Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Modifications => Other Modifications => Topic started by: nargil66 on 31 October 2017, 22:10:10

Title: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 31 October 2017, 22:10:10
~ ABOUT THIS MOD ~

Enhanced Gameplay is a "quality of life" mod, which tries to add more features to the game without breaking its balance. The main features of this modpack are:

1. Expanded Caravan/Inventory - Increases Caravan and Inventory space.
2. Alternative Music - replaces some of the vanilla music
3. Character Retextures - changes the looks of player characters and adds many new outfits, gifted by the gods themselves!
4. Pack Animals - allow the player to summon pack animals, which act as portable caravan drivers.
5. Hirelings - adds summonable mercenaries, which fight on the player's side
6. Alternative Main Menu - changes the main menu screen and its zoom
8. Tweaked UI - changes some of the interface elements, adds new fonts and text colors.
9. Item Changes - changes visuals of some items, adds new sparkle effects, drop sound, flavour lore text and shows hidden affixes
10. And more...

~ INSTALLATION ~

This mod can be used both as a soft mod (loaded from custom quest) and as a hard mod (playing from the main game). It requires Ragnarok and Atlantis expansions!

To make it a soft mod:
- Place "EGA" folder in "My Documents/My Games/Titan Quest - Immortal Throne/CustomMaps" folder. Start the game and launch the mod from Custom Quest menu.

To make it a hard mod:
- Take folders "Database", and "Resources" from the "EGA" folder and place them in your main game's instalation folder with replace. You may want to back up your original files first: Database/database.arz and Resources/Quests.arc.
OR
- Make a copy of your entire TQ:AE game folder and replace in the new one (i highly recommend this method for GoG versions, especially if you play another hard mod - this way there will be no conflicts).
- If you install on top of a previous EGA hard mod, you don't need to backup anything.

---Unlocking the Caravan space for MAIN GAME version---

1. First, move items from transfer stash, personal stashes and relic vault to TQ Vault or mule characters.
2. When its all empty, replace with the new database.
3. Then go to "My Documents/My Games/TitanQuest - Immortal Throne/SaveData/Main". For each of your existing charactes, delete the following files:
winsys.dxb
winsys.dxg
This will fully expand personal stashes of your existing characters (items left there will be deleted)
4. Next, while still in SaveData folder, go to "SaveData/Sys" and delete the following files:
miscsys.dxb
miscsys.dxg
winsys.dxb
winsys.dxg
This will fully expand the shared (Transfer and Relic) stashes (any item left there will be deleted).
5. Start the game. Everything should be unlocked now.

---Unlocking the Caravan space for CUSTOM MAPS version ONLY---

To unlock Shared Stash for EGA only (does NOT affect the main game or other mods):
1. Go to "My Games / Titan Quest - Immortal Throne / SaveData / Sys / EGA" directory.
2. Delete winsys.dxb and winsys.dxg (This will erase all items that you have left in EGA's Shared Stash. Back up or move them first).

To unlock Personal Stash for existing LoC characters (it should be unlocked by default for the new ones):
1. Go to "My Games / Titan Quest - Immortal Throne / SaveData / User / *EGA Character Name*" directory.
2. Delete winsys.dxb and winsys.dxg (This will erase all items that you have left in that character's Personal Stash. Back up or move them first).

~ FEATURES ~

Here is a list of most features implemented to this moment:

Vanilla Fixes
- Numerous fixes from Endymion's "A Few Bug Fixes" mod, Soulvizier and older versions of EG

Player Characters
- Added over 500 new skins for both playing characters (much more for female), gifted to you by the gods themselves! To unlock this feature, go to "Unlock Content" and type code: newskins
- Added alternative adult skins for female. Unlockable by code: gimmenudes
- Added many new cosmetic female hair helmets (still WIP). Code: femalehairs01
- The female character model has been gradually reworked to be more attractive and natural looking.
- Added new effect for character level up
- Male and female start with slightly different stats (just for immersion). Male has +5 Str and +30 HP, female has +5 Dex and +30 EP. Changes show only on new characters
- Added many new flavor animations to both characters and corrected some vanilla ones

Monsters
- Global monster spawn is increased by 50%
- Added singular noun form or more correct names for the following creatures - Machae, Keres, Telkines, Gray Sisters, Automatoi, Potamoi, Tritones, Gigantes, 
- Added lore-friendly names to Wraiths, Zombies, Satyr Brutes, Sylvan Nymph, Liche King, Liches, Dragon Liche
- Corrected inconsistencies in some other monster names

NPCs
- Tweaked visuals for Pegaea (quest nymph)
- Tweaked visuals for Oracle's attendant (in front of the temple)
- Added a retrainer NPC in Spartan Camp
 
Pets
- Some Mastery pets have changed visuals and more variable skins
- Wolves' race profile adjusted to Beast

Interface
- Greatly expanded vanilla Caravan space
- Removed blocking panel from Transfer Stash
- Greatly expanded vanilla Inventory space
- Bags are much bigger now (even more space!)
- Greatly increased the size of the merchant window (unlockable via modified DLL, see Optional files)
- Changed some of the resistance icons to Grim Dawn ones (for fun), others have reworked visuals
- Increased maximum zoom of camera and slightly changed the camera angle
- Text color of items, chests and other ingame objects is much less intrusive and immersion breaking
- Increased zoom on main menu screens and added alternative scenes (see Optional files)

Items
- All monster infrequent (MI) items dropped around the world now have visible affixes.
- Added more visible sparkle effects for rare, unique and legendary items on the ground (thanks to Bumbleguppy)
- Added drop sounds for all MIs and Uniques
- Added immersive lore descriptions to many unique items
- Some MI items have different textures
- Prefixes giving +1 to a certain Mastery (Warrior's, Hunter's, Defender's, etc) are made green
- Players start with two random weapons now, each suggesting a Mastery. There are total of 10 types of starting weapons - if you want a roll a random class based on it, you can
- Added poison and vitality staves (thanks to WNG)
- Added many new types of shields (thanks to Endymion)
- Added new type of amulets - Whistles, which allow the player to summon pack animals for a quick access to your caravan from any place in the world. Types of Pack animals:
Horse, Camel, Ox, Yak, Chthonic Horse, Elk
- Added hireable mercenaries. The summoning contracts are equipped in artifact slot. You can upgrade the mercenary in each act up to Legendary difficulty. Added mercenaries untill now:
Spartan Warrior (available in Normal Act I)
Memphian Priest (available in Normal Act II)
Promethean Agent (available in Normal Act III)
- Potions stack limit increased to 100
- Scroll stack limit increased to 50
- Gold currency changed to Copper (for convenience)

Quests
- Starting quest (saving the horse) gives a small reward
- Oracle gives a special reward after completing the Olive Branch quest
- Inventory bags are unlocked much earlier in the game

Other
- Implemented my Alternative Music Mod
You can see list of the included tracks here:
https://titanquestfans.net/index.php?topic=132.0

Special thanks to:
Soa
Endymion
Ninakoru
WNG
Bumbleguppy
Koderkrazy
Sauruz
HandballFreak
Wardust
Tamschi
(even if i've never met him)

And many others who tested and supported the mod.

~ DOWNLOADS ~

Link to the latest EGA version (from 18.10.2021 - OUTDATED):
https://mega.nz/file/YSonCC5T#fCvXiaKY-GJMF_gsz7LuWhK8nfEnibzdRRXFIuoc0aI

On Nexus Mods (from 18.10.2021 - OUTDATED):
https://www.nexusmods.com/titanquestanniversaryedition/mods/26

Link to the latest "Nightly" -EG2 version (from 28.02.2022 - CURRENT):
https://mega.nz/folder/gbpgCKYK#Q8NFUYK4qq3h1cAizLn4Vw
How to download a Nightly version from Mega:
- Right click on "-EG2" folder and from the drop-down menu pick "Download>Download as ZIP"
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 11 November 2017, 17:50:41
So for use with the main game, LoC, Xmax and M4ssboss3s mods I would use the main game download? 
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 12 November 2017, 18:02:30
There will be issue with XMAX and maxbosses i suppose, becuz their gamengine.dbr doesnt have increased inventory space. But i can try make a version that includes it. I'll update the description to explain whe difference. LoC works without problem.
I plan to add more features to the mod when i have time, like portable caravan, item filters and MI showes affixes.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Typhon on 12 November 2017, 18:07:06
That'd be cool.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 12 November 2017, 21:31:01
Okay nargil66.  I'll check the Xmax mod and see what I have in the AE version.  Haven't played for a few months since I've been concentrating on GD so can't remember whether the version of the XL Caravan I have at the moment has larger space there or not.

Bumbleguppy incorporated the larger Caravan into his LoC mod iirc.  Not sure which version of it though.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 12 November 2017, 21:50:42
Same one. I didnt change it since the fixes.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 13 November 2017, 20:10:10
Yes, I do have a bigger personal stash in the caravan with Xmax.  Transfer stash size is still the same though, so any way to enlarge that would be good.  :)

(https://i.imgur.com/BvnCtuk.jpg)

Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 13 November 2017, 23:13:59
What version of Xmax are you playing? Give me a link, and I'll try merging the two.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 14 November 2017, 16:12:52
Not sure nargil66.  Looking at the Xmax WinRAR file it was installed in June 2015, under the Properties in Archive it says version to be extracted 2.0 and the zipped file is 7.93kb.  The AE version says the same for the version extract, but only 19.1kb zipped. It's XmaxTQAE version 1.42.

What I have ingame is just the expanded storage that Nordic put into the AE version when they made it so that's what appears for Xmax as well.

What sort of link?
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 14 November 2017, 17:41:58
The link where you dowloaded i meant. Ok, I'll just download the Steam Xmax and try merging it.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 17 November 2017, 01:56:35
Here you go Medea, merged with Xmax. Downloded from KirmiziPerfect, same as Steam version. Wasn't sure which one you play, so I merged all. Tell me if there are any problems.

https://mega.nz/#!9PYgGbDL!c6D65mzhCGKQ7WebqrGn5qnCHNbw7SUxaTTAzdbWbz8
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 18 November 2017, 21:33:26
Thor... Surtrr.... Skaldrrr.... CARAVANXLRRRR!!!

(https://s20.postimg.org/rfhnj2f6l/xlr1.jpg) (https://postimg.org/image/3oia0yezd/)

(https://s20.postimg.org/rs91prsgt/xlr2.jpg) (https://postimg.org/image/3oia1h9zt/)

Updated Caravan mod for Titan Quest: Ragnarok. The mod is still beta, tell me if there are any issues.

Edit: Download link updated, check on the next page.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Prosoro on 18 November 2017, 22:50:12
Awesome stuff nargil66! I'll definitely try it out  :D thanks!
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 19 November 2017, 11:01:45
Thanks nargil66.  I'll try that out for Xmax asap.  I have both GD AND TQAE on GOG, only have GD for playtesting purposes on Steam.  I prefer non-DMR versions of games if I can get them.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 19 November 2017, 16:39:19
For Sauruz:

https://mega.nz/#!USgBzDZD!VGUMMFIen9_U3AnHr9lOPVHmpGJr2-bmnDGV5opr-jk

This is LoC with the new UI. Issues that i've seen so far:
1. DONT click on Rune mastery, choose some of the old masteries. I did that mistake and had to do a new character.
2. Bag buttons use the old vanilla icons. I'll fix this later today and update this post.
3. Start new character, just in case.

I'll try tansfer Deities mod to new expansion anyway, maybe i'll find out what causes the invisible Rune mastery in LoC.
P.S. I hope Bumble doesnt get mad at me for touching his mod :/
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: sauruz on 19 November 2017, 21:49:04
I will give it a try, thanks for doing this nargil.

and i think isnt a problem , you are helping him by doing this, less stuff to do :)

edited: i replace the database, and it still the same, missing new icons
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 19 November 2017, 23:59:17
Hmmm, i'm too tired to think of an answer now. Ill try merging again tomorrow.

Here is an update btw.

Beta 2:
- Fixed bag buttons broken links
- Fixed necklace slot being too small
- Mod jumps to the main game now

(https://s20.postimg.org/4mn5n9b99/screenshot154.jpg) (https://postimg.org/image/3x4dawapl/)

Download:

https://www.kirmiziperfect.com/titan-quest-anniversary-edition-caravan-xl-mod/
https://mega.nz/#!lDZjhbAA!gsG0vuyDOVczAQZD4QpmtLx0uagKIH44MLEXCfIZ1Tc

Old link removed.

Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 20 November 2017, 03:29:25
Sauruz, try this one. It works for me and rune mastery is accessible. I hope it works for you too.

https://mega.nz/#!VGoR0IzI!EqzUYaah2wWhN2DkKZY2LfnLIwejYizcNxlNQChdvgk
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: sauruz on 20 November 2017, 09:29:30
Sauruz, try this one. It works for me and rune mastery is accessible. I hope it works for you too.



IT WORKS ! Thank alot nargil!

Time to roll :D
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 22 November 2017, 13:22:47
Just to say game version is now up to 1.47, even before the expansion.  I had a 2Gb download this morning when I went to GOG to see if the expansion was on sale yet.  Then, having bought the expansion, another 2.2Gb download for that.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Melari on 22 November 2017, 18:57:56
not even sure if i did this right, i tried to do what you said, but i don't see the things back in the directory. Oh well.

Well the game won't start now says i have a wrong mod file or something like that. Not realy sure what to do now. Something like mud bounce? I can't do anything anymore, not even create a new character.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 23 November 2017, 21:45:36
I'll look if there are any issues with new update ASAP.
I have a question - is there any way to play normal AE on Steam without loading the expansion?
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: sauruz on 23 November 2017, 22:11:49
I'll look if there are any issues with new update ASAP.
I have a question - is there any way to play normal AE on Steam without loading the expansion?

if you got the new expension then no, it auto download right after you got it
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 23 November 2017, 22:17:02
Ok, does the updated normal AE have the new UI?
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: sauruz on 23 November 2017, 22:18:36
yep, i think so
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Melari on 23 November 2017, 22:29:37
i did get the game to work again, but no bigger carvan, so i guess something went wrong, but i am not realy sure where i should install, all the parts, sometimes i realy like those that auto unpack and install where they should go, but i guess that would be a lot more work for you :).
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Rabman on 30 November 2017, 01:32:29
So I'm using this version - https://www.kirmiziperfect.com/downloads/download-caravan-xl-ragnarok/

My game version is Steam AE, with Ragnorak. When I install the above link's files, nothing changes. E.G. moving the database and resource folders to the main directory. When I use the older version - https://www.kirmiziperfect.com/downloads/download-caravan-xl/
and move the DB and resource folder to the main directory it works, but I lose access to the Corinth Teleporter, and my intro screen is white.

When trying to get access to the extra slots following the instructions(while using the non-Ragnorak version), I've deleted those two files, and the transfer storage bottom spaces are inaccessible(roughly 7x19).

Any help is appreciated.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 30 November 2017, 10:26:25
Ragnarok update is used only from Custom Maps. Move the entire "caravanxlr" folder (containing the database and resources) to your "My Games/Titan Quest Immortal Throne/Custom Maps" folder.  The old 1.45 version is incompatible with Ragnarok, don't use it.
EDIT: See first post, there is an update.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 10 December 2017, 16:11:46
Updated for Ragnarok 1.49:

(https://s20.postimg.org/q91znun99/screenshot01.jpg) (https://postimg.org/image/8j0b2t9o9/)

For download link, check first post.
Test it and tell me if there are any issues.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 14 December 2017, 15:33:19
Ok, found an issue with caravan grid. Don't download untill i post an update.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Thanatos on 17 December 2017, 22:32:02
Hey, this is a great mod, nargil66. Thank you so much for creating it. I am only having 1 problem so far. With some of the new Ragnarok items, the mod seems to skin them as 1 slot question mark. I don't know how to describe it better than that, unfortunately. I can see the tag of the items if I hover over it, which gives me an idea what the item is, but the artwork for the item is just a simple question mark.

Any idea how to fix this? Again, thanks for the XL stash. I absolutely love it.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 18 December 2017, 22:30:20
They only show as question marks when using the mod? If it is so, I dont have any idea what causes it :/ The only file in the mod that interacts with gameplay files is gameengine.dbr and i just change one value in it...
Many people are having different issues after Ragnarok, i seriously start to consider removing the expanded inventory... damn. I wish the devs listened to players and just make bigger inventory and stash space (with freakin PAGES). And they are still stubborn enough to keep the transfer stash blocking panel... i mean, is it really that important that i can transfer more items or use it as an additional stash? People are forced to use TQVault, when with few additions to the stash, they wont have to. If cheating is the problem, then make the additional space cost gold... is it so hard? I dont care if i have to pay 100000000 gold for space in end game, the main point is it will be AVAILABLE.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Thanatos on 18 December 2017, 23:19:42
Yeah the question marks replace the item skins in the offline stash. Interestingly enough, it can be kind of a useful thing because Ragnarok items that do that only take up 1 tiny space in the inventory bag! So in that since, it's even better.

Quote
I dont care if i have to pay 100000000 gold for space in end game, the main point is it will be AVAILABLE.

This made me smile a little, and I agree completely! People would spend all day farming Gold just for this feature. Haha.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 19 December 2017, 10:26:46
Oh wait a minute... are you talkin about Handball Freak's TQVault XL? I thought they show ingame... phew. Its an old issue with TQVault, noone has ever fixed it afaik.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 19 December 2017, 12:23:48
Yes, it's fixed. The extra large Vault I use shows them fine.

http://titanquest.4fansites.de/forum/viewtopic.php?t=12241

(https://i.imgur.com/15aoN3V.jpg)
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 19 December 2017, 14:08:10
Thanks, Medea! Have you tested on LoC items? Do they show now too?
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 19 December 2017, 14:33:43
Yes, it shows items from LoC mod as well.  :)  Just as well, since I have nearly as many LoC Vaults as I do normal ones!  :o
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Bumbleguppy on 19 December 2017, 16:08:06
Hey nargil66, the new stash vault has a "sort" button.

Do you know which file is respnosible for its positioning? It's covering the first column of the stash in my new mod and I want to nudge it to the left.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 19 December 2017, 16:17:52
I'll check again and tell you.
Edit: Damn, i really forgot what i did to move it last time. I think i imported the new Records\XPack\UI\Caravan\CaravanWindow.dbr, but now its changed in my mod and cant find the connection.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Thanatos on 19 December 2017, 21:32:40
I just noticed that I've been using version 1.1.4.0 this whole time.

Some questions:

1. Is 1.1.5.1 the latest version (from the link Medea provided)?

2. Do I delete 1.1.4.0 and then download 1.1.5.1?

3. Will I lose any items from 1.1.4.0?

Sorry for my noobish questions. I'm not familiar with mods. TQ Vaults are the only mods I really ever use. I just want to be careful, as I have hours of stuff I've farmed for and don't want to lose.  :)
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 20 December 2017, 02:24:21
Thanatos, Caravan XL and TQVault XL are different mods  ;). I didnt make the TQVault XL you are using. But i suppose you won't lose your items by switching to TQVault 1.1.5.

Bumbleguppy, i will try to adapt the button tomorrow. I still can't find it, sorry, maybe if i try reworking i'll remeber what i did. You can try downloading the latest link in first page, its the mod with moved sort button. What i remember is i had to make my own button texture and i had to relink it from a file in ingameui/player character to my own sorbutton modified file in XPack Caravan directory. Only then i was able to move it.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Thanatos on 20 December 2017, 03:46:50
nargil66 - Haha. Thanks for pointing that out. I must have had a brain glitch.  :-[ Anyway, I've got it sorted out. I've upgraded to the latest version of TQ Vault, and now I can finally see the Ragnarok items.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 20 December 2017, 07:25:56
Thanatos, it's easy enough to back up the Vault before making any changes.  Just go into My Documents\My Games\Titan Quest (not IT)\TQVault Data and save that file.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 20 December 2017, 07:34:17
nargil66, do I still need to do the renaming of the original file as per instructions in your first post?  And clear out all the items in stashes?
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 20 December 2017, 16:47:20
Which file do you mean?
About clearing out items, if you did it before for another XL stash, you dont have to.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Bumbleguppy on 20 December 2017, 18:40:43
I'll check again and tell you.
Edit: Damn, i really forgot what i did to move it last time. I think i imported the new Records\XPack\UI\Caravan\CaravanWindow.dbr, but now its changed in my mod and cant find the connection.

I found it, it's in:  database/records/XPack/ui/caravan/sortstashbutton.dbr   

Couldn't figure out how to get it just off to the left of the stash window AND still have it clickable. It seems that anything outside the invisible boundary of the window is non-clickable. So I improvised and used the player inventory sort button (XPack\UI\Character\AutoSortUp01.tex) and just dropped it on top of the "Player Stash" tab at the top. It looks really stupid, but it's out of the way and is clickable. :)
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Medea Fleecestealer on 20 December 2017, 20:05:59
Installation

The mod comes in two versions - Custom Maps Version and Main Game Version.

To install Custom Maps Version:

1. Copy the content of CustomMapsVersion folder and place it as a normal mod to your "My Games/Titan Quest Immortal Throne/CustomMaps" directory.
2. Launch the mod through "Play Custom Quest" menu.

To install Main Game Version:

Backup/rename the game's original database.arz, located in ''Titan Quest - Anniversary Edition/Database" directory.
1. Copy the content of MainGameVersion folder and place it in your main "Titan Quest - Anniversary Edition" install directory.
2. Launch the game normally through "Play Titan Quest'' menu.
Note: The advantage of this version is that some your mods will also share the increased space, as long as the mod itself doesn't change caravan (e.g. D2 Immortal) or does not modify gamengine.dbr (e.g. XMAX). Otherwise there can be conflicts.

Unlocking

After you install the mod you may notice that most of the new caravan space is unusable (you can't place items on the squares). Here is how to unlock it:
1. Empty your transfer stash and storage area for your characters (also in custom games - otherwise some items may be lost). It is advised to use TQVault just in case.
2. Go to "My Documents/My Games/Titan Quest - Immortal Throne/SaveData/Sys". Delete winsys.dxb and winsys.dxg files in the main Sys folder and in any custom mod folder you have inside (don't worry, the game will automaticaly create new ones).
Now your additional space is fully unlocked. Enjoy!

The rename the database.arz and clearing out the stashes - still need to be done?  I've never emptied my stashes for any installation/updates of the Vault before.  I make a backup of it just in case, but just left everything where it was stash-wise.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 20 December 2017, 20:26:32
Ok, i was very sleepy last time lol.

Yes you must copy it to Custom Maps, and empty the stashes if you havent done it before.
If you try the latest version tho, with 1 reduced row and moved sortbutton, it have 1 less free space than the locking panel shows. I have'nt had a time to fix it, but i will untill tomorrow.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: nargil66 on 21 December 2017, 11:49:18
Nvm, it s fixed automatically when you click on the 0 cost upgrade. Only 1 small issue i found, but dont know how to fix it - on the moved sort button you must click on lower right corner, orherwise it doesnt sort stuff for some reason. Probably its because the button is flipped vertically.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 25 February 2018, 00:31:53
New update:

- Tweaked colors of all UI text.
- Added new health and mana bars.
- Changed resistance icons to Grim Dawn ones (for fun :))).
- Monster Infrequens in all Acts now show affixes.
- Added new font - work both for English and Cyrilic text.

Preview:
(https://s20.postimg.org/9lsgkg34d/screenshot259.jpg) (https://postimg.org/image/86qvvq215/)

Download link is on the bottom of first post.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 25 February 2018, 13:44:50
Update B for 1.54:
- Fixed gold drops showing white on the ground.
- Fixed MI prefixes having a slightly different color than the item.
- All chests are light yellow (khaki) color now, to be easier to notice with all the yellow items.
- Added an unlock code for a shade caravan driver, which can be summoned anywhere. Code - "Caravan".

Known issues: Caravan Sort Button isn't working (again)

(https://s20.postimg.org/wrzhe8cnh/screenshot267.jpg) (https://postimg.org/image/4rvdty96x/)

Download link is in first post.
Title: Re: [MOD] CaravanXL for TQ:AE 1.45
Post by: Cooper_da on 26 February 2018, 21:50:01
Hi there,

I am new to TQ AE.

I just started playing, and as I am always collecting everything I want to increase inventory space right from the start.

I tried the first version (which showed white background in menue and no background in inventory) then I read it does not work with Ragnarok, so I downloaded the new one and followed the instruction.

Ragnarok update is used only from Custom Maps. Move the entire "caravanxlr" folder (containing the database and resources) to your "My Games/Titan Quest Immortal Throne/Custom Maps" folder. 

My Problem now:

There is no such folder. And if I start game and go to "custom map" there is no map and nothing.

I just want to play the normal story mode with a bigger inventory ;-)

Am I missing something?
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 26 February 2018, 22:00:42
Quote
There is no such folder. And if I start game and go to "custom map" there is no map and nothing.

Just create the folder manually. It should fix it.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 26 February 2018, 22:08:04
New update:
- More tweaks on resistance icons
- Changed health and mana bars to look closer to vanilla
- More visible sparkle for rare and unique items (thanks to Bumbleguppy for the effect)

Preview:
(https://s20.postimg.org/f66to2csd/screenshot1117.jpg) (https://postimg.org/image/kud4eyh4p/)
(https://s20.postimg.org/id1d7opil/screenshot1118.jpg) (https://postimg.org/image/oqqgaxueh/)

Download:
https://mega.nz/#!ADI1DR5Y!JV7DT8i76pyiH0dRLNQzC1D-GOurH5XfblrI8IBP7zA
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: Cooper_da on 26 February 2018, 22:15:59
Hi,
I added the folder and now I can open the map "caravanxl_r".

My character is the same, but the Quest starts from beginning, not a problem so far, but Inventory is still the same.

Any idea what I did wrong?

-------------------------------


Never mind, I'm dumb ... got it.

thx ;)
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 27 February 2018, 06:05:42
Tweaked caravan base texture to fix some wonky stuff and make it look more like the other parts of the UI.
Sort button works now, but the position is not good - when you click it you automaticaly pick up the item thats under it. Gonna move it in the far right.
Testing a new UI overlay. I can use some oppinions on it:

(https://s20.postimg.org/qqku7s37x/screenshot1120.jpg) (https://postimg.org/image/txfdrennt/)
(https://s20.postimg.org/78q6rt3p9/screenshot1119.jpg) (https://postimg.org/image/txfdrdl2x/)

How do you like it compared to vanilla?

Edit: Nvm, i looked at it this morning and didnt like it. It looks sterile and doesnt fit the game world.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 28 February 2018, 01:15:34
Update:
-Sort button fixed (finally)
-Many parts of the caravan and inventory textures are changed or fixed. Can't list all the changes, so here is a GIF:

(https://s20.postimg.org/dgynj2071/Webp.net-gifmaker.gif) (https://postimg.org/image/60zdx9chl/)

largest gif i've ever made lol. New one is with the key.

(https://s20.postimg.org/6f0pwprel/Titan_Quest_Anniversary_Edition_28.2.2018_._0_58_14.png) (https://postimg.org/image/j6ew3816h/)

Download:
https://mega.nz/#!cLYgzZYC!0XWPj0a-1aI560PrISnD4_CRcVxCjXRHAVcox-N879I
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 07 March 2018, 02:38:53
Last update before releasing on Steam:

Fixes
- Fixed a serious issue with parts of the caravan space being unaccessible.
- Possible fix for first upgrade of personal stash showing 0 gold cost.
- Fixed positions of text in second character tab. For now there is an empty spot (still trying to add shield block text and %).

Changes
- Decreased primary inventory grid by 3 columns, which are now added to bag space. You will start with smaller inventory, but this change will give you additional 42 squares of space when having 3 bags.
- Added my custom reskins for male character, found here: https://titanquestfans.net/index.php?topic=32.msg1392#msg1392. To see the change, use a dye from a vendor.
- Prefixes that give +1 to Mastery skills (Warrior's, Hunter's, etc.) are made rare again.

(https://s20.postimg.org/olbps9rrx/screenshot10.jpg) (https://postimg.org/image/olbps9rrt/)

All links to previous versions in the first post will be set in a spoiler. I recommend you to do the cleanup in SaveData/Sys again to avoid any conflicts.
 
Download link:
https://www.kirmiziperfect.com/titan-quest-anniversary-edition-caravan-xl-mod/
https://mega.nz/#!L7JRgbwS!lb6Dpk6K4dhQPBKGiG1sB0R3twkcgRhp8XgwQGBUmqg
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 08 March 2018, 20:39:05
Updated OP post.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: Pinhan Pain on 10 March 2018, 17:25:01
...
Update: Ok, found the mod somehow and uploaded the KP:
https://www.kirmiziperfect.com/titan-quest-anniversary-edition-caravan-xl-mod/

Nargil, link is dead, so I can't download and re-upload to KP.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 10 March 2018, 19:47:21
Yeah, i changed some links im Mega folder. New link:
https://mega.nz/#!C2YzEBIb!h1KJ8u4684r5-bFpxXx1w9KZx-n258GdqqAenlQv4ik
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 18 March 2018, 16:10:06
Just got another idea about the character having more space. There can be a summonable pack horse which acts as a merchant, but never change its goods. So you store your items in the $ section, and after you buy them back on the same price. I'll try it to see if its possible... The horse can maybe even follow you, draws no aggro and is hidden from combat.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: cdm291 on 29 March 2018, 22:21:18
Hello nargil66 and thank you for this Mod.

These might be a redundant questions, but i must clarify with you on this.

Will this mod for the Caravan work in Main Game -OR- only in Custom Maps?

Which version is the latest version of the Caravan Mod to use with TQ:AE and Ragnarok?

I have found several on here and on kirmiziperfect.

Here is what I have found on here:

CaravanXL_TQ_Ragnarok_1.54_b.7z
CaravanXL_TQ_Ragnarok_1.54_d.7z - <(I assume this is the latest version on here)

On kirmiziperfect I found this download:

caravanxl_tqae_v1.0.7z

Installation is straight forward as to where to put the Mod and how to make it work.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 30 March 2018, 06:04:07
v1.0 is the latest version, and it works only from CustomMaps.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: cdm291 on 31 March 2018, 00:14:57
v1.0 is the latest version, and it works only from CustomMaps.

Thank you kindly.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 19 May 2018, 13:46:35
New update - Version 1.1a:

- Improved face on female character for all vanilla skins. To see the changes, use a dye from a vendor.
- Added my old fixes for some glitched item textures.
- Some MI items that were looking the same as the common version now look differently.
- Added new menu screen (you will see it only after you have loaded the mod once).

Download:
Removed, see next post
I'll add few pictures on the changes later.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 19 May 2018, 17:05:44
Hotfix 1.1b:

- fixed some of the changed item textures not displaying.

Preview of the fixed/changed items:

(https://i.imgur.com/0v8OK4m.jpg)
Preview of the menu screen:

(https://i.imgur.com/nuNTLTN.jpg)
Download Link:

https://mega.nz/#!TqQRnaRL!ifcKTEECZOyYAjhjXZR4LoCSZl93Nt7g3nB7nsyxgeI
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 19 May 2018, 21:07:21
The mod is now on Steam. Wish me luck.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 21 May 2018, 11:44:31
Here is the new update - Version 1.1d:

- Fixed Ragnarok MI armors having different font color from affixes
- Updated character textures
- Added Russian font and text. To make the text appear, open the mod's "Resources" folder, rename Text.arc to something else and then rename Text_Russian.arc to Text.arc.

Download:

https://mega.nz/#!SuBglI5A!KkmXucIX6iCbaXcHwHOul6cL2SFfd5-NxdQbaxXXlo8
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 22 May 2018, 05:27:48
v1.1e:
- Increased maximum zoom of camera and slightly changed the camera angle (test it and tell me what you think).
- New characters start with white dye in inventory to change appearance without buying one.
- First quest (saving the horse) now gives a small reward.
- Added new effect for character level up.
- Added new unlockable codes (warning - these are cheats, used for testing only. If you want to enjoy the game, don't use them).
List of codes:
111 - Portable Caravan Amulet. It is now officially a cheat.
222 - All Inventory bags - for the impatient.
333 - Cheat potion and amulet, which give godly stats, XP, skill points, loads of gold and such. Again, use only on testing characters, if you dont want to brake your game.

Mod name will be changed with updates, adding the version number.

Haven't added Xmax yet. Will do it for next update.

Download:
https://mega.nz/#!3vR0nThZ!cueQed-5LwzXDfTT_bRbrC-JOo97X6V7UPgGQbueQ8c
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 23 May 2018, 19:13:58
v 1.1f - Spartan Update:
- Changed female celtic skins to have the same color as the skins from other acts
- Fixed some vanilla glitches on the skins and bump textures of soldiers in Sparta - they should look better now
- The unique spartan shield Aegis of Laconia has new visuals.
- Wooden reinforced bucklers have new visuals.
- General Leonidas gives a special reward for defeating Nessus.

Important info!
This update adds some extra character skins that aren't native to the vanilla game. If you don't want your character to show missing textures every time you relaunch the game, I'm adding an optional skin addon pack for download. How to use: Place folder "Creatures" from the pack in "SteamApps/Common/Titan Quest Anniversary Edition/Database" folder. The skins will activate only when you load CaravanXL and won't conflict with any other mod.

Added a link to MEGA folder where i'll upload future versions, so I don't have to give new links every time. Link is added to the first post. Here will be only changelogs.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 24 May 2018, 21:34:42
v1.1g:
- Tweaked texture on female spartan tunic.
- Potions stack limit increased to 50.
- Scroll stack limit increased to 20.
- Added Xmax version.
- Added new cheat code: spartaaa! (type exactly as you see it)
- The necessary addon pack, (to avoid missing skins when reloading the mod) is added to the mod folder.
- Game versions will no longer be renamed with updates, to avoid old characters losing progress. Instead I added a changelog file.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 25 May 2018, 20:32:31
v 1.1h
- The blacksmith Teres in Sparta now sells new outfits
- Leonidas' extra quest reward is more randomized
- Updated texture addon pack
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 27 May 2018, 11:00:17
Yesterday i worked on making the first pack horse and the first hireable mercenary. Both will be sold in Sparta as a start. Pack horse is almost ready, spartan merc is still buggy. I'll try to finish both today, or at least the pack horse. There will be an update later.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: Cerebro666 on 27 May 2018, 16:04:03
Hi, the latest version of the mod has a version with xmax. but for some reason xmax did not turn on. There are several versions in xmax, what's in your mod?
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 27 May 2018, 18:41:19
It's a bug, it will be fixed as i release next version tonight. Normally it should be 10x monsters.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: Cerebro666 on 27 May 2018, 20:52:26
Thanks for your work on this mod.
You mean, this will be Xmax with 10x monsters, 5xBosses, but 40% Exp (Xmax+)?
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 27 May 2018, 22:28:38
For now it's only normal Xmax, bosses are 3x.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 27 May 2018, 22:33:19
Packhorses preview:

(https://i.imgur.com/YuNh4OZ.jpg)
(https://i.imgur.com/2fjJsR7.jpg)

Horse Whistles are sold only in Sparta for now. I'll add them to all greek blacksmiths for next update.
Egypt and Orient will have camels and mountain yaks i guess, in Hades - dread horses, not sure about North yet.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 27 May 2018, 23:55:59
Here is the non Steam version:

v 1.1i
- Added new type of amulets - Horse Whistles, which allow the player to summon a pack horse for a quick access to the caravan from any place in the world. You can buy one (this time legit) for about 200000 gold. Horse Whistles are sold only in Sparta for now. I'll add them to all greek blacksmiths for next update.
- The first mercenary, a spartan spearman, is started. He is summonable only through a cheat code for now, until I finish him.
- Fixed Xmax not activating

Download:

https://mega.nz/#!r6IwhDSI!ZXtlNRQE8CIPnvCzcSx415aConZG3PN6q-cbu0o9aiw
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 01 June 2018, 18:05:41
Preview of the first hireling:

(https://i.imgur.com/jj6G3lF.jpg)

He is almost ready now.  But I need an oppinion - what do you think is better,  adding the contract to sparta vendor or making it reward from Leonidas?
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 02 June 2018, 13:56:07
Damn it! Everything is finished, made all tiers of mercs and formulae for merc upgrades. And now the new items won't show in vendors! Whistles either - just the ones in Sparta and thats it. I don't know what im doing wrong, but I'm totally stuck. This can delay next update. If anyone knows an answer, i'll really appreciate it.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 04 June 2018, 18:13:37
Finally figured it out. Few of the vendors still refuse to sell the items, but most do now.
Im making other acts pack animals right now, will post some pictures later. This update will be bigger, I'll try to release it untill tomorrow.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 04 June 2018, 22:48:07
Preview of all other acts pack animals:

Camels in Egypt
(https://i.imgur.com/48qgQQC.jpg)

Oxes in Orient
(https://i.imgur.com/L2wOZyo.jpg)

Daemon Horses in Hades
(https://i.imgur.com/2pScBDL.jpg)

Only North is missing - will make Elks for the new Act but it will be on next update.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 05 June 2018, 05:33:28
v 1.1j
- Added the first mercenary ally in the mod - Spartan Hoplite. You can buy a contract for hiring him in Normal Spartan Camp; and after it blacksmith vendors in each other act and difficulty will sell formulae for upgrades, up to Legendary Act 4. He has 12 tiers total, the only act he cannot be upgraded is the North - I made it so because some people doesn't have the expansion.
- Added more types of pack animals, depending on the game act. In Egypt you can now buy camels, in Asia - oxes, in Hades - daemon horses. I'll add elks in the North for next update, and with it the pack animal feature will be complete.
- Pack animal whistles now really look like whistles.
- Improved pack animal summoning animation.
- Slowed down all horn summoning animation (to make the horn visible again).
- Fixed vanilla Onslaught rings not increasing right (rings 4 and 6 were switched).
- Fixed Dream Mastery pane having the wrong description.
- Added x2 and x3 monsters versions, aside from xmax (x10).

