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Topics - nargil66

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Other Modifications / Basic Tricks with MeshView
« on: 01 March 2019, 18:37:38 »
Here are some tricks from my poor experience with MeshView, aka "how to edit meshes in a noob way" :D.


Trick #1 - How to ruin a mesh and use it as a "dummy"

You can corrupt a mesh, so no shaders to work on it (it's always invisible), while preserving its bones and attach points. I use this trick when I want dyes to have no effect on the character, or to attach one or more other creature meshes on it, so only the attachments remain visible. Given example is with femalevilagenpc01.msh, on which i'm working right now.

You will need:
1. Tamchi's MeshView.
2. Extracted femalevillagenpc01.msh.
3. Some other similar mesh, for example femaletownnpc01.msh (maybe completely different will work too, but i havent tried).

How to corrupt it:
1. Load the second mesh you have extracted (femaletownnpc01.msh) in Meshview.
2. In MeshView, go to Mesh > Mesh (v10/11) and in the right menu choose "save partial data (.obj)". Save the .obj file somewhere and close Meshview.

3. Now load the first mesh (femalevillagenpc01.msh) in MeshView. Inside, go to the same directory, but choose "replace data (.obj)". In the window, browse to your saved .obj file from the other mesh and open it.
4. Save the mesh you just corrupted as a copy of "femalevillagenpc01.msh". When you open it im MeshView it will look normal, but ingame it will be invisible. Thats it. Attach whatever you want on it.


Trick #2 - Making an armor piece invisible on the character

This one is very simple. There are 4 default attach points for the armors on the characters (they also work on other creatures). Their names are:
"Head" - for the helmet, hair or circlet.
"Upper Body" - for the torso armor.
"ForeArm" - for the armbands or bracelets.
"Lower Body" - for the leg armor.

How to make armors invisible:

They are not really invisible, just very small. For example, the normal size attach point for ambands (in the mesh TextData section) looks like this:

    name   = "Forearm"
    origin = (0.000000, 0.000000, 0.000000)
    xAxis  = (1.000000, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.000000)
    zAxis  = (0.000000, 0.000000, 1.000000)

To make it "invisible", change it to this:
    name   = "Forearm"
    origin = (0.000000, 0.000000, 0.000000)
    xAxis  = (0.000001, 0.000000, 0.000000)
    yAxis  = (0.000000, 0.000001, 0.000000)
    zAxis  = (0.000000, 0.000000, 0.000001)

The armor piece will still be equippable and visible in the inventory UI, but not on your character in the game world.


Trick #3 - Flipping attach points on XYZ axis

Here it becomes a bit more complicated. Here is how to flip (invert) the position of secondary meshes attached to your base mesh, using the TextData values of the XYZ coordinate system.

First, let me explain a little about the 3d coordinates. There are 3 base axes:
X - widht/horizontal axis
Y - height/vertical axis
Z - depth/perspective axis

Each axis has + and - values. The positive directions are:
for X - right
for Y - up
for Z - front (pointing toward us)

The negative (-) directions are pointing exactly in opposite of the positive ones - left, down, back.

For this example i attached a modified Battle Standard to the invisible creature mesh from the first trick, to show the flip rotations more clearly.
Here is the default position of attachments in MeshView and how it looks ingame:

    name   = "Standard"
    origin = (0.000000, 0.000000, 0.000000)
    xAxis  = (1.000000, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.000000)
    zAxis  = (0.000000, 0.000000, 1.000000)

Ok, not let's try flipping the attached standard on the invisible creature on the horizontal (X) axis. To do it we put a "-" before the 1.000000 value on xAxis:

    name   = "Standard"
    origin = (0.000000, 0.000000, 0.000000)
    xAxis  = (-1.000000, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.000000)
    zAxis  = (0.000000, 0.000000, 1.000000)

Let's see what happens ingame:

The entire flag is flipped horizontally, but it is NOT rotated.
Ok, what if we put a "-" to the Y axis? Let's try:

    name   = "Standard"
    origin = (0.000000, 0.000000, 0.000000)
    xAxis  = (1.000000, 0.000000, 0.000000)
    yAxis  = (0.000000, -1.000000, 0.000000)
    zAxis  = (0.000000, 0.000000, 1.000000)

