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Messages - nargil66

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1
@oldage i'm uploading the latest version for Custom Maps. Optional mods are not included, but you have them already. I tested on clean Ragnarok install and everything seems to work. No need to replace anything, just run it as a normal mod.
The replacement thing is only for Steam, because players wanted it ro run from the main game and not block achievements. But for GoG it doesnt matter.

Link:

Edit: start with a new character just in case.

2
New Projects / Re: Deities Mod - Development Thread
« on: Today at 14:00:49 »
Answer - i can, but i like to make my life harder :D The levitating idea is good, may use it. But I wont give up, untill i try everything :)

This is the first failed attempt:



I remember there was a winged uber nymph in Soulvizier. I think Amgoz1 achieved this by attaching animated decoration to a torso armor. Will try it next.

EDIT: Tried 2 more methods of attaching the wings, and I think the second one may work. I wont show anything more tho, untill im 100% sure.
Edit 2: Didn't work, animations break it just the same, no matter how it is attached. I give up. Have to know much more to do it. Valkyrie mesh didnt work either.

3
New Projects / Re: Deities Mod - Development Thread
« on: Today at 06:16:11 »
Thanks man. I thought this one will be done faster, but im stuck on adding wings on the nymph. Everything i tried failed, and now im wasted :/

4
Just play it as it is for now. I'll upload a version for custom maps untill tomorrow.

5
New Projects / Re: Deities Mod - Development Thread
« on: 22 January 2019, 19:58:42 »
Not weapons, they will be offhands. More like arcane shields that give bonuses.

6
New Projects / Re: Deities Mod - Development Thread
« on: 22 January 2019, 19:29:36 »
The tree is around 60% done. New video showing some of the new stuff:




7
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 22 January 2019, 18:39:59 »
Its the game redirecting to the wrong mesh. In the new mod versions female mesh is called femalepc03.msh (vanilla is femalepc01.msh). Try renaming it in your old files in database folder and tell me if it fix it. If you dont have it there, just take it from the eg_database.7z

8
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 22 January 2019, 15:28:33 »
I forgot to show my Eye of Flame another character put in the shared stash...+2 to Earth Mastery? Yes, please.

Yeah, twinking +Skills gear is the best tactic in LoC. Your character will die alot when you first start, but after you find some skills gear... its a different story :)

9
New Projects / Re: Deities Mod - Development Thread
« on: 22 January 2019, 11:00:53 »
Final Artemis draft:



The skill descriptions are ingame already.

Had an idea today about the second tier of nymph. First tier is a water nymph (Naiad), but second tier is a Hyperborean nymph (daughter of the north wind Boreas). And since she is sky related, maybe i can add her wings :) It should be achievable. Also i can change her spawn animation to player one to make her come thom the sky and add silver rays of light to it.
I think it will look cool.

EDIT: Tweaked all hunting weapon skills again. New list:

Spoiler for Hiden:
tagArtemisSkill09=Marksmanship (Self Buff Aura)
tagArtemisSkill09Desc=Proficient with the bow, you can fire arrows that fly faster and at longer distance.
Hidden Bonus: Increases weapon range with 0.5 meters for each level after the first
X Piercing Damage
+% Projectile Speed

tagArtemisSkill10=Barbed Arrows (Marksmanship Modifier)
tagArtemisSkill10Desc=Applying barbed edges to your arrows will give them a chance to bleed and stagger the enemy.
% Chance of:
X Bleed Dmg over 3s
% Slower Movement for 6s
1 Second of immobilization

tagArtemisSkill11=Volley (Passive on Attack)
tagArtemisSkill11Desc=A combat technique that uses the bow or spear to rapidly strike three times.
% Chance to be Used
3 Projectiles

tagArtemisSkill12=Moon Shards (Passive on Attack)
tagArtemisSkill12Desc=Learning the secrets of the moon mistress, you can fire enchanted arrows that multiply on impact, sending out magical shards in all directions.
% Chance to be used
X-X Fragments
50% Chance to pass through
X Frostburn dmg over 3s
% Energy Drained (% as damage)

tagArtemisSkill13=Ambush (Active Attack)
tagArtemisSkill13Desc=A swift surprising attack with spear or javelin that will send most enemies to their grave.
+% Physical Dmg
X Pierce Dmg
+150% Projectile Speed
300% Movement Speed

tagArtemisSkill14=Impale (Ambush Modifier)
tagArtemisSkill14Desc=Targeting vital weak-points on your enemy causes intanse bleeding and diminishes a portion of their total life.
% Health Reduction
X Bleeding Dmg over 3s
1 Second of Stun

tagArtemisSkill15=Puncture (Passive on Attack)
tagArtemisSkill15Desc=A combat technique with spear or javelin that can pass through the enemy, causing massive blood loss.
% Chance of:
100% Chance to Pass Through
X Piercing Dmg
X Bleed dmg over 3s
+100% Offensive ability

tagArtemisSkill16=Deadly Aim (Passive on Attack)
tagArtemisSkill16Desc=Provides a chance that your attacks will ignore armor and strike on enemies’ vital spots when using any hunting weapon.
% Chance of:
+% Pierce Dmg
+% Pierce Ratio
% Health Reduction
I finally start to like how it looks. You have 5 skills available (active or passive) no matter if you are using bow, spear or thrown, only with different combiantions for each.

Bow - Marksmanship, Barbed Arrows, Volley, Moon Shards, Deadly Aim
Thrown Waepons (Javelin) - Ambush + Impale, Puncture, Deadly Aim, Moon Shards
Spear -  Ambush + Impale, Puncture, Deadly Aim, Volley

10
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 22 January 2019, 10:50:52 »
Yes, the custom maps method works too. I'm glad everything is alright :)
You dont need to move stuff from main database, the custom maps overrive them where it is needed.

11
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 22 January 2019, 00:59:10 »
Ok, everything is right in Resources. Can you show the database folder?
EDIT: Even if you play from Custom maps, you need the database folder replacement except the files called database.arz, database_x2.arz and so on. You dont need thos files but you do need the folders.
Sorry, my fault. After all this time my mod resources are still compiled in a noob way. For next version will finally fix it.

12
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 21 January 2019, 23:17:39 »
No, Steam and GoG use the same method, the only difference is in the game path.
I'll think of some other way to help, dont worry. Already have an idea.

13
Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 21 January 2019, 21:07:15 »
I'm not very expeienced in game logs, but i think it points to the quest files.
What were you doing and where you were ingame when the game crashed?
Edit: show me a screen of how your new database folder looks.
About the eg_resources archive, you merge the resource folder inside either with the main game resources or the custom maps version resources.
In bot cases you need all diles from new Database folder in your main game Database.

14
New Projects / Re: Deities Mod - Development Thread
« on: 21 January 2019, 20:37:09 »
All Artemis skills are imported and arranged. Now begins the tweaking phase - skill stats, new icons, etc.

Spoiler for Hiden:
Edit: The Mastery draft is complete now and the missing skill is filled. Added all tags and descriptions.
It's shaping pretty fast, but most of the skills were ready from before. I may post a new video soon :)

15
New Projects / Re: Deities Mod - Development Thread
« on: 21 January 2019, 18:06:09 »
With mining, forestry, and so forth, will you make it to where we can attack rocks and trees to harvest these items or is it for enemies, like spriggans that are plant-like?
The first, I plan most of the game evironment to be made interactable. Monster charms will still be ingredients in some recipes.

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