Uploading as i post this. Download link is on the first post.

Edit: Haha, i forgot the alphabet its 1.1j, not k.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: pkzipfish on 09 June 2018, 23:21:27
nargil66: I love the mod. Thanks for your hard work.

I found two very minor issues, both having to do with item text colors.

1) Typhon's Essence is bright yellow, not pale yellow like chests. I'm not sure about other orbs.

2) Monster Infrequents are the same bright green as other magic items. At some point between AE and Ragnarok, the game started giving them a paler green. As someone who collects MIs (but could care less about most green magic items), this makes it hard to tell them apart. Maybe the color -is- different and I just can't tell, but I had no problems doing so before the mod.

I'm using the steam workshop version of the mod.

Thanks again!
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 10 June 2018, 01:39:46
I made MI items the same color on purpose, because when you show affixes on a MI, the affix is different green than the MI color and it doesn't look good.
I'll check Typhon essence and other orbs and fix if i missed some for the next update.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: pkzipfish on 10 June 2018, 04:33:16
I made MI items the same color on purpose, because when you show affixes on a MI, the affix is different green than the MI color and it doesn't look good.

Understood - but at least for some of us the different color is a feature, not a bug! :)

Also - I may be doing something dumb, but once I import a character into the mod I can't access that toon in TqVault anymore. Any advice?
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: Medea Fleecestealer on 10 June 2018, 09:35:47
You probably need to go into TQVault Configure and check the box for mods then select this one.  TQVault will say you've changed the setting, is that what you want if so it'll restart.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: pkzipfish on 10 June 2018, 14:17:25
You probably need to go into TQVault Configure and check the box for mods then select this one.  TQVault will say you've changed the setting, is that what you want if so it'll restart.

That didn't work, but I did get the vault working by specifying the mod name in the TQVault .ini file (in my case, "caravanxl_x2" because I'm playing with xmax 2x). That was recommended by another post here, maybe one of yours? Thanks in any case.

Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 10 June 2018, 14:42:40
Understood - but at least for some of us the different color is a feature, not a bug! :)

Yeah, but this is a bug:

(https://i.imgur.com/T6D6Mdd.jpg)

See the prefix color? It'doesn't get overrided by the main item color. It was poking my eyes. Sorry, I won't change it back. Green items dont drop too often anyway. Just read the names and you will be alright  ;)

Also - I may be doing something dumb, but once I import a character into the mod I can't access that toon in TqVault anymore. Any advice?

What Medea said. I recommend you to use VaultXL, it shows most of the space.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 10 June 2018, 15:42:05
In my next attempt i hit a brick wall. My oiginal idea was this:

(https://i.imgur.com/2I9riWs.jpg)

This was supposed to be the new market window. Everything works great, except the  size of the grid - it wouldn't change no matter what I do. It should depend on the values in IngameUI/Market/MarketInventory.dbr, but I can change only its position, altering the grid size values doesn't show ingame.
I think it is hardcoded, or i'm doing something completely wrong. And I don't know anything about coding...
Imagine if the caravan looked like this, with 5 tabs...
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: koderkrazy on 14 June 2018, 14:16:46
Well the brick wall is broken  8)
Yes the grid sizes are hard coded to (8*32, 14*32).

(https://preview.ibb.co/kiGfed/Merchant_Max.jpg)
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 14 June 2018, 19:05:42
Awesome work, koderkrazy! Thanks alot for your help!

If it's hardcoded, it won't be usable on Steam? Only on other versions?
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: koderkrazy on 14 June 2018, 22:19:02
Awesome work, koderkrazy! Thanks alot for your help!

If it's hardcoded, it won't be usable on Steam? Only on other versions?
The thing is that code does utilize entire marketinventory.dbr to render the market window. Including your modified inventoryYSize and inventoryXSize.
But for item positioning and initial sorting, it uses hard coded size. As soon as character enters main quest it calculates grid dimensions as 8x14 from hard coded size. The market window is fine but items are placed on fixed 8x14 grid.

There is no getting around this without modifying game.dll...  :(

For steam, I would suggest you provide this feature as patch to your mod. And user will have to manually install patch by putting dll in right place.
I mean,
-Provide steam mod without caravan expansion enabled. But have changes and dll with the mod. So it'll get downloaded along with mod.
-Provide instructions where to put dll and where to put updated database.arz and assets (you could create .bat file for this..)
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 24 June 2018, 17:52:46
While I'm waiting for my other comp to be fixed, I'm gonna return to improving CaravanXL. Today i was browsing mods on KirmiziPerfect and remembered the old DeathEffects mod. It will be next to add, and the huge vendor window which koderkrazy made usable. Also I'll rearange the entire database records to make the mod easy for merging with Deities or any other mod. The next update will be much bigger, expect alot of new stuff.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: sauruz on 24 June 2018, 18:52:52
oohhh deatheffect mod! looked interesting on old forum but sadly didnt worked
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 26 June 2018, 08:24:27
Started importing the death effects for AE. I'll post them as a standalone version for start, and after combined with CaravanXL.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: koderkrazy on 26 June 2018, 08:50:34
Started importing the death effects for AE. I'll post them as a standalone version for start, and after combined with CaravanXL.
are you doing it for all the monsters or only for player character? >:D
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: sauruz on 26 June 2018, 11:30:48
wondering if the death effect works ( hope it does) doesnt cause alot of fps our lag into the game
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 26 June 2018, 11:35:18
...or only for player character? >:D
I'm not that lazy lol, ima add them to Ragnarok too.

wondering if the death effect works ( hope it does) doesnt cause alot of fps our lag into the game
It works fine, I didnt noticed any lag.

After importing some of the blood effects and tested them ingame, i think i'll have to rework most. The blood is just too much - satyrs in Helos spray litres of blood like in an old samurai movie. Gore is not my thing, I prefer realism.  Reworked the first blood effect, for small and medium creatures.


Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: sauruz on 26 June 2018, 12:29:44
glad to know.

Yhea that much blood would be annoying
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 25 July 2018, 07:27:28
CaravanXL 1.1k:

- The normal version of the mod is remade to a database addon. It should work fine with both Steam and GoG and not block achievements.
- Fixed female anouran bracelets using wrong mesh in vanilla.
- Changed both player characters dual ranged run animation to normal dual wield run.
- Further decreased speed of Call of the Hunt special animation. Now horn prop is finally visible.

See first post for download and instructions.
Title: Re: [MOD] CaravanXL for TQ:AE and Ragnarok
Post by: nargil66 on 25 July 2018, 17:09:52
To @koderkrazy :
I'm trying to update your merchant window fix for 1.57, however Hex Editor can't find value from the readme file. This one:

Quote
Original: 00 00 80 43  00 00 B4 43  00 00 C8 43  00 00 E0 43
Replaced: 00 00 18 44  00 00 B4 43  00 00 C8 43  00 80 10 44

I tried for GoG version, maybe that's the problem?
Title: Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
Post by: nargil66 on 26 July 2018, 00:37:14
Enhanced Gameplay v1.1L (Addon, backup your game Database Folder and replace with the one from the archive):

(https://i.imgur.com/pUA8rDg.jpg)

- Changed character inventory screen
- Greatly increased size of merchant window
- Integrated Nymph PC Mod (Optional)
- Included Maenad PC Mod (Optional)
- Added my Alternative Music Mod (easy to remove if you dont like it)
- All ingame markers are made invisible, if you happen to use a Camera Mod.
- Added Bulgarian Patch (Optional, only for my homies ;))
- Added ReadMe files for the optional mods.

Xmax versions aren't ready yet, only the normal one.
Mod is renamed and the Mega folder is changed. I think it has enough features to deserve its new name.

Download:
https://mega.nz/#!TmpT1TLB!u-F_KfxQxkmZsRWQ3OLJuQBvMIlIhPm1iNX_9nkHHiI
Title: Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
Post by: nargil66 on 26 July 2018, 15:57:55
Enhanced Gameplay v1.1M (Hotfix):
- All codes are removed (sorry, no more cheating :P)

Download:
https://mega.nz/#!iqwQFK5C!-gxA89ibMY1xaD9hlYQsoweNQ06hz1k-SPDm02CC0zA
Title: Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
Post by: wolpak on 26 July 2018, 21:09:57
Is this for use in the main game or just custom games?
Title: Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
Post by: nargil66 on 26 July 2018, 23:46:42
Is this for use in the main game or just custom games?
Latest versions are for main game only.
Title: Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
Post by: nargil66 on 27 July 2018, 04:47:38
v 1.1N Hotfix 2:
- Fixed map being transparent
- Fixed color of Typhon's Essence and Mystical Orbs
- Added missing mod tags in Bulgarian text

Download:
https://mega.nz/#!Pvh31ZSb!DN7YxTMW2M00TiW2GsCrrtFtOx-5-2gGfOr5QtGxE7U
Title: Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
Post by: nargil66 on 29 July 2018, 03:01:03
v1.1O (After Steam request)
- Fixed animation speed for male dual ranged run.
- Added optional Xmax versions, which can be played from the main game. Info on how to install is added inside the mod's Database folder.

Download:
https://mega.nz/#!yvJWkYIB!l5gafQ-Rxcft5t0UsJnNqe67436mtJiGG0P5WigmxOc
Title: Re: [MOD] CaravanXL / Enhanced Gameplay for TQ:AE and Ragnarok
Post by: nargil66 on 29 July 2018, 15:59:52
MI reworks for the next version:

(https://i.imgur.com/IZFIpXg.jpg)(https://i.imgur.com/zUU3uaa.jpg)(https://i.imgur.com/PFxSGsP.jpg)

Having a blast playing Slayer in my own mod  ^-^. While farming in Pythian Caves, i got Sentinel's Armbands with invalid skill profile. Fixed now.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 29 July 2018, 17:57:07
Ok, after drafting for Deities, I have to do something more fun. Sorry, but i can't hold it \o/
I'm starting the next mercenary in the mod - the Priest of Osiris. He will be a Fire/Spirit caster, good vs undead. Draft:

Priest of Osiris Abilities

1. Fire Enchantment (Self Buff)
Normal: +X Fire Dmg; +% Fire Dmg; +% Fire Resist
Epic: Adds X Burn over 3s; +% Burn Dmg with +% Duration
Legy: Adds 33% Chance of: +% Fire Dmg; +% Burn Dmg; -% OA

2. Flame Surge (Active)
Normal: Flame Surge (Same as vanilla)
Epic: Flame Surge + Barrage (Combined)
Legy: Flame Surge + Barrage + Flame Arch (Combined)

3. Spirit Ward (Passive)
Normal: +X Dmg to Undead; -% Dmg from Undead
Epic: +% Dmg to Undead; -X Dmg from Undead
Legy: % Vitality Resist; % Energy Resist

4. Ternion Attack (Passive on Attack)
Normal: % Chance to cast 3 projectiles (no dmg penalty)
Epic: Adds % Chance to pass through
Legy: Adds X Meter splash radius
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 30 July 2018, 23:33:35
Some new things I've changed for next update:
I made starting weapon randomized. No more the same boring knive when starting :). You can now roll every type of weapon, including thrown.
Male and female now have slightly different stats, just for immersion. The dude starts with 55 Str and 330 Health, the chick starts with 55 Dex and 330 Energy. I think it's small enough change to not break balance.
Also started the monster vendor thing on separate records. Satyr in Parnassus now sells monster armors (common) on Normal difficulty. When more monster vendors and difficulties are done, I'll include them.

Edit: Just got another idea - about the Lore Parchments. They can be more than easter eggs, if I can make them to a some type of potion, that gives small amount of experience. You get some XP and you learn a little about ancient myths - what's not to like? Or alternatively, if the potion tree is too full, I'll make them to normal easter eggs that are used in recipes - collect 3 parchments and you can make an experience potion.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 31 July 2018, 11:53:07
After one sleepless night, the egyptian merc started to shape. Many things are ready, but more remain.
 
(https://i.imgur.com/aPhQUwy.jpg?1)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sauruz on 31 July 2018, 17:36:31
the merc looks cool, maybe he cool have a themed egyptian staff !

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 31 July 2018, 17:45:35
Yeah, I was thinking the same thing. Gonna go to tq-db.net and find one that fits.

Edit: Weird, there arent many choices, I expected more staffs. There are only these 4:
https://www.tq-db.net/equipment/pharaohs-standard
https://www.tq-db.net/equipment/staff-of-the-falcon
https://www.tq-db.net/equipment/staff-of-kheprer
https://www.tq-db.net/equipment/eye-of-osiris

I think staffs 3-4 are out, they are too big.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sauruz on 31 July 2018, 23:37:57
maybe he can use that scepter that open to gate of act 3
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 01 August 2018, 02:08:44
I settled with the first one. It looks decent and not too epic.
But now that I made his basic attack, there is a problem - he started dancing on one place again. I forgot about this. Ever wondered why Lich King have a staff, but not using it? I think thats the reason. I attached the staff to the priest's mesh, however he cannot use the normal staff projectile this way, because he is actually unarmed. I have to make a new projectile, and im not sure how to make it to be cast from his left hand where the attached staff is. I'll try to think of something...

Edit: Figured it out! I replaced the special animation for casting projectile with normal staff animation and it worked! I guess every ranged animation includes the position from where the projectile appears. Here is a little preview:

https://www.youtube.com/watch?v=PHZ99EdEpt4
It looks like a basic staff attack, right? It's not tho, its a projectile skill like the nymph's bow attack, not related to the weapon.
He can roam normally with no more dancing. Now I know how to make the staff wielding priestess for Dionysus!
The only difference is his basic attack uses cast speed instead of attack speed. On to the other skills :D.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 01 August 2018, 16:56:40
All merc skills are done. They are not the same as those in above draft. Ternion is not added, instead his basic attack has a chance to pass through and  adds explosion radius on high lvls. I removed flame surge and replaced it with modified Visions of Death. Also he's highly resistant to fire and undead.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 01 August 2018, 19:17:08
Almost done. Only icons remain, and to include him to mechant tables. He performs quite well. I couldn't hold myself and made another video, that shows both the merc and my laziness as a player :P

https://www.youtube.com/watch?v=_QHZhs0la0c
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 02 August 2018, 22:09:10
Everything is almost ready for the next update. Spartan merc is reworked to have 15 tiers, and you can buy upgrade formulae in the North. He is tougher now, with more health, armor and base life regeneration.
Memphian priest has 14 tiers, also upgradable in all acts. Man, making merchant loot tables is one of the most boring things in modding...
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 02 August 2018, 23:57:34
v 1.1P:
- Fixed invalid skill profile on Sentinel's Armbands
- Fixed new music not playing in Minoan Labyrinth
- Removed white dye on start (not needed anymore)
- Starting weapon is made random, just for fun. You can start the game with any type of weapon (weakest version): bow, spear, knife, torch, axe, club, thrown or fire/cold/lightning staff. There are exactly 10 types of starting weapons, so if you want a roll a random mastery based on it, now you can.
- Male and female base stats are made slightly different (just for immersion). Male starts with +5 Strength and +30 Health, female with +5 Dex and +30 Energy. Changes show only on new characters.
- Added new alternative menu screen (Optional, view the ReadMe file)
- Sentinel's Cuirass and Wraith armors have new visuals.
- Added the second mercenary in the mod - Memphian Priest. You can hire him from Normal Egypt cities, and upgrade him after in each act up to Legendary difficulty.
- Spartan merc's stats, armor and base regeneration are buffed, as well as his skill values on higher difficulties.
- Mercenaries can now be upgraded in the North.
- Mercenary skill summon cooldown reduced from 180 to 120 seconds.
- Pack animals summon cooldown reduced from 300 to 180 seconds.
- Updated English and Bulgarian text.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 03 August 2018, 00:31:19
Hello nargil66, you made an fantastic mod, the improvement is amazing. You changed the vanilla game and added such nices improvements that is hard to come back to the normal game. Thank you very much  ^-^  :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 03 August 2018, 02:11:22
I'm happy you enjoy it. There are still alot to add in the future, and this mod will be the foundation of Deities, so i won't stop working on it :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Typhon on 03 August 2018, 03:02:34
Can't wait to see what mercenaries you have in store for us in the two other acts :D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 03 August 2018, 05:43:57
Fixed several bugs and missing tags in the last version. The fix is uploaded.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 09 August 2018, 02:26:29
Today I imported all monster effects from the old Death Effects Mod from I.N.S.A.N.E. I will post it later as a separate mod. Haven't added the effects for Ragnarok monsters yet. It's far from finished, but it's playable.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 14 August 2018, 19:28:34
Hmm, I was looking at the quest reward skill tree, and i had this idea... maybe it's possible to make it someting like the Grim Dawn's devotion tree... it would be cool. The current skill tree is not very inspiring. All the skills are x3, one for each difficulty, which is a pure waste of space for a skill tree.

For now i'm gonna turn it into "quality of life"tree :D
Two ideas of nice utility skills I would like to put there:

Rest - Like in Underlord. I think to add it as a reward from the naiad Pegaea on Normal.
Light Wisp - Like koderkrazy's light bulb, but it's a pet that follow you. Reward from... ? Oracle maybe?

I can use your help on this. There are 24 skills, and I only can think of two... if you have an idea of cool utility skill that doesn't change the game balance, I'm open for suggestions.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 15 August 2018, 04:53:10
New dye for the next version - you fight for the Order of Prometheus, why not wear their uniform?

(https://i.imgur.com/4PV9W18.jpg)
For now it will be a quest reward somewhere.
An old variant of this skin was the first thing I posted in titanquest.net.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 15 August 2018, 22:00:13
Light wisp is ready:
(https://i.imgur.com/9iR8ckk.jpg)

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Typhon on 15 August 2018, 23:34:54
Neat. One thing though, would player auras overwrite the light from the wisp or will it remain?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 16 August 2018, 09:22:30
Neat. One thing though, would player auras overwrite the light from the wisp or will it remain?
The light is attached to its mesh, so they won't. Most auras doesn't show on it, except casted buffs like herbal remedy. Btw, I changed the pic on my previous post to show better the light radius. It's not as big as lightbulb, because i like darker nights :P
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: CrocMagnum on 16 August 2018, 14:37:17
Hmm, I was looking at the quest reward skill tree, and i had this idea... maybe it's possible to make it someting like the Grim Dawn's devotion tree... it would be cool. The current skill tree is not very inspiring. All the skills are x3, one for each difficulty, which is a pure waste of space for a skill tree.

For now i'm gonna turn it into "quality of life"tree :D
Two ideas of nice utility skills I would like to put there:

Rest - Like in Underlord. I think to add it as a reward from the naiad Pegaea on Normal.
Light Wisp - Like koderkrazy's light bulb, but it's a pet that follow you. Reward from... ? Oracle maybe?

I can use your help on this. There are 24 skills, and I only can think of two... if you have an idea of cool utility skill that doesn't change the game balance, I'm open for suggestions.

Devotions-like Skills for Titan Quest? You have some dang good ideas, nargill66. :) So:

- what about granting high evade for your Familiars as Devotion (25% to 75% evade per difficulty for instance),

- I feel Stun Skills are underused, so "x% Chance to Stun target for x Seconds",

- Slow is good but not every Mastery allow you to slow Monsters,

- A Debuff for Masteries that don’t have it or badly need it,

- granting temporary Summons when getting hit hard (on low Health that is), like the Artifact Star of Ishar granted Skill Scimitar Spirits.

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 16 August 2018, 16:44:07
Nice suggestions, Croc! I'll consider all of them. I'll definitely include a pet bonus hidden skill, +% evade is a good idea. Stun and slow too, it's always useful. I only hesitate abut the debuff, it can make you too powerful. Will think more about it. Maybe if it is a chance based...
I figured out how to make "devotion"skills not affected by +AllSkills items and buffs. The thing is, you can set how many skill points you get as quest reward for a certain skill.
I can make devotion like skills to be 3 tiers, 21 levels each, and from level 1-10 the skill gives the same bonus as level 1, 11-20 the bonus upgrades with 1 level, and at lvl 21 if gives the final bonus for legendary difficulty. So instead of making 3 separate records for 3 difficulties, each quest skill will need only 1 record. If i do this, it will open alot of space for new quest skills! When an NPC gives you upgrade to a quest skill, you will be given +10 skill points to that skill instead of 1. Good luck in getting +10 to all skills in another way to affect it, its impossible :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 29 August 2018, 00:22:19
EG v1.1Q
- Custom Maps versions are added again. You can choose to play from the main game or as a mod.
- Music mod and Menu mods are made optional. The default main menu screen is set to normal Anniversary Edition (pre Ragnarok). If you want to install any of the alt menus, see ReadMe inside Optional_Mods.7z.
- Added two new alternative menus with Egyptian theme.
- Added modified game.dll, which unlocks the full space in expanded merchant window. It is optional, view ReadMe if you want to use it.
- Improved spectral textures on Wraith MI armors.
- Imhotep gives a special dye reward on arrival in Egypt.
- The Oracle in Delphi gives a special quest pet - Apollonian Firefly. It cannot fight, but it gives additional light in caves and dungeons.
- The elder in Helos and Leonidas in Sparta each give inventory bag as reward, to collect all 3 bags earlier in the game. Timon in Megara gives your third and final bag.
- Updated all ReadMe files.

Download:
https://mega.nz/#!7z53ESiC!LKHl-3G8rXnyFcDfFWZU0mzOuRFwEcdX60vXVN-5p9U
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 07 September 2018, 01:51:50
Nargil: Download and installed you Enhanced Game mod. when I unzip'd I found EG, EGX2, EgX3 And EG XMAX. I only installed EG database. What do the others do.
Are there any dyes in this one? What is the other Zip for others. Do the EGX2, EGX3 and EGXMAX replace the old v2, x3, xmx monsters?
Only problem noted so far is the screen overflows on the ends. Starting a new character to go with it.
Good luck in your endeavors. 
Edit:,Did not add resources. Put database in game not Custommaps.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 08 September 2018, 14:03:51
You replaced the entire database folder with the one from main game version? If not, it is the right way to install it.
The EG folders outside of the "Main Game" archive are all played from Custom Maps. Place them in "My Games/ Titan Quest Immortal Throne/Custom Maps"as any other mod.

Only problem noted so far is the screen overflows on the ends.

What do you mean overflows?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 08 September 2018, 20:28:28
Inside the Enhance Game folder were, Database and resources. Only put database in game, didn't use resources.
Over flow was due to video setting. Had set at 1280X720 (wide screen) changed to 1920X1080 (wide screen) Fixed
Waiting on a redheaded girl. Much more room now. Thanks
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 09 September 2018, 19:38:56
After adding mod game was corrupted.
Changed back to old database corrupted all 6 of my characters. No big deal as had to start over before. Highest character was only lvl 15. All were in teens.
Transfer and storage areas where large. cut off on right side couldn't remove items. showed up on characters.
Should just have put  mod in custom maps an not put database in game.
Oh well!! That's the way the ball bounces.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 10 September 2018, 02:57:23
Corrupted how? Are there missing textures (characters look all gray), cuz it can be fixed easily. Or they became invisible/unmovable ingame?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 10 September 2018, 16:46:35
The Transfer Area was huge, had filled, so exited the game to empty into Vault. Noticed last few rows of Transfer were cut off in the Vault. The items that were into them couldn't be seen, but were there.
Went to play game and the missing items were over the characters frozen in place on all characters. Made a new character and it was the same. In the Vault, the vault storage place was ok,  the Character section had the last few rows cut off. Now doubt in my changing may have caused it. Rescued what I could off of the characters, putting in vault. Then uninstalled everything and download everything new from GOG. Starting one new character will take up to level 10, then reinstall your mod in Custom Maps. Perhaps this all started when I put the EG database in the main game, removed and  put regular database back in. Then put your mod in custom maps.
Hope you can make sense out of this rambling. 
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 10 September 2018, 17:16:52
I think you have done something wrong, but if you have troubles with the main game version, just play from custom maps. Also, read the install descriptions here, might help:
https://steamcommunity.com/sharedfiles/filedetails/?id=1389634981
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 10 September 2018, 18:25:06
Found out that in the Vault Configure and activate Custom Map the Transfer and Storage  have the last few rows cut off. In the regular game Vault they are OK.
If I make a character using  Custom Maps only can't see in vault without activating custom maps in Configure.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: wolpak on 11 September 2018, 15:43:58
I still can't get the bottom 1/3 of the transfer stash to work properly.  I've deleted the files in the save folder, but to no avail.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 12 September 2018, 03:17:45
If you are talking about the Vault, Version 2.5.6 work fine for standard TQAE, it seems to be only when using Custom Maps for mods.
Checked some more and found out row it only when you check Custom Maps in Configure. Vault 2.5.6   
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 13 September 2018, 16:02:44
Nargill66, it appears that the problem with cut of rows in Transfer and Storage is a problem with Vault 2.5.6 Custom set up for Custom Maps in Configure
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 15 September 2018, 06:27:00
Started everything over, including downloaded the game from GOG.
Only way i can play the Enhanced Game mod is to put everything on the left side of the Transfer and Storage so when putting in Vault 2.5.6 it wont be hidden and you cant get to it.
Found out if you  although a character has the same name and is imported to Custom they become two separate characters with two different Storage and Transfer, but can be put in the vault of Vault 2.5.6. Only the character part isn't right of the Vault
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 15 September 2018, 17:43:43
Yeah, current vaults are too small to show CaravanXL storage. I would make a modified vault, if i knew how, but i don't.

I still can't get the bottom 1/3 of the transfer stash to work properly.  I've deleted the files in the save folder, but to no avail.

I will look into the issue, but it's working properly for me and I don't know if I can recreate it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: DaveGunn on 22 September 2018, 17:11:40
Replacing my Game.dat with the one you provided lead to a popup about not finding an entry point. It seems to be looking for steam achievements though I use the gog version.
I would put it back to ensure I didn't mess up installation somewhere else but I apparently never backed up that part. Any way you could help?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 22 September 2018, 18:36:26
DaveGunn, I would suggest putting Enhanced game in Custom Maps. Works fine there except for the the Vault 2.5.6 which can be fine if you don't use the last 4 rows of Transfer and Storage.
I use GOG. The rest of AddOn mods work fine in regular game Data Base.
Nargil66, I have the beautiful red head elf working fine in regular game, but a little strange in Custom Map Enhanced game. The character there is a red headed elf with armor, but all dark gray with no features. Any idea what I did wrong? The character in regular game is only lvl 2. Now she has no equipment, no big deal since she is such a low level, so will just dump her and start anew.

EDIT: Removed the characters in both and started new ones. The one in regular game is as you would expect, but the new one i has gray skin with a dark tunic. Choosing tunic color when creating doesn't seem to matter.
EDIT2: The color of the tunic chosen determines skin and Tunic, Skin and strip color. Choosing white, tan and blue give you white tunic and skin with only strip giving different colors. Choosing Gray and red gives you black tunics and gray skin. I hope this makes sense.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 22 September 2018, 20:14:09
Replacing my Game.dat with the one you provided lead to a popup about not finding an entry point. It seems to be looking for steam achievements though I use the gog version.
It's only for Steam, there isn't available one for Gog version. If you have backupped your original file, just replace it back, there should be no issues.

The color of the tunic chosen determines skin and Tunic, Skin and strip color. Choosing white, tan and blue give you white tunic and skin with only strip giving different colors. Choosing Gray and red gives you black tunics and gray skin. I hope this makes sense.
Yep, rose and gray dye are dark elves.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 23 September 2018, 04:45:22
Ok, just so I know what to look for. So if I want a red headed elf with white skin and a red tunic. It not to be.  :'(  I do like the black tunic. Red Head, white skin and a black tunic would be sharp.
Thanks for your quick  answer
EDIT: YIKe!! Made new character in Custom maps playing Enhanced Game. Red head with white tunic and tan straps. Worked fine in level 1. in level 2 she is disintegrating. Black blotches and you can see through one calf.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 23 September 2018, 06:40:40
EDIT: YIKe!! Made new character in Custom maps playing Enhanced Game. Red head with white tunic and tan straps. Worked fine in level 1. in level 2 she is disintegrating. Black blotches and you can see through one calf.
It's because Custom Maps version overrides the skins from the Database folder. Try the following - go to "Titan Quest Immortal Throne/Custom Maps/Enchanced Gameplay/Resources" and rename "Creatures.arc" to "Creatures-.arc". Then place the "Creatures" folder from the Main Game version into your database instead. Rename the original "Female" folder inside of it to "Female-" and place the "Female" folder from the elf pack  at its place. It should work.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Genadine on 23 September 2018, 14:38:09
OK so I have followed the instructions ( I think 100%) but I cannot use the bottom 3rd of the Transfer Stash when using AEXL.

I am a GoG user so;

1. Nothing stored in my transfer on any character
2. Installed EG
3. Cleared the 2 files from the save folder as instructed
4. Logged in to everything working 100% except the bottom 3rd of the Transfer Stash

What am I doing wrong?

TIA
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 23 September 2018, 19:51:34
1. Nothing stored in my transfer on any character
2. Installed EG
3. Cleared the 2 files from the save folder as instructed
4. Logged in to everything working 100% except the bottom 3rd of the Transfer Stash

What am I doing wrong?
Nothing, it seems it's a bug. I'll try to find the reason and fix it for the next update.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Genadine on 23 September 2018, 21:00:26
@ nargil66

Thanks for the response, glad I am not being stupid  :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 23 September 2018, 23:20:08
Nargil66, no luck with your suggested fix. Ended up with a gray female with a big chunk out of her head and a large gray checkered coat with knickers. Her arms were outside the sleeves.
Went back to your red headed girl mod with nice tunics matching the color you chose . Have given up on the new red head for now.
Need to think of anything I could have done wrong.
I like your music change. the music for the spartan camp seems a little too oriental but ok.  Of course I lost my characters, so starting  new ones
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 24 September 2018, 00:50:05
Nargil66, All my setups. The set up is red head as default. that is in Custom Maps. I note that XPack is in  GOG database.
Using red head mod right now, not the new one
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 24 September 2018, 09:32:38
Nargil66, no luck with your suggested fix. Ended up with a gray female with a big chunk out of her head and a large gray checkered coat with knickers. Her arms were outside the sleeves.
Try buying and drinking a different base dye after the fix, then switch back to you chosen dye.
Anyway, I'll release the "half-elf" variants that use normal female mesh with an elf texture. The ears are human, but it will be easier when using along vanila dyes. Will post them today.
I like your music change. the music for the spartan camp seems a little too oriental but ok.  Of course I lost my characters, so starting  new ones
Well, it's an actual greek hymn to Apollo, one of the few which has been preserved to our time. And I'm glad you like the music :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 24 September 2018, 22:40:05
I think i fixed the problem of disintegration of my character. I renamed creatures.arc in customs map.Have a character in game and a different one in custom games. No problem act level 3 of both. I guess time will tell. Ears could have been more like the hobbit.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Typhon on 25 September 2018, 23:53:05
Pretty great, I like a lot of the changes. One question, does the Death Effects mod that you released on the Steam Workshop also work with this or nah?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 26 September 2018, 00:43:34
If you use the main game version as base with Death Effects on top, it should work.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 30 September 2018, 20:44:52
Crap!!! got as far as lvl 5 and she disintegrated again. Deleted the 3 characters I started. Have now given up on the new red head and went back and starting a new character with your older redhead mod. Only level 2 but seems ok. Trying and oracle which I'm not sure I ever played.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: wolpak on 17 October 2018, 15:38:40
Any chance you still plan on releasing a version with X more mobs but just 1 boss?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 17 October 2018, 21:58:37
Nargil66 has EG X2, EG x3 and EG Xmax

Edit: Misunderstood. Never heard of big mobs and one boss. Engage brain before typing.  :-[
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: wolpak on 17 October 2018, 23:22:29
Someone requested it on his steam page.  Honestly, I'd like to see more mobs and harder bosses (but just 1) if that is feasible. 
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 18 October 2018, 02:24:59
Any chance you still plan on releasing a version with X more mobs but just 1 boss?

Yep, I will, after the demo of my mastery mod is ready.
Edit: how many X more you have in mind?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: wolpak on 18 October 2018, 02:59:20
2-3 should fill up the world nicely.  I think the fast paced nature of burning your way through hordes of mobs is great to then have a slowed down battle royale with a boss.  Doubling boss HP and somehow cutting their damage by like 1/3rd would be an interesting tradeoff if feasible.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: wolpak on 18 October 2018, 17:07:30
I can really give stuff to occupy your time if you want.

I don't know what your interest level is in updating the UI and HUD, but it would be an awesome addition.  I have always been a fan of health bar HUDs that are next to your character so I don't have to look down at the bottom of the screen so often.  Even something like BigBarsUI incorporated into your mod would be sweet.  Another, one would be putting the monster's HP bar right above their head on mouse over.  Leaving the name and level at the top is fine, but I'd like to be able to see his health as I am beating on him.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 18 October 2018, 21:56:28
I'm not sure how to make some of your ideas. Yes, I have considered before to remake the UI. Right now I have other priorities, but in future I'll try for sure.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Medea Fleecestealer on 19 October 2018, 07:32:22
According to Zantai over at GD editing the UI is pretty messy so don't know how easy it would be to make changes.  Guess it depends on what you want to change.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Kirschrose on 19 October 2018, 09:16:53
Hey @nargil66, just wanted to stop by and say thanks for this awesome Mod. I really appreciate your work!
The extra inventory space is a blessing, can’t imagine playing the game without it. I also like the optional music you put in.

What I noticed is that the modified Game.dll, for the expanded merchant window, doesn't work with my GOG version of the game. It says: "?SetAchievement@SteamAchievements@@QAE_NPBD@Z" could not be found.

Thats all from me, thanks again! :D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nhokgate211 on 01 November 2018, 16:53:53
how to buy potion of healing
(https://i.imgur.com/vOH7yXO.png)

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 01 November 2018, 21:49:38
Spam posts removed, and change your resolution to buy the potion

Today i started working on the next update. For now 2 main things are done:
- First i reduced all the new skins from the skin pack to normal 512x512 resolution. The diference is not that big even with 4x, and they take alot less memory this way.
- Second thing is this :):
(https://i.imgur.com/pr8XtAb.jpg)
With the permission of WNG i implemented his awesome poison/vitality staves into the mod. Thanks alot!
Next i think to implement Endymion's fixes.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: wolpak on 01 November 2018, 22:01:08
Very nice

Wanna put target dummies in Corinth?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 01 November 2018, 22:31:43
sure, if you know a way

Edit: Endymion's fixes are added. I renamed player characters meshes so they dont conflict with ragnarok humans when playing with monster mods. Added missing aggressive nad defensive controllers to spartan merc. Now im starting the final set of pack animals for the North - elks.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 02 November 2018, 12:01:54
Btw, i might as well add a new merc for the next update - Promethean Agent.
I'm not sure yet about the skills, if you have a suggestion or idea of a skill that will fit Order of Prometheus, please let me know :)

Edit: Made a new player HUD with toolbars removed for better screenshots (non-combat):
https://www.youtube.com/watch?v=3XkQwECd2b4
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 03 November 2018, 09:15:19
Elks are made to pack animals and sold by North merchants. They have new sounds added, only the icons and tags remain.

(https://i.imgur.com/eUwZoZq.jpg)

Edit: I started implementing X Players mod (2 to 6 players), as many people requested on Steam. The German forum is a real golden mine for old stuff... new update is approaching. But first I'll include the latest additions by Endymion :D
Edit 2: I guess the yaks will be the next pack animals... and why not even include small mammoths, just for fun?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 04 November 2018, 11:02:49
New version is uploaded on Steam. I'll wait to see if there are any problems before uploading here.
Edit: There are some issues and missed things apparently. I'll upload a hotfix asap.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 05 November 2018, 16:00:10
New version uploaded on Mega.

v1.1s
- Fixed lowest rows of Transfer stash not unlocking
- All mod versions now use the same resource pack, to avoid the mod taking too much space. Please read the new description before you start playing.
- Implemented W.N.G's Poison/Vitality staves, as well as Endymion's fixes pack (from 3.11.2018). All credit goes to the mod's creators, and many thanks again!
- Base player's meshes are renamed to "...pc03.msh", to avoid conflicts with vanilla NPC's when using monster mods.
- All female skins are updated to latest skin pack and work both with skirted and skirtless mesh (no black gaps in texture). Face and skin are slightly different.
- Female Loincloths and Egyptian Outfits have new looks.
- Melinoe MI set has new looks.
- Fixed Spartan merc using only aggressive controller.
- Added new type of pack animal - Elk, available to buy in the North.
- Added X Player versions, from 2 to 6 players (increasing monster difficulty as if there is more than one player)
- Added a new Hud style, removing the skill bar for making screenshots (i advise you to not use in combat).
- Optional Mods: added new music to Spartan camp.
- Optional Mods: Included ETB's camera rotate tool (see ReadMe on how to use). All credit goes to the tool's creator.
- Optional Mods: added Elf/Half-elf creature mods (female only)

Download:
https://mega.nz/#!i7RlBabA!Jsr7ZIP2Pg1t9DZd_nAoM27MYWff-tACL-Wc9h1cO2Y
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 05 November 2018, 23:31:51
Nargil66,
Is this the update for Steam or GOG? Any reason the two systems don't match?
It's too bad Your Mod and the vault don't match. Not only Transfer and Storage, but the bags also.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 06 November 2018, 00:01:08
It's for both. GoG doesnt have full merchant window, the only difference.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 06 November 2018, 04:28:47
My merchant window is huge less than half full of items.
Will make the  latest changes to the mod.

Downloaded ready to make changes. No Resource changes in mod update?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 06 November 2018, 08:37:18
oldage, i posted some screens on first page, check them out. I think its better than explaining.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 06 November 2018, 18:35:50
This question should answer my problems.
Inside EG Update EG v1.1s are two zips:
1. EG Database-Replace the original
@.EG Resource-Merge with original
I have opened, do they go in Main GOG game or Custom maps? If they go in the main game, do I need to remove all the ADD-ONs?
I was just playing Custom Map with one character. Screwed up royally so deleted.