The battle standard is flipped vertically now, and its tip is underground. If we were able to see it, it would be still pointing toward us.
Let's try the Z axis now:

    name   = "Standard"
    origin = (0.000000, 0.000000, 0.000000)
    xAxis  = (1.000000, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.000000)
    zAxis  = (0.000000, 0.000000, -1.000000)

The standard is flipped in perspective, but do you notice something not being right. Lets rotate the invisible character so the flag point toward us again:

The positions and the text are backwards again... The how to actually ROTATE it on 180 degrees, without flipping it? This is the trick:

    name   = "Standard"
    origin = (0.000000, 0.000000, 0.000000)
    xAxis  = (-1.000000, 0.000000, 0.000000)
    yAxis  = (0.000000, 1.000000, 0.000000)
    zAxis  = (0.000000, 0.000000, -1.000000)

We flip BOTH the X and the Z axis, and the standard is finally looking as it should:

If we rotate it again, we will see the default position, as it is in the first picture. Only now its poiting to the opposite direction.

This is how to flip and rotate attached mesh to 180 degrees. I'll show you some more complex rotations (by angle) in the next part.


(To be continued)

Hey, I'm trying to make a list of the better magical affixes for the item filter mod. I'm asking the dedicated players here - can you point out some good yellows (to be left yellow in the filter instead of white)? Especially in higher difficulties.

Other Modifications / Suggestions for expanding the modding limits
« on: 21 January 2019, 14:24:37 »
This post contains suggestions from the modders of for lifting the engine/template limitations. Here is the current list of suggestions, including my own:


1. Add skill augment/mastery augment and item skill to the set template. Arrays, not variables please. If only the skill level values and not the file path.

2. Fix racial damage in petbonus template, if not fixed already.

3. Add Left Mouse Button Availability bit to all skill templates.

4. Single button auto targeting for projectile skills. Just target wherever my mouse is, no extra click required.

5. Add "reduces resistance X" to the base offensive duration skill template for all damage types. All we have is reduce ALL resistance duration.


1. Add option for multiple playing characters with dropdown box in character creation UI. The more slots, the better. My idea:
Spoiler for Hiden:
2. Add more weapon animations categories.  At least double count. This can allow making equippable mounts, though crude.

3. Make all UI elements moddable.  Encountered problems:
-  Merchant window grid cannot be expanded by record editing, despite the template option.
-  Character windows cannot go in front of the lower part of the HUD.                   
-  Parts of the compass bitmap are hardcoded and cannot be moved or deleted.

4. Possibility for community localizations.

5. Include all damage types, damage modifiers and special conditions to retaliation damages (like % Elemental retaliation, Fear retaliation, etc)

6. Projectilename variables for staff and thrown in the weaponechantmentpak template.

7. % Chance of % Total Damage Absorbtion.

8. More slots for Monster Race.

9. Projectile count of weapon skills like Volley to be changed to Array.


1. More slots for Augment Skill/Mastery.
2. More special animation slots.

3. More slots in LootRandomizerTable.tpl. More will allow to not not spread affix tables over mutliple files

4. More slots on the players mastery trees, quest trees and potion trees

5. More slots for LootTableRandomizer, LootTableMasterTable and LootTable_FixedWeight

6. %Chance of Racial Damage

7. % Duration Modifier for all special conditions (Trap, Fear, Freeze, Petrify...)

8. Modifier, ModifierChance and DurationModifier to offensiveSlowTotalSpeed

9. Min-Max to offensiveTotalDamageModifier


1. Implement vertical pivot and rotation axis for all assets, ensuring more customization and varied environments etc.  Currently everything can only be rotated on a horizontal axis.

2. Fix dungeon grid portals.  Many of these are broken and majority are problematic - often will only link to a handful of opposite portals with many others failing to link correctly.  Basically a process of elimination until you find ones that works correctly.

