, spectre, abbysalliche, drawned sailors, lostsouls, draugs, some bosses etc.

Then look in the 'Skill Tree' section of the monster for passive skills like Resist_xyz.dbr. Yup, developers didn't add poison, bleed, life resist on monsters directly, they added passive skills...
These are main such skills:
Records\Skills\Monster Skills\Defense\Resist_Undead.dbr - Description in comment section of the file says: 50% Life / 1000% Life Leech / 1000% Bleeding res & 70% Poison Absorb
In this skill look for damageAbsorbtionPercent:70 and poisonDamageQualifier:1

records\skills\monster skills\defense\resist_ghost.dbr -  50% Life / 1000% Life Leech / 1000% Bleeding / 1000% Poison res & 60% Physical+Pierce Absorb
In this file look for defensivePoison:1000

If you modify these most of the undead will get affected. But not all.., people like Toxeus have got some more special skills.

@Hector good that you looped me in :P

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