EDIT: database replaced ok, but wouldn't merge resources, kept rejecting so replaced one by one, now a real mess. This was to main game in GOG. Will delete the whole thing, save characters. Download from GOG and just use add-ons like I had and forget the rest of the EG Mod.  :'(
ONE LAST TRY TO SAVE
 Compared the database I put in main game with database from mod and they match in names and size. Same for Resource.
No Idea what is wrong. Lost my Red head changed to meet new mod.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 06 November 2018, 20:50:47
Damn, i see this just now. What went wrong with replacing resources?
If you want, i'll upload working GoG database and resource folders with EG installed, just backup your old ones and place these instead.
Another thing, you can make a copy of your installed GoG game (fresh one) - even if something goes wrong, you will still have the original one.
Really sorry for your problems with the mod man.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 06 November 2018, 21:26:25
Thanks It's really no problem to download from GOG.
I have the regular game working. Even see your new green staff for sale. Before I add your mod changes, I rename the old copy and put in a blank folder on desktop.
The only thing I really messed up was the Custom map characters. This is strange, in the Vault you have two character with the same name and  different equipment and level.
The only trouble is the character has such a small first bag things don't fit right. Basic the same problem as Transfer and Storage.
I'll probably take a break from my frustration to try your Deity Mod.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 07 November 2018, 02:17:23
Here is what I installed. Note: Do I need to reinstall Half Elf?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: efko on 07 November 2018, 02:44:32
Here is what I installed. Note: Do I need to reinstall Half Elf?
Please use 3rd party hosting for images.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 07 November 2018, 08:50:55
Here is what I installed. Note: Do I need to reinstall Half Elf?
Yes, it's in Optional Mods.
Edit: Your Database folder looks right.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Kabraxis on 11 November 2018, 15:31:15
Hello! New member, but long time Titan Quest player and fan.

Thank you for your work on keeping Titan Quest alive. :)

I have one question... it is maybe possible to integrate 'Relics/Charms in Epics and Legendaries' from old times to your mod? Of course maybe as an optional feature becaue many will consider it cheating.
I know its cheating but i played this game so much that i dont really care at this point. Its just fun to create OP items.

Probably not but i still needed to ask. ;)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 11 November 2018, 16:03:01
I have one question... it is maybe possible to integrate 'Relics/Charms in Epics and Legendaries' from old times to your mod? Of course maybe as an optional feature becaue many will consider it cheating.
It requires editing the game code, I dont know how to do that. I'm glad you like the mod :)

About next version - there may be an update soon, with latest changes from Endymion and some other things. I'll take a small break from Deities to finish it. Non-working X Players versions will be removed and replaced with one that works, at least for the moment.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 11 November 2018, 16:16:53
Thanks nargil66, the Endymion mod and your mod works great together.  :)) ;D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Kabraxis on 11 November 2018, 18:13:56
Thanks for reply nargil, i expected it to be negative so no hard feeligs here. ;)
Keep doing great job and have a nice day.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 12 November 2018, 04:49:35
Sigh!! Have given up on the mod until you say its completed. When I put the last up date in, I truly screwed up the works. Saved a couple characters and uninstalled TQA and the Mod. Have downloaded  TQA from GOG again, will hold off on the EG Mod for awhile. I do want to play it.
Edit: Forgot to ask, can the XL Caravan be replace with the old one so I don't have the trouble with the 2.5.6.0 Vault.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 12 November 2018, 10:19:37
Edit: Forgot to ask, can the XL Caravan be replace with the old one so I don't have the trouble with the 2.5.6.0 Vault.
I have another idea. I'll try editing Handball's freak VaultXL to fit the space (i recommend it to use instead of 2.5.6.0 version). Can't promise that ill succeed tho.
In both cases, in future versions the caravan will be reworked again, because some people have problems with resolution. I'm on a widescreen laptop, but not everybody is.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 12 November 2018, 17:36:35
Thanks Nargil.
Installed D2 LOD and mod Easter Sun Rises. Will play it and check back her to see what's happening.
Might install your Deity Mod to see how its going.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 18 November 2018, 17:18:54
I will work some time on next update.

Yaks are added as pack animals:
(https://i.imgur.com/6VAqJ4A.jpg)

Btw, looking at all the pack animals, do you see what is missing... the packs  :-\  So i got an idea today - to take the actual packs from the only animal that currently has them (camel) and attach them to the rest. Will try it next.

Edit:
(https://i.imgur.com/B85EkRn.jpg)

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: icefreeze on 19 November 2018, 06:28:02
I think the camels and yaks is more suitable than horses with package :D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 13 January 2019, 21:46:22
Ok, after a break, I'm back to the *packed* pack animals idea:

(https://i.imgur.com/tIurRqu.jpg)

I had to steal the horse saddle from Grim Dawn, but it's all for a good cause. ^-^
Only Elks are not done yet.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Medea Fleecestealer on 13 January 2019, 21:56:00
Grim Dawn has a horse saddle in it?  :o
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 13 January 2019, 22:10:35
Yep, but the mesh had no bones, I can assume it's unused atm.
Edit: Actually, this is a whole horse mesh with deleted texture.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 16 January 2019, 06:00:01
Hell yeah! Finally figured it out! Behold, the better item filter:

(https://i.imgur.com/kPYBvqb.jpg)

Right to left - broken, common, magical, rare

After some testing, it turned out that if you add a color tag to a Broken item prefix OR a common Quality tag, it overrides the main item text. The rest was easy - only had to make all magical items common. So right now there are both "normal" and "magical" commons, but because of the quality tag you can see the difference right away :)
I'll release this soon as a standalone mod, before merging it with Enhanced Gameplay.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 16 January 2019, 15:19:55
Item Filter Mod

Features and Info:

1. This mod allows you to filter broken, common and magical items.
2. New item colors:
Broken - Dark Gray
Common - Gray
Magical - White
Rare/Epic/Legendary - same as vanilla.
3. Light and easy to merge with other mods.
4. No need to ask me if you want to add to your mod.

Link to the Filter mod (standalone version):
https://mega.nz/#!P74k1CRJ!vZPbnDin54rGwdflHMF9Lpvg3-JYKvFwxmZTyMBKt_U


Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 17 January 2019, 02:47:45
Very interesting Nargill 66. Not using Enhanced Gameplay Mod due to the the Caravan and Vault discrepancy.
Do use pieces such as Red Head and Music and Startup Picture.
Would really like to but I kept messing up.
Good luck with your endeavors. 
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 17 January 2019, 11:39:42
Thanks, oldage. Fixing the Vault difference will be next on my list. I hope to figure out how to do it.

Btw, the next version is uploading as I write this.

v1.1T
- Removed non-working xPlayers versions.
- Added new item filter that hides magical items.
- Included latest fixes and additions by Endymion.
- Added new type of pack animal - Mountain Yak, sold in Orient.
- Most pack animals now really have packs.
- Female Banded armors have new looks.
- Optional mods: Added Reshade settings (view ReadMe).
- Optional mods: Updated Bulgarian text.

Download:
https://mega.nz/#!j7wAWICD!QCuW2cfiCF-WabkJEKnA_a5UiiotWKMcljbxTe05zoU
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 17 January 2019, 12:24:14
Oh yes!!! I've been waiting for this for a long time  ^-^ ;D

Thanks for your work by the way and I hope you have a great 2019 nargil66

 :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 18 January 2019, 04:43:33
Thanks Diego, I wish you a great year as well :)

Next version is on the making. If you think that the caravan/inventory space is enough, I still don't. It will be even bigger. Here is a preview of the new inventory. It has nine rows, muahahaha!:

(https://i.imgur.com/eSRnzck.jpg)
Still WIP, and the caravan window is not started yet.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 18 January 2019, 18:29:26
Today's progress - many inventory elements have been adjusted, but more remain. I will not show pictures, before it's more finished.

Edit: Middle stage of adjusting:

(https://i.imgur.com/5tSXU2e.jpg)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 18 January 2019, 22:15:16
Thanks for the up date. Will watch for caravan and vault match so I can start up the mod again
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 19 January 2019, 00:08:20
Hey oldage, which combination of my mods got you into trouble before? If you want, i can make a tailormade version for you, and build all the stuff in the main mod. Just tell me what you want included (except the Vault thing - i can't promise i'll succeed in it).
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 19 January 2019, 03:34:13
Thanks for the offer nargil, that is the only thing that gives me trouble. I end up with items stuck anywhere and they wont move.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 19 January 2019, 05:09:08
Finished the adjustmens of the inventory and first stats page:

(https://i.imgur.com/SIMrfAB.jpg)
Now remains the second page and its all done.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 19 January 2019, 23:08:17
All is done - both inventory and caravan. Here is how it looks.

(https://i.imgur.com/hxTuJ6l.png)

Stash plates were giving trouble again (0 cost and not removable). I finally got pissed and removed them for good.
Now nothing can stop you to use all the space. 
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 20 January 2019, 02:23:17
Ready to try again.  What is the latest version of Enhanced Gameplay mod version.
Deleted and reloaded from GOG. Clean start
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 20 January 2019, 02:27:32
Ready to try again.  What is the latest version of Enhanced Gameplay mod version.
Deleted and reloaded from GOG. Clean start
Wait till tomorrow, the new version will be ready.
Btw, i checked the two Vaults today and found some solutions for your problem. VaultXL will work better with the new inventory window, because it allows to increase bag row number up to 10 rows. But i still have to make a custom version with smaller bags and thinner caravan for all to work. Gonna do it next.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 20 January 2019, 03:04:08
Thanks Nargil66. Will read some and watch before downloading mod, will play custom map only this time. To see if I have less troubles.
Using Vault 2.6.0, the latest
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 20 January 2019, 03:17:53
Can you switch to VaultXL? With 2.6.0 you won't be able to see inventory space.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sauruz on 20 January 2019, 13:30:53
The auto clean button from the bags will be confusing at the start, but i think its a matter of using it.

Anyway, more space means more moar :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 20 January 2019, 14:16:55
The auto clean button from the bags will be confusing at the start, but i think its a matter of using it.

Anyway, more space means more moar :)

Yeah, its the price for the bigger space. Can't do much about it.
Sauruz, what do you think is better - bag buttons to be up and sort buttons down or the opposite?

Edit: @oldage, after some more testing of the two vaults, i found that you're right  - 2.6.0 is the better one. I'll try to make the caravan compatible with it as much as possible.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sauruz on 20 January 2019, 15:09:41
Imo, the way that is show on the pic ( bag icons up and sort buttons down), and looks better since the bag icons are more used than the other bottons.

And fun fact, when we open the character inventory, we look right at the top first,  it wil be more faster checking the bags :D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 20 January 2019, 15:28:01
Okay, thanks will hold off playing game for awhile until I hear something one way or another from you.
Uninstalled old game and downloaded from GOG again. At the moment there are no characters in it. Not playing.
In this old character you can see relics stuck in different  areas
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 20 January 2019, 17:09:53
The textures for the compatible version are ready.

Here is a preview and compaition with vanilla.

Vanilla:
(https://i.imgur.com/WQcs8DF.jpg)(https://i.imgur.com/v3Iatwp.jpg)
New:
(https://i.imgur.com/boX4s8s.jpg)(https://i.imgur.com/tr7XeNr.jpg)

Zoom out in your browser to see them aligned.

I want to thank you for your request oldage. I was going over my head with huge stuff. This version will be compatible with almost everything - Vault, lower resolutions, and it will be more balanced overall.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 20 January 2019, 17:11:44
In this old character you can see relics stuck in different  areas
Clicking sort button doesnt fix it?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 20 January 2019, 20:37:35
@oldage everything is almost ready. This is how it looks:

(https://i.imgur.com/slMTUr2.jpg)
And here is how it is seen in Vault 2.6.0:

(https://i.imgur.com/1uIO3co.jpg)
The far right and down are still reachable, and for bags just move the top items to vault and press the sort button. The items from the 3 invisible rows will appear.
Im making your version official. I dont use vault much, but many ppl do. Expect an update in an hour or so :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 20 January 2019, 21:13:32
Thanks for all your work. Notice in inventory relic is stuck partially over the line into the previous. Also some stuck on the ground below the inventory due to size differences.
Nothing moves them.

Edit: I plead guilty of ignorance. The buttons picked every thing off the ground  and put on far left row and I was able to rescue.
It appear the only ones I really lost where in Transfer last 3 rows on right and bottom 6 rows. Mostly due to being careless
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 20 January 2019, 23:18:26
New version is uploading as i write this:

v1.1u
- Reworked both caravan and inventory window. They are slighly smaller, BUT are compatible with the latest TQVault 2.6.0. This also fixes the bug with parts of the caravan/inventory not being visible on lower resolutions.
- Personal stash is fully unlocked from the start, to avoid the bug with 0 cost and unmovable plates.
Important! Before you update to the new version, I recommend you to store your items. After you update, some of items in the far left, right, top or down may remain stuck outside of the stash corners.

oldage, I'll upload two more files for you after. You dont need to replace anything in Resources folder, only swap the vanilla Database folder with the new one.

Download:
https://mega.nz/#!zj4VAaja!VXOdqdjPZYgioSekpsDRD-kqOFRrFz8Os5cFWV-CRvU

Edit: Nevermind, here is what to do. Unpack the "EG_Resouces" folder and place the files inside in "My Games/Titan Quest Immortal Throne/CustomMaps/*Your Chosen EG Version*/Resources". This will make Endymion's additions visible.  Then play that version normally from Custom Game.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 21 January 2019, 04:23:44
Okay, will do. Thanks more than you know.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 21 January 2019, 06:43:43
Anytime. Tell me if something doesn't work.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 21 January 2019, 20:56:22
As usual if something can get screwed up, I'll be the first to do it.
Can't get it to work right'.
I'll keep working at it. One question, does Resources go in the Enhanced game folder?
I put the new resource with one dated 8-20- 2018. is there a newer one.
It's hilarious   when I created her she had a staff in her hand. When I started, no character, only a pole on the ground and her hair. Click on the hair and it start to move
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 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.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 21 January 2019, 22:13:47
I dug up an old Enhanced gameplay combo and it worked. The new little resource wasn't in it.
Went back IN the new setup I had the new resource sitting separate from the old. Didn't work
Back again, took new resources copied and pasted into the old resource. It asked for a change to quest, which I did. Still didn't work.
With that I'll see what I can get for you. I noticed all was Steam related, does that make any difference. I have GOG

Edit: I have been working with Custom Map only
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 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.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 22 January 2019, 00:03:35
Here a screenie. Notice newer Quest replaced old from 8/20
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 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.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 22 January 2019, 02:32:06
The only thing in Database is Enhanced Gameplay.arz

Put all the things in the Custom Map and it works. At least no crash. Tried  three different ways and they all work. All three ways involved putting everything in EG_1.1U.
I'M thinking no doubt  two of the ways  would have gone bad after awhile.
I will now delete these three characters an put on of my regular low level characters in to test further.

Edit; Do you need anything in the MAIN game Database. I have lots of things still in it ? Do I need to move the redhead you made me down to the Custom map Database?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 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.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 22 January 2019, 16:55:12
Wasn't really playing the Mod. just as a test took all I put in Main Database out and tried. CRASH
What made me think of it was everything looked like the regular game. No changes. Main game works fine without extras.
Any idea as to what is wrong?
Things are lying on the ground, a staff and her hair
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 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
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 22 January 2019, 23:48:52
I have decided to delete all part of the mod I have downloaded and start over from scratch since it is a new game download from GOG and I have no characters.
Have things all scrambled up. I don't know what belongs with what anymore.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 23 January 2019, 04:57:49
I was getting ready to delete every thing when I found an old mod that works dated 8-20-2018 Enhanced Gameplay for TQ: Ragnarok.
Has Database and Resources in it. Every thing under Resources is .arc,  under Database is Enhanced_Game.arz.
What do I need to change to this to bring it up to date? Perhaps I wont need to delete everything Just tried a little, but can tell its the mod.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 23 January 2019, 06:09:35
Just play it as it is for now. I'll upload a version for custom maps untill tomorrow.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 23 January 2019, 22:01:54
@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:
https://mega.nz/#!XmAUmCoY!995Ak1UkKmmnbPrmW0znhr9dx8udRqnsYzjetjLof8Y

Edit: start with a new character just in case.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 23 January 2019, 23:34:58
Have just a a minor and major problem.
Minor: when game starts you get standard Ragnarok winter scene. After playing, Save, Restart have  Your scene with flag and fire pot. Each time you exit game and  start, it's back to winter scene.
Major: Vault doesn't recognize Custom Map or character. Says No TQ Character
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 23 January 2019, 23:45:19
Have just a a minor and major problem.
Minor: when game starts you get standard Ragnarok winter scene. After playing, Save, Restart have  Your scene with flag and fire pot. Each time you exit game and  start, it's back to winter scene.
Major: Vault doesn't recognize Custom Map or character. Says No TQ Character

The first is not a bug, its on purpose. I just like the old menu more.
Second problem - you use configure menu > enable custom maps? I will check again.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 24 January 2019, 02:40:47
I checked the Configure block , but no name appears. Its not seeing the mod.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 24 January 2019, 10:05:50
To be honest, i dont know how to fix this. If i only knew which part of the mod is causing it... I suspect it has something to do with Endymion's changes, but cant be sure.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 24 January 2019, 17:38:29
More tests, went back to the old 8/20/2018 custom map.  No custom character. shows in it either.. Going to see if any changes where made in the new downloaded game from GOG
Edit: still 1.5.7
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 24 January 2019, 18:16:52
Thats weird, at least the old version should of shown. There arent any critical changes in it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 24 January 2019, 20:59:39
Found out something interesting today, about the game music templates. It is possible to add a random music pack to follow the main event music. It's awesome. It means i can include alot more custom tracks to EG. I even tried changing the dbr's event templates to random ones, but it didnt work. This is the exact reason i love modding this game - you can do so many different things, almost without end.
Found a cool track that will fit very well in the new expansion:

https://www.youtube.com/watch?v=ABfh9JxCF6s

Imagine staying in Athens for a while and after the main theme start new custom ambient tracks. Can't wait to try it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 24 January 2019, 22:57:24
Interesting music. Found myself keeping time to the music. While at it played the other music. Another just as good.
The picture would be good for the start up.
 Haven't decided what to do without a Vault. Will try a few other things.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Tauceti on 24 January 2019, 23:06:01
Quote
Found a cool track that will fit very well in the new expansion:
Oh man, it's an immersive soundtrack for Ragnarock  8)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sauruz on 24 January 2019, 23:12:49
Would fit well in Scandia camp
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 24 January 2019, 23:20:40
Would fit well in Scandia camp
I was thinking of the battle on Bifrost, while you fight the Jotunns.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sauruz on 24 January 2019, 23:23:04
Would fit well in Scandia camp
I was thinking of the battle on Bifrost, while you fight the Jotunns.

Yeah i didnt think of that.

Now thinking the vanilla music in Utgard is big letdown , jeez
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 25 January 2019, 02:50:40
Nargil66, have game sort of working. Removed the word_ CustomMaps from Enhance_Game when I put in CustomMaps folder. Vault recognized. Wouldn't let me install a low level bow from the Vault in the game.
Saw that the word _CustomMaps after Database_Custom and removed. loaded game Saw all the great new art. Installed the bow Okay.
Saved game tried to open Vault and got the following message: Tex magic is invalid. This may be caused by bad language or path setting.

Really like the picture to the music, would be a different Startup over winter scene or the old TQ scene.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 25 January 2019, 03:41:29
If you renamed the mod's main folder, go inside it and rename the .arz file to the same name, for the game to recognize it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 25 January 2019, 21:07:34
I was thinking more on the item filter idea. There is a mod for Grim Dawn that uses a more colorful item filter. Link:
http://www.grimdawn.com/forums/showthread.php?t=63773
Do you think it's worth implementing? Its not hard to make at all, the only thing modded are the text files.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 25 January 2019, 22:32:38
nargil66 I think it's worth a try. It will be great if you do it

 :)) :)) :)) :))


And... by the way. Your mod is phenomenal, I don't play without it. It seems that it was always a part of the game, such is the seamless interation between them.

I really thank you
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 25 January 2019, 22:52:56
Already started the color filter. Thank you too for the kind words :)
I think with different color of Prefix - Base Name - Suffix, will be easier to spot the item you are looking for.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sauruz on 25 January 2019, 23:07:17
im curious to see the results, since in GD there are way more greens and affix than  in TQs
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 26 January 2019, 00:41:51
Seems no matter what I try, I get the same error. Tex magic is invalid. it looks good playing. I get that message when I try to open the Vault.
Nothing done to main game. Just using Custom maps.
Haven't played GD for so long, probably wouldn't recognize it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 26 January 2019, 01:12:30
I get the same error, but was able to pass through the message. Will test again later to see if the vault recognizes player file and tell you if i find a solution.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 26 January 2019, 05:06:28
Here is a preview of the colored tags:

(https://i.imgur.com/SkIukfd.jpg)

What do you think? Do you like it or it is too much?

The "Norse" tag is not colored yet, thats why its green.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 26 January 2019, 10:44:10
Color codes are 1/3 done. Aside from that, i started something else - the "ultimate" item filter, the way i plan to do it for more than an year. Why ultimate? Because i dont see another way to improve it without messing with the game code.

The idea is - turn ALL common items in the game's loottables into broken items. This is possible if you remove the NoPrefixNoSuffix weight and add it to the BrokenOnly weight. It's tedious, but not hard to do. When all the tables are done, all monsters, quest monsters, merchats, etc. will drop/sell only broken, magical or rare items, never common. Then ill make a single broken item prefix, which has NO penalties (just a clean prefix file). This will be the new "common" item. Get the idea?

Next step i did already in the previous version of the filter - turn all magical items to Common rarity.
I short, old broken items will be gone, commons will become "broken", magical will become "common". Press Z - you filter common items, X filters magical items. Thats it.

By a day or two the new filter and color codes should be done.

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 26 January 2019, 14:39:11
Color codes are 1/3 done. Aside from that, i started something else - the "ultimate" item filter, the way i plan to do it for more than an year. Why ultimate? Because i dont see another way to improve it without messing with the game code.

The idea is - turn ALL common items in the game's loottables into broken items. This is possible if you remove the NoPrefixNoSuffix weight and add it to the BrokenOnly weight. It's tedious, but not hard to do. When all the tables are done, all monsters, quest monsters, merchats, etc. will drop/sell only broken, magical or rare items, never common. Then ill make a single broken item prefix, which has NO penalties (just a clean prefix file). This will be the new "common" item. Get the idea?

Next step i did already in the previous version of the filter - turn all magical items to Common rarity.
I short, old broken items will be gone, commons will become "broken", magical will become "common". Press Z - you filter common items, X filters magical items. Thats it.

By a day or two the new filter and color codes should be done.



Yes !!! Great idea !!!

 :) :D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 26 January 2019, 18:19:47
Deleted the Enhanced_Gameplay_Custommaps and went back to Add-On in the Main Game. The red head you made me, start up picture and sound.
Will play that while you try to figure out why the Vault doesn't like Tex Magic.
Am I the only one having problems with this?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 27 January 2019, 17:29:41
I'll try to find a solution to your problem after i finish the new item filter.

Current progress on the filter:

https://www.youtube.com/watch?v=amRXDhfhEn0

Most commons are filtered as broken, magical are filtered as commons. About the colors, i tried to preserve the vanilla ones as much as i can.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 27 January 2019, 20:25:48
I really liked the graphic of the torches. I'm sure I'll like any other I get to see.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 28 January 2019, 13:47:22
Dude, play it without vault for a while, just to see the features. Btw, the filter is done, now i can see about your issue.

Item Filter +

Features and info:

- Most common items can be filtered with the old "filter broken" key. The new commons are grey color, but give no penalties and can be sold at vendors at normal price. Old broken items are removed. This means monsters will be stronger now, as they no longer wear junk equipment.
- Most magical items are made white color and can be filtered with the old "filter common" key. Some useful and high tier magical affixes (e.g. "Summoner's", "of Alacricity", "of Immortality", etc.) are left yellow and are seen along rare items.
- Rare, Epic and Legendary items still have the old colors.
- Added codes that drop all common weapons in the game (only from one wood / metal type) just for testing. There are 4 codes for each weapon type, for example axe codes are from "axe01 to "axe04", bow are "bow01" - "bow04" and so on.
- All ItemStyle tags are added to the main item text. "Leather"(style tag) + "Helm" (item name tag) is now just "Leather Helm" (item name tag). This was made for an experiment that didnt work, but i decided to just leave it like that.

Known Issues:
- Some of the starting common items (torches, leather armors) show in white text and cannot be filtered as broken. This will be fixed in next versions.
- Gray common items dropped from heroes, bosses, and quest proxy monsters cannot be filtered as broken. Probably will be fixed too.
- Gray common items sold from vendors cannot be filtered as broken. I wont try to fix this one, as noone buys common items from shops.
Download link:
https://mega.nz/#!fqJ3CIgZ!nvywDJPuZsIq1W5z3pnMbdXyVfAxxdop_1M4l8Pp9lU
If you find a bug, a missing text tag or have another issue, let me know.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 28 January 2019, 14:29:43
nargil66 is this right?


I don't know how to show images here... Damn, I wanted to show if the mod is working or not but I cannot sent the print screen of the image here.

But what is happening is that there are no different colors like on this video:


I'll try to find a solution to your problem after i finish the new item filter.

Current progress on the filter:

https://www.youtube.com/watch?v=amRXDhfhEn0

Most commons are filtered as broken, magical are filtered as commons. About the colors, i tried to preserve the vanilla ones as much as i can.

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 28 January 2019, 15:23:39
Yeah, thats not a bug, i just didnt like an item seeing as both yellow and green. It can be changed as in the video very easy, only depends on the text file.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 28 January 2019, 15:34:24
Oh... sorry about that, I thought that it was a bug. My mistake.

And about the filter itself, it is working flawlessly.

Thanks for your reply and sorry for any inconvenience.

Wish you a very good day.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 29 January 2019, 12:10:31
@oldage I tried passing through the vault error again and this time it didn't work. It seems the "compatible caravan" rework was all in vain. You can play with vault or with the mod. Thats all i can help with.

I imported the latest item filter to EG yesterday. Remains only to update the text tags and it will be ready to use.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 29 January 2019, 18:11:47
Nargi66 I appreciate your trying. I will make a bunch of mules to save some of the better things in the Vault.
What I'm playing with in the main game is lots of the mod already.
I expect your Mod to be my swan song. Will be 89 in a month and a half. Hope to play until I make 90.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 29 January 2019, 19:36:42
Will be 89 in a month and a half. Hope to play until I make 90.
Make it untill 100 at least :) By then the mod should really look as i imagine it - Deities + alot more content + better gameplay. :D
And since you were honest and told me about your age, i'll tell you about myself - I'm 35 at the moment, have bipolar disorder, and I use modding to kill my depressions. If anyone wonders why I almost live in this forum and post so much, thats the reason.
I'm glad to have such a dedicated follower and keep it up. There is alot to live for.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 29 January 2019, 20:56:18
I appreciate your honesty and all the hard word you do. As I have noticed all the time and energy you have put into this work..
Actually, there are two  different errors I was running into. One was the Tex magic error caused by the torch design, the second is  parsing player file equipment block.
I sort of tested. New Vault, new character. went thu saving horse, got the reward . Saved, checked Vault all was ok. started game again, played  to pick up torch save game checked Vault and
go the tex magic error. Restarted new character got bow with the new naming system, saved game ,opened  vault and got the parsing equipment error. This was all with Custom Maps.
Fortunately health wise I'm fine, just old and creaky. I marvel at your English, it's better than mine and I was born here. Never tried to learn a different language. I once got so I could understand Spanish but could't speak it.
EDIT: How is Deities Mod coming
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 29 January 2019, 21:13:20
About the errors - I don't have another idea than asking the Vault creators. Can you post screenshots of the two errors?
Deities mod... I work on it frequently, untill i get tired. Then i start something else to refresh. EG is more for relaxing :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 30 January 2019, 17:22:20
Version 1.1V is on Steam. Will upload here in an hour or so.

1.1v:
- Fixed positions of the lower inventory corners from 1.1U.
- Increased caravan/inventory size from 1.1U, untill the issues with vault are resolved. Caravan is 20x19, main inventory is 8x8, bags are 12x8.
- Bag buttons and sort buttons are arranged vertically to allow more space. It may look unusual in the beginning, but you'll get used to it quickly.
- Broken items are no more. They are merged with common items and give no stat or cost penalties. Mob monsters will be stronger, as they no longer wear trash equipment. Drop rates of affixed and unique items are not changed.
- Changed Broken items filter: Common (Gray) items dropped from mob monsters can be filtered as broken. Exceptions are: common items spawned from shops, chests, special or quest related monsters. More items will be filterable in future versions.
- Changed Common items filter: Most Magical items are now white color and can be filtered with the "Filter Common" key. Some useful affixes are left yellow and are still seen with the filter on.
- Optional mods: Zoom min/max distances in ETB's Camera Tool are made the same as in the mod.
- Optional mods: Reduced size of all optional mod textures to save space.

Download link:
https://mega.nz/#!vmYTGIBQ!7JQZfcQvcscmK7WxE8U3JHfRKtzTY_b0hwPQvGlXlgA
Download link (Custom Maps version)
https://mega.nz/#!WzQ3GC7K!7pSJHO1tzNwYX2VgLdlvuO6gFXU75sos2Yks-22B9SI
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 31 January 2019, 16:15:36
Nargil, just to let you know I downloaded your latest update 1.1V custom map. Will use Mules instead of the Vault. With everything larger it wont take as many.
The best stash was Plug Y by Yohann for Diablo as a chest in the game with thousands of pages.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 01 February 2019, 01:17:31
The best stash was Plug Y by Yohann for Diablo as a chest in the game with thousands of pages.
Yeah, Plug Y was amazing :) It was one of the inspirations for this mod... Too bad i have no knowledge of real coding.

I updated many of the player skins yesterday for the next version. Working on new bump maps today. But its going slow.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 01 February 2019, 01:37:51
Did you ever look at the code for the vault on github?
It has Vault bugs and information
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 01 February 2019, 13:02:11
Did you ever look at the code for the vault on github?
It has Vault bugs and information
Hmm, that seems handy. Will check the errors when i finish on the skins.

Progress: Most bump maps are done, after that i'll make male versions of the hunter tunics and delphic skins and port them to EG. These ones here:

(https://i.imgur.com/t546MUq.jpg)(https://i.imgur.com/JDDWlpY.jpg)
The hunter ones are better looking now btw.

When all is ready, i can finally convert all character skins/meshes to assymetric.

EDIT: More skins planned for the future:

Babylon - Persian and Scythian outfits:
(https://i.imgur.com/tJRpMng.jpg)
Egypt - Nubian Loincloths (Leopard) as seen here:
(https://i.imgur.com/XO5KR2n.jpg)
Normal loincloths will be moved to Greece.

Orient - Mongolian and Tibetian outfits.

North - More varied galic/german outfits:
(https://i.imgur.com/LCcfKp6.jpg)(https://i.imgur.com/nK5pB6y.jpg)

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 02 February 2019, 18:12:06
Today i took a small break from modding to organize my stuff. I copied all the files from the new Mega account to an older one. It turns out the old one has 50GB free storage, compared to 15GB for the new one, which is almost full.

Btw, if anyone is using ETB's camera tool, here is a tip - you can assign the horizontal rotation key to your LEFT mouse button. Tried that today and it works awesome :) You hold it when you walk anyway, now the camera will follow your direction.
Preview:

https://www.youtube.com/watch?v=VhqZ0BTwBm0

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 03 February 2019, 17:19:23
But what is happening is that there are no different colors like on this video:

I thought more on returning the old colors to the filter. The main problem with the filter in the video is that if i make it like that, unique items sometimes get colored yellow or green. To avoid it, i have to add a color tag to each and every epic and legendary item to preserve its blue or purple color. I started it last time, now i'm continuing. Affixes and uniques in the original game already have color tags, remains IT and Ragnarok. Example:

//RINGS
tagUArmor001={^b}Adroit Loop
tagUArmor002={^b}Band of Domination
tagUArmor003={^p}Celestial Band
tagUArmor004={^p}Chiron's Loop
tagUArmor005={^p}Crest of MuRong
tagUArmor006={^b}Crystal Ring
tagUArmor007={^b}Phantom Bane
tagUArmor008={^b}Prostasia
tagUArmor009={^p}Ring of Gaia
tagUArmor010={^b}Seal of the High Priest
tagUArmor011={^b}Shadowformed Band
tagUArmor012={^b}Signet of Hope
tagUArmor013={^b}Star Stone
tagUArmor014={^p}Thoth's Mark
tagUArmor015={^p}Apollo's Will
tagUArmor016={^p}Archimedes' Cogwheel
tagUArmor017={^p}Band of Souls
tagUArmor018={^p}Black Pearl Ring
tagUArmor019={^p}Eye of Horus
tagUArmor020={^p}Mark of Ares
tagUArmor021={^p}Seal of Hephaestus
tagUArmor022={^b}Blood Stone
tagUArmor023={^b}Brimstone
tagUArmor024={^b}Captain's Signet
tagUArmor025={^b}Cartouche Ring
tagUArmor026={^b}Jade Band
tagUArmor027={^b}Living Band
tagUArmor028={^b}Oath Ring
tagUArmor029={^b}Ring of the Shang
tagUArmor030={^b}Storm Eye
tagUArmor031={^b}Ward Stone
tagUArmor032={^p}Alke
tagUArmor033={^p}Timaios
tagUArmor034={^b}Memnon's Signet
tagUArmor035={^b}The Fragile
This will make both the full rainbow filter and the filter in the video possible. I'll also try to make most items dropped from hero, boss and quest monsters filterable. The game code doesn't allow these monsters to drop broken items. The plan is to change all monster rarities to common and add their name colors manually. For hero monsters it will remove the stars over their heads. Maybe I'll make the stars wearable, so you can collect them...

Edit: Another fix for next version - I finally managed to open the main map in editor and tracked down these gliched dudes here:
https://titanquestfans.net/index.php?topic=758.msg8287#msg8287
There was one in Delphi too. Record links anyone who wants to fix them in their mod:
Quote
"records\creature\npc\greece\delphi\male_002.dbr"
"records\creature\npc\greece\coastaltown\male_002.dbr"
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 04 February 2019, 00:41:40
Untill the new filters are ready - updated camera tool:

https://mega.nz/#!lGRWxYwB!9T3f-YsWuJOIbG-gMoMnCoKW3ry4d-EifmU0ahDmDNA
The settings are customized for better movie-like experience. See the ReadMe for more info.
For those who want to try it, i recommend using with this:

https://mega.nz/#!9LRwyKDC!b4Z7E6XR-7eNCpVpmOV7gShhV1SN_jic3w3M2J6GbDI
Unpack it in your Database folder to remove the occational map markers.
Another thing - sometimes you can't exit caves and tomb entrances from inside-out, you have to rotate the camera first.
Enjoy!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 04 February 2019, 23:46:54
New version is uploading as I write this:

v1.1w
- Fixed mesh/texture mismatch of vanilla "male_002" NPCs in Megara, Delphi and Corinth.
- Added racial profile to bandits, mercenaries and cultists in act 5 - "Human" (the original idea is from Bumbleguppy)
- Nature Mastery wolves are of racial profile "Beast" instead of "Animal".
- Tweaked all female PC skins and added new bumpmaps to them. They can be used with both skirted mesh and the skirtless mesh from AllSkins, without bump glitches.
- Both merchants in Delphi sell new outfits (only female for now, male versions are not ready yet).
- Added color codes to all affixes and unique item names. This returns almost all vanilla colors to the item filter (see below):
- Magical affixes are made of common rarity without exception. They show yellow as normal, but can be filtered.
- Most "normal" common items remain of broken rarity, and can be filtered as such, but will show white as in vanilla.
- The only difference is that some rare items will be yellow + green. This problem is only cosmetic, they show as rare in the filter.
- Health and Energy potions have different text colors and show the amount of HP/EP restored.
- Changed some property description tags to help new players understand them better.
- Most interactable objects (chests, doors, portals, etc.) have khaki (light yellow) color.
- Changed names of some damage types to shorter ones: Frostburn DoT = Chill DoT, Electrical Burn DoT = Shock DoT, Vitality Decay DoT = Decay DoT, Slow Physical DoT = Trauma DoT, Instant Poison Damage = Venom Damage. This will be used for sure in my main mod, tell me if you like it here.
- Optional mods: Improved settings for ETB's Camera Mod (view ReadMe on how to use)
- Optional mods: Added again the invisible map markers (if you use the Camera Mod)
- Optional mods: Added new music to Bifrost Bridge (event start)

Download Link:
https://mega.nz/#!VOpVWKYb!JyWvdCSvz52UuJ_jLTODVfWdpHl2mZ89zx3VFCn_Y6g
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 25 February 2019, 01:49:07
Hello nargil66, it's happening a bug in the new version 1.1 W

In Egypt until Hades - Therefore from Act II to IV - the second tier of armor is presenting these anomalies in their description:

"Pupil's tagItemArmbandsScaled of Essence"

It's happening in many items (most of these errors in the prefixes) in all of their types, Common, Rare, the yellow green items, the yellow items and in green items.

I believe there is connection with the changes you did on the colors of the items. If you don't mind, could you look into it?

It would improve the experience with your mod.

OBS: Even with this minor inconveniences, my Runesmith is already on the middle of the Act V in the Normal Difficulty.