3. Increase amount of items allowed in the Palette.

4. Perhaps have an option for autosave to prevent loss of work.  This is due to certain records once placed on either grid or terrain, or simply being clicked in the records pane causing the Editor to crash.   So while fixing the crash issues is the main thing here, adding an autosave after a set duration might be an easier option.

5. Include a directory under Creatures called 'Hero Monsters'.  Here should be the full roster of hero monsters for both vanilla TQ and another in the xpac section respectively.  Aside from ease of use, I have highlighted this since only a small portion of the hero monsters are shown in the Editor (i.e; under the Mummy creature directory only Hanif the Cruel shows)

Quest Editor:

1. Overhaul this to make it more intuitive and user friendly.  I've only ever used this quest editor but from what I hear, compared to others this one is pretty archaic.  Granted it is from 2006 and is aged but it can be very confusing even with the TQModdingPDF tutorials.


1. More than 24 skills in the mastery trees.

Other Modifications / [Graphics] TQ Reshade - Gamma Correction
« on: 23 December 2018, 05:04:42 »
Finally, after 2 days of tweaking with the new Reshade 4.0.2, the base settings are done :)
Nothing too fancy, everything looks like vanilla, just improved.

This is my birthday present for Medea (with a little delay) and Xmas present for the rest of you.

Link to the latest settings file:
You need the latest Reshade 4.0.2 applied to your TQ.exe.

Enjoy :)

Other Modifications / [REL] Horse Rider
« on: 14 December 2018, 21:00:13 »

This small mod makes both playing characters mounted. All weapon and special skill animations are reworked to be usable from horseback.
To play the mod, go to Custom Quest menu and choose "horserider -" from the mod list. You will be redirected to the main game, where you can play normally or create a new character. I recommend you to start anew just in case.
You have to reload the mod each time, if you want your character to remain mounted.


Download Beta 0.1:
Download Beta 0.2:

Special thanks to:

Koderkrazy - for his custom made bone renamer tool
Tamchi - for his mesh and animation tools
Endymion - for his tutorials and tips

General Discussion / % Attack Damage Converted to Health
« on: 13 October 2018, 09:36:02 »
Hey, I have a question about ADCtH - does it work with DoT damages or it convert only direct, flat dmg?

Texture & Skin Modding / All Non-Included Database Items
« on: 02 October 2018, 05:22:33 »
I've planned to start this for a long time, and finally decided to...
There are dozens of items made by the old devs, which have "never seen the sun". No idea why, maybe they were cancelled or the devs didn't have enough time to include them. Anyway, alot of them look awesome :).
Most of the items are very easy to include in a mod, they only lack bitmap icons for inventory. And that's what I think to do - render the items in MeshView and make the bitmaps, then upload them as a resource for any modder, who wants more variety of commons, uniques, new type of MI's or whatever.
First I'll post some screens to show the INCLUDED common item models:

This is just to compare the items with the screens of the unused ones. Here we go:



Spoiler for Hiden:

Hand Axes:

Minoan Ceremonial Axes:

Minotaur Axes:

Egyptian Ceremonial Axes:

Egyptian Hatchets:

New Projects / Expanded World - Early Development
« on: 25 September 2018, 04:15:01 »
Hey, here I'll post drafts, info and ideas about Expanded World, a new mod I'm starting. The plan is this mod to be the base for Deities Masteries - If Enhanced Gameplay improves game elements and Deities changes the skill trees and pets, Expanded world is about new monsters, heroes, bosses and items, balance and difficulty, and in the end - maps. The idea is the mod to be played on top of Enhanced Gameplay when there is enough content - with or without the mastery mod.
Next few posts will be reserved, so I can post more info later. Warning: there will be heavy spoilers!  ;)

Around the world / Ancient Greeks used crossbows! :O
« on: 20 September 2018, 19:44:48 »
Check this out:

This would be great if made to unique weapon.

Does anyone know what are the game's BIK videos converted from? Or how they can be compiled?
I was able to extract the BIKs and insert subtitles in the cinematics (in MP4 format), but the game doesn't read them...

