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Messages - nargil66

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16
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 17 March 2024, 14:27:37 »
I used AI to generate some voice lines for the Illusionist NPC (Only female ATM):

https://mega.nz/file/C4YxVCQK#RyMdBprz7vp8CKSTrFGHZwg2ckC24oFRJUAoXyxbN3A

May use the same lines with different voices, just for variety.

Here is the current dialog text:

Quote
"My Illusions can make you look like a god, hero! For a gold coin or two."
"Your quests deserve a grand entrance! Let's make a dramatic Illusion!"
"Victory looks good on you, hero! But so can a fresh Illusion!"
"Let me weave an Illusion that inspires fear in your foes!"
"Feeling indecisive? Don't worry, you can always change your Illusion later!"
"Feeling blessed by the gods? Let's make your Illusion reflect their favor!"
"Let me weave an Illusion that makes you look powerful and wise."
"Want to strike fear like a mythical beast? An Illusion can help!"
"Need a disguise? An Illusion can make you look like anyone you desire."
"Found some mismatched armor? Don't worry, I can make it look like a set!"
"Want to be mistaken for a god? A truly magnificent Illusion can achieve that!"
"Found some rusty armor? Don't worry, I can make it shine like new!"

Edit - the NPC is mostly set (doesn't sell anything yet):
https://mega.nz/file/qs4E3JYT#dCauGv-JncLhbAPwT75WBIl3Ub54Ik1djU5wzoKgW18

17
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 17 March 2024, 11:15:40 »
@HekTo , here is some progress from yesterday (video):

https://mega.nz/file/qtI0GKjY#MMkqpekRluY_TYODvuWYPWevo9Ri-681MBbWIZRo79k

What is done for the moment:
1. Made the illusions bitmaps smaller so they don't take much space
2. Added a special sound when applied to item
3. Made a dedicated template for illusions, removing some stuff that wasn't needed
4. Prepared the text tags

Everything is WIP. Vendors are on the way.
Thank you for letting me help with this. You are making a revolution in TQ :D

18
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 16 March 2024, 21:16:24 »
I wrote to you in a PM, but I forgot to write that I didn’t check this on other versions except the current Steam version.
GoG version seems to work fine too, already tested on it.
I don’t know yet, I’ll see when I have time. But I don’t think that the item is simply made invisible, but simply not “loaded” (any item does not appear on the character, not only with template armor_clothing.tpl). It's not a fact that I can do anything in this case.
Hmm, in this case is it possible if Armor_Clothing.tpl is left to equip on torso, but make it enchantable with relics/charms (currently they aren't accepted)? Also there is another problem with this template - the character's textures are reset to default after you unequip an Armor_Clothing torso. You have to restart the game to see your actual dye texture again.
I'll make a small mod tonight to show you what Armor_Clothing is capable of and to explain the reason of this request - for example the latest horse mounts would be impossible to add if Armor_Clothing.tpl didn't exist.

19
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 16 March 2024, 18:16:35 »
I'm not sure I can post this. Because in order for this to work you need to change the game code. I use 2 dlls - one is my autoinjector that loads the second dll, and the second one modifies the code so that it works. I just checked them (dlls) with virustotal and the autoinjector shows 7/72 detections and the second dll shows 4/72 detections, although I personally wrote the code for these dlls and there are no viruses in them ;D
By the way, yesterday I already made it so that there was no need to create separate relics for the male and female versions of .msh
Another idea - is it possible (if you can't add new things) to modify one of the ring slots to equip the above mentioned template?
Here's a test of armor_clothing.tpl for all equipment slots (I didn't find a ready-made .dbr with this template (I don't have Xpack4 unpacked yet), so I made it from scratch and I'm not sure I did it right).
Spoiler for Video:

Upd. Added the ability to replace the weapon trail as well (what is used in .dbr files here: [dbr_file]->[Weapon Parameters]->weaponTrail).
That's a great progress on Armor_Clothing.tpl. If only it was possible to make jewelry or Artifacts visible when equipped... i think the Artifact slot would be best for Armor_Clothing. Do you know where is this defined and what makes them invisible?
Also, i attach this small utility that was sent to me some time ago, maybe it can help simplify things when editing the DLL, i dont know (see attachments).