Thanks for your mod sir.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 25 February 2019, 08:28:07
Thanks for reporting it. I'll try focus on the mod as soon as possible.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 28 March 2019, 19:29:13
Today I started the long delayed work on Enhanced Gameplay V2. The mod will be recompiled from scratch. You will no longer need to replace or put anything in the Database folder to play from the main game. Most of the mod resources will be in a simple ARC file called EG.arc. You'll just need to put it in your Resources folder and thats it.

Some of the planned features for v2 (in no particular order):

1. Reworked NPCs - Many NPCs in the game look awfull, with mismatching bump textures, copy-paste of the same skins, no elderly people, etc. I plan to do alot of improvements on NPC looks, making them more varied and unique. Tired of seeing same type of Mystic in every game act? Ever wanted Charon to look wiser, or Pegaea prettier? That's what I'm about to do :)

2. Improved pet visuals - Not much to say here. Summoning the same wolves from lvl 1 to 20 is boring. Pets will look better and change appearance on higher levels.

3. Item reworks
- There are TONS of unincluded items (expecially commons), which not only are cool, but will fit great in the different game acts. Many unique and MI items will change visuals and give more interesting bonuses. The other planned feature about items is to add short lore descriptions (especially to uniques). You want to know the legends behind some of the item names? You will...

4. New crafting system
- The plan is all NPCs that craft items for you to be removed. Why? Because YOU will be crafting your own stuff! This idea will take a long time to complete, because alot of new recipes, quest skills and interactable decorations must be added. But if it works as intended, the crafting system will be on a whole new level, with mining, harvesting herbs, tanning, blacksmithing... like in any modern MMORPG.

5. Interactable environment - I always loved how many things in Bumbleguppy's mod are interactable. You click on a spear rack - spear drops. You search a bonepile - spiders appear :D I plan to make something like that as well.

6. There will be other features, these a re just which first come to my mind.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Diego982 on 28 March 2019, 20:47:31
Oh man... This is amazing :)

Can't wait to try this, but we are patient here. As usual, take your time, don't rush anything.

Thanks a lot.

Good luck, it will be a great improvement.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 29 March 2019, 05:05:33
Can't wait to try this, but we are patient here. As usual, take your time, don't rush anything.
I appreciate your patience. I got recharged enough after the nymphs to work on something more serious lol :D

Today's progress - I started rebuilding the mod "brick by brick", importing from the old version. The first thing imported is the caravan, but it will work differently this time. I'll import ALL versions of different caravans and make them selectable from the HUD options. Preview of my idea:

https://www.youtube.com/watch?v=emR7nlkS0xI

Only the biggest one is imported for now. I hope there aren't any complications with unlocking, otherwise it works fine.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sauruz on 29 March 2019, 10:27:45
Very interesting, i might need that feature in the future :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: efko on 29 March 2019, 12:03:46
So cool, I need one for IT.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 29 March 2019, 15:30:20
Yeah! Just hope the Caravan and Vault match better when you are done. Ready to try it again. Keep up the good work.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: TQAEAndrey555 on 03 April 2019, 23:53:28
Hello.Please tell me how to change the menu
TQ Ragnarok on Menu_RisingStorm.2 days I can not understand.I would appreciate that.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: efko on 04 April 2019, 00:34:14
Hello.Please tell me how to change the menu
TQ Ragnarok on Menu_RisingStorm.2 days I can not understand.I would appreciate that.
Hello and welcome to the forum. I don't know to answer on your question but probably someone will help you  ^-^
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 04 April 2019, 21:16:55
Hello.Please tell me how to change the menu
TQ Ragnarok on Menu_RisingStorm.2 days I can not understand.I would appreciate that.
You want to change the vanilla Ragnarok menu? Normally, it works by renaming Menu_RisingStorm to just Menu. But I've combined the menu files from normal records and Xpack for Enhanced Gameplay. So the menu included in EG will not work for vanilla. Try these ones instead, they are for vanilla:
https://mega.nz/#!EWgQCazS!ttnpSdNza77XLWn77E4rqr8OhRdl-O_02Cpq6pl3cqo
Tell me if something doesn't work right.

So cool, I need one for IT.
This time there will be an IT version, I promise.

All 3 different caravans and 3 inventories are imported and selectable through HUD options. Starting to import something else.
(https://i.imgur.com/IgWQgqu.jpg)

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 06 April 2019, 04:52:03
Nargil, I'm interested is seeing how they match the Vault
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 06 April 2019, 22:52:59
Nargil, I'm interested is seeing how they match the Vault

Sure, here is a link for the first brick:
https://mega.nz/#!taZQ2I4S!tqWDw7asqPUAPPjZF--AbXfkZxXcuycaL1I_ylJhLtE
Sadly, the inventory size parameters are hardcoded in the game engine and cannot be adjusted by unlocking. So there are 3 separate versions in the pack. All versions include 3 separate caravans/inventories in the HUD options, but inventory grids will act differently for each one.

I assume that only the "vault" version will show properly. It's the smallest one, but it should work. Test them and tell me if it doesn't.

EDIT: Forgot to give the unlock instructions:

Quote
To unlock Caravan's Shared Stash for *your chosen mod* (does NOT affect the main game or other mods):
1. Go to "My Games / Titan Quest - Immortal Throne / SaveData / Sys / *your chosen mod* (say allcaravans_huge)" directory.
2. Delete winsys.dxb and winsys.dxg (If you peviously had any items in that mod's Shared Stash, they will be deleted).

To unlock Caravan's Personal Stash for existing characters from *your chosen mod* only (same mod as above):
1. Go to "My Games / Titan Quest - Immortal Throne / SaveData / User / *character name (from that mod)*" directory.
2. Delete winsys.dxb and winsys.dxg (It will erase any items that you have left in that character's Personal Stash).
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: jack on 07 April 2019, 02:55:12
Hey guys, I'm new here so I'd appreciate if anyone can clarify something.

I have the GOG anniversary edition+DLC. Nargil66's mentions on steam that there is a gog compatible version of the mod as well.

Is this the one (link bellow) that's compatible with gog release and do i download just the last file (Enhanced_Gameplay1.1V_CM.7z) + resources folder, or all 7 files? (They appear to be different versions of the same mod, but i could be wrong..)

https://mega.nz/#F!Xq5w0ChJ!ihmaGwRghID-igkpM5aVfg

Any help is greatly appreciated..

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 07 April 2019, 17:17:58
@jack The latest version is 1.1W. Steam and GoG are almost the same, only the directories are different.
And yes, you need only the last version.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: jack on 07 April 2019, 17:47:02
@jack The latest version is 1.1W. Steam and GoG are almost the same, only the directories are different.
And yes, you need only the last version.

Thank you so much for the prompt reply, I'll follow the guide you posted and see how it works.. Thanks once again!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Emu on 06 May 2019, 20:02:19
Can I use this and lootplus together?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Lavendarjosh on 07 May 2019, 00:28:05
Can I use this and lootplus together?
As this mod is a database replacer and LootPlus is a bounce mod, there should be no problems using both together.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 02 July 2019, 01:10:41
Enhanced Gameplay Atlantis 0.1A

After Atlantis i started to import stuff from the old version and recompile them in a different way. It's going slow tho. Here is what is done to this moment:
- The mod is playable only from Custom Game
- There are 3 different types of caravans/inventories. One of them is default (20x19), other ones are added just for preview for now. To select a caravan, go to Options Menu > Video > HUD Style. I recomment you to select 20x19 Atlantis version, because otherwise your inventory will be messed up. Unlock Instructions:
To unlock Caravan's Shared Stash for Eg only (does NOT affect the main game or other mods):
1. Go to "My Games / Titan Quest - Immortal Throne / SaveData / Sys / EG-Atlantis" directory.
2. Delete winsys.dxb and winsys.dxg (If you peviously had any items in that mod's Shared Stash, they will be deleted).

To unlock Caravan's Personal Stash for existing characters from *EG Atlantis* only (same mod as above):
1. Go to "My Games / Titan Quest - Immortal Throne / SaveData / User / *character name (from the mod)*" directory.
2. Delete winsys.dxb and winsys.dxg (It will erase any items that you have left in that character's Personal Stash).
-Imported are most quests from last version (some rewards will be missing tho)
- Ingame camera allows more freedom. Test it and tell me if its good for playing.
- No Xmax for now, but monster spawn is increased by 50%
- Imported the ustom sparkle effects for rare and above items.
- Imported are most of the cheat codes (fo myself only :P)

Download link:
https://mega.nz/#!1bYywaTT!lhCAuHZQ8VqzbSQhQuxHUfsCS6ygKatlgh7G5STljBk
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Cygi on 02 July 2019, 08:15:07
Imported are most of the cheat codes (fo myself only :P)

Is invisibility option one of them?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 02 July 2019, 19:49:29
Sorry, ivisibility requires to edit the game code, and i'm no coder.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: undefind on 04 July 2019, 21:04:22
Sorry, ivisibility requires to edit the game code, and i'm no coder.

Hmmm. Any ideas where one might find the tools necessary for recoding? This might be something I could tackle.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 07 July 2019, 13:52:18
Hmmm. Any ideas where one might find the tools necessary for recoding? This might be something I could tackle.
Generally you can change the code with hex editor, if you know what you are doing. But i don't.

Imported the pack animals today. Whistles now appear as such in the character's hand and on the ground. I have to think of a new pack animal for Atlantis act.
Also, there are changes on the caravan options. I left only the Vault compatible one. Alot of people are using Vault, i think its optimal.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 09 July 2019, 18:00:51
How is V 2 coming along. Just curious.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 09 July 2019, 22:56:30
Hey oldage, nice to see you. I'm importing things from v1 for now. Caravan will be only vault compatible.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 10 July 2019, 01:49:50
Enhanced Gameplay Atlantis 0.1b:
- All pack animals from pre-atlantis version are imported and buyable from vendors.
- Whistles have better visuals and appear in character's hand when summoning a pack animal
- Retweaked character animations. Slowed down horn animations and net casting animations.
- Fixed vanilla unarmed Call of the Hunt animation for female (horn was pointing backwards)
- Male dual ranged run no longer uses maenad run animation.
- Potion stack limit is increased to 100, scroll limit to 50.
- imported resistance icons from pre-atlantis
- CaravanXL options (choosable from Options Menu > Video > Hud Style) are reduced to one: 18x17 for Caravan, 12x8 for inventory and 8x8 for bags. This is the optimal variant for TQVault users. I don't plan to change them more. How to unlock:
To unlock Caravan's Shared Stash for EG Atlantis only (does NOT affect the main game or other mods):
1. Go to "My Games / Titan Quest - Immortal Throne / SaveData / Sys / EG-Atlantis" directory.
2. Delete winsys.dxb and winsys.dxg (If you peviously had any items in that mod's Shared Stash, they will be deleted).

To unlock Caravan's Personal Stash for existing characters from *EG Atlantis* only:
1. Go to "My Games / Titan Quest - Immortal Throne / SaveData / User / *character name (from the mod)*" directory.
2. Delete winsys.dxb and winsys.dxg (It will erase any items that you have left in that character's Personal Stash).
Download link:
https://mega.nz/#!QWoAHC4Q!FAO3o4i2yvSmPDn_IxPvS-faPWws4Y91yRVpDG8qi1E
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: Jaylo on 10 July 2019, 15:10:55
Enhanced Gameplay Atlantis 0.1A

After Atlantis i started to import stuff from the old version and recompile them in a different way. It's going slow tho. Here is what is done to this moment:
- The mod is playable only from Custom Game
- There are 3 different types of caravans/inventories. One of them is default (20x19), other ones are added just for preview for now. To select a caravan, go to Options Menu > Video > HUD Style. I recomment you to select 20x19 Atlantis version, because otherwise your inventory will be messed up.

Enhanced Gameplay Atlantis 0.1b:
- CaravanXL options (choosable from Options Menu > Video > Hud Style) are reduced to one: 18x17 for Caravan, 12x8 for inventory and 8x8 for bags. This is the optimal variant for TQVault users. I don't plan to change them more. How to unlock:

Are these new amended 0.1b inventory sizes smaller than the pre Atlantis inventory sizes?
If so then that would mean that any items that are stored in between these sizes on the character will have to be lost.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: monkas on 01 August 2019, 10:15:03
thank you ! good work man  ::) ::) ::) ::) ::)

Relic Vault doesn't expand when you change style to Atlantis style, so you need to change style to Default then press expand storage button, then change back to Atlantis style. Done!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 01 August 2019, 16:41:29
The mod is on hold right now. I'll fix the problems as soon as I return to it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: KbronCT on 05 August 2019, 18:14:16
Hello. I played a lot TQ when  it realeased long time ago. Now with the 2 new DLCs i wanna play again, but i´m unable to install the mods.
I downloaded the followed files:
EG_1.1W
EG_Atlantis_0.1b

With the first i follow the instructions like 1.1S, set the mods at CustomMaps folder (inside Mydocs\Titan Quest - Inmortal Trone\CustonMaps
And move the 2 files,
EG_1.1T_Resources.7z
EG_1.1W_Database.7z

inside the game folder. extract the files inside the game, overwrite the files at Resources and Database folders and check it.

Also i made the step 3 3. In Windows, go to "My Documents\My Games\Titan Quest - Immortal Throne\SaveData\Sys" directory. Delete winsys.dxb and winsys.dxg in the Sys folder and any mod folder you have inside. This will unlock the increased caravan space.

I don´t know what to do with the file EG_Atlantis_0.1b. it has a EG_Atlantis folder and inside it a resources and database folders with files inside.

The problem is that i don´t have any  HUD and my chars cannot move. All works, the inventory, it attacks i can move the mouse onto NPCs or open a portal, but my char cannot move, it can turn 360ş if i click, but doesn´t move.

Also i don´t have anything on my screen but the mini-map. All has disappear.

I don´t know what i´m doing bad. Please help me  :(

Thanks

(https://imagizer.imageshack.com/img922/7426/pbDSs3.jpg)
(https://imagizer.imageshack.com/img924/5176/Vxd72A.jpg)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 06 August 2019, 10:57:31
EG_1.1W works only for pre-Atlantis. AE 1.57 is the last patch it works on.

EG_Atlantis_0.1b:
Take the folder from inside ("EG_Atlantis" only) and place it in "MyGames/Titan Quest - Immortal Throne/CustomMaps" folder as you do with any other mod.
Launch the mod from Custom Quest menu. When you enter the game, go to HUD Style options and choose CaravanXL_Atlantis. Thats it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 13 October 2019, 14:22:43
Next versions will be a bit different. I started combining a compilation of my mods, but there is still a lot to import.
Deities, monster mods, Enhanced Gameplay, rider mods, skin mods, etc, should use the same ARC with resources, if everything goes right.
For now here is a link with the current mod compilation:

https://mega.nz/#!USx1TYqT!JtDv_bJMOZQgkvLZyq1GMcsumfyGerLSKIsA-v6ph_8

It requires both Ragnarok and Atlantis.

Added and changed:
- Added all the stuff from EG Atlantis 0.1b
- Showed MI and Unique affixes
- Custom drop sounds for MI and Uniques
- Some quest rewards from old EG
- New characters start with 2 different weapons, each pointing to a random mastery
- Integrated music mod
- Male and female start with slightly different stats
- Imported most creatures and effects from Deities (not usable atm)
- Added Bulgarian localization
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 14 October 2019, 14:05:38
Imported the 2 old mercenaries + recipes for them:
https://mega.nz/#!cGhXCCRZ!1CL2ddhsZs_dVHoR4wBGuEBplJXU2IiiRdSq0lK4FKM
I'll try to add more mercs for the next version.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: oldage on 14 October 2019, 14:33:58
Hi Nargil,
Have you given up on V2?
Glad to see you are still at it. Haven't played in a long time. Playing Kingdom Of Amular at present.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: mvlad954 on 14 October 2019, 16:56:41
Imported the 2 old mercenaries
You mean....from Soulvizier?
Edit:How do I rotate the camera?The middle mouse button dosent seem to do anything.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 15 October 2019, 07:34:31
Imported the 2 old mercenaries
You mean....from Soulvizier?
Edit:How do I rotate the camera?The middle mouse button dosent seem to do anything.
Not from SV, from old Enhanced Gameplay (pre-Atlantis)
about camera mod, it doesnt work with Atlantis unfortunately.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 15 October 2019, 07:36:38
Hi Nargil,
Have you given up on V2?
Glad to see you are still at it. Haven't played in a long time. Playing Kingdom Of Amular at present.
Nice to see you oldage. This will be something like v2, and no i havent given up :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 16 October 2019, 20:34:55
Act 3 mercenary on the making - Promethean Agent:

(https://i.imgur.com/dYHbSBN.jpg)
(https://i.imgur.com/vTv9IL6.jpg)
Planned skills are Rune + Storm. I checked the Agent of the Order set for inspiration - most of the skills are elemental based. From Storm i think Spellbreaker should fit well - since the Agents are trained to fight magical creatures and evil sorcerers.
If you have a suggestions of skills that fit the theme, let me know.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 17 October 2019, 08:02:09
Untill the merc is finished - here is a new version with re-imported WNG's staves and Endymion's items:
https://mega.nz/#!ZeAnWawb!2FSnfpk8wdb1nyVNJ2Q5AU38BlAhupn6U2GaXwAtAcE

Edit: The new mercenary is almost finished. Preview of his skills (at final tier):

(https://i.imgur.com/vnXvPr4.jpg)

Remains to add the contracts and recipes to vendors and i can upload.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 17 October 2019, 17:33:19
3rd mercenary update (the first tier is sold in normal Orient):
https://mega.nz/#!YDhFyS7Q!NPH-wMW-YBJuUz1DIYIpAkV95IpU6PeWLTirKRE7NJs
Also fixed spartan merc stats increasing in Int instead of Dex.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 24 October 2019, 15:03:48
Skin update:

- Both character models and all character skins are double sided
- Imported skins from old EG, a well as the latest asian, lioncloth and phoenician packs
- added a new code that gives special amulet, spawning 3 skin vendors (thanks to WNG for the help). Code: newskins
- Many of the older skins and bumps are to be reworked for future versions

Download link:
https://mega.nz/#!4bZzVYZa!HqmaPLLtiNuCtPS1wM4M1A4aZJrffRjhxpLBO_LDuzA

Important: To avoid missing textures when reloading the game, copy N66_Mods.arc from the mod's Resources folder and place it in your main game Resources folder.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: KbronCT on 25 October 2019, 23:34:05
How do I install the mod? It only has 2 folders, database and resources.

Do I need other files? Thanks
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 26 October 2019, 12:54:14
Place the mod in "My Games/Titan Quest - Immortal Throne/CustomMaps" directory as you would do with any non-Steam mod. If you dont have a folder CustomMaps, just create it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 04 November 2019, 02:32:18
@jack The latest version is 1.1W. Steam and GoG are almost the same, only the directories are different.
And yes, you need only the last version.

I bought the game via gog for a total of 50$, TQAE+RAGNAROK+ATLANTIS just to get hold of this mod, I have a pirated copy once and used this enhanced edition back then but the game crashed everytime i reached Corinth whenever i use a skill on those robbers so i stopped playing, now with atlantis on the loose, it caught up my interest again, but cant hold a play without a memphis priest or a spartan hoplite at my side... I just love the company... where can I download 1.1w? I love your mod nargil by the way if i somehow forgot to mention that... I would really want to learn how to mod like you do... I did amateur modding once on EA's sims2 and Bethesda's oblivion, nothing too fancy really, just txt editing, some mesh tweaking using blender and milkshape... how I wish there are seminars for modding here at our place just to learn new things... sorry to be out topic... anyway a link for 1.1w is greatly appreciated. anyway I just got to say... have you considered the hirelings to be scroll like with no time limit? the trade between having a hireling and the ability to hold orb artifact is kinda making me uncomfortable to decide... so having them on a scrolls and buying them everytime they die is quite reasonable for a mercenary... unlike having them as a skill... free of charge in like forever... just my opinion though... great work by the way... if I can be of any help in meshing or photoshop or anything aside from coding... I will gladly offer my assistance... just tell me where to get em tools for the job. cheers to all
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 09 November 2019, 13:46:36
using all_n66 mods uploaded 24.10.2019
tried a new character after i died at hands of hades, decided to be a runesmith, but the masteries bears all xxx

(https://imgur.com/9u9I4xi)

i thought this was compatible with ragnarok and atlantis?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 10 November 2019, 03:21:54
Hmm, i'll check the masteries, maybe i missed something on import.
About scroll mercs - its not a bad idea, but how will they be upgraded?
the other option is to "install" them directly in the quest skill tree somehow... have to think about it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 10 November 2019, 05:16:48

About scroll mercs - its not a bad idea, but how will they be upgraded?

right... hirelings are supposed to be paid, hence their nature... if not then they are not hirelings at all imo... more like you learned how to summon them through the artifact or something, you paid an advance payment to their mothers by buying that artifact and they will supply you with an infinite minnion forever, through scrolls is the only thing i can think of that will remit the demands of payment. if they die... you have to pay to get them back... like d2, even tyriel demands gold for resurrection of your hireling, dont know why he needs gold, perhaps to pay the bills on electricity to keep his wings going or perhaps because its only natural that hireling are meant to be paid every time they go with you risking their pitiful lives

now about the upgrades... hmmm... never thought of that... perhaps instead of directly getting mercenary from the artifact, the artifact summons merchants instead, that merchant sells these mercenary scrolls and their upgrades, just add level tier to each scroll so that early players cant make a use of them to balance things. all are just suggestions though. I hope a fix for the rune mastery is up soon, im stuck with my toon for now
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 10 November 2019, 05:39:52
nargil, is it possible that your horse mod be included here too? only can it be converted into dyes? i remember way way back that someone managed to create this, only its not horse but rather a saberlion to mount, you have a specific dye to go mounted, then use a regular dye to dismount... quite strange to go into caves or tombs riding a horse, as chiron said "a cave is no place for a centaur" ... just to share ideas if its possible, the teleporters should also be disabled on some part of the map so that the actual use of the horse will be beneficiary... let say from helos to delphi will be 2 days walk, but 1 day ride with a horse... i like the sound of that, reminds me of LOTR when gandalf says to pippin, its a 3 days ride as the nazguls fly, better hope none will be behind us... this will surely be game changing experience if implemented. sacred 2 and Tq in one.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 11 November 2019, 22:07:56
It cant be done with dyes. The problem with mountable/dismountable horse is that it needs to be attached to an armor to work. However, what animation the character is using is depending on the weapon animations. So to have a mountable horse, ill have to sacrifice all weapon animations of a certain weapon type AND to have a specific armor equipped... unless i find another way...
In 3ds Max there is something called Animation Constraints, which might allow me to attach the mount to a weapon, but force it to stay aligned with the floor, so it doesnt move with the weapon... But i tried several times already and havent figure it out.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 12 November 2019, 02:55:45
A new version is uploaded.

- Fixed missing link for Rune Mastery
- Fixed walking animation of Memphian merc
- Changed visuals, names and sounds of the skin vendor nymphs (more friendly now)
- Each skin vendor(ess) is summoned by a separate amulet, the skill has a long cooldown now
- Greatly reduced prices of skin vendor's dyes
- Added an adult unlock code: gimmenudes (You have been warned :P)

Download Link:
https://mega.nz/#!YeZ03SRZ!J_sfVG9WY8lEEDoIl7iN-Vbz5EEs89C_SvwruRSOXw4
Edit: Hotfix, link is updated
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 12 November 2019, 04:44:42
thanks nargil... now i can continue my quest
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 12 November 2019, 08:39:24
its not a major issue... but some buckler shields doesnt have any icons, but its usable nevertheless... the arc file texture should also be place in resource folder main for the special merchant to appear else the mesh wont come up... or is it the n66_mod?, i tried placing just the n66_mod but the mesh of my character is completely invisible, all that remained are my helmet and armband so i imported the texture.arc too. works fine after... except the icons
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 12 November 2019, 12:12:52
That's weird... the exact reason why uploaded the fix.
Ok, I extracted and recompiled Endymion's files, test it and tell me if there are still missing bitmaps:
https://mega.nz/#!pSoHFCBY!sFHhLzasyEhttQsqB8A2TqXnfjxlQ27ibnXHqpq_JPA
This version jumps to the main game, you dont need to place any ARC in main Resources. I recommend you to start with a new character. But you need to load the mod each time from Custom maps befor playing.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 12 November 2019, 20:28:27
managed to reached delphi and did not found any shield with a strange bearing bitmaps... and i think this also grants a solution for the special merchant's missing mesh... I will continue playing till i found something strange... ill report any errors if i can. by the way... i had to ask... is it intentional that every new character has a double sided appearance? my character developed a mustache shade on half his face and is clear on the other half... it disappeared as soon as i was able to purchase some dyes to change the color of my tunic... is this a feature or what?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 13 November 2019, 08:35:05
let it be known that in order for this latest EG which is a bounce mod to be played in customgame, which is imo tend not to be in favor for those who accidentally played their character via normal means without bouncing... this will result in loosing generally every single item you procured that is related to the mod, this happened to me and to my horrors i lost the summoning artifact which cost a fortune when you are a low level character to start with... to avoid this and convert it into a customgame mod, delete the map.arc found inside the custommaps in resource under my documents~  and it will allow you to play via customgame without bouncing ... correct me if im wrong.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 13 November 2019, 10:06:59
my lord nargil, it appears that your diety mod somehow manage to sneak into EG, my elementalist became thundersmith, the skill earth became hephaestus while the storm became zeus, but the skill tree remained intact, only the names of their forebearers... is this intentional?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 14 November 2019, 11:25:18
Oh, my bad on that, at some point i combined the tags... I'll fix it for the next version.

New for today - i'm doing some research about the unique items names, to add a flavour text to them. I'll first build it as a stnadalone mod, as i normally do. Also that way anyone can easily merge with other mod. Here is the current draft + some ideas for future uniques:

Greek Mythology

Achilles' Panoply (Made to a set if not, maybe rework the models)
Armor of Achilles - Crafted by the smith-god Hephaestus, this armor is said to be impenetrable.
Shield of Achilles - Crafted by the smith-god Hephaestus, the ornamented shield is as beautiful as it is strong.
Helm of Achilles - A high-crested helm, forged by Hephaestus for the greatest hero of the Trojan war.
Spear of Achilles - The trusty spear of Achilles, forged by the smith-god Hephaestus.
(Heel of Achilles) - This will kill you, no matter how tanky you are :P

Herald of Olympus (New Legendary Set)
Cap of Aidoneus - Gifted to Hermes by Hades, this cap enshrouds its wearer in impenetrable mist, making him invisible to all but his allies.
Herald's Caduceus - A symbol of diplomacy and trade, the wand of Hermes can wake the sleeping and and send the awake to sleep, and have power even over the dead. (Grant skill: Sands of Sleep - activated on attack, Bonus vs Undead)
Winged Talaria - Crafted by Hephaestus, the winged sandals of the god Hermes can fly him anywere with remarkable speed.
Traveling' Chlamys - A short protective cloak, used by Hermes in his travels.

Harpe Sword (New Legendary) - Made from pure adamantine, this sword was loaned to Perseus by his father Zeus to slay the monstrous Medusa. (Damage to Magical)

Ancile (Ankylos) - Send from the sky by the god Ares, this shield is rumored to protect any city-state from invasion, as long as its people possess it. (Actually it was send by Mars to protect Rome, but where are Romans in TQ?)

The Aegis (New Legendary) - The shield of thunder-wielding Zeus was given to his beloved daughter Athena, and sometimes even pass to mortal hands. (Skill: Perfect Block - activated upon taking damage)

Ajax's Bronze Tower - This enormous shield was made by the hides of seven sacred bulls, coated in thick layer of bronze.

Sword of Damocles - A symbol of kingship, this huge sword will give its owner great power, with all its responsibilities.

Sword of Justice (New Legendary) - The sword of Themis, goddess of Order, will punish all who stray from the path of justice.

Panoply of Heracles (Full Legendary set, Warfare/Hunting oriented)
Club of Heracles - Made of sacred olive wood, the enormous gnarled club can be hold only by the mightiest of heroes.
Bow of Heracles - The arrows of this huge bow are coated in the blood of Hydra - one of the strongest known poisons.
Pelt of the Nemean Lion - The hide of the Nemean Lion, worn by Heracles, is impenetrable to almost any damage.
Mane of the Nemean Lion - The hide of the Nemean Lion, worn by Heracles, is impenetrable to almost any damage.
Claws of the Nemean Lion - The hide of the Nemean Lion, worn by Heracles, is impenetrable to almost any damage.
Paws of the Nemean Lion - The hide of the Nemean Lion, worn by Heracles, is impenetrable to almost any damage.


Norse Mythology

Armor of Beowulf (New Epic) - This mail shirt was made by the famous norse craftsman Wayland the Smith, creator of many fabulous items.

Skyrta of Orvar-Oddr - The mailcoat of the legendary nordic hero is light and soft as silk, yet able to withstand any damage.

Fafnir's Treasures (New Legendary set)
Golden Coat of Chainmail - The magical armor, found by Sigurd in the lair of Fafnir.
Helm of Terror (Aegishjalmr) - Found by Sigurd after slaying Fafnir, this helm instills awe in allies and terror in enemies.
Ridill - One of the two swords, found by Sigurd in the lair of Fafnir.
Hrotti - One of the two swords, found by Sigurd in the lair of Fafnir.

Dwarven Concealing Helmet (Hulidshialmr, Epic) - According to the legend, this dwarf-crafted helmet can make its wearer invisible.

Svalinn - Legend says the sun-goddess Sunna holds this chilling shield before herself to protect the Earth from burning.

Jarngreipr - Made by dwarves, the iron gauntlets of the god Donar give him enough strength to hold his mighty hammer.

Jokulsnaut (New Epic) - A magical sword, wielded by the norse heroes Grettir and Atli.

Hrunting - Heirloom of the hero Beowulf, this sword was tempered in blood and possess many magical properties.


Mesopotamian Mythology

Rage of Marduk (made to Legendary) - This ancient sword holds all seven winds used by the god Marduk to defeat the monstrous Tiamat. (+1 Warfare, +1 Storm, + Onslaught, +Storm Nimbus, grants skill: War Wind; one of my favorite swords btw)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 14 November 2019, 12:29:39
awesomeness
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 14 November 2019, 16:46:39
A more complete list, thanks to Wikipedia :):

ARMOR

Armor of Beowulf (New Epic) - This mail shirt was made by the famous norse craftsman Wayland the Smith, creator of many fabulous items.
Skyrta of Orvar-Oddr - The mailcoat of the legendary nordic hero is light and soft as silk, yet able to withstand any damage.
Jarngreipr - Made by dwarves, the iron gauntlets of the god Donar give him enough strength to hold his mighty hammer.
Dwarven Concealing Helmet (Hulidshialmr, New Epic) - According to the legend, this dwarf-crafted helmet can make its wearer invisible.
Tyet - the ancient Egyptian symbol of the goddess Isis. It seems to be called "the Knot of Isis" because it resembles a knot used to secure the garments that the Egyptian gods wore (also tet, buckle of Isis, girdle of Isis, and the blood of Isis). (Egyptian mythology)
Petasos (also Petasus) - the winged hat of the messenger god Hermes.
Aphrodite's Magic Girdle - a magic material that made whoever the wearer desired fall in love with him/her. (Greek mythology)
Girdle of Hippolyta - sometimes called a magical girdle and sometimes a magical belt. It was a symbol of Hippolyta's power over the Amazons; given to her by Ares. Heracles' 9th Labor was to retrieve it. (Greek mythology)
Girdle of Brynhildr - Siegfried takes her girdle which makes Brynhildr lose her supernatural strength. (Norse mythology)
Ǒusībůyúnlǚ (Cloud-stepping Boots or Cloud-stepping Shoes) - made of lotus fiber, these are one of the treasures of the Dragon Kings; Ŕo Ming gives them to Sun Wukong in order to get rid of him when he acquires the Ruyi Jingu Bang. (Chinese mythology)
Shoes of Víđarr - which gave the god Vidar unparalleled foot protection. (Norse mythology)
Falcon Cloak - owned by Freyja, it allows the wielder to turn into a falcon and fly. (Norse mythology)
Swan Cloak - a magic robe made of swan feathers belonging to a swan maiden.
Tarnkappe - Sigurd's magical cloak that made the wearer invisible. (Norse mythology)
Ragnar's enchanted shirt - when King Ćlla threw Ragnar into the snake pit, it was claimed Ragnar was protected by an enchanted shirt that Aslaug had made. It was only when this shirt had been removed that the snakes could bite Ragnar and kill him. (Norse mythology)
Megingjörđ (Power-belt) - a magic belt worn by the god Thor. (Norse mythology)

AXES & CLUBS

Hephaestus's Labrys - Hephaestus slices open the head of Zeus with a double-headed axe to free Athena whose pregnant mother Zeus swallowed to prevent her offspring from dethroning him. (Greek mythology - Man this Zeus is the biggest bastard out there... i swear)
Forseti's axe (also Fosite's axe) - a golden battle axe that Forseti (or Fosite in the Frisian mythology) used to save the old sages of the wreck and then threw the axe to an island to bring forth a source of water. (Norse mythology)
Sharur (New Legendary) - The enchanted mace of Sumerian god Ninurta is said to fly by itself and even communicate with its wielder.
Yagrush - One of the two clubs, given to the phoenician god Baal to defeat the sea-monster Yam.
Ayamur - One of the two clubs, given to the phoenician god Baal Baal to defeat the sea-monster Yam.
Pangu's axe - Pangu began creating the world: he separated yin from yang with a swing of his giant axe, creating the Earth (murky yin) and the Sky (clear yang). (Chinese mythology)
Hammer of Hephaestus -  the hammer of the Greek smith-god Hephaestus which was used to make the Greek gods weapons. It was also seen as an axe on various Greek pots and vases where Hephaestus was seen carrying it, usually riding on a donkey. (Greek mythology)
Mjölnir - the magic hammer of Thor. It was invulnerable and when thrown it would return to the user's hand. (Norse mythology)
Ogmios's whip - the sun-god is depicted holding a whip. (Celtic mythology)

BOWS & THROWN

Apollo's bow - a bow that was crafted of sun rays. It could cause health or cause famine and death in sleep. (Greek mythology)
Artemis's bow - a golden bow that was crafted of moonlight and silver wood or made of gold. She got her bow for the first time from the Cyclops, as the one she asked from her father. The arrows of Artemis could also bring sudden death and disease to girls and women. (Greek mythology)
Eros' bow - which, along with dove and owl-fletched arrows, could cause one to love or hate (respectively) the person he/she first saw after being struck. (Greek mythology)
Heracles' bow - which also belonged to Philoctetes, its arrows had been dipped in the blood of the Lernaean Hydra, which made them instantly lethal. (Greek mythology)
Eurytus' bow - Eurytus became so proud of his archery skills that he challenged Apollo. The god killed Eurytus for his presumption, and Eurytus' bow was passed to Iphitus, who later gave the bow to his friend Odysseus. It was this bow that Odysseus used to kill the suitors who had wanted to take his wife, Penelope. (Greek mythology)
Gusisnautar - magic arrows given to Örvar-Oddr by his father. (Norse mythology)
Houyi's bow - the God of Archery used his bow to shoot down nine out of ten sun-birds from the sky. (Chinese mythology)
Isis' harpoon - Isis brought some yarn and made a rope. She then took an ingot of copper, melted it, and made a harpoon. She tied the rope to the harpoon's end. Isis could also command her harpoon to release its victim. (Egyptian mythology)
Thunderbolt - lightning plays a role in many mythologies, often as the weapon of a sky god and weather god. Thunderbolts as divine weapons can be found in many mythologies. In Greek mythology, the thunderbolt is a weapon given to Zeus by the Cyclops.
Kenkonken - a chakram of great power wielded in Taoist mythology by Nezha, a mythological figure often depicted as a young handsome boy wearing clothes similar to a lotus. He has two wheels with flames attached to his feet and golden ankle rings. (Chinese mythology)

SHIELDS

Ancile (Ankylos) - Send from the sky by the god Ares, this shield is rumored to protect any city-state from invasion, as long as its people possess it. (Actually it was send by Mars to protect Rome, but where are Romans in TQ?)
Aegis (New Legendary) - The shield of thunder-wielding Zeus was given to his beloved daughter Athena, and sometimes even pass to mortal hands. (Skill: Perfect Block - activated upon taking damage)
Ajax's Bronze Tower - This enormous shield was made by the hides of seven sacred bulls, coated in thick layer of bronze.
Svalinn - Legend says the sun-goddess Sunna holds this chilling shield before herself to protect the Earth from burning.