Here are the subtitles in English, if they can be of use to someone:

Titan Quest Opening Cinematic (TQCinematic.bik)

00:00:02,670 --> 00:00:06,470
<i>Before the light of the gods entered the world</i>

00:00:06,670 --> 00:00:10,570
<i>there was only darkness, ruled by titans.</i>

00:00:10,970 --> 00:00:16,470
<i>After an epic war, Zeus seized the heavens
and exiled the titans</i>

00:00:16,670 --> 00:00:21,470
<i>seeking to imprison them for all eternity.</i>

00:00:21,770 --> 00:00:25,470
<i>The lands were cleansed and mortals flourished.</i>

00:00:25,870 --> 00:00:29,470
<i>But arrogance precedes many a fall</i>

00:00:29,670 --> 00:00:34,470
<i>аnd even a gods' prison may be breached...</i>

00:01:23,470 --> 00:01:28,470
<i>Your gods will not save you!</i>

Titan Quest Intro (TQGameIntro.bik)

00:00:02,870 --> 00:00:08,770
<i>One day the sun will dim
and spread a shadow over the earth.</i>

00:00:08,870 --> 00:00:14,270
<i>Temples which have stood forever
will be destroyed.</i>

00:00:14,670 --> 00:00:19,970
<i>The heavens will vanish
and the gods will fall upon the earth.</i>

00:00:20,670 --> 00:00:25,170
<i>One day the weak will have power
over the strong.</i>

00:00:25,370 --> 00:00:31,370
<i>The poets will stop singing
and instead take up the sword.</i>

00:00:32,470 --> 00:00:41,070
<i>It is in these darkest times
that the strongest of heroes are born...</i>

Ragnarok Cinematic (XPack2GameIntro.bik)

00:00:02,070 --> 00:00:05,670
<i>Human heroes...</i>

00:00:09,470 --> 00:00:12,770
<i>So mighty...</i>

00:00:21,870 --> 00:00:24,870
<i>So brave...</i>

00:00:41,170 --> 00:00:45,670
<i>But still, just human...</i>

Other Modifications / Horse Rider Mod (WIP)
« on: 10 August 2018, 19:35:15 »
Alright, I as about to keep this a secret, but... what's the point? I want to show you something that I'm working on last two days.
One of my modding dreams has become reality, thanks to @koderkrazy :

Spoiler for Hiden:
Without his Bone Renamer tool this wouldn't be possible. Only 3 animations are done for now - run, idle and walk (replaces unarmed run). Took me half day to make the run one look decent, but I think it was worth it  8)
I won't post the tool here, that's up to koderkrazy.

If someone wants to test ingame, here is the early alpha:

Note: I split the topic to not spam the tutorial with offtopic.

Other Modifications / Death Effects Mod for TQ:AE
« on: 09 August 2018, 04:02:25 »
This mod is not made by me, I just imported it to Anniversary Edition. The original creator is i.n.s.a.n.e. from old
I changed few of the effects, for beast/beastman blood, crow blood and insect/insectoid blood. You can see screenshots here:

Original description by i.n.s.a.n.e:

It is a mod that changes almost all death effects of creatures to make the game more realistic. Check it out if you like realistic death effects in games.


Real blood (I think this one is one of the closest to the really real blood).
Insectoids kinda body fluid (should be changed, it does not look good much).
Crows body on stage! Lowered feathers amount.
Plague crows have diseased cloud around their body. Feathers amount lowered.
Demons are taken by the flames from hell itself…
Green and blue djinns have kinda spiral-magical disappearance effect.
Big dragons before last Telkine are also taken by hell but differently.
Fire demons disappear in flames…I am still thinking if the hell should be here also.
Harpies – each kind (8) has its own coloured feathers (the ending one for now)
Ice creatures shatter into ice shards.
Plants burst perianth (?) and also some leaves.
Big trees (Jungle creeps) burst leaves, twigs and barks.
Smaller trees burst the same stuff as Big trees, but different kind of leaves and such.
Vultures have own feathers.
Zombies have a diseased cloud around their body.
The real blood amount is tweaked for the size of monsters. Small creatures have small amount of blood, medium has medium amount of blood and large ones have large amount of blood…
Mummies do not dissolve anymore. (thinking about strips of theirs in new version..)
And more…