20
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 16 March 2024, 14:03:28 »
I hope you will be kind enough to share your modifications someday. This is like fresh air in this game, to a big degree neglected by it's developers...

21
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 15 March 2024, 20:06:05 »
Wow... that's amazing. How did you do it?

22
Legion of Champions AE / Re: LoC 2024 - Development Thread
« on: 15 March 2024, 12:40:00 »
Ported another bird model today. Here is Bennu, the Corrupted Messenger of Ra (planned for Egyptian boss or something):




23
Legion of Champions AE / Re: Re: LoC 2024 - Development Thread
« on: 15 March 2024, 00:06:33 »
This mod keeps getting better and better. :)
I'm trying :)

Reworked the other skill today - Caltrops (replacing the previous Tribolos skill in Rogue Mastery):


Thanks to @Amaryllis for her help with the text descriptions.

24
Legion of Champions AE / Re: LoC 2024 - Development Thread
« on: 13 March 2024, 22:49:04 »
What i've been doing the last 2 days - with the agreement of Bumbleguppy i'm adding 2 skills from EG mod to the LoC masteries. Here is a preview of the first one, planned for tier 7 skill in Storm Mastery:



Based on my old Thunderbird skill, but the pet visuals are improved, as well as the AI controller.
The only problem i have is that the ambient effects around the bird refuse to appear. I'm clueless what i'm doing wrong...

Here is how the effect should look when it's finished (except the eagle mesh, which is old):



New video - the skill is almost finished:



Moved the bird up and added the missing levels of the skill

25
Legion of Champions AE / Re: LoC AERAE - Development Thread 2
« on: 10 March 2024, 00:54:28 »
A video of the latest progress (except mining, which needs more polishing):


Edit - planned materials to drop from Mining:

I'll focus on that today.

Gems are done. Video:

26
Forum News and Info / Happy Women's Day
« on: 08 March 2024, 17:08:57 »
Happy 8th of March to all women and girls around :)

27
Legion of Champions AE / Re: LoC AERAE - Development Thread 2
« on: 08 March 2024, 12:19:13 »
Something i started yesterday (because i'm tired of the fishing thing for the moment):




Ore deposit variants:

Spoiler for Hiden:






28
Texture & Skin Modding / Re: (Tutorial) Making Animated Textures
« on: 08 March 2024, 10:41:31 »
This tutorial is outdated. The function of building animated textures is now built-in ArtManager when building a TEX asset, so you dont need a command line anymore.

29
Legion of Champions AE / Re: LoC AERAE - Development Thread 2
« on: 07 March 2024, 20:14:50 »
Here is a link to the stand-alone version (early alpha) of the fishing mod:
https://mega.nz/file/qwoB3bra#YoOjspIVepApZNYZ33TCBRsWKZVDrrr4sUS6h6Z09Ys
I simplified things as best as i could, i hope someone here will give it a try and provide feedback

30
Legion of Champions AE / Re: LoC AERAE - Development Thread 2
« on: 06 March 2024, 23:38:54 »
@Bumbleguppy , the latest source files are on Nexus now, just letting you know.

This fishing system is taking longer than expected. But it's shaping quite well at the moment. I still haven added the money and item granting fishes, also there will be a special fish that increases your fishing speed for a duration. Since fishes are from the Animal race, which is unused race except for wolf pets in Nature, the fishing skill works by dealing huge amount of flat damage only to that race. Otherwise you can't kill a fish, it has millions of hit points. So the "fishing skill fish" will give % more damage to Animals, to make your default skill faster... also fishing is affected by casting speed, since it's a projectile skill... but i cant avoid that.

Btw, one of the buffs is negative - the Pandora Hexfish buff:


It's nasty, and given the fact it lasts 3 minutes like the other fish buffs, it can be quite annoying, hehe

Edit - progress from last night: I added the money granting fishes and made so each magical or rare buff has 50% chance to affect the entire party. LoC is a pet mod after all :)  Also reduced the cooldown of fish scrolls to 60 seconds. The buff duration is 180 seconds, so you can stack up to 3 fish buffs at a given time. Idk if it's balanced, later testing will show.

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