SPEARS & POLEARMS

Hades' Bident - a two-pronged implement resembling a pitchfork. In classical mythology, the bident is associated with Pluto/Hades, the ruler of the underworld. (Greek mythology)
Trident of Poseidon - associated with Poseidon, the god of the sea in Greek mythology and the Roman god Neptune. When struck the earth in anger, it caused mighty earthquakes and his trident could stir up tidal waves, tsunamis, and sea storms. (Greek mythology)
Erlang Shen's spear - a long three-pointed and double-edged spear with two cutting edges of a Saber used by Erlang Shen. This Spear is powerful enough to penetrate and cleave through steel and stone like wool.
Green Dragon Crescent Blade - a legendary weapon wielded by Guan Yu in the historical novel Romance of the Three Kingdoms. It is a guandao, a type of traditional Chinese weapon. It is also sometimes referred to as the Frost Fair Blade, from the idea that during a battle in the snow, the blade continuously had blood on it; the blood froze and made a layer of frost on the blade.
Jiuchidingpa (Nine-tooth Iron Rake) - the primary weapon of Zhu Bajie.
Octane Serpent Spear - Zhang Fei's spear from the Three Kingdoms period in China.
Spear of Fuchai - the spear used by Goujian's arch-rival King Fuchai of Wu.
Yueyachan (Crescent-Moon-Shovel) - a Monk's spade that is the primary weapon of Sha Wujing. A double-headed staff with a crescent-moon (yučyá) blade at one end and a spade (chǎn) at the other, with six xīzhŕng rings in the shovel part to denote its religious association.
Gungnir - Odin's spear created by the Sons of Ivaldi. The spear is described as being so well balanced that it could strike any target, no matter the skill or strength of the wielder. (Norse mythology)
Gunnar's Atgeir - Gunnar's atgeir would make a ringing sound or "sing" when it was taken down in anticipation of bloodshed. (Norse mythology)

STAVES & RODS

Rod of Asclepius - a serpent-entwined rod wielded by Asclepius, a deity associated with healing and medicine. (Greek mythology)
Thyrsus - a staff tipped with a pine cone and entwined with ivy leaves, carried by Dionysus and his followers. (Greek mythology)
Circe's staff - a staff with which the sorceress Circe transformed her enemies, or those who offended her, into animals. (Greek mythology)
Was (Power or Dominion) - a scepter associated with the gods as well as with the pharaoh. In later use, it was a symbol of control over the force of chaos that Set represented. It appears as a stylized animal head at the top of a long, straight staff with a forked end. (Egyptian mythology)
Gríđarvölr - a magical staff given to Thor by Gríđr so he could kill the giant Geirröd. (Norse mythology)
Ruyi Jingu Bang - the staff of Sun Wukong, which could alter its size from a tiny needle to a mighty pillar. (Chinese mythology)

SWORDS & DAGGERS

Sword of Damocles - A symbol of kingship, this huge sword will give its owner great power, with all its responsibilities.
Sword of Justice (New Legendary) - The sword of Themis, goddess of Order, will punish all who stray from the path of justice.
Harpe Sword (New Legendary) - Made from pure adamantine, this sword was loaned to Perseus by his father Zeus to slay the monstrous Medusa. (Damage to Magical)
Adamantine Sickle of Cronus - Cronus castrated his father Uranus using an adamant sickle given to him by his mother Gaia. (Greek mythology)
Glory of Ten Powers (New Epic) - A fabulous sword, forged by a couple of tibetan magicians.
Kunwu (New Legendary) - Given to the Yellow Emperor by the godess Xuannu, this sword is able to slay deities, demons and repel evil magic.
Tengkong (New Legendary) - Descended from the heavens in the hands of emperor Zhuanxu, this sword can levitate and point towards the direction of war.
Huaying (New Legendary) - Morphed from a branch in the hands of emperor Zhuanxu, this sword has the ability to command animals and the natural elements. (Nature mastery, Elemental dmg and resist)
Jokulsnaut (New Epic) - A magical sword, wielded by the norse heroes Grettir and Atli.
Hrunting - Heirloom of the hero Beowulf, this sword was tempered in blood and possess many magical properties.
Rage of Marduk (made to Legendary) - This ancient sword holds all seven winds used by the god Marduk to defeat the monstrous Tiamat. (+1 Warfare, +1 Storm, + Onslaught, +Storm Nimbus, grants skill: War Wind; one of my favorite swords btw)

JEWELRY & STONES

Brísingamen - the necklace of the goddess Freyja. (Norse mythology)
Necklace of Harmonia - allowed any woman wearing it to remain eternally young and beautiful, but also brought great misfortune to all of its wearers or owners. It was made by Hephaestus and given to Harmonia, the daughter of Aphrodite and Ares, as a curse on the House of Thebes for Aphrodite's infidelity. (Greek mythology)
Ankh - appears frequently in Egyptian tomb paintings and other art, often at the fingertips of a god or goddess. (Egyptian mythology)
Phylactery - an amulet or charm, worn for its supposed magical or supernatural power.
Andvaranaut - a magical ring capable of producing gold, first owned by Andvari. (Norse mythology)
Svíagris - Adils' prized ring in the Hrólfr Kraki's saga. (Norse mythology)
Wish Ring - three princesses gave Halvor a ring to wish himself to his parents and back to Soria Moria Castle. (Scandinavian folklore)
Draupnir - a golden arm ring possessed by Odin. The ring was a source of endless wealth. (Norse mythology)
Flaming pearl (also Wish-granting pearl) - oriental dragons are shown with a flaming pearl under their chin or in their claws. The pearl is associated with spiritual energy, wisdom, prosperity, power, immortality, thunder, or the moon. (Chinese mythology)
Baetylus (also Baetyl, Bethel, or Betyl, from Semitic bet el "house of god") - are sacred stones that were supposedly endowed with life. According to ancient sources, these objects of worship were meteorites, which were dedicated to the gods or revered as symbols of the gods themselves.
Singasteinn (Old Norse singing stone or chanting stone) - an object that appears in the account of Loki and Heimdallr's fight in the form of seals. (Norse mythology)
Gjöll - the rock to which Fenrir the wolf is bound. (Norse mythology)
Omphalos - Zeus sent two eagles across the world to meet at its center, the "navel" of the world. Omphalos stones marking the center were erected in several places about the Mediterranean Sea; the most famous of those was at Delphi. Omphalos is also the name of the stone given to Cronus. (Greek mythology)
Skofnung stone - it is told by Eid that any wound made by the sword Skofnung will not heal unless rubbed with the Skofnung Stone, which Eid gives to Thorkel Eyjólfsson along with the sword. (Norse mythology)
Colored Stones of Nüwa - are five colored stones crafted by the goddess Nüwa, when heaven and earth were both in turmoil. Each stone represents one of the five Chinese elements, fire, water, earth, metal, and wood. (Chinese Mythology)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 14 November 2019, 17:06:30
Part 2 of the list:

PLANTS & SUBSTANCES

Aglaophotis - a herb used for warding off demons, witchcraft, and fever.
Moly - a magical herb Hermes gave to Odysseus to protect him from Circe's magic when he went to her home to rescue his friends. (Greek mythology)
Silphium - a plant that was used in classical antiquity as a seasoning and as a medicine. Legend said that this plant was a gift from the god Apollo. (Roman mythology)
Verbena - it has long been associated with divine and other supernatural forces. It was called "tears of Isis" in ancient Egypt, and later called "Hera's tears". In ancient Greece it was dedicated to Eos Erigineia.
Yao Grass - a type of mythical plant. (Chinese mythology)
Money tree - a holy tree which can bring money and fortune to the people, and that it is a symbol of affluence, nobility and auspiciousness. (Chinese mythology)
Glasir (Gleaming) - a tree or grove described as "the most beautiful among gods and men", bearing golden leaves located in the realm of Asgard, outside the doors of Valhalla.
Lćrađr - a tree that is often identified with Yggdrasil. It stands at the top of the Valhöll. Two animals, the goat Heiđrún and the hart Eikţyrnir, graze its foliage.
Mímameiđr (Mimi's Tree) - a tree whose branches stretch over every land, is unharmed by fire or metal, bears fruit that assists pregnant women, and upon whose highest bough roosts the rooster Víđópnir.
Ambrosia - the food or drink of the gods often depicted as conferring longevity or immortality upon whoever consumed it. (Greek mythology)
Panacea - a remedy that would cure all diseases and prolong life indefinitely.
Water of Lethe - the Lethe flowed around the cave of Hypnos and through the Underworld, where all those who drank from it experienced forgetfulness.
Aether - the pure essence that the gods breathed, filling the space where they lived, analogous to the air breathed by mortals.
Miasma - "a contagious power... that has an independent life of its own. Until purged by the sacrificial death of the wrongdoer, society would be chronically infected by catastrophe".
Eitr - this liquid substance is the origin of all living things: the first giant Ymir was conceived from eitr. The substance is supposed to be poisonous and is also produced by Jörmungandr and other serpents.
Surtalogi (Surtr's fire) - the fire with which the giant Surtr will burn the whole world with fire, thus destroying it.
Yggdrasil dew - dew falls from the ash tree Yggdrasil to the earth, and according to the Prose Edda book Gylfaginning, "this is what people call honeydew and from it bees feed". When Líf and Lífţrasir seek refuge within Yggdrasil, they find that they can survive there by drinking the dew of Yggdrasil.

MUSICAL INSTRUMENTS

Triton's Conch - a twisted conch shell on which Triton blew like a trumpet to calm or raise the waves. (Greek mythology)
Pan's flute - reed pipes or pan flute that is played by the god of the wild, Pan who somewhat resembles a satyr or faun. (Greek mythology)
Bragi's harp - a magical golden harp given to Bragi by the dwarfs when he was born. (Norse mythology)
Gjallarhorn - a mystical horn blown at the onset of Ragnarök associated with the god Heimdallr and the wise being Mímir. (Norse mythology)
Amphion's lyre - a gift to Amphion from Hermes, music from the lyre allowed Amphion to telekinetically move stones to build the walls of Thebes. (Greek mythology)
Apollo's lyre - Hermes created the lyre for him from the entrails of one of Apollo's cows. Apollo was furious at Hermes, but after hearing the sound of the lyre, his anger faded. The instrument became a common attribute of Apollo. (Greek mythology)
Orpheus' lyre - a golden lyre given to him by Apollo. When Orpheus heard the Siren's voices, he drew his lyre and played music that was louder and more beautiful, drowning out the Sirens' bewitching songs. (Greek mythology)
Sistrum - one of the most sacred musical instruments in ancient Egypt, which was believed to hold powerful magical properties. It was also shaken to avert the flooding of the Nile and to frighten away Set. (Egyptian mythology)
Pheme's trumpet - Pheme is the goddess of gossip and she was said to have pried into the affairs of mortals and gods. She then repeated what she had learned by sounding her trumpet to spread the gossip to people near and far. In art, she was usually depicted with wings and a trumpet. (Greek mythology)

BODY PARTS

Medusa's head - Medusa was beheaded by the hero Perseus, who thereafter used her head, which retained its ability to turn onlookers to stone, as a weapon until he gave it to the goddess Athena to place on her Aegis. (Greek mythology)
Odin's eye - Odin sacrifice his eye to Mímir for the price of wisdom, a drink from the Mímisbrunnr. (Norse mythology)
Eye of Horus - Set and Horus were fighting for the throne after Osiris's death, Set gouged out Horus's left eye. The majority of the eye was restored by Thoth. When Horus's eye was recovered, he offered it to his father, Osiris, in hopes of restoring his life. (Egyptian mythology)
Graeae's eye - three sisters who shared one eye among themselves. (Greek mythology)
Eye of Ra - Ra was becoming old and weak and the people no longer respected him or his rule. Ra did not react well to this and decided to punish mankind by sending his Eye to find them. (Egyptian mythology)
Golden Fleece - sought by Jason and the Argonauts. The fleece of the gold-hair winged ram, which was held in Colchis. The fleece is a symbol of authority and kingship. (Greek mythology)
Feather of Ma'at (also Feather of Truth) - her ostrich feather was the measure that determined whether the souls of the departed would reach the fields of Aaru successfully. The hearts of the dead were said to be weighed against her single feather in the Hall of Two Truths. (Egyptian mythology)
Peacock's feather - the peacock was the patron bird of the Goddess Hera. According to myth, she adorned the tail of a peacock with Argus's eyes on its feathers in his honor, symbolizing all-seeing knowledge and the wisdom of the heavens. (Greek mythology)
Nemean lion's hide - the lion could not be killed with mortal weapons because its golden fur was impervious to attacks. (Greek mythology)
Hydra's poisonous blood - Heracles would use arrows dipped in the Hydra's poisonous blood to kill other foes during his Labours, such as Stymphalian birds and the giant Geryon. (Greek mythology)
Fafnir's blood - Sigurd bathed in dragon's blood that conferred him invulnerability. He also drank some of Fafnir's blood and gained the ability to understand the language of the birds. (Norse mythology)
Ichor - the ethereal golden fluid that is the blood of the gods. (Greek mythology)
Dragon's teeth - in the legends of the Phoenician prince Cadmus and in Jason's quest for the Golden Fleece. In each case, the dragons are real and breathe fire. Their teeth, once planted, would grow into fully armed warriors. (Greek mythology)
Fafnir's heart - Sigurd roasts Fafnir's heart, and consumes part of it. This gives him the gift of "wisdom" (prophecy). (Norse mythology)

OTHER

Gambanteinn - The power of the magic wand is well known in nordic legends.
Book of Thoth - a legendary book containing powerful spells and knowledge supposed to have been written by the god Thoth, said to have been buried with the Prince Neferkaptah in Necropolis. (Egyptian mythology)
Jade Books in Heaven - described in several Daoist cosmographies as existent primordially in the various divine Heavens. These Jade Books are variously said to be instrumental in creating and maintaining the divine structure of the universe, or as regulating national or personal destiny. (Chinese mythology)
Óđrerir - refers either to one of the vessels that contain the mead of poetry (along with Bođn and Són) or to the mead itself. (Norse mythology)
Pandora's box (also Pandora's pithos) - the "box" was actually a large jar given to Pandora, which contained all the evils of the world. Pandora opened the jar and all the evils flew out, leaving only Hope inside once she had closed it again. (Greek mythology)
Bag of Wind - Aeolus gave Odysseus a tightly closed leather bag full of the captured winds so he could sail easily home to Ithaca on the gentle West Wind. (Greek mythology)
Kibisis - the ancient Greek word kibisis, said to describe the sack carried by the god Hermes and the sack in which the mythical hero Perseus carried the severed head of the monster Medusa. It has been typically translated as "wallet". (Greek mythology)
Crater (Cup) - identified with the cup of the god Apollo. (Greek mythology)
Palladium - a wooden statue that fell from the sky. As long as it stayed in Troy, the city-state could not lose a war. (Greek mythology)
Ushabti - a funerary figurine used in Ancient Egypt. Ushabtis were placed in tombs among the grave goods and were intended to act as servants or minions for the deceased, should they be called upon to do manual labor in the afterlife. (Egyptian mythology)
Archimedes's mirror - Archimedes may have used mirrors as a parabolic reflector to burn ships attacking Syracuse. The device, sometimes called the "Archimedes heat ray", was used to focus sunlight onto approaching ships, causing them to catch fire. (Greek mythology)
Cornucopia (also Horn of Plenty) - the horn of the goat-nymph Amalthea from which poured an unceasing abundance of nectar, ambrosia, and fruit. (Greek mythology)
Thread of Ariadne - the magical ball of thread given to Theseus by Ariadne to help him navigate the Labyrinth. (Greek Mythology)
Gleipnir - the fetter that successfully bound the wolf Fenrir. It was light and thin as silk but strong as creation itself and made from six impossible ingredients. (Norse mythology)
Prometheus's chains - unbreakable shackles of adamantine that were made by Hephaestus. (Greek mythology)
Scale of Maat - Anubis weighed the person's heart on a scale against the feather of Maat. If the heart is lighter than the feather, the person is allowed to pass into the afterlife. If not, the heart is eaten by Ammit. (Egyptian mythology)
Scale of justice - Themis was portrayed carrying scales. (Greek mythology)
Mul Zibanu (Scales or Balance) - which were held sacred to the sun god Shamash, who was also the patron of truth and justice. (Mesopotamian mythology)
Odin's whetstone - Baugi had nine thralls who killed each other in their desire to possess Odin's magical sharpening stone. (Norse mythology)
Icarus' wings - Daedalus tied feathers together from smallest to largest so as to form an increasing surface. Secured the feathers at their midpoints with string and at their bases with wax, and gave the whole a gentle curvature like the wings of a bird.
Egil' wings - Völund is held captive at Nidung's court. To help his brother, Egil shoots birds and collects their feathers, of which Völund makes a pair of wings and flies away. (Norse mythology)
Neith's loom - Neith as a goddess of weaving she wove all of the world and existence into being on her loom. (Egyptian mythology)
Paolao - a legendary torture device created by the wicked fox spirit Daji. It was a tall bronze cylinder heated with charcoal, if one fell off they would die. With no other alternatives one was forced to dance atop the cylinder, until they died. (Chinese Mythology)
Athena's bridle - Polyeidos told Bellerophon to sleep in the temple of Athena. While he slept, he dreamed that Athena set a golden bridle beside him. He awoke and found the bridle he dreamt about in his hands. Afterwards, he went to the meadow Pegasus was grazing at, and was able to bridle and tame Pegasus without difficulty.
Rati - the name of a drill or auger that was used by Odin during his quest to obtain the mead of poetry.
Svefnthorn (Sleep Thorn) - it was used to put an adversary into a deep sleep from which he or she would not awaken for a long time.

SETS

Achilles' Panoply (Made to a set if not, maybe rework the models)
Armor of Achilles - Crafted by the smith-god Hephaestus, this armor is said to be impenetrable.
Shield of Achilles - Crafted by the smith-god Hephaestus, the ornamented shield is as beautiful as it is strong.
Helm of Achilles - A high-crested helm, forged by Hephaestus for the greatest hero of the Trojan war.
Spear of Achilles - The trusty spear of Achilles, forged by the smith-god Hephaestus.
(Heel of Achilles - This will kill you, no matter how tanky you are :P)

Herald of Olympus (New Legendary Set)
Cap of Aidoneus - Gifted to Hermes by Hades, this cap enshrouds its wearer in impenetrable mist, making him invisible to all but his allies.
Herald's Caduceus - A symbol of diplomacy and trade, the wand of Hermes can wake the sleeping and and send the awake to sleep, and have power even over the dead. (Grant skill: Sands of Sleep - activated on attack, Bonus vs Undead)
Winged Talaria - Crafted by Hephaestus, the winged sandals of the god Hermes can fly him anywere with remarkable speed.
Traveling' Chlamys - A short protective cloak, used by Hermes in his travels.

Panoply of Heracles (Full Legendary set, Warfare/Hunting oriented)
Club of Heracles - Made of sacred olive wood, the enormous gnarled club can be hold only by the mightiest of heroes.
Bow of Heracles - The arrows of this huge bow are coated in the blood of Hydra - one of the strongest known poisons.
Pelt of the Nemean Lion - The hide of the Nemean Lion, worn by Heracles, is impenetrable to almost all damage.
Mane of the Nemean Lion - The hide of the Nemean Lion, worn by Heracles, is impenetrable to almost all damage.
Claws of the Nemean Lion - The hide of the Nemean Lion, worn by Heracles, is impenetrable to almost all damage.
Paws of the Nemean Lion - The hide of the Nemean Lion, worn by Heracles, is impenetrable to almost all damage.

Fafnir's Treasures (New Legendary set)
Golden Coat of Chainmail - The magical armor, found by Sigurd in the lair of Fafnir.
Helm of Terror (Aegishjalmr) - Found by Sigurd after slaying Fafnir, this helm instills awe in allies and terror in enemies.
Ridill - One of the two swords, found by Sigurd in the lair of Fafnir.
Hrotti - One of the two swords, found by Sigurd in the lair of Fafnir.


Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 14 November 2019, 21:47:44
Part I is made more clear and adapted for item text. I post it just in case:

ARMOR

Aphrodite's Girdle (Divine Artifact) – the magic girdle of the goddess of love can enchant whoever she desire to fall in love.

Armor of Beowulf (New Epic) - This mail shirt was made by the famous norse craftsman Wayland the Smith, creator of many fabulous items.

Skyrta of Orvar-Oddr - The mailcoat of the legendary nordic hero is light and soft as silk, yet able to withstand any damage.

Jarngreipr - Made by dwarves, the iron gauntlets of the god Donar give him enough strength to hold his mighty hammer.

Hulidshialmr - According to the legend, this dwarf-crafted helmet can make its wearer invisible.

Girdle of Hippolyta – A gift trom Ares, this magical girdle was a royal symbol of the Amazon queen. One of Heracles’ labors was to retrieve it.

Girdle of Brynhild – The girdle of the famous shieldmaiden grants its wearer supernatural strength.

Cloud-stepping Boots - Made of lotus fiber, these boots were given by the Dragon Kings to Sun Wukong in order to get rid of his mischiefs.

Shoes of Vídar – The boots of god Vidar, son of Wotan, are said to give unparalleled foot protection.

Falcon Cloak - The feathery cloak of Freyja allows its wielder to turn into a falcon and fly.

Swan Cloak - A magical robe made of swan feathers belonging to a Swan Maiden fairy.

Tarnkappe - Sigurd's magical cloak can make the wearer invisible.

Ragnar's Enchanted Shirt – This shirt will protect its wearer from any poison, even if he is thrown into a snake pit.

Megingjörd - The magic power-belt worn by the god Donar.

AXES & CLUBS

Hephaestus' Labrys – The bronze double axe of the smith-god quivers with hidden power.

Forseti's axe - A golden battle axe, used by the norse god of justice Forseti.

Sharur (New Legendary) - The enchanted mace of Sumerian god Ninurta is said to fly by itself and even communicate with its wielder.

Yagrush - One of the two clubs, given to the Phoenician god Baal to defeat the sea-monster Yam.

Ayamur - One of the two clubs, given to the Phoenician god Baal Baal to defeat the sea-monster Yam.

Pangu's axe – Legend says that after creating the world, the dragon Pangu separated Yin and Yang with this axe.

Hammer of Hephaestus -  This hammer was the tool that crafted countless legendary items for the Olympian gods.

Mjölnir - The magic hammer of Donar  is said yo be invulnerable and when thrown it would return to the user's hand.

BOWS & THROWN

Apollo's bow – This sacred bow, crafted of sun rays could bring health or cause famine and death in sleep.

Artemis’ Silver Bow – Crafted by the Elder Cyclops, this sacred bow that was made of silverwood and pure moonlight.

Bow of Eros  - Firing dove and owl-fletched arrows, this bow can cause love, as well as hate.

Eurytus' bow – Originally the weapon of proud archer Eurytus, this bow later became posession of Odysseus. It is said that only the strongest can even pull the bowstring.

Gusisnautar – A bow with magical arrows given to Örvar-Oddr by his father.

Bow of Shen Yi – According to legend, the chinese god of archery used this bow to shoot down nine out of ten sun-birds, saving the world from destruction.

Isis’ Harpoon – Crafted by the Egyptian goddess Isis this harpoon can catch or release its victim by the will of his owner.

Thunderbolt – Crafted by Cyclops in the Titan war, the mighty weapon of Zeus can reduce his enemies to mere ash.

Kenkonken – This powerful chakram was wielded by the Chinese god Nezha.

SHIELDS

Ancile - Send from the sky by Ares, this shield is rumored to protect any city-state from invasion, as long as its people possess it.

Aegis (New Legendary) - The shield of thunder-wielding Zeus was given to his beloved daughter Athena, and sometimes even pass to mortal hands. (Skill: Perfect Block - activated upon taking damage)

Ajax's Bronze Tower - This enormous shield was made by the hides of seven sacred bulls, coated in thick layer of bronze.

Svalinn - Legend says the sun-goddess Sunna holds this chilling shield before herself to protect the Earth from burning.

SPEARS & POLEARMS

Hades' Bident – A powerful forked weapon, wielded by by the ruler of the Underworld.

The Earth-Shaker – The mighty Cyclops-forged trident of Poseidon can stir up tidal waves, raise sea-storms or even cause earthquakes.

Erlang Shen's spear - This double-edged spear is powerful enough to cleave through steel and stone like wool.

Frost Fair Blade - The legendary weapon of general Guan Yu has its blade still covered in the frozen blood of his enemies.

Gungnir - Created by the dwarven Sons of Ivaldi, the enchanted spear of Wotan could strike any target, no matter the skill or strength of the wielder.

Gunnar's Singing Atgeir – The spear of the norse hero Gunnar would make a ringing sound in anticipation of bloodshed.

STAVES & RODS

Rod of Asclepius - This serpent-entwined rod was wielded by Asclepius, the god of medicine, and possess remarkable healing powers.

Dionysus’ Thyrsus – The miraculous staff of the wine-god Dionysus, entwined with ivy leaves and with a pine cone at its tip.

Staff of Circe – Wielded by the sorceress Circe of the island Aeaea, this staff could transform her enemies into animals. 

Was Staff – A symbol of divine power, this long scepter grants its wielder control over the forces of chaos, sent by the evil Set.

Ankh Staff – Symbolizing life and renewal, the Ankh staff holds the power to cure the living or repel the waking dead.

Grídarvölr - This magical staff was given to Donar by the Jotunness Gridr for his battle with the giant Geirröd.

Ruyi Jingu Bang - The magical staff of Sun Wukong, which can alter its size from a tiny needle to a mighty pillar.

SWORDS & DAGGERS

Sword of Damocles - A symbol of kingship, this huge sword will give its owner great power, with all its responsibilities.

Sword of Justice (New Legendary) - The sword of Themis, goddess of Order, will punish all who stray from the path of justice.
Harpe Sword (New Legendary) - Made from pure adamantine, this sword was loaned to Perseus by his father Zeus to slay the monstrous Medusa. (Damage to Magical)

Adamantine Sickle of Cronus – This godly sickle was given to the Titan Cronus by Gaia to help him overthrow his father Uranus.

Glory of Ten Powers (New Epic) - A fabulous sword, forged by a couple of tibetan magicians.

Kunwu (New Legendary) - Given to the Yellow Emperor by the godess Xuannu, this sword is able to slay deities, demons and repel evil magic.

Tengkong (New Legendary) - Descended from the heavens in the hands of emperor Zhuanxu, this sword can levitate and point towards the direction of war. (OA & DA, + 2 Warfare)

Huaying (New Legendary) - Morphed from a branch in the hands of emperor Zhuanxu, this sword has the ability to command animals and the natural elements. (+ 2 Nature, Elemental dmg and resist)

Jokulsnaut (New Epic) - A magical sword, wielded by the norse heroes Grettir and Atli.

Hrunting - Heirloom of the hero Beowulf, this sword was tempered in blood and possess many magical properties.

Rage of Marduk (made to Legendary) - This ancient sword holds all seven winds used by the god Marduk to defeat the monstrous Tiamat. (+1 Warfare, +1 Storm, + Onslaught, +Storm Nimbus, grants skill: War Wind; one of my favorite swords btw)

JEWELRY & STONES

Brísingamen - The golden necklace of goddess Freyja is gleaming with remarkable beauty.

Necklace of Harmonia – Crafted by Hephaestus as vengeance, this neckace could preserve youth and beauty, but also bring misfortune to its wearer.

Phylactery Necklace – This magical amulet contains a parchment with sacred text and is rumored to have protective powers.

Andvaranaut – An enchanted ring capable of producing gold, named to his first owner Andvari.

Svíagris – This fabulous ring of the norse king Eagdils was highly prized for his magical properties.

Wish Ring – A ring of tale given to the hero Halvor by the princesses of Soria Moria, which could send its owner home just by wishing so.

Draupnir – The golden golden armring of Wotan is rumored to be a source of endless wealth.

Flaming Pearl Ring – Held by Eastern dragons under their chin, Flaming Pearls are said to grant wishes.

Betyl Ring  – In Phoenician legends, the betyl stones are living stones fallen from the heavens, a symbol of the gods themselves.

Singasteinn – A magical singing stone, which the gods Loki and Heimdal fought over.

Colored Neckalace of Nuwa – This ancient necklace contains the five elemental gems crafted by the goddess Nuwa to restore order in the world.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 15 November 2019, 05:43:05
considering the content of the list... this will be a lot of work... I admire your zeal on your creations... you completely turned modding into a hobby... so much so that wonderful ideas are created instantly in each and everyday things you see in life... just dont over do it... it could affect your health, nevertheless... its an awesome add if all of this would be included.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 15 November 2019, 16:50:13
No worries, ill just follow your signature... Take it slow, make it happen  :)

The lists i posted yesterday - they are only a small part of all descriptions that have to be added. So today i started adding them. Not every item will have a description tho. Some of the names that are more general or self-explanatory (Chillwind, Bristlebash, etc.) won't have one. But many others can use lore text. It will add more immersion to the game, and players can learn something new :).  Here is a small example of the added tags:

tagUArmor001=Adroit Loop
tagUArmor002=Band of Domination
tagUArmor003=Celestial Band
tagUArmor004=Chiron's Loop
tagUArmor004Desc=The old Centaur's ring seems to carry some of his skill and agility.
tagUArmor005=Crest of Murong
tagUArmor005Desc=The lost legacy of an Eastern chieftain, first of the people Murong.
tagUArmor006=Crystal Ring
tagUArmor007=Phantom Bane
tagUArmor008=Prostasia
tagUArmor008Desc=One of Demeter's epithets - "Protectress", is carved on the gemstone.
tagUArmor009=Ring of Gaia
tagUArmor009Desc=You feel stronger connection with Earth's energies as you put the ring on.
tagUArmor010=Seal of the High Priest
tagUArmor011=Shadowformed Band
tagUArmor012=Signet of Hope
tagUArmor013=Star Stone
tagUArmor014=Thoth's Mark
tagUArmor014Desc=The favor of the Ibis-headed god brings clear thought and magical protection.
tagUArmor015=Apollo's Will
tagUArmor015Desc=Accuracy, skill in archery and healing are the blessings of golden-haired Apollo.
tagUArmor016=Archimedes' Cogwheel
tagUArmor017=Band of Souls
tagUArmor018=Black Pearl Ring
tagUArmor019=Eye of Horus
tagUArmor019Desc=After Thoth partially recovered his left eye, Horus offered it to Osiris in hope to restore his life. Legends say it was later turned to a ring. 
tagUArmor020=Mark of Ares
tagUArmor020Desc=Raw physical strenght, endurance and battle prowess - these are the gifts or war-like Ares.
tagUArmor021=Seal of Hephaestus
tagUArmor021Desc=Forged in volcanic fire, this small ring holds great destrustive power.
tagUArmor022=Blood Stone
tagUArmor023=Brimstone
tagUArmor024=Captain's Signet
tagUArmor025=Cartouche Ring
tagUArmor025Desc=The name of a long-forgoten Pharaoh is written here, encircled in a protective sign.
tagUArmor026=Jade Band
tagUArmor027=Living Band
tagUArmor028=Oath Ring
tagUArmor029=Ring of the Shang
tagUArmor029Desc=A remnant from the first dinasty of China, the ring is clearly magical.
tagUArmor030=Storm Eye
tagUArmor031=Ward Stone
tagUArmor032=Alke
tagUArmor032Desc=Alke, "Courage", is written on the ring.
tagUArmor033=Timaios
tagUArmor033Desc=Timaios, "Honor", is written on the ring.
tagUArmor034=Memnon's Signet
tagUArmor034Desc=A famous Ethiopian king and warrior, Memnon was an ally of Priam in the Trojan war.

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 15 November 2019, 19:20:11
Enhance Gameplay should be compiled in a database for a wiki page if completed... with so much info... I wonder if it will fit in a single page?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 15 November 2019, 22:22:59
Enhance Gameplay should be compiled in a database for a wiki page if completed... with so much info... I wonder if it will fit in a single page?
You talk about the official wiki? Idk about there, but here the limit is 2000 symbols... although a lore database is a good idea.
More tags are ready. I cant find sources for some of the names, could be some inside jokes by the devs. Anyway, here is the next part (i edited Memnon Signet, with more info):

tagUArmor034=Memnon's Signet
tagUArmor034Desc=A famous Ethiopian prince and son of Eos, Memnon was an ally of Priam in the Trojan war, untill he fell in epic battle against Achilles.
tagUArmor035=The Fragile
tagUArmor036=Arcane Bindings
tagUArmor037=Bracelet of Illumination
tagUArmor038=Bracelet of Pain
tagUArmor039=Coil of Resilience
tagUArmor040=Crystal Bracelet
tagUArmor041=Diogenes' Wrap
tagUArmor041Desc=Diogenes the Cynic, known for his bright mind and sharp tongue, led a simple life, free of posessions.
tagUArmor042=Dragon's Breath
tagUArmor043=Elementalist's Wrap
tagUArmor044=Hierophant's Winding
tagUArmor044Desc=The Hierophants were high priests and religious scholars, versed in the sacred mysteries.
tagUArmor045=Coils of Lethe//Changed from Lethargy
tagUArmor045Desc=It is said that Lethe, the river goddess of Oblivion, can bring forgetfulness with a mere touch.
tagUArmor046=Nathus' Bane//no sources, one of the devs?
tagUArmor046Desc=
tagUArmor047=Permafrost Bracelet
tagUArmor048=Clasp of the Pythia
tagUArmor048Desc=Worn by a former Oracle of Apollo, these bracelets can bring prophetic visions.
tagUArmor049=Scourge Wrap
tagUArmor050=Black Pearl Bracelet
tagUArmor051=Bracelets of Aman'Da//no sources... Amanda:D?
tagUArmor051Desc=
tagUArmor052=Heartsong Armlets
tagUArmor053=Senbi's Clasp
tagUArmor053Desc="Senbi, Nomarch of Egypt and priest of the priests" is written on the bracelets.
tagUArmor054=Truesilver Bracelet//change?
tagUArmor054Desc=
tagUArmor055=Bone Bracelet
tagUArmor056=Glowing Bangle
tagUArmor057=Harmony
tagUArmor058=Jade Clasp
tagUArmor059=Mindlash
tagUArmor060=Papyrus Winding
tagUArmor061=Scholar's Bangle
tagUArmor062=Adept's Clasp
tagUArmor063=Druid's Bracelet
tagUArmor064=Pyromancer's Bracelet
tagUArmor065=Bracelets of Storms
tagUArmor066=Umbral Cuffs
tagUArmor067=Archmage's Clasp
tagUArmor068=Deathcuffs
tagUArmor069=Oracle's Winding
tagUArmor070=The Frail
tagUArmor071=Aeon
tagUArmor071Desc=Aeon, "Ageless" is carved on this necklace.
tagUArmor072=Amaranthine//Amaranth - a rose-red color, also a plant, change?
tagUArmor072Desc=
tagUArmor073=Amulet of Hygeia
tagUArmor073Desc=Hygeia, daughter of Asclepius, is the goddess of health, purity and hygiene.
tagUArmor074=Blessing of the Gods
tagUArmor075=Crystal Totem
tagUArmor076=Eye of Flame
tagUArmor077=Frostshield Talisman
tagUArmor078=Lodestone//changed from Lode Stone
tagUArmor078Desc=This necklace has the stange ability to attract all kinds of metal.
tagUArmor079=Polaris
tagUArmor079Desc=The essence the North Star will always show you the right way.
tagUArmor080=Prokopios//A royal Roman family, might change
tagUArmor080Desc=
tagUArmor081=Ptolemy's Insight
tagUArmor081Desc=Ptolemy was the most famous astronomist of Greece, also known for his geographic works.
tagUArmor082=Pythagorian Medallion
tagUArmor083Desc=The great philosopher and matematician Pythagoras taught others of equality, knowledge an high moral values.
tagUArmor083=Serenity
tagUArmor084=Shifting Beads
tagUArmor085=Song of the Siren
tagUArmor008Desc=Few have heard the beautiful song of a siren and have returned alive to describe it.
tagUArmor086=Tibetan Necklace
tagUArmor087=Tundrite Charm
tagUArmor088=Tyrvidar's Might//no sources
tagUArmor088Desc=
tagUArmor089=Aphrodite's Favor
tagUArmor090=Black Pearl Pendant
tagUArmor091=Essence of Styx
tagUArmor091Desc=Styx, the river goddess of Hatred, is the eldest daughter of Okeanus. In return for her allegiance in the Titan war, all gods swear their oaths in her waters.
tagUArmor092=Myrmidon's Pendant
tagUArmor092Desc=
tagUArmor093=Necklace of Harmonia
tagUArmor093Desc=Crafted by Hephaestus as vengeance for the daughter of Ares, this neckace preserves youth and beauty, but also brings misfortune to its wearer.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 16 November 2019, 03:10:25
why not on official wiki... there is fandom for that... lore wise will be good... with pictures just to keep readers interested... which reminds me... there is no such lore page on this forum, its titanquest so there should be info about who are the titans, who are the gods, who is typhon and the likes... hmmmm...
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: botebote77 on 16 November 2019, 03:15:23
actually, mythology-wise, there are no titans in titan quest, despite the title.. nope not typhon nor tartarus.. me and nargil pointed this out earlier maybe in another topic
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 16 November 2019, 09:09:39
true that there is none tangible in game or rather someone to fight with, but mentions are there... for example the river styx is the representation of the Titan goddess Styx herself which is the daughter of Titans Oceanus and Tethys, such info will enlighten the history of how the things ingame got their names from and how gods came to be, where they have come from, why's and how's... you know... those stuffs.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: botebote77 on 16 November 2019, 11:03:44
right.. i wrote this for ragnarok few weeks/months back
https://titanquestfans.net/index.php?topic=854.0
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 16 November 2019, 11:52:28
why not on official wiki... there is fandom for that... lore wise will be good... with pictures just to keep readers interested... which reminds me... there is no such lore page on this forum, its titanquest so there should be info about who are the titans, who are the gods, who is typhon and the likes... hmmmm...