Here is a simple way to make many creatures mounted, without needing a combined mesh from 3DS Max or even a combined mesh from the game. All you need is Tamchi's MeshView program. Here are the steps:

1. Open the mesh of the creature that you want to be the rider in MeshView. It is recommended to be human-like for the mounted animation to work properly. Inside the mesh, on top of TextData section paste the following:

    name = "Mount"
    origin = (0.0000000, 0.0000000, 0.0000000)
    xAxis = (1.0000000, 0.0000000, 0.0000000)
    yAxis = (0.0000000, 1.0000000, 0.0000000)
    zAxis = (0.0000000, 0.0000000, 1.0000000)

2. Now scroll down in TextData section and at the very bottom paste the following:

    attach = "Mount"
    entity = "records\creature\monster\saberlion\am_saberlion_21.dbr"

Then save the mesh.
The saberlion record link is just an example, you can use some similar creature or any creature that is used as mount in the game - Hyena, Bear, Boar or Saberlion. However I think with this method its quite possible to make a mountable wolf for example. Continue to read and you will see why.

3. Time for the second part. Open the Mesh of the creature you want to be the mount. In the Mesh you will see Bones section. When you open it you will see list of all the creature's bones. It looks like this:

4. Open each Bone separately and add "_MOUNT" after its name. In the end it should look like this:

5. Next, open the TextData section of the mount and in it add "_MOUNT" to each bone reference, in the Attach Points, SkeletonEmmitterBones and RigidBodyDescription:

This is all done for the mesh bones to be able to read the "..._MOUNT" Bones in the Mounted Animation files (which contents the combined Rider + Mount animations). This is all that you need to edit. Save the mesh.

6. Next, place the rider mesh in "Titan Quest Anniversary Edition/Database/Creatures/PC/Male" or "Titan Quest Anniversary Edition/Database/Creatures/PC/Female". I suggest you to start with a human first. Then in "Titan Quest Anniversary Edition/Database/Creatures/Monster/Saberlion" folder place the mount mesh. (or in the hyena folder, if you are using hyena, etc.). It has to be in the same directory where you extracted it, only in Database, not in Resources.

7. Now comes the more tricky part - animation. Animation is really the key for all this to work. In the given example, extract all mounted ANM files from "Titan Quest Anniversary Edition/Database/Monster/Neanderthal/ANM" folder and place them in "Titan Quest Anniversary Edition/Database/Creatures/PC/Male(Female)/ANM" folder.
Rename each from them to character animations (e.g. "neanderthalmounted_spear_idle.anm" to "malepc_idle.anm"). Launch the game. The character will be riding a lion, using mounted animation.

You want to make new animations without using complicated programs? Tamchi has made the perfect tool for this purpose. Not only it’s easy to use, but it's very fun. Here I’ll list the basic steps for combining animations, as far as my knowledge goes.

I. Needed tools:

1. TQ Animation Tools (for editing the animations):
2. ARC Unpack or ARZ Explorer(for extracting the Creatures.arc files):
3. Art Manager or Arc Encryptor (for repacking the .ANM files back into ARC format):
4. Mesh View (if you want to rename bones or edit the mesh):

II. Extracting the ARC Files:
After you have downloaded the tools, you can extract the game's animation files. They are stored in 3 separate .ARC files for Ragnarok:

"Titan Quest Anniversary Edition/Resources/Creatures.arc"
"Titan Quest Anniversary Edition/Resources/XPack/Creatures.arc"
"Titan Quest Anniversary Edition/Resources/Xpack2/Creatures.arc"

You can use ARZ Explorer and browse to your chosen ARC, then click "Extract" > "All Files". There is a faster way however, using ARC Unpack - go to your Resources folder and right click on the ARC file > Open With... > Tick "Always open with this program" > Browse to ArcUnpack.exe and click on it. From now on all ARC files will unpack automatically when you click on them.

III. Preparing the Animation Files:
When you have extracted the Creatures folder, go inside your main game Database folder, where database.arz is. Create the following folder directories inside it:


Now in a new window go again to Resources folder, where you will find the same 2 directories. Copy all .ANM files from the Resources ANM folders and paste them in the ANM folders in the Database.
The purpose of this is the game to load the animations from the Database folder instead those from Resources. Any change you do to them will show immediately ingame.

