Author Topic: Pantheon Mod - Development  (Read 269114 times)

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Offline Typhon

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Re: Deities Mod - Early Development
« Reply #30 on: 16 November 2017, 23:24:54 »
How do you get the skins for the characters? Through the mastery selection, tunic dyes? Looks nice :) Like how the guy in the picture above is red.
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Online nargil66

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Re: Deities Mod - Early Development
« Reply #31 on: 16 November 2017, 23:56:14 »
I replace mesh, texture and animation of main character with the ones of the creature i want it to look like.

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Online nargil66

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Re: Deities Mod - Early Development
« Reply #32 on: 20 November 2017, 19:21:50 »
Today i transferred the mod to new expansion. A new god is added on my to-do list - Poseidon. Recompiled all resources for UI and Effects as .arc files and relinked them in database (finally). Next i'll do the same with all textures for creatures and items I've made from old forum untill now. When this is all finished, the old mess from replacing files in database folders will be cleared. I'm satisfied. Also integrated new caravan to the mod.
Preview picture for mastery selection screen is updated (check the first post).
« Last Edit: 20 November 2017, 19:24:16 by nargil66 »

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Offline botebote77

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Re: Deities Mod - Early Development
« Reply #33 on: 20 November 2017, 20:25:05 »
goodie i want to try this after ragnarok

just one question, what are those stats in the first post? are they the recommended stats? because i mean nothing prevents me from going int on a warfare char.. like my physical ternion guide for example.. in TQIT years ago, i had a defense char focusing on int.. or if i make an elementalist, i would seriously consider making it an archer.. so are those fixed stats or are they just your recommended stats?

edit: and the weapons too

https://s1.postimg.org/84wop0ze67/deities_overview.jpg

« Last Edit: 20 November 2017, 20:26:44 by botebote77 »
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Online nargil66

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Re: Deities Mod - Early Development
« Reply #34 on: 21 November 2017, 00:13:40 »
They show horizontaly bonuses to which weapons are given fron the mastery, what damage types it makes or what resists it has... etc.

For example with Apollo:
Bonus Damages/Resists - Apollo skills add to Fire/Burn and Vitality/Vitality Decay (in Deities desease will be represented by vitality/vitality Decay instead of poison). There is also a skill that gives elemental resist. Hence the Fire/Vit/Elem.
Stats - the mastery gives +Dex/Int when u increase it.
Class - What is the basic class of follower of Apollo.
Effect - Many skills in Apollo can use Mind Control, here called Charm. Its most specific for that mastery, same way as Artemis can Entrap/Immobilize.
Weapons - Each mastery will have specific bonuses for 3 types of weapons, same way Hunting is good with bow/spear and Spirit with staves.
Good vs - What Racial bonus the mastery gives. Every mastery will have bonus vs specific type of monsters.
Pets - each mastery will have his own pets, connected to the given god somehow in mythology.
Summon - Like the pets, but is temporary like Outsider.
Skill trees - Represent the 6 main columns of skills in each mastery, each is connected to a specific aspect of that god.

Btw, this table is outdated now, i have to rework it with adding Poseidon :/


« Last Edit: 09 March 2018, 01:11:02 by nargil66 »

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Online nargil66

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Re: Deities Mod - Early Development
« Reply #35 on: 22 November 2017, 08:40:05 »
Finally bought the game on Steam :D
Not sure yet how to upload mods though. Anyway, it can always be done later.
Worked some more on Artemis mastery. Here are the spirit wolf summons:


« Last Edit: 03 November 2018, 16:34:40 by nargil66 »

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Offline Typhon

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Re: Deities Mod - Early Development
« Reply #36 on: 23 November 2017, 00:10:56 »
They look pretty cool, can't wait... but can wait :P
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Re: Deities Mod - Early Development
« Reply #37 on: 24 November 2017, 04:29:35 »
Impressed with those Spectral wolves nargil  :) you'll have to tell me how you did that one time - I have tried to by changing the transparency in the Actor Variables record in the AM but didn't change anything..