There are some lore pages on the forum, but are very chaotic and not systemized. For example this topic here:
https://titanquestfans.net/index.php?topic=931.msg10706#msg10706

right.. i wrote this for ragnarok few weeks/months back
https://titanquestfans.net/index.php?topic=854.0

Thanks for reminding, i forgot which topic it is. Just let me get to Ragnarok tags :)

All added tags to this moment (i left only the items that will have descriptions):
Quote
tagUArmor004=Chiron's Loop
tagUArmor004Desc=The old Centaur's ring seems to carry some of his skills and agility.
tagUArmor005=Crest of Murong
tagUArmor005Desc=The lost legacy of an Eastern chieftain, first of the people Murong.
tagUArmor008=Prostasia
tagUArmor008Desc=One of Demeter's epithets - "Protectress", is carved on the gemstone.
tagUArmor009=Ring of Gaia
tagUArmor009Desc=You feel stronger connection with Earth's energies as you put the ring on.
tagUArmor012=Signet of Hope
tagUArmor012Desc=
tagUArmor014=Thoth's Mark
tagUArmor014Desc=The favor of the Ibis-headed god brings clear thought and magical protection.
tagUArmor015=Apollo's Will
tagUArmor015Desc=Accuracy, skill in archery and healing are the blessings of golden-haired Apollo.
tagUArmor016=Archimedes' Cogwheel
tagUArmor016Desc=
tagUArmor019=Eye of Horus
tagUArmor019Desc=After Thoth partially recovered his left eye, Horus offered it to Osiris in hope to restore his life. Legends say it was later locked in this ring. 
tagUArmor020=Mark of Ares
tagUArmor020Desc=Raw physical strenght, endurance and prowess in battle - these are the gifts or war-like Ares.
tagUArmor021=Seal of Hephaestus
tagUArmor021Desc=Forged in volcanic fire, this small ring holds great destrustive powers.
tagUArmor023=Brimstone
tagUArmor023Desc=
tagUArmor025=Cartouche Ring
tagUArmor025Desc=The name of a long-forgoten Pharaoh is written here, encircled in a protective sign.
tagUArmor029=Ring of the Shang
tagUArmor029Desc=A remnant from the first dynasty of China, the ring seems to have magical properties.
tagUArmor032=Alke
tagUArmor032Desc=Alke, "Courage", is written on the ring.
tagUArmor033=Timaios
tagUArmor033Desc=Timaios, "Honor", is written on the ring.
tagUArmor034=Memnon's Signet
tagUArmor034Desc=A famous Ethiopian prince and son of Eos, Memnon fought on Priam's side in the Trojan war. He lost his life in epic battle against Achilles.
tagUArmor041=Diogenes' Wrap
tagUArmor041Desc=Diogenes the Cynic, known for his bright mind and sharp tongue, led a simple life, free of posessions.
tagUArmor044=Hierophant's Winding
tagUArmor044Desc=The Hierophants were high priests and religious scholars, versed in the sacred mysteries.
tagUArmor045=Coils of Lethe//Changed from Lethargy
tagUArmor045Desc=It is said that Lethe, the river goddess of Oblivion, can bring forgetfulness with a mere touch.
tagUArmor048=Clasp of the Pythia
tagUArmor048Desc=Worn by a former Oracle of Apollo, these bracelets can bring prophetic visions.
tagUArmor053=Senbi's Clasp
tagUArmor053Desc="Senbi, Nomarch of Egypt and priest of the priests" is written on the bracelets.
tagUArmor071=Aeon
tagUArmor071Desc=Aeon, "Ageless", is carved on this necklace.
tagUArmor073=Amulet of Hygeia
tagUArmor073Desc=Hygeia, daughter of Asclepius, is the goddess of health, purity and hygiene.
tagUArmor078=Lodestone//changed from Lode Stone
tagUArmor078Desc=This necklace has the stange ability to attract all kinds of metal.
tagUArmor079=Polaris
tagUArmor079Desc=The essence the North Star will always show the right way.
tagUArmor081=Ptolemy's Insight
tagUArmor081Desc=Ptolemy was the most famous astronomist of Greece, also known for his geographic works.
tagUArmor082=Pythagorian Medallion
tagUArmor083Desc=The great philosopher and matematician Pythagoras taught others to equality, knowledge an high moral values.
tagUArmor085=Song of the Siren
tagUArmor008Desc=Few have heard the beautiful song of a siren and have returned alive to describe it.
tagUArmor089=Aphrodite's Favor
tagUArmor089Desc=Blessed by the goddess of Love, the amulet can make one charming even to his enemies.
tagUArmor091=Essence of Styx
tagUArmor091Desc=Styx, the river goddess of Hatred, is the eldest daughter of Oceanus. In return for her allegiance in the Titan war, all gods swear their oaths in her waters.
tagUArmor092=Myrmidon's Pendant
tagUArmor092Desc=Myrmidon, king of Phthiotis, was a son of princess Eurymedusa and Zeus, who seduced her in the form of ant. The tribe of Myrmidons fought beside Achilles in the Trojan war.
tagUArmor093=Necklace of Harmonia
tagUArmor093Desc=Crafted by Hephaestus as vengeance for the daughter of Aphrodite and Ares, this necklace preserves youth and beauty, but can also bring misfortune.
tagUArmor096=Electrum Charm
tagUArmor096Desc=Electrum, the alloy of gold and silver, is a well known magical conductor.
tagUArmor099=Lady Y-ab's Scarab
tagUArmor099Desc="Y-ab, Lady of the House" is written on the amulet.
tagUArmor102=Paean
tagUArmor102Desc=Exalted visions of glory and triumph enter your mind as you put the beads on. 
tagUArmor106=Bracers of Atlas//should it be higher level?
tagUArmor106Desc=Son of the Titan Iapetus and the Oceanid Clymene, Atlas was unmatched in physical endurance and knowledge in astronomy. After the Titan war, he was condemned to hold the sky on his shoulders for eternity.
tagUArmor108=Alexander's Bracer
tagUArmor108Desc=
tagUArmor109=Bracers of the Sphinx
tagUArmor109Desc=
tagUArmor110=Bracers of Troy
tagUArmor110Desc=
tagUArmor123=Apple Bearer's Bracer
tagUArmor123Desc=Also known as the Immortal Guard, the elite soldiers of the Persian Empire were called "apple-bearers" for the metal counterweight on their spears.
tagUArmor125=Phobos
tagUArmor125Desc=Phobos, the god of Fear, is often seen on the battlefield along with his father Ares. The mere presence of Phobos is enough to make the enemy tremble.
tagUArmor127=Huo Qubing's Armguards
tagUArmor127Desc=A military general of the chinese emperor Wu, Huo Qubing won many battles against the the invading barbarians Xiongnu.
tagUArmor128=Claws of the Nemean Lion
tagUArmor128Desc=According to legend, the golden fur of the Nemean Lion is impervious to mortal weapons. After slaying the Lion, Heracles had to use its own claw to skin it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 16 November 2019, 12:13:26
nice work
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 16 November 2019, 12:17:33
Thanks, but there is alot more to do. Ingame preview:

(https://i.imgur.com/bvkiP23.jpg)
I think its totally worth it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 16 November 2019, 12:22:13
it will be worth it im sure
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 17 November 2019, 22:21:02
Ok, the long and tedious work of adding decription tags an linking them to each and every unique item is over. Phew. Now start the even longer, but more fun part - adding the descriptions themselves. I think to start from botebote's list.
An early version of the mod (with only small part of the descriptions):
https://mega.nz/#!pKQDFQ7C!6SRroXVRg_4sCyebdCA2_CmgkrZE1MkZuNCg_F1Z8rk
I added Itemus map to the mod for quick testing. If you have an idea or request for a description on certain item, i'll be happy to hear all. Just stay lore friendly to the world of TQ :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 18 November 2019, 05:28:53
I suppose the tag for the Skill and Titles that are linked to Dieties mod are fixed
i think you already implemented everything I know regarding the topic, or rather more than I know... so all I can do here is moral support... so GOGOGO i suppose
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 18 November 2019, 07:00:08
I suppose the tag for the Skill and Titles that are linked to Dieties mod are fixed
i think you already implemented everything I know regarding the topic, or rather more than I know... so all I can do here is moral support... so GOGOGO i suppose
Sorry, but the last link is not a new version of EG. Its just description tags + Itemus for now.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: sunnysideup886089 on 18 November 2019, 07:24:10
up
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: nargil66 on 19 November 2019, 00:40:48
Here is the next version of EG:
https://mega.nz/#!wap0iKqC!BMPOZqdbkI1r4xLJbmG-wmp4etv5WVp-zE0-aFdUR6g

- Added lore descriptions to some unique items and restored their custom drop sounds
- Removed wrong tags for Mastery names and classes

If you find a bug, let me know.

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: sunnysideup886089 on 19 November 2019, 07:18:52
finally!!! some action!!! call the shot
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Ainzley on 08 December 2019, 23:52:07
Hi man, this is such an amazingly useful mod. Thanks for working on it.

Just wanted to let you know that for some reason Leather helmets seem to be appearing as "Leather Leather Helmets". Very strange. I tried looking at the item filter myself to see if it was a simple typo but I have no idea what I'm looking at most of the time. Hopefully it's an easy fix. Cheers
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 09 December 2019, 02:24:32
Thanks for reporting. It seems some style or quality tag remained from old versions. Will be fixed for the next one.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: sayer1 on 10 December 2019, 06:04:40
Hello!
nice mod awesome job you have done here :)

I'm new to TQ, could you help me with installing the mod..I don't know how I exactly do it and what files do I need I'm a bit confused, I am playing on GoG thanks in advance :)


- a noob proof tutorial would be great  ;D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 10 December 2019, 08:22:25
Alright, just give me some time to write it up. The OP has not been updated for ages... and thing are changed since Atlantis.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: sayer1 on 10 December 2019, 19:17:30
appreciate it! Will wait 8)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 13 December 2019, 15:49:40
Uhh, sorry about the delay. I was preparing an update, but it seems that it will wait for a while...

Ok, here is what to do:
1. After you download the  mod an d unpack it, go to the mod's Resources folder. Copy "N66_Mods.arc" file from there and place it in your main game's Resources folder. (Titan Quest - Aniversary Edition/Resources). This is to avoid missing textures.
2. Next, take the entire mod folder (All_N66), and for GoG version place it in "My Games/Titan Quest - Immortal Throne/CustomMaps". If you dont have CustomMaps folder, just create it.
3. Launch the game, and start the mod from Play Custom Quest menu. The mod will "bounce" to the main game, where you can create a new character.
4. You have to reload the mod each time, otherwise some custom items may go missing.

Thats it. If you have any problems, tell me and ill try to help.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: sayer1 on 13 December 2019, 15:55:13
Uhh, sorry about the delay. I was preparing an update, but it seems that it will wait for a while...

Ok, here is what to do:
1. After you download the  mod an d unpack it, go to the mod's Resources folder. Copy "N66_Mods.arc" file from there and place it in your main game's Resources folder. (Titan Quest - Aniversary Edition/Resources). This is to avoid missing textures.
2. Next, take the entire mod folder (All_N66), and for GoG version place it in "My Games/Titan Quest - Immortal Throne/CustomMaps". If you dont have CustomMaps folder, just create it.
3. Launch the game, and start the mod from Play Custom Quest menu. The mod will "bounce" to the main game, where you can create a new character.
4. You have to reload the mod each time, otherwise some custom items may go missing.

Thats it. If you have any problems, tell me and ill try to help.

thanks for the effort nargil!

could you give me the exact link to download? whats the latest one?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 13 December 2019, 16:00:02
This one:
https://mega.nz/#!wap0iKqC!BMPOZqdbkI1r4xLJbmG-wmp4etv5WVp-zE0-aFdUR6g
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Bulleyes on 26 December 2019, 02:36:03
i purchased immortal thrones with ragnork during the thanksgiving specials and included the enhanced game play mod to increase inventory.    Everything was going fine until I went to act five and the starter quests would not activate.    I uninstalled the game and that still would not work. out of desperation I tried a custom game (up until this point I somehow was using the enhanced mod on regular)   and that seemed to trigger the quests

Happy, I created a second toon and after several hours of xmas/enhanced mode I noticed that I was not getting any achievements.   as a test I tried to remove a relic on the enhanced mode / custom quest and no achievement.    So i went to the regular playthough on my original toon and I got my achievement.   To my dismay though my inventory was all messed up.   what am i doing wrong?   

ps: I love your anti spam measures on these forums :p   


Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Amgarrak on 22 January 2020, 08:50:22
Hello where can I find this mod? https://www.youtube.com/watch?v=ctrWXtn51mA
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Medea Fleecestealer on 22 January 2020, 09:04:26
Here

https://www.kirmiziperfect.com/titan_quest_ae_mods/titan-quest-anniversary-edition-caravan-xl-mod/
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Amgarrak on 22 January 2020, 09:09:57
I can't download from this site  :(
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Medea Fleecestealer on 22 January 2020, 09:28:14
https://steamcommunity.com/sharedfiles/filedetails/?id=1389634981
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Amgarrak on 22 January 2020, 09:31:32
You can add here https://www.mediafire.com/#myfiles
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 22 January 2020, 19:39:03
Hello where can I find this mod? https://www.youtube.com/watch?v=ctrWXtn51mA
This mod is just a very old version of EG, it doesnt work with Ragnarok or Atlantis.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Amgarrak on 23 January 2020, 08:26:47
That's good I just pereshel to old Titan Quest Immortal Throne
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Amgarrak on 23 January 2020, 09:02:02
Here

https://www.kirmiziperfect.com/titan_quest_ae_mods/titan-quest-anniversary-edition-caravan-xl-mod/
When you try to register, it issues Уведомление от сайта www.kirmiziperfect.com Invalid CAPTCHA!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 23 January 2020, 13:14:34
Here is a working link (not the same version, but it works with IT):
https://mega.nz/#!5XYnVKjI!C14MvUiKewQspBYp9s18kvWtvlcOUXj1zmM8_aMVd74
It works as a bounce mod, load it in Custom Game Menu and it will redirect you to the main one. Tell me if there are any problems.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Amgarrak on 23 January 2020, 13:28:32
Thanks only how to me to be I use Nymph PC Mod from Sagus?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Amgarrak on 27 January 2020, 16:11:00
Hello is there a version of the database?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 27 January 2020, 16:49:44
I'm not sure, its a very old version of the mod. Is something not working right?
I think it was used on top of fanpatch + patchfix for IT
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Amgarrak on 27 January 2020, 18:18:19
It works fine just wanted in the database Caravan Mod so it is more convenient
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: bluechimera on 01 March 2020, 02:58:43
Hi Nargil66
Thanks for the hard work on EG!
I saw EG in the steam workshop, but it seems that one is out of date. I have the Atlantis DLC, and that one seems to be only for Ragnarok.
I did download the all_n66_19.11.2019.7z that you mentioned on the previous forum page, but it seems to have some problems. for one.. the male character model is skinned incorrectly. he had a face mesh covering half of his body, and the right side of his face and right leg looks to have the same issue.

TLDR : Do you have a different version specifically for steam that works? or is this it for the moment?
Not sure if the directions are different for GOG vs Steam.. ha-ha

Thanks! :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 01 March 2020, 04:14:11
Hello and welcome to the forum.
1. About the glitched texture issue - have you tried using a dye on that character? Otherwise, missing texture issues can be fixed if you place the "N66_Mods.arc" from the mod's Resources folder into your main game's Resources folder.
2. GoG mods are usable through Steam, if you place them in "My Games/Titan Quest - Immortal Throne/CustomMaps". If the forder doesn't exist, just create it there.
If you have problems, let me know.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: solaris32 on 01 March 2020, 11:06:29
Would it be possible to have an expanded stash mod that works with the current version of Steam, in the main game so I can use my current characters, and to not disable achievements? An expanded stash mod is really all I want.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: bluechimera on 01 March 2020, 13:45:35
Hi Nargil66,

Thanks for the quick response!
Your suggestion for using a dye worked.

One more question: Is there a way to turn off or at least alter the camera controls? I really don't like the mod's default camera right now.
I was trying to explore the files to see if there were any options i could adjust, but all the file settings are in Bulgarian.
I think i recall seeing a way to change things in the Steam version you have, but i dont see anything for this latest edition.

Thanks again! :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 02 March 2020, 02:26:43
I'll upload a new version (tomorrow probably) the camera is default there.
About stash mod - i'll make a main game version too.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Diego982 on 03 March 2020, 21:32:59
I'll upload a new version (tomorrow probably) the camera is default there.
About stash mod - i'll make a main game version too.

Hello nargil66, if you do a new version use the newest version of Endymion "A Few Bug Fixes" mod.

I am interest in a version with the default camera too.

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 04 March 2020, 17:29:01

Hello nargil66, if you do a new version use the newest version of Endymion "A Few Bug Fixes" mod.

I am interest in a version with the default camera too.
I'd love to implement them, but i'd rather ask Endymion first.

New version:
- Can be used both as a soft mod and a hard mod (see instructions)
- Added more flavor text to items
- Added new skins to the nymph skin vendors market tables
- Added more zoom to the main menu screens (just for fun)
- Restored default camera angle

Download link:
https://mega.nz/#!5XRnTK7A!qpiTjh1vWBQBmA11AYFqmhLjSsludjx-pnJyHBt6JaA

Tell me if something doesn't work right.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Diego982 on 05 March 2020, 02:06:45
Hello nargil66

I am testing the version and I can say that the Camera mod still is the one you have implemented, not the original. Also the flavor text of items is not appearing too. I am using the Hard Mod version, not the CustomMaps one.

When you have time you can solve the camera thing.


:)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 05 March 2020, 05:48:38
Sorry, i messed the gameengines again... ill fix the camera asap.
Not all items have text yet. What items did you test with? Is there TagNotFound of just empty space below the name?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Diego982 on 05 March 2020, 05:55:51
Yes, it was TagNotFound, if I recall, in an common item. An cooper axe.

When you have time take a look.

😁
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 05 March 2020, 16:49:14
Ok, here is a quick patch with fixed camera (not exactly vanilla, but very similar):
https://mega.nz/#!MPJGhIwA!Llu9o-7rKw0Of28hQ8ERlyq_9ef_y9KONjMMJsbUtAY
Test it and tell me if you like it.
Also reworked and updated all egyptian skins (they look better now) + added a few more. The unlock codes for the skin vendors are "newskins" and "gimmenudes".
I couldnt find the missing tag, if you come across more, please post some screenshots.

This is only a patch, not the whole mod. Replace the files from previous version with override.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Diego982 on 05 March 2020, 17:25:48
Hi nargil66 good day. The mod is working very well. The camera mod is almost the same one as in vanilla. It just need to zoom out and then the vanilla camera enter.

Only one thing, I created an male character and when I use the white dyer in the main menu the character appearance is all messed up, but its corrected when I use or buy another tunic color.

Beside this minor thing, the mod is working perfectly.

Thanks for your time with this great mod.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: bluechimera on 06 March 2020, 03:14:53
@Nargil66 Thanks a bunch!
This is perfect :)

*Edit* Actually... everything works fine EXCEPT the tags of the items are showing. not all of them but my legendary Ladon's Maw has "x2tagUWeapon067Desc"
and quite a few other items have similar tags showing. At first glance, it seems that grey/white, Magic, Rares and MIs are fine as well as Artifacts, but Legendary and Epic armor/weapons/rings/amulets have this tag issue.

Video of gear with and without issue... https://youtu.be/G0O7O9lb1dQ
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 07 March 2020, 05:58:37
Ok, i did something wrong. It will be fixed for the next version (expect it soon).
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 10 March 2020, 15:46:02
A new version has been uploaded:
- Included Endymion's latest bug fixes (from today)
- Added a new Text_EN.arc for the hard mod version (replaces the original one, to resolve the missing tag issue)
- Fixed some skins not having tags and base textures
- Updated the female character model to the latest
- ReadMe is updated

Link:
https://mega.nz/#!QOYixSKY!EWlpOxwvS-H5e2YAqN5ow-wHpBZLBkw2XZMxwVRi0E0
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: bluechimera on 11 March 2020, 04:48:24
Awesome, thank you very much!!!   8)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Diego982 on 11 March 2020, 12:43:43
Great job on the mod nargil66

Many thanks for your work!!

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: oldage on 11 March 2020, 21:52:57
Nargil is the EG for Anniversary ok to down load? Is V2 still in the works?
Just curious. keep up the good work
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 12 March 2020, 01:53:04
Sure oldage, the installation is more simple this time. If you want to be super cautious, make a copy of you entire game folder (if you're using GoG) before installing. Thats what i do usually for hard mods, or to keep different versions of Titan Quest.
Consider this the start of V2.

Something for the next update - i started converting AllSkins mod for EG. I'll try to mix most of the skins with Ariadne's face and body texture (because i like it better than vanilla) + make them double sided to fit the new mesh. Example of a converted skin:
(https://i.imgur.com/nYESVqJ.png)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: oldage on 12 March 2020, 19:45:06
Thanks nargil. Right now just using your old red head since the elfin had the black side flaps. I doubt I will ever get Atlantis.
Will give a try again, saving old game so I don't screw up so bad.

What is latest version
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 13 March 2020, 18:08:52
This one is the latest:
https://mega.nz/#!QOYixSKY!EWlpOxwvS-H5e2YAqN5ow-wHpBZLBkw2XZMxwVRi0E0
Oh i thought you had Atlantis? Not sure it will work without it :/

There is more progress on the AllSkins rework. Around 80 skins are converted, some are heavily modified. I think to call this AllSkins Reloaded when its done.
I have forgot what huge part of AllSkins were nude/seminude skins... made by dozens of different people... and now im the only one. I feel like a white crow, lol.
If someone is curious of how the reworked skins look like, here is a link to the first part in DDS format:
(See next post)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 14 March 2020, 10:55:08
Part 2 - contains 118 converted skins (DDS Format). Link to Part I is removed, as it is included in the pack.
https://mega.nz/#!cXISHCZS!wHcmOTJPDjq5wrAxaUXe_4-gC8CI7EnqNqOhreTeS1I
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 18 March 2020, 01:24:27
New version:

- Fixed male character using vanilla starting dyes
- Relinked skin vendors tables (just for consistency, you wont see any difference)
- Updated a few skins
- The Mystic in Sparta is now called "Retrainer" and has new visuals
- Oracle's attendant in Delphi (speaking one) has new visuals
- Added new male long idle and emote animations when using spears
- Implemented the latest bug fixes by Endymion (from yesterday)

Link:
https://mega.nz/#!tLp2EaRT!ZjqWnwp2OwFC78gQIaodAxw3MKBdVCxjQwofFKmuvOU
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: oldage on 19 March 2020, 00:10:39
Hi nargil
 Is EG 1.v1_CM the latest for TQ Anniversary, has there been any updates to it?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: nargil66 on 19 March 2020, 00:32:38
Not since then oldage. Have you tried the new version on TQAE? It still might work.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: oldage on 19 March 2020, 00:40:09
Will give it a try. had problems 1.v1
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök/Atlantis
Post by: Faireven on 26 March 2020, 20:15:00
Hello folks, new to the forum and seek help. I am trying to play TQ AE with DLCs along with EGA 1803. If I run just 1803, its fine. If I try to add the EG xmax the game crashed to desktop. Can 1803 and EG xmax play together either hard or soft mod?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Medea Fleecestealer on 27 March 2020, 06:29:31
Welcome to the forum.   :)

What is EGA1803? EGA Xmax?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Cygi on 27 March 2020, 07:45:12
Enhanced Gameplay Atlantis?

I think.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 27 March 2020, 14:03:48
He means EG Atlantis version from 18th of March.
I dont know why Xmax crashes, but i can add Xmax for the next update. And maybe monsters x3.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Faireven on 27 March 2020, 15:59:41
Thank you for the response, and sorry for the confusing post.
I loaded the files from post #410, EGA_1803_2020 (Database, Resource, and Text folders) replacing the the ones in TQ Anniversary Edition v2.9 root directory. The game runs solid at that point, everything works.
If I try to play the enhanced gameplay from EG_1.1V from the custommaps folder there is no jump and the toon cannot move. I follow the read me file from 1803 making it a hard mod, and follow the read me from the Enhanced Gameplay folder and rename the database to database_normal, add Enhanced_Gameplay_x2.arz and rename that to database.arz the crash to desktop happens.
I am sure I am loading something wrong or out of order. I am hoping you can point me in the right direction for playing your most excellent mod with a x2 mod.

Thank you folks.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 28 March 2020, 17:14:38
The old Xmax versions will not work, they are pre-Atlantis. Have to be redone first. I'll try to do it soon, but right now i can't, because i'm working on another project. Next week maybe.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Faireven on 28 March 2020, 19:21:43
No worries, was just looking for the cause, and thank you very much for the answer. I look forward to any changes in the future. The mods and guides you folks have posted have been fantastic. It's why I left the PS4 TQ for the cpu version, thank you again.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: oldage on 29 March 2020, 23:06:29
Nargil, ran into a little problem with En 2020.
Saved all my old characters . saved old database .arx, Text-EN.ARC, and Quest.ARC
Installed new Everything looked good until create a character.  Gave a name, robe color  hit start. Name appears scene is right, but no character.
Any ideas? left in the red head mod an rest of it. Will go back now and remove. Hope that it, but I doubt it.

No luck. did notice a dagger lying on the platform where she would be standing.
I remember something like this along time ago, but don't remember the fix
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: oldage on 30 March 2020, 01:18:27
Fixed, just my not quite following directions. Needed to take out of mod folders and put in game folder. That's what old age does for you. Senility.
Now we will see how it works with Anniversary Edition
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: oldage on 30 March 2020, 03:57:55
Small problem no biggie. Artistry on the Torch is great but shows as a ? in the Vault.
Just starting. Got a laugh, when character was created. Looks like tight panties
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: oldage on 31 March 2020, 20:43:23
Nargil,
Sigh!! Looks like the same old problem. The Vault(TQ Vault AE, 3.4.0.0) and Caravan don't match.
Also new things like torch and Aspix shields show as "? " in Vault.  Is there a different vault that does match?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 31 March 2020, 22:20:53
I dont know what causes the vault problem, sorry oldage. Was never able to figure it out, so i just use mule characters.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: oldage on 01 April 2020, 15:24:16
I can use it, just need to remember not to use the last 4 rows on the side and the last 6 on the bottom.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: ryudraconis on 13 April 2020, 05:21:55
tried using the most up to date mod and this is what happened, not sure whats going wrong (tried both methods, soft and hard install)  Is it because of game version or am I missing something? This is a fresh install of steam TQ: Ae with all expansions.  Any help you can give would be great, thanks.


https://postimg.cc/K4J8mz0s (https://postimg.cc/K4J8mz0s)



Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 13 April 2020, 22:08:43
Buy and use a dye from any vendor or from the skin vendors. It should fix it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: ryudraconis on 16 April 2020, 15:41:35
Thanks so much!  I am curious however, where can i find the skin vendor? Ive been looking but the only way I seem to be able to change basic looks is with the dyes.  I am in act two, am I missing something or is the skin vendor found in another act?  Or is it through an item?  Thanks so much for the mod and the continued work on it!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 16 April 2020, 18:24:24
the 3 vendors are unlockable by codes: "newskins" and "gimmenudes"
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Seraphim on 19 April 2020, 08:10:38
Hello Nargil66 thanks alot for this mod it really has breathed new life into the game for me. i have noticed a bug when attempting to upgrade the hireling from Promethean Agent 3 to Promethean Agent 4 after entering everyone of the materials when i confirm to create the new Artifact it puts all the materials back into my inventory and does not create the new artifact. Are you aware of this bug and if so is there a workaround i can do to complete this upgrade?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 19 April 2020, 15:30:34
I'll look into the issue when i have time.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Ryksa on 28 June 2020, 17:40:14
Hello Nargil!

I finally bought Atlantis to enjoy the new content. Browsing through the changelogs of the game most of the critical bugs have been fixed. I always used your EG mod for TQ:Ragnarok too as it is really essential.

I noticed, that porting to Atlantis is not finished yet, but if you have the time, could you please restore the 2x mob density (with 1x boss ofc) and the khaki color for containers? Long time no see, but I hope you will continue the developing (not rushing you ofc, take the time :))

Thanks for your hard work.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: SimplPrimate on 02 July 2020, 02:58:29
the 3 vendors are unlockable by codes: "newskins" and "gimmenudes"

Hello @Nargill66

I tried both of these, I am unable to click "OK" after entering either. I have this installed the hard way, the only thing really different that I can see is the expanded storage everywhere.

I have found no vendors for any of the new stuff that is supposed to be added and I went back from A4/Atlantis and looked in every town.

I am not sure if you are still monitoring this but if you are I could use some advice.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: SimplPrimate on 02 July 2020, 03:05:16
I should also state that the button does become "clickable", as in it pops up after putting in either of those codes, I just can sit there and click on it all day long and nothing happens.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Ryksa on 05 July 2020, 17:21:47
The only thing I fear about this mod is, when the game on Steam get an update, my inventory surely will shrink to the normal size. Would this mean, that my items are gone forever?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Ceyhun on 28 July 2020, 15:36:22
hi im new player and found you modpack, can you update soon? bugfix mod update yesterday
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 08 August 2020, 15:59:43
Ok, after a long delay, the new version is approaching...
This update will focus on immersion - some monsters have more accurate names, NPC markers (above their heads) are recolored to blend better with the game world.
Endymion's latest fixes are already in. I'm still working on a skin overhaul - skin mod will be improved, as well as mastery pet looks and some NPCs. You know me, im the nymph lover guy, so i started from Nature nymph (now called Sylvan Dryad) and Pegaea NPC. My party of revamped Nature pets near the spider cave:
(https://i.imgur.com/P0Amc32.jpg)
(credit to Wardust for the wolf reskins)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: wardust on 24 August 2020, 15:52:33
Thanks for all the amazing work!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Kangaxx on 24 September 2020, 20:44:19
Hi! Thank you for you mod.
I wanted to ask, are tags under unique items supposed to be? Or am I doing something wrong? Mod EGA 18.03.20 installed "hard".

(https://i.ibb.co/TtpH9GC/20200924214035-1.jpg)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 25 September 2020, 10:19:05
No, its a bug, these tags aren't supposed to be visible. Will be fixed for next version.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 08 October 2020, 17:10:59
New EGA is uploaded to MEGA :D

More seriously... here is what is added/changed in the new version:

- Fixed DPS number showing incorrect value (thanks to soa for reporting the issue)
- Fixed flavour item text showing incorrectly or missing tags
- Added lore descriptions to many unique items in Ragnarok (thanks to soa)
- Added NewSkins mod with 500 + skins (use code: newskins, works on new characters only, big thanks to soa for his help with skin linking)
- Updated female PC model to the latest version (2.0I)
- Skins are now gifted to you by the gods themselves, but you'll have to show your devotion :)
- Added latest Endymion's bugfixes
- Added new long idle, attack idle, run, death and emote animations for both characters, as well as fixes for some vanilla animations
- Replaced the useless Taunt animation with new Worship animation
- Zoom menus now apply to all loading screens (works only on hard mod version)
- New visuals for Pegaea (quest giver nymph)
- New visuals for Nature wolves (thanks to Wardust for base texture)
- New visuals for Nature nymph, now changes on higher levels
- New visuals for blood nymph (pet summon from the blood of Ouranos spear)
- New visuals for Core Dweller on higher levels (thanks to Bumbleguppy, i used base texture from LoC)
- New visuals for Persephone NPC
- Fixed visual glitch on Amazonian Spear (this time the model)
- Changed color of all NPC markers to blend better with the game world
- Most common items now have khaki color to blend better with the game world
- Most common monsters now have khaki color to blend better with the game world
- Added singular noun form or more correct names for the following creatures - Machae, Keres, Telkines, Gray Sisters, Automatoi, Potamoi, Tritones, Gigantes 
- Added more lore-friendly names to Wraiths, Zombies, Satyr Brutes, Sylvan Nymph, Liche King, Liches, Dragon Liche
- Re-added the big merchant window (for fun, the bigger space is not usable, thanks to the devs love for hardcoding)
- Re-added potions to display the amount or restored mana and HP
- Gold currency is changed to Copper (for immersion, how the hell everyone has so much gold?)

Link:
https://mega.nz/file/IHwAEIxQ#sJH2Q1oVNjDc5y-PJmgrAm2PbcuwBPWMR1nsLtXXDxw
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 09 October 2020, 17:11:28
What is planned for the next versions:
- full Bulgarian translation
- more male skins
- return of "gimmenudes" code aka adult skin mod
- customization meshes for both characters
- return of all missing features from pre-Atlantis versions
- visual overhaul of all pets
- completed lore text descriptions
- Hades and Ragnarok hirelings

Next patch will probably be the last vanilla-based version of EGA, before it turns to something else... but everything at its time.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: johncarter851 on 10 October 2020, 18:47:17
I tried installing the new EGA today (hard mod version) but messed up the character skins, even the newly created ones. I had the march version of EGA and it worked very well. No other mods installed. I have the steam version of the game with all the dlc's. If someone has an answer, thank you in advance.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 10 October 2020, 19:25:54
Can you show screenshots of your main game Database and Resources folders?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: johncarter851 on 11 October 2020, 11:54:14
(http://C:\Users\ionut\OneDrive\Desktop\resources1tq.jpg)
(http://C:\Users\ionut\OneDrive\Desktop\databaseTQ.jpg)
(http://C:\Program Files (x86)\Steam\userdata\384589116\760\remote\475150\screenshots\20201011121739_1.jpg)

Apparently the new characters are ok. Only the previously created characters are corrupted
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 11 October 2020, 19:41:32
Thats because the old texture pack was double-sided. On your old characters, use any dye and it should fix the texture issue.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 12 October 2020, 00:23:14
Hello.
I've just started to use your mod, great job, thank you.
I have a couple of questions:
1) On the second page of the character sheet I can see my Health and Energy regeneration are 1.00 and 1.80. This is on naked character, new character and pre-mod made character alike. In vanilla TQ they are 2.00 and 2.50 as far as I can remember. Also, the pop up tooltip on Energy regeneration is empty.
2) I can't seem to figure out how to change skins. I make a new character, start the game, Esc, Unlock Content, Enter "newskins", get a bunch of scrolls, pick one, choose "Worship" for right mouse button, click it, my character does the animation and... nothing happens. Should I do something else? Maybe to worship in a temple? On a specific day? During a full moon? Maybe? Sacrifices? :o
Also, if I pick only one scroll with worship skill and leave the others, on a reload I can't use the "newskins" code repeatedly? It says smth like "This character already used this code". So is this only one time thing and I should pick all scrolls up?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 12 October 2020, 09:01:50
Hello.
I've just started to use your mod, great job, thank you.
I have a couple of questions:
1) On the second page of the character sheet I can see my Health and Energy regeneration are 1.00 and 1.80. This is on naked character, new character and pre-mod made character alike. In vanilla TQ they are 2.00 and 2.50 as far as I can remember. Also, the pop up tooltip on Energy regeneration is empty.
2) I can't seem to figure out how to change skins. I make a new character, start the game, Esc, Unlock Content, Enter "newskins", get a bunch of scrolls, pick one, choose "Worship" for right mouse button, click it, my character does the animation and... nothing happens. Should I do something else? Maybe to worship in a temple? On a specific day? During a full moon? Maybe? Sacrifices? :o
Also, if I pick only one scroll with worship skill and leave the others, on a reload I can't use the "newskins" code repeatedly? It says smth like "This character already used this code". So is this only one time thing and I should pick all scrolls up?
1) Probably leftovers from old versions. Fixed for the next one.
2) The problem apparently was animation speed being too low. Fixed. And yes, you have to collect all invocation scrolls, as  the code works once. Or just make a new char and transfer them via caravan.
Thanks for reporting, ill upload the fixes later today.

Edit: Link to the fixed version:
https://mega.nz/file/AeZWmRKI#0RX_bNM0du8s_e75EQ2WZv7RpezGDVwbOooR589nHrU
God summon animations still refuse to work sometimes, unless you do some spam clicking. Still haven't found the cause.
Also added 1 more male skin pack (Phoenician 2).
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 12 October 2020, 23:26:17
Thank you for a quick fix.
I seem managed to solve the problem with god's summoning having set game's speed to "fast" in game options. This way all gods got summoned with one click. I usually play on normal speed though, but changing the speed only for the skin selection process is no problem for me.
I noticed that some female skins have a skirt in paper doll window but have no skirt in-game, just the "panties" part. Is it intentional?
Also, applying some dyes make the character model all grey, texture-less. Only hair is visible. But these dyes are very few.
If I notice something else, I'll let you know. Might take sometime, not for the lack of interest in your mod or the game, mind you, just don't have much time for playing, sadly.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 15 October 2020, 01:38:47
You're welcome :)
Most of my skins are skirtless, yes it is intentional. However, alpha channel of the skirt showing in character window is not. Its a vanilla game bug.
I'll track and fix the broken dyes for next update.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: 郝玉龙 on 15 October 2020, 14:20:37
Hello, this mod is very good.Thank you.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: zonder on 18 October 2020, 11:53:05
Hello,

i'm a bit confused as to what i should install. i downloaded the zip from your first post that has a bunch of zips inside with a lot of versions (s, t, v, v_cm etc) and also the last one you posted as an update (EGA 12.10.20). is this version the latest and contains everything? or should i install one of the zips from your first post and then the update? thanks.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 19 October 2020, 22:01:44
EGA_12.10.20 is the only version you need.  I'll put old ones in another folder to avoid confusion.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: zonder on 20 October 2020, 00:38:20
EGA_12.10.20 is the only version you need.  I'll put old ones in another folder to avoid confusion.

thanks, any chance you'll upload an xmax version of this latest EGA? (but with bosses x1)
Also, no matter what game speed i set, the skin vendors do not appear no matter how many times i spam the skill :( (the code works fine)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 20 October 2020, 06:33:43
I've just tried changing the game speed/summoning thing and couldn't make it work  :o
It was working EVERY time last time, I summoned ALL of the gods - all summoned with the first attempt, so I considered that was a fix. Strange.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Dramorian on 22 October 2020, 19:20:00
I'm trying to find the HP addresses so I can export those to my auto potions tool.
Where should I look and how to find them?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 22 October 2020, 21:06:38
I've just tried changing the game speed/summoning thing and couldn't make it work  :o
It was working EVERY time last time, I summoned ALL of the gods - all summoned with the first attempt, so I considered that was a fix. Strange.
Ok, i guess i should remove that animation :( I'll miss it tho, praying to the gods was a good idea...

I'm trying to find the HP addresses so I can export those to my auto potions tool.
Where should I look and how to find them?

I'm not sure i understand. You mean the record links to HP potions?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 22 October 2020, 21:58:41
Ok, i guess i should remove that animation :( I'll miss it tho, praying to the gods was a good idea...

No, please, leave it  :) I even like it that I must "show some devotion" to have the gods answer, more atmospheric this way. Doesn't need to be done often anyway.