IV. Fast Previewing Animations
The fastest way to preview any creature animation is renaming it to the base player animation, used in the main menu screen. It is different for male and female:


Assuming you've made the steps above, give it a try. Let's say you want to preview the female running animation. In "Database/Creatures/PC/Female/Anm" rename "femalepc_idle.anm" to "femalepc_idle-.anm" (just to preserve it) and rename "femalepc_run.anm" to "femalepc_idle.anm". Launch the game. In the title screen you will see the heroine running instead of standing.

V. Animated Mesh Bones
Ok, now make another experiment. What if you rename "malepc_run.anm" to "femalepc_idle.anm"? Do it, and see what happens. The girl is running, but her ponytail looks frozen and is pointing inside her back. That's because in "malepc_run.anm" there is no Bone_Pony corresponding for the hair of the girl (bones are responsible for the mesh's movement). This is where Animation Composer comes to help.

VI. Adding Missing Bones to Animation
Let's say you want to attach ponytail animation to the male running animation in the example above. Have you noticed that in AE the girl is running like a dude when dual wield thrown weapons? It is because the girl is using male animation. Let's fix the hair on female dual ranged run then :P. Launch AnimationComposer.exe. You will see the following:

Click on left "load animation", browse to the folder where the "malepc_run.anm" is and click on it. We are loading the male animation first, because we want only the hair bones from the female one. Once it is loaded, in the right "load animation" browse to "femalepc_run.anm" and load it. You will see that most of the bones are not checked, the only ones that are checked are the ones we need:

Everything is almost set for combining. The only thing that needs to be done - under the bones section you can see - 4: "Left Footstep" and 16: "Right Footstep". These are callbacks. They are links to commands for sounds, character rotation and effects that activate when this animation is used. When you combine two animations, all the callbacks from them are recorded in the new one. Callbacks with same names are just multiplied, so if we save now, there will be 2x Left Footstep and 2x Right Footstep. Uncheck one of sets, doesnt matter from male of female.
Click on "save animation", browse to the Female/ANM folder and save it as "femalepc_idle.anm" to preview it immediately. Launch the game. The ponytail is no longer hidden in the girl's back. Congratz! You combined your first animation.

VII. Replacing Bones
Next thing you can do with this program is take only chosen bone from one animation and switch it with those from the other. Important thing you need to know is both animations must have the same frame count for this to work properly. You can see the frame count of each animation under the "New Animation" buttons. If the frames are not the same speed, it will freeze the animation of the creature fully or partially. But I'll explain more on this later. Fo now, find two animations with the same speed and load them. For example, you can try replacing different bones from the two running animations in the previous steps. To do it, make sure you uncheck the bones you want to replace and check them on the other animation, which is replacing. Never leave bones checked in both!
Here is an example of replacing animation for the right wrist and right weapon bones:

The possibilities are many, as long as you find the right animations to combine.  Make your all extracted Creatures folders easy to browse, because this is a game of many tries. Also be prepared to restart the game many times, to check every little change, untill it works and looks decent.

VIII. Conbining Animations with Different Frames
While making new combined animations, sometimes you just can't find two that fit AND have the same frames. In the lower part of the tool you can see "freeze shorter", "freeze longer", "repeat shorter" and "crop longer" - they are there for that. Here is an example of animations with different frames:

Freeze Shorter/Longer - 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 Shorter - Increases number of AnimationFrames in shorter bones and repeats existing AnimationFrames till new frame count.
Crop Longer - Reduces the number of AnimationFrames in a longer bones, hence it crops the animation for those bones.

(The tutorial is not complete yet...)

Modifications / Finding the sweet spot between vanilla and Xmax
« on: 06 August 2018, 00:52:33 »
I played Xmax today, and damn... monsters are just too much to be fun. Playing vanilla... the areas seem empty. Where is the sweet spot? x2? x3? The golden ratio? :D No, I'm serious, there must be some value that increases spawn and the game still look natural. If you played a mod you think is well balanced, share your experience.

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