Also with the Mastery Panel, I know majority vote is for the latest variation but man, loving the ancient pottery/mosaic styled one! Since you are wanting the mastery themes as close as possible to Greek Mythos I rekon the first variation fits great ^^,
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Re: Deities Mod - Early Development
« Reply #38 on: 24 November 2017, 10:42:33 »
Looks pretty good. I will definitely check this out.
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Re: Deities Mod - Early Development
« Reply #39 on: 24 November 2017, 11:20:09 »
The spectral wolves were already included in Ragnarok expansion, credit doesn't go to me... i just recolored them ;)
Ragnarok is a real gold mine for textures and meshes btw.
About the mastery panels, i can make them separate .arc files and include both variants :)
« Last Edit: 24 November 2017, 18:39:16 by nargil66 »

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Re: Deities Mod - Early Development
« Reply #40 on: 24 November 2017, 21:33:17 »
Worked more today on the spartoi warriors for Ares. They use now Machae animation and sounds, instead of old Ancestral warriors one. Havent yet made them to change appearance an items as they gain levels, i'll do it next.



I can't make them use their pet modifirer skills however, both in Ares and Artemis i have the same problem with all pets. I miss the tutorials from old forum...
The texture for the spartoi is still a placeholder, ill play more with it untill it looks better.
« Last Edit: 03 November 2018, 16:42:23 by nargil66 »

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Offline Bumbleguppy

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Re: Deities Mod - Early Development
« Reply #41 on: 24 November 2017, 23:03:08 »
How to create pet modifier skills:

  • First is the PetModifier template that is technically the player skill, the path to this file goes in the player skill tree.
  • Next is the pet skill file that the pet will use. This is the AttackRadius, attackSkillWeapon whatever you've created. Place the path to this skill file in the player's PetModifier file.
  • Place the same pet skill path in the pet's skill tree with 0 for the level. The level will be determined by the player's skill points added by the player later.
  • Then, add the same skill file path to the pet's Skill Configuration. Only 5 skills I think, which is kinda small to me. You can also add pet skills to their attackSkillName (default attack), BuffSelf, BuffOther and initial and dying skill configuration slots, too.
  • Add the player's PetModifier file path in the records/ingameui/player skills/mastery 1- 8/skill1-24.dbr (or the same thing but in the XPack for Dream). NOT THE PETSKILL FILE. The PetModifier file path.
  • CONFIGURATION VALUES:
    • specialAttackSkillName is the file path to the pet skill.
    • specialAttackTimeout is the value in seconds that the pet will hesitate to use the skill when initially determining their attack target.
    • specialAttackDelay is the interval in seconds the pet uses the same skill again against the same target.
    • specialAttackChance is self-explanatory
    • specialAttackRange is an enumerated string list whose represented values are in meters and can be adjusted at the bottom of the Skill Configuration tab to whatever you want. I change these quite a lot actually.

After that is the debugging....lots of debugging. :-D

Some issues I have had were: Pet does not have enough energy. No animation to use the skill. Wrong range set in the configuration setting. So many more...

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Re: Deities Mod - Early Development
« Reply #42 on: 25 November 2017, 02:24:23 »
Thank you for your help. I haven't added the skill config before... but the modifier still doesn't work. There is another problem with it:

[missing]

And another completely unrelated skill in the battle rage tree requires the same pet modifier:

[missing]

The skill dependancy field is empty in all. I keep checking the three skill files, but can't find what causes it.
« Last Edit: 03 November 2018, 16:43:07 by nargil66 »

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Offline Bumbleguppy

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Re: Deities Mod - Early Development
« Reply #43 on: 25 November 2017, 16:40:34 »
I think the problem is where the pet modifier is located in the player skill tree file.

The player skills are ranked top to bottom in the skill tree invisibly.

A pet summon skill must come first, then the pet modifier must be directly below it in the player skill tree. Anywhere else and it won't work.

This isn't apparent in the template, but if you look at the vanilla player skill trees you will see that this is so. e.g. Coredweller, then the next skill down is Inner Fire, then Wildfire etc.

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Online nargil66

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Re: Deities Mod - Early Development
« Reply #44 on: 26 November 2017, 01:51:42 »
With your help, the skill finally appeared :)

[missing]

There is only one problem - once the skill is triggered, spartoi basic attack starts doing 0 dmg. When boiling blood is inactive, it hits normally. Man, wtf...
Sorry to bother you with this, you're probably busy enough with v2 and new expansion.

 


« Last Edit: 03 November 2018, 16:43:43 by nargil66 »

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