I have a little question: some ordinary items stayed white, like in vanilla game, mostly in Atlantis area (haven't been to Ragnarök yet). Is it intentional? Doesn't bother me much, just asking  :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 22 October 2020, 23:56:16
I havent been able to track all the white items yet.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Dramorian on 23 October 2020, 01:27:51
I'm trying to find the HP addresses so I can export those to my auto potions tool.
Where should I look and how to find them?
I'm not sure i understand. You mean the record links to HP potions?

I'm trying to find the current and max hp value so I can trigger health pot keypress when a certain HP% is reached. I could do with pixels and colors, but I want to do it by accessing the memory and write static address to my C# code.
Currently, I have no idea what to do and where to look.

UPD.
that's what I've just found
https://prnt.sc/v5gzbs (https://prnt.sc/v5gzbs)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: johncarter851 on 25 October 2020, 11:18:04
Thats because the old texture pack was double-sided. On your old characters, use any dye and it should fix the texture issue.

Thank you. That was very helpful. You've done a great work with this mod. On another topic I found a minor inconvenience in the sense that the Monster Infrequents have the same bright green colors as the rare items instead of the vanilla olive green. This is in the Stash/Inventory browsing which makes it difficult to sort them. Do you think it is a problem at my end or of the mod itself? Thank you in advance
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunblaze on 25 October 2020, 13:31:24
Alright mod works great and is a lot of fun, but is there a x-max version?
I have tried changing the gameengine.dbr myself to tripple the spawns, but somehow this mod seems to overwrite the exported file. And I am unable to figure out why it does that.

Former versions in the very first post of this thread had an option to do it,
but that required replacing the database and that is obviously not a good idea with the newest database-version you released in october.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 25 October 2020, 16:39:21
Alright mod works great and is a lot of fun, but is there a x-max version?
Coming for the next patch.

On another topic I found a minor inconvenience in the sense that the Monster Infrequents have the same bright green colors as the rare items instead of the vanilla olive green. This is in the Stash/Inventory browsing which makes it difficult to sort them. Do you think it is a problem at my end or of the mod itself? Thank you in advance
I did that on purpose, because when MIs show rare prefixes, there are 2 different colors (green + lime) and it wasnt looking good.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: 郝玉龙 on 26 October 2020, 19:13:05
Hello,Whether to consider : Switching between day and night。(can choose between day and night)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 27 October 2020, 01:12:27
Hello,Whether to consider : Switching between day and night。(can choose between day and night)
Sorry, that require messing with the game engine, i dont think its achevable without coding knowledge.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: efko on 27 October 2020, 03:56:48
I read somewhere about mods to be always day or night only, if that helps.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: 郝玉龙 on 27 October 2020, 05:19:59
I have a mod like this, made by my friend.I'll send it to you in a few days.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Medea Fleecestealer on 27 October 2020, 06:46:50
It was possible via the old TQDefiler, but whether it can be done now?  Unfortunately Soulseekkor hasn't added any of the old mods to his GDDefiler yet. 
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 27 October 2020, 18:18:38
I have a mod like this, made by my friend.I'll send it to you in a few days.
Sure, I'm curious to see how it works.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: efko on 27 October 2020, 23:36:57
Found something.

https://titanquestfans.net/index.php?topic=491.0
https://titanquestfans.net/index.php?topic=490.msg4882#msg4882
https://titanquestfans.net/index.php?topic=1040.msg12204#msg12204
https://titanquestfans.net/index.php?topic=485.0

Easiest way is to search night or to search day https://titanquestfans.net/index.php?action=search
I used night on search.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: 郝玉龙 on 28 October 2020, 03:05:10
Day night conversion mod, has been sent to your steam.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 28 October 2020, 12:09:25
nargil66, could you have a look at this, please.
https://steamcommunity.com/app/475150/discussions/0/2996543178710941391/
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 28 October 2020, 14:58:23
nargil66, could you have a look at this, please.
https://steamcommunity.com/app/475150/discussions/0/2996543178710941391/
Hmm, that's a weird issue, never experienced it before, but ill check. What DLC areas it is most noticeable in?

Day night conversion mod, has been sent to your steam.
Ok, i think i got the main idea. You can indeed freeze time of day via quest. The freeze thing is located here, when set to "false":
(https://i.imgur.com/JCqpyU3.png)
I'm having problems with triggers and tokens though, so its not working yet.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 28 October 2020, 23:53:58
nargil66, could you have a look at this, please.
https://steamcommunity.com/app/475150/discussions/0/2996543178710941391/
Hmm, that's a weird issue, never experienced it before, but ill check. What DLC areas it is most noticeable in?

I think it's more probably attack/movement speed related. My noticing it in DLC areas may be connected to my chars speed had grown over the specific speed limit. I did some testing yesterday, instead of that helmet, I tried different throwing weapons. Those giving speed bonus also give that animation hiccup. Lowering attack (or movement? - needs more testing) speed seems to lower probability of the hiccups occurring.

I don't know why going back to vanilla files makes the issue much more severe though.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 29 October 2020, 01:15:10
@bellbell Just got an idea - Send me your character files that you have the issue with, i'll see if i can recreate the problem. My wild guess is that its an animation problem. I noticed before that for example one of the male throwing animations is slower that the female, and iirc it was corrected manually in the record file. Not exactly related to this issue, just another example for the inconsistencies that come with new expansions.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 29 October 2020, 02:44:03
Arched my whole Save folder, don't know how to do just one character. Here you go. Char - spellbreaker lvl 52.
https://gofile.io/d/bmto1R


Link is un-linked and is not checked - https://gofile.io/d/bmto1R. Use on own risk. - efko
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 30 October 2020, 05:08:50
Thank you. I tested it today, and the problem appeared, but it doesnt look as an animation problem, and donno know how to fix honestly. The auto targeting gets indeed disrupted in the middle of a fight... Just report it to the devs if you havent already. Sorry for not being very helpful /:

About the other thing - changing day and night - it seems ill have to recompile the vanilla map to add the new quest file that contains the triggers. I dont mind doing it tho, as in the future new features can be added to the map.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 30 October 2020, 06:19:44
Thank you. I tested it today, and the problem appeared, but it doesnt look as an animation problem, and donno know how to fix honestly. The auto targeting gets indeed disrupted in the middle of a fight... Just report it to the devs if you havent already. Sorry for not being very helpful /:
That's ok, thank you for checking it out. I've reported the issue to the devs, shall inform if there's any news.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: 郝玉龙 on 05 November 2020, 06:54:08
The bugs of super fast blood return speed of monsters often appears。Super fast recovery of life,Frequent appearance。
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: 郝玉龙 on 05 November 2020, 06:55:21
Can't kill monsters
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: 郝玉龙 on 05 November 2020, 07:10:23
About once an hour,Three people had this problem
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: 郝玉龙 on 05 November 2020, 09:46:02
https://mega.nz/#!ccwXjIYS!J62P92i2RbsFjaLU6AwvQC_uPPP5Lk21vby5_4JX3B0
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: bellbell on 05 November 2020, 13:52:13
The bugs of super fast blood return speed of monsters often appears。Super fast recovery of life,Frequent appearance。
Yes, by the way, I had it too. Not often - just a couple of times in two locations - one was in Egypt act, some dungeon with undead monsters. I killed them and decided it was a feature  >:(
But then, the second time it was in Ragnarok DLC, I had to reload the game - mob HP regen came back to normal. I've just started the Epic run - haven't encountered it yet.
I don't know if it's vanilla game problem, or the mod.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nav on 08 November 2020, 21:00:50
Hello everyone. New to the forum.

Just posting a quick bug report, being the rapid life regeneration everyone experienced. I had it about 1hr into a new character in the first cave area.

Thanks Nargil for all your great mods.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nav on 09 November 2020, 00:34:14
One more issue for me. Following the warning to 'unlock caravan space' in EG Readme (deleting miscsys.dxb, miscsys.dxg, winsys.dxb, winsys.dxg from SaveData in Documents) it seems 3-4 columns of inventory space on the right are inaccessible, and the bottom row allows items outside inventory frame. Inventory pouches work fine.

Prior to doing in this increased storage (caravan xl?) worked perfectly. Anyway I can repair this?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: ishthivb00 on 20 November 2020, 12:21:34
One more issue for me. Following the warning to 'unlock caravan space' in EG Readme (deleting miscsys.dxb, miscsys.dxg, winsys.dxb, winsys.dxg from SaveData in Documents) it seems 3-4 columns of inventory space on the right are inaccessible, and the bottom row allows items outside inventory frame. Inventory pouches work fine.

Prior to doing in this increased storage (caravan xl?) worked perfectly. Anyway I can repair this?

I noticed this when using mods. Bounce mods to be exact, like the LootplusXmaxFTW mods. It disappears when just playing the vanilla game. I haven't found any mod that doesn't have this inventory bug.

Also, thanks for the awesome mod Nargil.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 25 January 2021, 19:37:05
New version is uploaded. Changelog:
- Fixed monsters having insane health regen. It was caused by a new player regen formula based on STR that i tried to implement. Since most monsters have 0 Strenght, the game is bugging somehow... anyway, fixed
- Fixed Worship animation not summoning the gods every time. Never put a callback on the last frame of animations, lol. This also allowed me to reduce its speed as originally intended
- Re-added Grim Dawn resistance icons and adjusted their position, so the numbers are much better visible (thanks to soa)
- Item rarity text color is changed again, as follows: Broken (Silver) > Common (White) > Magical (Khaki instead of Yellow) > Rare (Lime instead of Green) > Epic (Blue) > Legendary (Purple). It looks much less intrusive now, especially with yellow items having a softer color.
- Updated face textures on many female skins (prettier now)
- Hermes is added among the summonable gods (not gifting anything yet)
- Updated looks and models of the following deities: Aphrodite, Apollo, Ares and Artemis
- Implemented adult skin mod (code: gimmenudes). Prepare to see some naked goddesses :)
- All skins now have proper and recognizable names, instead of general ones
- Added new unlock code which drops many hair helmets for female char (code: femalehairs01). This feature is still WIP, some hairs are glitchy and i'm not sure about their stat bonuses, so for now is just a preview
- Optional feature: re-added the four variants of main menu replacement from old EG mod (pre-Atlantis).
- Optional feature: re-added the the modified Game.DLL that unlocks the huge merchant window (thanks to koderkrazy for leaving the instructions)

Download Link:
https://mega.nz/file/oGZwnbBI#vICDAMA8wnsP6ffjz6iKGvNm6hKX6z33aEbQtWVvaYY

Edit: First page is updated. I think the mod is ready for Nexus as well  ^-^
Edit 2: Now officially on Nexus:
https://www.nexusmods.com/titanquestanniversaryedition/mods/26
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 03 February 2021, 13:58:48
Just to let you know, next updates of the mod will be epic! Expect things you have never seen before in Titan Quest. The four main upcoming features to Enhanced Gameplay (and most probably to Soulvizier) are:

1. Skin randomization system - i recently invented a method to make player skins and hair randomizable. This will be a total overhaul of the skin/dye system as you know it, giving unique looks to both player characters.

2. Transfiguration - You don't want to play as human, but prefer to play as a Nymph, Catwoman, Wraith, Machae? No longer you'll have to reload the mod, insert addons or restart the game. Everything will be in one place - you just buy an Illusion! Illusions are unique items equipped at helmet slot that will allow you to change from human to another human-like creature. And guess what, your new monster looks will be randomizable too!

3. Shapeshifting - Ok, but how about changing to a creature that is very different from human - say, a Boar - is it possible to do it? The answer is YES, there will be special skills that can transform you to a completely different creature - anything from Satyr to Typhon! It will be possible only for a short duration though, as such magic is difficult to maintain :)

4. Mounts - Maybe you've played Titansphere's Saberrider mod, or my Horse Rider/Dionysian Rider mods, or even the Chariot mod.... Maybe you think that such feature is cool... but something is missing, right? You are always mounted there, rooted to your horse or tiger... also you are stuck with the same type of mount forever, you cant dismount the horse and mount a tiger. Well, that limitation will be lifted. There will be many types of mounts, and they will be mountable/dismountable! Don't believe me? Just wait and see!

In general, i sense a great year for Titan Quest modding  :D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunblaze on 03 February 2021, 22:41:38
All of that sounds so darn epic my words fail!

You are a god among modders!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: lixiss on 03 February 2021, 22:55:31
2. Transfiguration - You don't want to play as human, but prefer to play as a Nymph, Catwoman, Wraith, Machae? No longer you'll have to reload the mod, insert addons or restart the game. Everything will be in one place - you just buy an Illusion! Illusions are unique items equipped at helmet slot that will allow you to change from human to another human-like creature. And guess what, your new monster looks will be randomizable too!

I'm not a fan of this mod. Sorry. Can I'm play as bird and have 150 DEX from start and crit anyone all the way? TQ for some unknown reason so stupid... I'm also thinked to play "as monster", but player should get base stats like monster too (satyrs btw has pretty good), is easy to do, but... At same time... Well.

What is point of this? Just to be look different? Sorry, I'm not offensive here, just interesting in general and what peoples like. I'm seen for example in SV-AERA whole location with lot of dyes... ugh. But, dyes do nothing. NOTHING. They do nothing to style and do nothing to RP and do nothing at all. They are good only for choosing other color of clothing if you does'nt like starting color. Eventually and 99% you doesn't see own dye anyway. So, why TOO bother about this? Again, is not offensive! Just want to understand why?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunblaze on 03 February 2021, 23:06:50
You might take a look at his:model/texture posts (https://titanquestfans.net/index.php?topic=32.780).

Yes he might be a bit overachieveing in there ;D by doing sooooo much great work, but just to have all those (already done) models in one place is a nice addition.
Until now you either had to merge mods or skip some to make it work.

The fact that there is sooo much choice means everyone will find something neat for themselves. Even if just a basic nice looking updated human model.
You are right that not everyone like everything. Opinions differ sure. But this way you can ignore and focus on the good stuff you approve of because that is in there as well!


He mostly mods for fun and because it might be a lot of work, but there are people that love his work no matter how bad the people/work ratio might be for him.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Endymion on 04 February 2021, 00:14:28
Outstanding work. Now I have to confess I'm commenting mostly in reply to this:

I'm not a fan of this mod. Sorry.
I'm gonna jump the gun and speak for the author here, but this is really not a warranted sentiment, which I unfortunately seen before. Frankly modding in TQ is taxing enough (or oftentimes straight up frustrating) for him to have to defend it in his own thread. More than anything it's art, and it's not up to you to decide its purpose.

I guess English isn't your native language but certainly you could find less rude ways to express your thoughts... Or better yet just move on if you're not interested.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sauruz on 04 February 2021, 00:39:29
There are features that we couldnt believe that would ever be ingame, like transformation.

I dont see any problem with that, is just change the visual look of the player with some random monster, if im reading correctly, plus if nargil like it ( pretty sure more will love as well) i dont see any reason to stop/throw the ideia out.

Also Nargil is working in another lvl in TQ Modding, its original and its not one of another loot-plus versions that is half of steam workshop mods.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Bumbleguppy on 04 February 2021, 00:50:00
its original and its not one of another loot-plus versions that is half of steam workshop mods.
lmao  ;D  truth lol
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: lixiss on 04 February 2021, 00:58:33
I'm gonna jump the gun and speak for the author here, but this is really not a warranted sentiment, which I unfortunately seen before. Frankly modding in TQ is taxing enough (or oftentimes straight up frustrating) for him to have to defend it in his own thread. More than anything it's art, and it's not up to you to decide its purpose.

I guess English isn't your native language but certainly you could find less rude ways to express your thoughts... Or better yet just move on if you're not interested.

I'm generally mean, what i'm doesn't have see big sense in mod / doesn't use it personally, may be because use others, may be not, not sure. This doesn't mean what this mod is useless and I'm respect to author's authority and contribution at all, and as i'm know his contribution comes out over this mod bounds. You are right, i'm not very correctly express self: i'm want to say, what i'm to say what i'm not familiar with this part AND want to know if peoples really want to transmorgify self to other creatures ONLY visually?

Why i'm say about birds? Because any char get critted by them at least once early. Why? Because original stats design is VERY stupid. If you did not examine game files - you never notice it. I'm WANT to play with character who have 150+ DEX at level 1-3 (like any bird in game). Surely, i'm doesn't want to play with bird, i'm just indirectly point what true transmorgify also requires change in playergamebalanceattributes as well. Playing, as satyr for example, under normal conditions should give you at least +10% to all speed. Why they so slow at begining? Say thanks to monstergamebalanceattributes which also has no sense in any of his value for ANY difficulty.

Enough or you have any other question?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: lixiss on 04 February 2021, 01:51:56
I guess English isn't your native language but certainly you could find less rude ways to express your thoughts... Or better yet just move on if you're not interested.
And eventually... learn you powers. You admin? Please follow this role. I'm take my excuses in my first message.

This community already small and almost anyone including mine have legendary self-meaning rendering everyone everyone is real snob (snoot). You just put big approval on this. I'm already on exit out, but delay here... just in case. But, 5 years over I see exactly same things. No. I'm already abandoned mine TQ-related project (by engine limitations, not socials). But society here is still horrible. For first, forum sometimes prevent normal users act normally, second, is what I'm doesn't ask YOU personally at all nothing. Do you add something valuable? I guess no. Do you want warn me? You can PM. You catch my 3 words, I agree, may be not very ideal words, but we all live in real world. I'm in my message take care about this part exceptionally in PS. You ignored this part.

Surely my English not ideal, my English is *bad*, but I wrote all stuff without dictionary and from head, like a dog, and i'm never learn it specifically. Huh. This stupid language is just part of Modern world. Nothing more. Good luck on earth orbit without Russian, I guess nowadays it is still requirement? :) So... yep. Thanks for understanding AGAIN.

So, instead of answer on my question we got stupid discussion... Sorry. I'm will not continue it under any conditions. Good luck. I'm did not get answer, so...

PS: There is just humanity question. I'm doesn't doed anything wrong what required attention from administrative side, and from other side - if you want "protect' - then you should take care on whole message, not on first four words.

Sorry. But I'm personally can't put up with this. There is kind of insult from administrative side without any reason. I'm doesn't have any complaints actually, but your action by normal means is not acceptable *in my personal taste only* because you not usual user.

You generally do whatever what you want, but I'm still doesn't see rules under I'm can't wrote under any topic "I dislike it". And to be specific, i'm wrote way more different thing. So, turn down. I learned what great snob is protect this topic, and nothing can break this fact. Lol. :)))
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Humility on 04 February 2021, 02:14:26
10/5 stars. 110%. Beyond the highest rating. I love this mod. I've always been for old games such as Dungeon Siege LOA, Sacred Underworld, EverQuest and so on. The only newer game I play that plays like Titan Quest is Grim Dawn. Titan Quest, I fell in love with since the first time I played it years ago. It plays in an era that isn't often seen in games, which is honestly my favorite era. There are a lot of mods for it, but none of them as decent as this. This is a mod that doesn't disappoint me. It just gets better with each update (which is the point, of course.) I really appreciate you, Nargil, for putting your time into these masterpiece mods and sharing them. Things that I wished was in the game before are now there because of it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 04 February 2021, 03:44:20
Wow. I missed all the buzz... :D This has become a hot topic suddenly.
I'm not a fan of this mod. Sorry. Can I'm play as bird and have 150 DEX from start and crit anyone all the way? TQ for some unknown reason so stupid... I'm also thinked to play "as monster", but player should get base stats like monster too (satyrs btw has pretty good), is easy to do, but... At same time... Well.

What is point of this? Just to be look different? Sorry, I'm not offensive here, just interesting in general and what peoples like. I'm seen for example in SV-AERA whole location with lot of dyes... ugh. But, dyes do nothing. NOTHING. They do nothing to style and do nothing to RP and do nothing at all. They are good only for choosing other color of clothing if you does'nt like starting color. Eventually and 99% you doesn't see own dye anyway. So, why TOO bother about this? Again, is not offensive! Just want to understand why?
I respect your opinion, and to some degree you have a point. All 4 features are not really necessary in a hack and slash game like TQ, they are mostly giving flavor. I've always liked games that have a lot of character customization (like for example, even original Mount & Blade had sliders to adjust facial features). Is it necessary in a game? No. But is it enjoyable by many people? Definitely yes. Its a game inside of a game, you see what i mean?
This is my way of modding, some people enjoy changing game balance, drop rates, but i was never good at that and never enjoyed it.
What i enjoy is the visual stuff, trying to make the game look better. Simple as that. I hope this is good enough explanation.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Medea Fleecestealer on 04 February 2021, 06:51:50
Modders make what they want to make with the game; whether other people enjoy their work or not is personal taste.  Playing as another creature type doesn't appeal to me personally, but it does to a lot of other people.  It's not like you're required to play like that in this mod, it's just an option if you do want to. The same with the other features he's added.  A lot of people want to customise their characters more than the vanilla game allows or want to shapeshift temporarily.  It's personal choice; if you don't like it that's fine, no one's going to insist you play a mod you don't like. 

And no, Endymion isn't admin, he's just another person who enjoys modding the game.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: botebote77 on 04 February 2021, 08:56:47
just have a question (I'm not getting involved on whether this is good or not  :P )

it requires you to use your helm slot? it's not possible with scroll? or artifact slot?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 04 February 2021, 10:05:13
it requires you to use your helm slot? it's not possible with scroll? or artifact slot?

Sadly, no. Replacing helmet is the only working method i found.
Edit - Here is a preview of mount/dismount mechanic:
https://youtu.be/gMY8FKW90J8
All unarmed animations are now mounted, except the long idle one (where you stand normally). No one uses unarmed, but now at least it can beused for fast traveling... also i had an idea how to make the character use weapons from horseback, even if he is unarmed... but ill leave that for later.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Humility on 04 February 2021, 22:24:59
Wow. I missed all the buzz... :D This has become a hot topic suddenly.
I'm not a fan of this mod. Sorry. Can I'm play as bird and have 150 DEX from start and crit anyone all the way? TQ for some unknown reason so stupid... I'm also thinked to play "as monster", but player should get base stats like monster too (satyrs btw has pretty good), is easy to do, but... At same time... Well.

What is point of this? Just to be look different? Sorry, I'm not offensive here, just interesting in general and what peoples like. I'm seen for example in SV-AERA whole location with lot of dyes... ugh. But, dyes do nothing. NOTHING. They do nothing to style and do nothing to RP and do nothing at all. They are good only for choosing other color of clothing if you does'nt like starting color. Eventually and 99% you doesn't see own dye anyway. So, why TOO bother about this? Again, is not offensive! Just want to understand why?
I respect your opinion, and to some degree you have a point. All 4 features are not really necessary in a hack and slash game like TQ, they are mostly giving flavor. I've always liked games that have a lot of character customization (like for example, even original Mount & Blade had sliders to adjust facial features). Is it necessary in a game? No. But is it enjoyable by many people? Definitely yes. Its a game inside of a game, you see what i mean?
This is my way of modding, some people enjoy changing game balance, drop rates, but i was never good at that and never enjoyed it.
What i enjoy is the visual stuff, trying to make the game look better. Simple as that. I hope this is good enough explanation.

This mod really does improve the feel of the game though. I love it. I have a question. When using DirectX 10/11, whichever it is, the model's skirt when in the inventory/stat menu appears one solid color. Is playing DirectX 9 the only way to fix that, or is there a work around to make it appear in it's actual detail. It's nothing big, but I can't use DirectX 9 unless I want to hear the sound crackle like crazy.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 04 February 2021, 22:30:39
The directX11 issue is a vanilla bug, but with the new skin system it can be fixed very easy.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 05 February 2021, 16:13:24
For 2 days I'm struggling with the tiger animations... The main problem is player must remain at the same position when riding horse and tiger, but the two animals move very differently. Running animations are (probably) done, as well as the idle ones. Now remain the rest.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 07 February 2021, 18:34:05
Today i finally figured out how to make the character move with the back of the horse while riding, which is a small victory to me. Nothing worked, until I remembered something that Endymion told me - you cant export changes to existing animations, only can make new ones from scratch. So i took character's Bone_Root, moved it on the position where the rider should be and tried to mimic the movement of the galloping horse. Then exported the animated bone and combined it with the main riding animation. It worked like a charm! :D
Even though character's pose is still "woody" it looks much better now.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Cygi on 07 February 2021, 19:24:53
As a total noob in this things, using the movement animation of centaurs would help?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 08 February 2021, 05:26:26
Yeah, above the waist it can be used probably... thanks for the idea! 

EDIT - Here is a video with testing mounts:
https://youtu.be/FcMMenTss6w
There are also deers, but they refuse to appear for some reason. Will figure it out eventually. 
As you see the  tiger  animations are kinda wonky. I'm not sure they should be included  TBH. Unless i find how to fix them  without  looking  unnatural.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 10 February 2021, 15:32:04
In the next video i want to show you how cavalry weapons work... they are basically shields that grant attack skill to the player. Shields are the only weapons that can be used while the character is unarmed (aka mounted). It will need a lot of balancing after first release, but everything at its time. Here is the video:
https://youtu.be/yzDXjUSiFZI

EDIT - Latest progress on the mounts:
- Reworked player's death animation when mounted
- Added cavalry spear and mounted spear attack animation (left handed)
- Added a new mount - Bronze Automaton Horse:
(https://i.imgur.com/APmgXfJ.png?1)
Such horses in Greek legends are usually made by Hephaestus and used by him and his sons - the Cabeiri.
https://www.theoi.com/Ther/HippoiKabeirikoi.html

Edit 2 - Terracotta mount  ^-^
(https://i.imgur.com/KFPKD2m.png)
(https://images.ctfassets.net/cnu0m8re1exe/43C9K8yvj9Dj9hSpmlqmtL/9872b5bf733888b8ef4db539a29b5d85/shutterstock_354977177.jpg?w=650)
Edit 3 - Imperial War Horse:
(https://i.imgur.com/jH8p9sj.png)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 13 February 2021, 21:52:26
Latest progress - Added 18 new mounts since my last report: 15 variations of normal horse, 2 Petrified Horses (made from stone) and 1 special mount - the fabled creature Qilin, well known in Eastern legends. Preview:   
https://youtu.be/nvZUM-lMEZw
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sauruz on 13 February 2021, 22:26:47
Oh that is a incredible!

Im also using that quilin model as well.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: johncarter851 on 19 February 2021, 08:45:56
I noticed that after installing the latest version of EG mod, the LootPlus mod (custom map version) doesn't seem to work anymore. Could it be affected in some way or it's something wrong that I did?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 19 February 2021, 20:47:55
Did it work on previous versions? I never used LootPlus, so its untested.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Kratos on 22 February 2021, 14:55:20
Latest progress - Added 18 new mounts since my last report: 15 variations of normal horse, 2 Petrified Horses (made from stone) and 1 special mount - the fabled creature Qilin, well known in Eastern legends. Preview:   
https://youtu.be/nvZUM-lMEZw
Hi bro, I was downloaded the mod game EG but don't know how to get mount like your video, I used the codes: newskin, gimmenudes, femalehairs01.
Can you give me detailed instructions on how to mod a mount like your video? Thanks!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 22 February 2021, 23:22:29
The mounts are not ready yet, it's an upcoming feature.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Kratos on 23 February 2021, 04:20:02
The mounts are not ready yet, it's an upcoming feature.
Thanks! I'm waiting for nice updates from you <3
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: marcogkz on 27 February 2021, 20:20:31
Hey nargil66, very nice work so far! Wouldn't play this game again without this mod. But I'm facing problems with the inventory. The bottom 3 rows aren't accessible even when using different HUD options. Did everything suggested in here without success. I'm using the hard mod for Enhanced Gameplay and soft modding (bouncing) "Loot Plus XMAX FTW", from nexus, because I love the changes there. Any chances that these can be merged, if incompatible? Thx for the mod so far! =D
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 02 March 2021, 19:59:35
Yeah, a merge is required in that case, as both mods change gameengine.dbr. I'll see what i can do for next version.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
Post by: rainylive on 11 March 2021, 14:15:25
New version is uploading as I write this:

v1.1w
- Fixed mesh/texture mismatch of vanilla "male_002" NPCs in Megara, Delphi and Corinth.
- Added racial profile to bandits, mercenaries and cultists in act 5 - "Human" (the original idea is from Bumbleguppy)
- Nature Mastery wolves are of racial profile "Beast" instead of "Animal".
- Tweaked all female PC skins and added new bumpmaps to them. They can be used with both skirted mesh and the skirtless mesh from AllSkins, without bump glitches.
- Both merchants in Delphi sell new outfits (only female for now, male versions are not ready yet).
- Added color codes to all affixes and unique item names. This returns almost all vanilla colors to the item filter (see below):
- Magical affixes are made of common rarity without exception. They show yellow as normal, but can be filtered.
- Most "normal" common items remain of broken rarity, and can be filtered as such, but will show white as in vanilla.
- The only difference is that some rare items will be yellow + green. This problem is only cosmetic, they show as rare in the filter.
- Health and Energy potions have different text colors and show the amount of HP/EP restored.
- Changed some property description tags to help new players understand them better.
- Most interactable objects (chests, doors, portals, etc.) have khaki (light yellow) color.
- Changed names of some damage types to shorter ones: Frostburn DoT = Chill DoT, Electrical Burn DoT = Shock DoT, Vitality Decay DoT = Decay DoT, Slow Physical DoT = Trauma DoT, Instant Poison Damage = Venom Damage. This will be used for sure in my main mod, tell me if you like it here.
- Optional mods: Improved settings for ETB's Camera Mod (view ReadMe on how to use)
- Optional mods: Added again the invisible map markers (if you use the Camera Mod)
- Optional mods: Added new music to Bifrost Bridge (event start)

Download Link:
https://mega.nz/#!VOpVWKYb!JyWvdCSvz52UuJ_jLTODVfWdpHl2mZ89zx3VFCn_Y6g

Hi, I would like to give my feedback on the above change, as a new player this was extremely confusing as I searched the internet to try find out what is "shock damage", "chill" etc... and there were obviously no results, no mention on the game wiki etc..  Then I searched this thread painstakingly page by page comment by comment until I saw this update post which solves the mystery

I think this is a completely unnecessary change, very unintuitive and detrimental to players (took me awhile to solve the mystery) also the original names sound better, Not to mention that it was a mission just to register on this site and to post this message!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 11 March 2021, 22:10:54
Hi, I would like to give my feedback on the above change, as a new player this was extremely confusing as I searched the internet to try find out what is "shock damage", "chill" etc... and there were obviously no results, no mention on the game wiki etc..  Then I searched this thread painstakingly page by page comment by comment until I saw this update post which solves the mystery

I think this is a completely unnecessary change, very unintuitive and detrimental to players (took me awhile to solve the mystery) also the original names sound better, Not to mention that it was a mission just to register on this site and to post this message!
Fair enough, I'll change it back, along with some other changed text. Thanks for the feedback!
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 02 June 2021, 14:43:06
Latest progress - Added 18 new mounts since my last report: 15 variations of normal horse, 2 Petrified Horses (made from stone) and 1 special mount - the fabled creature Qilin, well known in Eastern legends. Preview:   
https://youtu.be/nvZUM-lMEZw

its been a while... what a nice addition
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 04 June 2021, 16:21:57
Thank you, and nice to see you again sunnyside :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 05 June 2021, 15:46:57
Thank you, and nice to see you again sunnyside :)
cant wait to see those mount kickin in action... What happened to the gather resource idea you were dealing with? Was it scratched? Your always full of surprizes my friend... Keep the inspiration swingin... Cheerz
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 05 June 2021, 19:13:18
What happened to the gather resource idea you were dealing with? Was it scratched?
Not scratched, just waiting for its time... tbh i'm unable to work on mods currently, i hope it doesn't last long. It has happened before, so its likely just a temporary setback.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 22 June 2021, 07:18:34
A new version is uploaded to Nexus and Mega (from 22.06.2021). Changes:
- Updated for base TQAE 2.10 (use on 2.9 only on your own risk!)
- Skin Mod: Updated all god visuals to their latest versions and added new ones (most of the new gods doesn't give skins yet)
- Skin Mod: Updated some skins and adult skins
- Skin Mod: Fixed clipping on Egyptian ponytail (code hair)
- Skin Mod: Updated female character model to the latest version (Ariadne 2.2)
- Adjusted character position on zoom menus
- Restored vanilla text on damages and character stat descriptions
- Adjusted merchant inventory screen position for AE 2.10
- Fixed Health and Mana Regen rollover text not displaying correctly
- Implemented latest bugfixes by Endymion
- Optional Mods: Removed modified Game.DLL until proper official patch release
- Known issues: "Resistances" text on character stat screen is missing on 2.10

OP Mega link is updated.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunblaze on 22 June 2021, 15:40:57
and just before my week off.

You are a God nargil66  :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 23 June 2021, 11:10:02
A new version is uploaded to Nexus and Mega (from 22.06.2021). Changes:
- Updated for base TQAE 2.10 (use on 2.9 only on your own risk!)
- Skin Mod: Updated all god visuals to their latest versions and added new ones (most of the new gods doesn't give skins yet)
- Skin Mod: Updated some skins and adult skins
- Skin Mod: Fixed clipping on Egyptian ponytail (code hair)
- Skin Mod: Updated female character model to the latest version (Ariadne 2.2)
- Adjusted character position on zoom menus
- Restored vanilla text on damages and character stat descriptions
- Adjusted merchant inventory screen position for AE 2.10
- Fixed Health and Mana Regen rollover text not displaying correctly
- Implemented latest bugfixes by Endymion
- Optional Mods: Removed modified Game.DLL until proper official patch release
- Known issues: "Resistances" text on character stat screen is missing on 2.10

OP Mega link is updated.


where is the link?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 23 June 2021, 11:16:02
It's on the first post.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 23 June 2021, 11:21:54
It's on the first post.

https://mega.nz/file/ISBEFTiQ#t1Mc41YBTD2d1Sav9sUE9JPAFUlypvy0dKFOL8kfjx4

oh you mean this? thank you.... your the best
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 23 June 2021, 16:01:52
It's on the first post.

my hud is missing, I cant select skills from the skill tree nor can I pick up a mastery... is there a fix with this?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sauruz on 23 June 2021, 18:00:01
I think its only works up to beta version of 2.10 of the game. As it changes some elements on the HUD i think, wich are different than 2.9 current version.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 23 June 2021, 19:40:52
I think its only works up to beta version of 2.10 of the game. As it changes some elements on the HUD i think, wich are different than 2.9 current version.

where can I download 2.10 version of the game?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Medea Fleecestealer on 23 June 2021, 19:50:55
On Steam right click on the game in your library, go down to Properites and then choose Betas.  In there select publicbeta.  That should make it download.  It's still in testing atm.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 23 June 2021, 19:55:20
only thing is... I bought the game and all its DLC (ragnarok and Atlantis) at GOG.com, I dont have a game library nor a steam account
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Medea Fleecestealer on 23 June 2021, 20:00:52
Then you'll have to wait for the publicbeta to be fully released.  It won't be on GOG before that happens.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 23 June 2021, 20:49:57
I will be on the look out then... thanks for the quick response
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Mystahkhol9 on 29 June 2021, 07:16:27
Hi! Great mod, however I'm having the same problem as "sunnysideup886089" minus the hud issue. Only difference is I got the game on Steam, purchased and installed on 6/25. for the mod I used the hard install method instead of soft.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 29 June 2021, 08:39:14
Ok, i can release a version for 2.9 too, just need some time to compile it.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 28 July 2021, 22:13:31
Last few days I'm working on implementation of the first mounts - probably coming in next version. I'll keep the more epic ones for the future, but there will be enough variety, you can be sure.
The main other feature is the return of Bulgarian translation, which took me almost 2 weeks.
Other minor features that i added are text color changes for the UI, and rework of the players character's gravestone.
Next version is coming in a week or so.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 30 July 2021, 05:17:13
Early mounts are implemented. What remains is to update some tags and add Xmax and 6 players versions. I also included what is done to the crafting mod for the moment. New version may come sooner than expected.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 01 August 2021, 00:07:21
A new version is uploaded to Nexus, and uploading to Mega as i write this. Changelog:

- Added mounts for both playing characters and reworked almost all player animations. Your character will be mounted by default when unarmed but not when using a weapon, so it wont break the game balance - the idea is to use this feature mainly for faster traveling (for now). The appearance of your horse is randomly generated between 20 different horse types and colors, if you want to change its look, just restart the mod.
- Spartan soldiers (red tunic) have improved bumps and textures (returning feature)
- Custom Maps version of the mod is now a bounce mod (redirects to the main game)
- Retextured all spartan soldiers shields (returning feature)
- Fixed common female Aunoran bracelets linking to the wrong mesh (returning vanilla bugfix).
- Gold number color in character inventory is more copper-ish
- Many other text color tweaks, improvements and changes
- Buff radius on shrines is increased from 5 to 15 meters.
- Skin Mod: Added the two latest goddesses (Inari and Da Ji, not selling anything yet)
- Skin Mod: Added a new Eleusinian skin pack for female (sold by Demeter)
- Skin Mod: Final tweaks on the female character model
- Optional Mods: added alternate versions of the mod, including xmax, 6players difficulty and monsters x3. See "Installation_ReadMe" on how to use.
- Optional Mods: Reworked player character gravestone to something else
- Optional Mods: Added new font (works both for English and Bulgarian text)
- Optional Mods: The mod is almost fully translated to Bulgarian now (only for me and my homies)
- Added new cheat codes: "petring" (by request); "illusiontest" and "rider"
- Known issues: "Resistances" text on character stat screen is missing on 2.10 versions
- Known issues: Merchant window is wrong position on 2.9 versions (if i move it, it will be worse on 2.10, so ill leave it like that)
- Maybe some other things that i forgot :P

Tell me if you notice bugs, with horseman animations of anything else.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 01 August 2021, 15:41:46
For the next version i want to do something more fun, to rest from making animations and translations.
For those who played previous versions of EG (before Atlantis), maybe you remember some MIs had different looks.
Well, this time i plan to do a complete overhaul of MI items (both visual and otherwise).
Atlantis may have many flaws, but IMO they did one thing right - monsters are always wearing their race-specific armors, which gives them unique look. Compare that to Act 2 Jackalmen for example - i can rarely see a Jackalman not wearing human armors. What is planned for the MI overhaul:
1. Make common and rare monster armors look always differently
2. Retexture or remodel some of them to make them look cooler
3. Add new pieces to some monster sets (most monster armor sets have lack of greaves; or for example, it would be cool if Gorgons had special bow/spear added to their set, no?)
4. Make monsters wear the common versions of their armor much more often, and wear human armors much less often
5. Add a few completely new MI sets for monsters that doesn't have them (like Greek Skeleton MI set, Maenad MI set, etc - now that would be fun)
6. Fix inconsistencies in color theme between MI set parts. Example is this Deathweaver's Legtip not fitting in color with the rest:
(https://i.imgur.com/jBSjy1O.png)
Btw, these greaves always existed in the database, but the original devs never added them. Working on them currently
7. Give a small set bonus to common/rare MI items to encourage the player wearing them
8. Make common versions of some MI weapons
9. Make some monster items that are currently equipped only by bosses (like Minotaur Armors, Bandari Armors, etc.) to be equipped by mob monsters as well

If i come with another idea, i'll add it to this list. But you get the main plan :)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 01 August 2021, 22:28:48
First set is ready:
(https://i.imgur.com/i69UmL8.png)(https://i.imgur.com/gaJoT1d.png)
I reworked the greaves and added spikes to them, to fit better with the rest of the set.

Edit - Next set will be a bit more interesting. I always wondered if the Automatoi models can be made to full armor set:
(https://i.imgur.com/epf2eNA.png)
The head piece is easy to make, because its already separated, and i assume the rest will require just some fitting and adjusting. I'll post some more progress later.

Edit2 - Shaping the female version (WIP):
(https://i.imgur.com/rlCnPje.png)
Edit3 - ported to game:
(https://i.imgur.com/5Uw69rb.png)

Anyone have suggestion for stats/bonuses of the armor? I'm open for ideas. What a mechanic MI set should give, not really sure...

Edit 4 - Updated Automaton set (both male and female):
(https://i.imgur.com/P2I9tW5.png)(https://i.imgur.com/FkpdsC9.png)
I removed the small part below the belt, because was causing too much trouble with skirts, also changed the torso piece shader to standardskinnednoculling.ssh - this way the inside part of the belt wont display transparent.
The MI is just models for now, not linked to any loot table and not having custom inventory bitmaps. I'll do these things next.

Edit 5 - Added bitmaps and MI bonuses:
(https://i.imgur.com/DhW2J27.png)
The total speed bonus is 3% normally, but here it rolled 4% by luck.
With full set bonus of 40% less damage from constructs + Disarm traps you can become immune to Talos. I still don't think its OP, because constructs are not very common enemy.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 03 August 2021, 18:05:29
A small update is uploaded on Nexus and Mega. Changelog:
- Fixed non-working Worship animation on the male character
- Fixed wrong camera position on the male character model
- Fixed Deathweaver's Legtip having a different color than rest of the set (vanilla issue)
- Fixed Gorgon Cuffs and Stonebinder's Cuffs shader not displaying properly on DX11 (vanilla issue)
- Added greaves to the Arachnos monster set (both common and MI)
- Greek automaton champions in Knossos have a new Automata MI set (1% chance to drop)
Link:
https://mega.nz/file/5GYCFbbI#9zCzRC7sWi0OE-8UrUciqeqVgy_Xu9qG5mdknJRtDNc
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 05 August 2021, 03:37:28
Latest progress: the illusion system is started, and this time i wont stop until its implemented, at least for one of the characters. I reworked the damn skirt again on the female model - its UV coordinates are more square now, so its much easier to make textures for it. Another thing is, i figured out a better way of making illusions without copy-pasting the character model 500 times. Here is how it goes this time (example with the female):
The femalepc01.dbr links to an invisible female mesh (female bones only + hitbox, because hitbox is needed when the character is mounted).
Next, in the same femalepc01.dbr file the default headpiece links to another invisible mesh (female bones only, armor template). In this invisible mesh there are attached link via Create Entity to an invisible monster DBR (female bones only). And in the Initial Equipment fields of that monster you can attach as many loot tables (or master ables) as you want, to randomize hair, body, skin, skirt and mount.
So the basic concept is: Invisible Base character, wearing invisible helmet with attached invisible monster, and that monster "wears" the actual visible body and accessories of the character. This is how illusion system works. See? its all magic tricks to make you think its real :D
(https://www.magicalquote.com/wp-content/uploads/2013/11/With-insomnia-nothing-is-real.-Everything-is-far-away.-Everything-is-a-copy-of-a-copy-of-a-copy.jpg)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Orestis92 on 30 August 2021, 10:43:33
I'd love to give this mod a try, but am struggling to make it work. Mastery screen is bugged and can't assign points. I've got both DLC and run 2.10 public beta on Steam without any other mods. Which game version does this mod require?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sauruz on 30 August 2021, 13:30:13
Have you tried testing without the beta? i think with beta (2.10) is causing some conflits with the mods.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Orestis92 on 30 August 2021, 14:40:51
Have you tried testing without the beta? i think with beta (2.10) is causing some conflits with the mods.

Oh, I was under the impression that beta was required. Now it works, thanks! But right away I ran into another issue: I can't cast flame surge. My character just freezes in place.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 01 September 2021, 23:17:54
In the last version there are included "Database.arz" files for both 2.9 and 2.10. 2.9 is default, if you want to play 2.10, you have to replace the ARZ files manually. Flame Surge freezing is a bug, i'll release a fix version soon.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: alo4321 on 08 October 2021, 02:53:31
Plz fix skill Flame Surge. :-[ :-[ Thank you so much O0
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nobackda on 12 October 2021, 19:21:32
My character freeze everytime i cast spell like: Squall, battle standard,.. with spear. Change to another weapon, it works fine.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 13 October 2021, 04:44:58
Thanks for reporting. The next days i'll try to fix all the issues. Putting all other projects on hold until this is resolved.

Edit - ok, i tracked down the non-working animations for female character, now remains the male. Also included the latest bugfixes by Endymion (thanks for the update!)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 14 October 2021, 16:03:04
Current progress on the new version
- Fixed Dream Image animation table (horse being visible) and changed Dream Image to Fade on death instead of Dissolve (it weapons disappear with it now)
- Fixed broken and missing animation links for both characters, as follows:
Female 1Hand - PhantomStrike
Female DW - PhantomStrike
Female Spear - ShieldCharge, ShoulderCharge, ShieldBash, SpearDance
Female Staff - FlameSurge
Female DR - DwAttAlpha
Male Unarmed - Worship (horse being visible)
Male 1Hand - PhantomStrike
Male DW - PhantomStrike
Male Spear - CastProjectile (breaking many skill animations), ShieldCharge, SpearDance, ShoulderCharge, ShieldBash
Male Bow - LethalInjection
Male Staff - Flame Surge, Hew
Male DR - DwAttAlpha
(I think thats all of them)
- Implemented Latest Bug Fixes by Endymion
- Included the latest goddess (Methe) in the list of summonable deities. Preview:
(https://i.imgur.com/aiN5uJb.png)
- Reworked soldier models for Unyelding Phalanx, so their equips are attached to the mesh permanently and doesnt drop on death. Preview:
Tier 1
(https://i.imgur.com/ndBVZ6j.png)
Tier 2 (skill level 7 and above)
(https://i.imgur.com/WhhrzQe.png)
- Reworked model of Eidolon King (Liche King) to look more spectral. Preview:
Old
(https://i.imgur.com/OvC5Sn5.png)
New
(https://i.imgur.com/W0xNM30.png)
Ghostly Army
(https://i.imgur.com/pHMqFuu.png)
- Restored Taunt skill animation and sound
- Removed the light coming from the ground in Ring of Flame effect (i dont like it, it makes PC look unnatural)

What is left to be done:
- Rework model of Sylvan Dryad (again) and attach her bow to the mesh permanently so it doesnt drop on death (working on it currently)
Untill its ready, here is a very nice video with Nymphs :) :
https://www.youtube.com/watch?v=yxBFwqRbI8c
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 16 October 2021, 15:39:07
New Sylvan Dryad (one of the variants, still WIP):
(https://i.imgur.com/atvGB42.png)
I'll try to have more variety this time, with different textures, hairs, etc.

Edit - Some hair variations:
https://imgur.com/a/vkf7RZ2
I made them full meshes, but i think it was a mistake. Should of make a randomizer instead, its faster and gives far more freedom - the nymph will rarely spawn with the same look twice.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sauruz on 17 October 2021, 01:00:09
in terms of hairs i do as attachament for creature, its more easy and only it takes one mesh (main mesh).

The hair i do as monster template and you can place various mesh associated with their respective texture.

Then i copy the propriete of the dbr file and place into the nymph (hairless) mesh.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 17 October 2021, 06:30:59
Yeah, thats what i did. Attached 3 randomizers in the mesh - 1 for hair, 1 for hair branches and 1 for leaf skirt. Additionally the nymph herself spawn with random textures, so i haven't seen 2 of them to be exactly the same. Thanks for reminding me, sauruz!
(https://i.imgur.com/4Xc3B5T.png)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sauruz on 17 October 2021, 12:02:56
i think the dagger doesnt fit well with the new skirt, mhm
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 18 October 2021, 01:54:16
i think the dagger doesnt fit well with the new skirt, mhm
Ok, i reworked the skirt to not clip with the knife - i still want to keep it just in case.

The new version is uploaded to Nexus and Mega. Changelog:
- Fixed non-working player animations links, as follows: PhantomStike (1H and DW), ShieldCharge (Spear), ShoulderCharge (Spear), ShieldBash (Spear), SpearDance (Spear), FlameSurge (Staff), DWAttAlpha (Dual Ranged), Male CastProjectile (breaking many skills when using Spear), Male LethalInjection (Bow), Male Hew (staff) - i think that's all of them
- Fixed Dream Image animation table (horse being visible) and changed Dream Image to Fade on death instead of Dissolve (it weapons disappear with it now)
- Implemented latest Bug Fixes by Endymion (from 02.10.2021)
- Included the latest goddess (Methe) in the list of summonable deities
- Reworked soldier models for Unyielding Phalanx (2 Tiers), so their equips are attached to the mesh permanently and doesn't drop on death
- Reworked visuals of Eidolon King (Liche King) to look more spectral
- Restored Taunt skill animation and sound
- Removed the light coming from the ground in Ring of Flame effect (i don't like it, it makes PC look unnatural)
- Reworked model of Sylvan Dryad - she spawns with much more varied looks now.
- Sylvan Dryad's Overgrowth skill now has a cooldown, but it works on the entire party. The skill casting animation is changed to something more interesting
- Sylvan Dryad has a new death animation
- All Pet Prefixes (Beastcaller's, Spiritcaller's, Puppetmaster's, etc.) now have 15% chance to cast All Pet Attack when you hit an enemy. This is still an experimental feature
- Updated Bulgarian text and added some missing tags for patch 2.10 in it

If you encounter a bug, let me know

Download Links:
https://mega.nz/file/YSonCC5T#fCvXiaKY-GJMF_gsz7LuWhK8nfEnibzdRRXFIuoc0aI
https://www.nexusmods.com/titanquestanniversaryedition/mods/26
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: alo4321 on 18 October 2021, 02:37:06
Thanks you!! You are my hero O0 O0
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nobackda on 18 October 2021, 16:58:30
Great works, i can use my favourite Cuttlebone now.

Small bug: Dream image is fixed, but doppelganger summoned by Dvalinn's Simulacrum still covered by horse.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 22 October 2021, 01:27:21
Ok, sure, will be fixed for next update. Thanks for reporting the bug :)

What is done for next version:
- Improved Pan's flute prop used by Sylvan Dryad

What is left to be done:
- Fix Dvalinn's Simulacrum summon
- Include latest AFBF by Endymion
- Add a MI Falcata to the Automaton set
- Add greaves, helmet and weapon to Boarman MI set (im reworking the MI's alphabetically by game act)
- Add bow, armbands (and possibly greaves) to Centaur MI set
- Add a new skill to Rogue Mastery (already prepared, but not included)
- Add a few more hairstyles to Dryad (for fun) + skill effect while she's using her flute

I think this should keep me busy enough :) I'll update this same post with the progress, as before.

Edit - preview of the new Rogue skill:
https://youtu.be/aRs9v6ONu4s

Some tweaks - added description and icon, made the caltrops bigger, changed texture and moved the mesh down so they dont float above the ground. Also made their sparkle effect to "loop" from time to time. Preview:
(https://i.imgur.com/21LXdfE.png)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: alo4321 on 25 October 2021, 14:13:08
plz fix this bug: mercenaries Promethean Agent can not upgrade to IV. :o O0
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 27 October 2021, 11:34:21
plz fix this bug: mercenaries Promethean Agent can not upgrade to IV. :o O0
Sure, ill check it. Thanks!

Working on a new skill. A small preview:
https://www.youtube.com/watch?v=OhnbXFwGm0A
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: alo4321 on 27 October 2021, 16:44:25
Great works, i can use my favourite Cuttlebone now.

Small bug: Dream image is fixed, but doppelganger summoned by Dvalinn's Simulacrum still covered by horse.
sure. plz fix this bug. O0 O0
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Endymion on 28 October 2021, 10:39:00
Working on a new skill. A small preview:
https://www.youtube.com/watch?v=OhnbXFwGm0A

Very interesting concept
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 31 October 2021, 05:49:54
Thanks. Such skill will fit well in Zeus Mastery i think  :D

The first nightly version is coming tomorrow probably (read today's post in the textures thread). There are a lot of new features implemented already - first illusions, hardcore mode, amulet that changes day-night cycle, skills, etc. Here is a preview of some of the new things:

https://youtu.be/O7lI0RA7ayE
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 31 October 2021, 21:16:58
The new version is uploading to Mega while i write this. Changelog:

- Fixed visible horse on Dvalinn's Simulacrum summon
- Fixed frozen female Worship animation when using a thrown weapon
- Implemented the latest Bug Fixes mod by Endymion (from 21.10.2021)
- Implemented Hardcore Mode (Permadeath mod). To play hardcore, go to Unlock Content and type code: doom (this is NOT recommended for existing and/or high-level characters!)
- Added a new amulet that changes day-night cycle on pickup (by request). Code: nyx
- Added a new skill to Rogue Mastery - Caltrops (experimental)
- Added a new ultimate skill for Storm Mastery - Thunderbird (experimental)
- Lightning Dash is now a 6th tier skill instead of 7th tier
- Added the first showcase of Illusion items (equip Illusions in torso slot to change the look of your character to a different creature or race). Current illusions are Maenad and Dryad (only female and normal difficulty for now), sold by Dionysus and Demeter (code: newskins). The illusion system is still very much WIP, consider this just a preview
- Female character's default hair is now randomly generated
- Important! There is now only one version of the mod - Custom Maps (Bounce Mod) for TQAE2.9. Xmax, 6Players, Bulgarian version and 2.10 beta patch are no longer supported (sorry its too time-consuming). The mod will be updated for 2.10 after a more official release from the devs. The good news are this will allow me to make much more frequent updates.
- Known issues: sometimes when you use an illusion your mount will become invisible. This will be addressed in future versions

Download Links:
https://mega.nz/file/VKgCSBQL#BiM1sBscJ_pdPeFkbhuBEj4WHNwN2_lJa7XTbzpAxOM
https://www.nexusmods.com/titanquestanniversaryedition/mods/26
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 01 November 2021, 01:23:16
Ok, this Armor_Clothing template is amazing, really... I figured out how to make horses really "equippable" and working with all weapons.
This will probably be the task for the next version, i'll try to do it at least for the male character. Expect some previews a bit later.

Edit - Here is the idea in action:
https://youtu.be/YQ1j_lvUXbo

I'll have to rework all player animations again ::) But is it worth it, if all weapons can work from horseback? Hell yeah!  ^-^

Edit 2 - Ok - Run, Idle, Attack Idle and AttackIdle2Idle animations are done for both characters. Remain the rest. I can't wait till they are all finished... one of my favorite games in the past was Mount&Blade, now it will finally meet TQ in a proper way.
There is only one problem with this method - you can't see your normal armors while mounted. But it is fixable for the most part by attaching new horseman armors to the rider character. Also, some MI torsos that drop from mounted monsters can be turned to dedicated horseman armors... will see.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 02 November 2021, 14:54:52
Here is a first preview of horses working with different weapons - mounted/unmounted:
https://imgur.com/DNN9u80
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 04 November 2021, 01:27:11
A small update is uploaded to Nexus and Mega:
- Fixed Tree Form mesh (from Dryad Illusion granted skill) showing dark and added effect to it
- Dryad Illusion and dyes now work for male character (turning you into a Drus - male tree spirit)
- Small tweaks on text

Links:
https://www.nexusmods.com/titanquestanniversaryedition/mods/26
https://mega.nz/file/FHhkAYyB#0-tAv8YLts5DwnJzuHHTEPfrfjRtRN5FsHxUH56Hl_8
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 04 November 2021, 15:23:28
Okay, the rework of player animations continues... the trick is to integrate a second set of rider animations inside the default ones. So in any new animation you have normal player bones + rider player bones + mount bones. And when the illusion transforms you into a mounted character (which is a separate mesh with renamed bones), then the second set of animation kicks in and you are now riding a horse! Man, i wonder why the original devs didn't use this awesome template... they didn't have the time maybe? But they still left it for modders to use, which is great :D

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: alo4321 on 10 November 2021, 11:55:51
plz support 6 players versions. My hero.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 12 November 2021, 16:18:36
Sorry for the lack of progress last week. Rider attack weapon animations are done, but something else became priority and i have to finish it before continuing. I post a link to the animation files here, just in case:
https://mega.nz/file/1Xok3DxI#gP_EyQrZvYAIDrspEOIUhNv3qvfv1LwKoTrHkTT5Cfc
Character bones must be renamed to Bone_XXXXXX_RIDER in order to activate the rider animations. Otherwise he/she will use normal animations. Feel free to use in mods if someone needs.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Kaljurei on 09 December 2021, 08:47:51
Hi,

I'm having a very weird issue with your mod. After installing it as a hard mod I created a fresh character and have been playing it, but dialog boxes such as Tutorial Tips and Skill Window are not displaying correctly.

Example screenshot attached.

(https://imgur.com/a/ePSubhb)
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 23 December 2021, 15:07:03
I'm working on the next update, but i can't guarantee it will be ready for Xmas. Some new illusions are coming, and ill try to fix the UI issues. Neidan mastery is already included. Also the hard mod version is returning (normal one), only not in multiple variants.
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: Carl_Johnson on 23 January 2022, 23:33:40
Is it possible to upload extended UI files only?
Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: nargil66 on 16 February 2022, 00:05:31
Is it possible to upload extended UI files only?
Sorry, but i prefer it to be a feature of the mod, not standalone. I don't care much about vanilla, and will always try to encourage people to play mods instead of it.

About the next update - i have some good and some bad news. I'll start with the bad. My comp is damaged and i dont have stable enough connection ATM to upload big files. Got a 3rd booster vaccine yesterday, and its better if i wait a few days before going out. The only way i can think of for uploading the mod is going to the public library... and i'll do it as soon as possible.
Now the good news - New horse rider animations are finished for both characters. There are 2 different "channels" in every player animation - 1 is for normal character and 1 for mounted character+horse. Horses no longer appear when unarmed, instead they will work as a type of illusion, using torso slot, and are usable with all weapons. But its better to see how it works yourself when next patch is up.
Preview of the first rideable mount illusion - Petrified Horse + cosmetic armors with Gorgon theme:
(https://i.imgur.com/qi2EDa1.png)(https://i.imgur.com/LPYFO3D.png)
Other than that there are several new illusions added. I wont spoil everything this time and leave it a surprise.

Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 17 February 2022, 19:38:47
The first Nightly patch of -EG2 is uploaded to Mega. Just have in mind that in "nightly" versions some features are still WIP. Anyway, here is changelog:

-EG2 (17.02.2022 Nightly)

General
- The mod is now compatible with Eternal Embers patch #1 (public beta 2 should work as well, but is still untested, controller is also untested - i have only a laptop)
- Caution: The mod is renamed from "EGA" to "-EG2", which means old EGA characters wont work with it. You have to make a new one!
- Made a "cleanup" of many unused DBR files

Skin/Illusion Mod
- Complete overhaul of the Mount system and all player character animations (this time they allow you to really "equip" your Mount and use all weapons while on horseback)
- The player characters no longer ride a horse when unarmed. Mountable horses are remade to a type of illusion, equippable in torso slot. All mounts will increase your movement speed by roughly 50%, along with other bonuses they give.
- Added Hera among the summonable deities (doesn't sell anything yet)
- The first finished Mount (Petrified Horse) is sold by Athena, along with dedicated cosmetic armors for it
- Dionysus sells a new illusion - Thyiad (Dionysian Nymph, female only for now) along with dyes for it
- Hecate sells a new illusion - Lampad (Underworld Nymph, female only for now), along with dyes for it
- Zeus sells a new Xmas themed illusion (Santa/Xmas Elf, both charaters), along with dyes for it. This Illusion is CHEAT and i dont recommend you to use it!
- Morrigan sells a new Lycantrope illusion (Male/Female)
- Lilith and Ares sell infinished illusions, i don't recommend to use them yet
- Updated textures for all Dryad dyes sold by Demeter
- Updated base female character model to the latest

Skills
- Dual Wield and Shield Smash are now 11 levels instead of 10 and are innate (level 1 by default). This means you can always equip 2 melee or ranged weapons regardless of your class, and also gives shields a bit more utility. Items with "+X to All Skills" will affect these 2 skills normally, making them more powerful.

Other
- Artemis' Bowstring relic now works with thrown weapons, beside bows
- Implemended Training Dummies mod (code:"dummy")
- Fixed some +1 to Mastery Prefixes not being Rare
- Fixed new Level up effect not showing
- Removed item bonuses from Moros' Curse quest item (Permadeath mod)

- maybe some other things that i forgot :)

Known issues
- Caravan Transfer inventory size seems to be hardcoded since EE. This means part of your transfer stash will be unusable. I haven't found a way around it.

How to download a Nightly version from Mega:
1. Go to this link:
https://mega.nz/folder/gbpgCKYK#Q8NFUYK4qq3h1cAizLn4Vw
2. Right click on "-EG2" folder and from the drop-down menu pick "Download>Download as ZIP"
3. That's it!

If you notice any bugs/issues, let me know.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 18 February 2022, 22:27:54
Trying it out, its very refreshing , no doubt.

I didnt check every gods from the unlock code, but from hecate, she sells dyes with the info description with the text  "taglampaddyedesc".

Title: Re: [MOD] Enhanced Gameplay for TQ: Ragnarok/Atlantis
Post by: sunnysideup886089 on 19 February 2022, 12:48:36
any update for the GOG version?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 19 February 2022, 13:19:40
any update for the GOG version?
Latest version works fine on GoG, actually i didn't tested it on Steam yet :P
Trying it out, its very refreshing , no doubt.

I didnt check every gods from the unlock code, but from hecate, she sells dyes with the info description with the text  "taglampaddyedesc".
Thanks, tags are fixed for next one :)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 19 February 2022, 15:02:20
any update for the GOG version?
Latest version works fine on GoG, actually i didn't tested it on Steam yet :P
Trying it out, its very refreshing , no doubt.

I didnt check every gods from the unlock code, but from hecate, she sells dyes with the info description with the text  "taglampaddyedesc".
Thanks, tags are fixed for next one :)

all right! bring it home!!!... time to kick some satyrs butt again
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 19 February 2022, 16:00:56
Almost coming into Athens, few things

-Sildor Barb Net Have satyr hero in the name , instead of centaur

-Did you create the lving effect ? it is pretty cool! how did you place ingame?  O:-)

-The hitting effect is also a nice toucht, but maybe you can remove ou tune bit the shaking effect ? like when you are in the middle of the monsters the screen start to shake , it could be at my end tho.

-Enjoying the new musics and names :)

-Since several skins require a diferent mesh, maybe you could post a link in the 1st page or info of where you need to download the specific mesh to help out new players into the mod (ifs there ignore this)

-whats do the Newhairs01 code ? im missing something ? i notice it changed my hair right away, but when i type the 2nd time i couldnt press the code
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 19 February 2022, 16:32:35
Almost coming into Athens, few things

-Sildor Barb Net Have satyr hero in the name , instead of centaur

-Did you create the lving effect ? it is pretty cool! how did you place ingame?  O:-)

-The hitting effect is also a nice toucht, but maybe you can remove ou tune bit the shaking effect ? like when you are in the middle of the monsters the screen start to shake , it could be at my end tho.

-Enjoying the new musics and names :)

-Since several skins require a diferent mesh, maybe you could post a link in the 1st page or info of where you need to download the specific mesh to help out new players into the mod (ifs there ignore this)

-whats do the Newhairs01 code ? im missing something ? i notice it changed my hair right away, but when i type the 2nd time i couldnt press the code

- Fixed tag on Sildor Barb Net
- Level up effect dbr is located in records\effects\default\343_levelup_fx01.dbr or you can link another directory in the character DBR (for example femalepc01.dbr > Character Effects
- Hitting effect is same as SV, i'll play around some time with camera shake and try to reduce it
- How about dropping an explanation parchment along with the god scrolls?
- You mean femalehairs01? its canceled untill i rework the hairs to be randomly generated and related to game act

I'm glad you're enjoying the mod :D
I was thinking to list all working codes somewhere... they really are a lot
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: efko on 19 February 2022, 16:53:49
all right! bring it home!!!... time to kick some satyrs butt again
Welcome back to the greatest Satyr slayer  8)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 19 February 2022, 18:32:27
Completed Act1 , found the automaton helmet and torso, neat :D!

What do you think if the item history description   could have  diferent letter style? Just to be more unique and not have same styl with the base dmg ad attack speed information that appear right below.

2x notes from vanilla, theres a Desecrated Skeleton that have wrong name tag (should be spirit lich and not frost sorceror) and Balefoul Arachnos Spitters are tagged as Malevolent Arachnos, just litle details. I believe both right names exists in the vanilla text file.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 19 February 2022, 18:58:22
Completed Act1 , found the automaton helmet and torso, neat :D!

What do you think if the item history description   could have  diferent letter style? Just to be more unique and not have same styl with the base dmg ad attack speed information that appear right below.

2x notes from vanilla, theres a Desecrated Skeleton that have wrong name tag (should be spirit lich and not frost sorceror) and Balefoul Arachnos Spitters are tagged as Malevolent Arachnos, just litle details. I believe both right names exists in the vanilla text file.
About item description - you mean different font? Or like adding Italic code to the tag? What do you think of below text?
(https://i.imgur.com/uu8OvJE.png)
Ty for tag hunting!
Fixed the Desecrated Dead, only without lich, i try to not use that word in my mod, as it is not related to greek lore.
About the Malevolent Arachnos Spitters, you mean these 2 tags?
tagMonsterName412=Malevolent Arachnos ~ Runeweaver
tagMonsterName413=Malevolent Arachnos ~ Spellweaver
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 19 February 2022, 20:31:17
Yeah, italic code for exemple, the text looks fine now, more destint and unique.

I believe its the Baleful Aracnhos ~Spellweaver (the trash version) , the rest of his kind have the correct names.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 20 February 2022, 00:17:04
Nightly Version #2 (Utility Update)

Changelog:

Text
- fixed several incorrect tags related to monster and item names, from the mod and vanilla
- added extended description text to some player attributes (Str, Dex, Int, Regen), courtesy of Soulvizier mod
- All item lore description tags are now in Italic and with orange color, to differentiate from the rest of the text

General
- Added new formulas for Health and Energy Regen, based on player's max Health and Energy points (similar to SV mod) This is still an experimental feature
- Added new formulas for Boss and Monster Difficulty Attributes. All different %Offensive Damage type modifiers are replaced by a single %Total damage modifier (according to number of players and Difficulty)
This is still an experimental feature. Test it and tell me if you see any difference (especially on higher difficulties)
- Further cleaned and organized mod's Database records
- Fixed caravan/inventory elements being displaced if the mod is merged with the main game (this is a preparation for the return of Hard Mod version)
- Added zoom and tweaked colors on Eternal Embers main menu scene (as the rest)

Items
- Added a MI weapon piece to the Automata set (Mechanic's Falcata) dropped by Automatons
- Xmas Illusion no longer drops items (only gold)

- This mod is now open source. No need to ask me if you want to merge it with other mod or make your own changes to it. Just don't forget to credit me along with the other contributors :) This, of course, doesn't mean i'm stopping to work on it :P

Link is the same as previous one, just download as zip again.

Edit - Updated links on the opening post.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 20 February 2022, 09:01:51
all right! bring it home!!!... time to kick some satyrs butt again
Welcome back to the greatest Satyr slayer  8)
Thanks old friend.. its been a while
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 20 February 2022, 15:31:11
cant select a skill though... there must be some issues with my current version in GOG
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 20 February 2022, 15:36:15
would eternal embers be the source of update... will this mod still function as it should be?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 20 February 2022, 17:12:38
What GoG version are you using? And can you show a screenshot of the issue?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 20 February 2022, 18:47:11
Preparing the next illusion - Naiad:
(https://i.imgur.com/bJ2FwjJ.png)
(https://i.imgur.com/Ejq1Qvh.png)
Also Pegaea will get a new look ^^
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 20 February 2022, 19:53:50
What GoG version are you using? And can you show a screenshot of the issue?
(https://i.imgur.com/EFJW8mc.jpg)
(https://i.imgur.com/rkiLkgV.png)
(https://i.imgur.com/ixgxUcl.png)
(https://i.imgur.com/NndnCPn.png)
(https://i.imgur.com/HAsQglP.png)
(https://i.imgur.com/USQayst.png)
I have no idea where to find the version of it... but I downloaded it straight from GOG.com... I have purchased it way back 2016 if memory serves me correctly including all of its DLC (atlantis and ragnarok) except for the latest DLC embers that is... but I think it is on its updated status since there is already eternal embers on its credits scene... hope this will enlighten you and unlock the mystery why I cannot select a skill... I tried to uninstall your mod and it works fine... but when I re install EGP... all of the characters who already have selected their respective skills tend to crash the entire game altogether.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 20 February 2022, 20:04:49
You  need Eternal Embers to play it, since the mod was updated recently to be compatible with it.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 20 February 2022, 20:43:26
@sunnysideup886089 check your PMs.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 20 February 2022, 21:40:14
You  need Eternal Embers to play it, since the mod was updated recently to be compatible with it.

I was afraid you would say that... oh well... best withdraw our reserve for an epic game... thanks
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 20 February 2022, 21:46:50
@sunnysideup886089 check your PMs.

My thanks... I will purchase it sometime this week to support its developers so as they would come up with much better content in future DLCs... I will post an update once I have it installed and join the ranks of those using EGM to explore and pinpoint its bad sectors for review. more power nargil66... My gratitude that I've come to know people of your caliber who always comes up with great and wide ideas to make this game a better thing to cling on
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 21 February 2022, 02:00:40
Thank you for the kind words :) I dont play much these days, so people like you are one of my main motivations to keep going... i hope you will enjoy EE and this mod very soon :)

Latest progress - forget the last Naiad concept, it was too ordinary, and the leaf armor too close to vanilla. I removed the upper part of it and reshaped it in Blender so it doesn't clip with the body, also added a new hair that looks more unique. Here is the updated water lady:
(https://i.imgur.com/5yls59f.png)(https://i.imgur.com/SUW7mnM.png)
Edit - i think she became a cutie  ^-^
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 21 February 2022, 10:28:55
Quick and dirty Potamos as playing character (male counterpart of the Naiad, same illusion):
(https://i.imgur.com/Q7lQL2E.png)
Now remains to add stats/tags to the illusion + perhaps a special skill with water theme.
I Greek mythology the Potamoi (plural form) are river gods, but they actually look more like tritons. Here is a greek vase showing Herakles fighting the river god Achelous:
https://www.theoi.com/image/O20.4Akheloios.jpg
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 21 February 2022, 11:55:31
few notes (bugs from base game)

-zombies(in this case revenants) that are using dual weapons cant use their buffs/skills duo of the fact their are missing their animations of dual weild parameter.

-the jackalman mage from the khufu quest use storm form on you, instead of himself ( i dont remenber on top of my head the details to fix it, but if you look at the greek bandit mages from ragnarok that cast stoneform, you can copy their process)

-what exacly is the skill from beastcaller prefix, from staffs-rings , the skill discription looks like the pet comand that players have at lv 1
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 21 February 2022, 18:47:45
few notes (bugs from base game)

-zombies(in this case revenants) that are using dual weapons cant use their buffs/skills duo of the fact their are missing their animations of dual weild parameter.

-the jackalman mage from the khufu quest use storm form on you, instead of himself ( i dont remenber on top of my head the details to fix it, but if you look at the greek bandit mages from ragnarok that cast stoneform, you can copy their process)

-what exacly is the skill from beastcaller prefix, from staffs-rings , the skill discription looks like the pet comand that players have at lv 1

Greatly appreciated, ill fix these bugs for the next update.

The skill on pet rings is the same as the default All Pet Attack, only activated on hit. My idea was to help petmancers - using a slot for a skill that just redirect pets is a pure waste IMHO. Now they wont have to, as the pets will often auto-attack the same target as the player.

Today's progress - Naiad/Potamos illusion is almost ready:
(https://i.imgur.com/pC8ZM76.png)
Remains to fix the bugs mentioned by Sauruz and give Peagea (quest Naiad nymph) the look she always deserved :)

Edit - i got a bit carried away with Pegaea colors/texture... especially the face. But i think the result was worth it:
(https://i.imgur.com/lxh1vu7.png)
Just ignore the fact Meshview shows part of the hair transparent, here is how it looks in game:
(https://i.imgur.com/xsCFRAm.png)
What a difference a few years can make... when i think that i started from this old grandma "nymph" :D:
(https://i.imgur.com/mITcL1w.png)
New update shouldnt take too long to upload.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 22 February 2022, 10:49:08
Nightly Version #3 (Naiad Update)

Changelog:

- fixed wrong skill parameters of the Jackalman quest mage on Khufu quest
- fixed Dual-wielding zombies not being able to use buff skills
- fixed 2 Greek bandit heros not having Humankind race
- Fixed Stonebinder's Cuffs not showing affixes
- Added a new illusion - Naiad/Potamos, sold by Artemis, along with dyes for it
- Updated visuals of Pegaea (Naiad NPC on the Poisoned Spring quest)

Download link is the same (see the opening post)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 22 February 2022, 11:59:06
Suggestion : what do you think change the colour of the charms and relics ? Since bone piles - chests and cooper have now the same  colour on their identification , relics and charms could be more visualy more unique on their title colour , i think.

Edit 1:Zombies from Act4 (the mages) are named as zombies and not revenants , its intended ?

Edit 2 : I belive it have wrong text colours
(https://i.imgur.com/yU8h7GE.jpg)

Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 22 February 2022, 16:08:24
Suggestion : what do you think change the colour of the charms and relics ? Since bone piles - chests and cooper have now the same  colour on their identification , relics and charms could be more visualy more unique on their title colour , i think.

Edit 1:Zombies from Act4 (the mages) are named as zombies and not revenants , its intended ?

Edit 2 : I belive it have wrong text colours
(https://i.imgur.com/yU8h7GE.jpg)
- I think to just leave them orange, because i dont want the text to become too colorful. If there are too many (or too intense) colors on the screen it might break immersion, which was my original goal. That's why i removed the yellow almost everywhere - it was poking my eyes :)
- In the start of Hades? No, it's not intentional, thanks for finding it.
- Fixed Bow of Eros

Have you ever considered working as professional tester? You really have talent for that :D
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 22 February 2022, 16:47:21

Have you ever considered working as professional tester? You really have talent for that :D

Haha, im pretty sure the bugs come to me than the other way around  ;D!

Another thing, the itchians quest monsters, in Orient, from Seed of destruction and Lession of Despair are named as "Coastal Itchians" , its bit off line , dont you think?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: areki38 on 22 February 2022, 16:52:29
Hi all, just downloaded the Nightly Version -EG2. Does this work with Ragnarok and Atlantis? Or is the new expansion also required?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 22 February 2022, 17:28:18
Hi all, just downloaded the Nightly Version -EG2. Does this work with Ragnarok and Atlantis? Or is the new expansion also required?
Yes, it works with and requires all expansions.


Have you ever considered working as professional tester? You really have talent for that :D

Haha, im pretty sure the bugs come to me than the other way around  ;D!

Another thing, the itchians quest monsters, in Orient, from Seed of destruction and Lession of Despair are named as "Coastal Itchians" , its bit off line , dont you think?
Yeah... Tropical Ichthian maybe? Or Swamp... have you seen the tag Coastal elsewhere than Orient?

I'm preparing a new horseman illusion for next update. Ever since Total War: Troy came out i wanted to remake my old amazons, and today i started doing it. Here is the result so far:
https://imgur.com/a/MEeX4fb
The texture patterns are taken directly from TW:T, the helmet is a modified/retextured TQ helmet. You can see the inspiration for the helmet on last picture (TW Amazons use it too)

Edit - Source files for early amazons (just so they doesnt get lost):
https://mega.nz/file/FbxzSAaa#XYWIlUD2mDovVfnqyZpvM0vN30fBm7J__yOxG18K1yI
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: areki38 on 22 February 2022, 17:44:42
Sorry for the confusion: So this means, if the final expansion is missing, the mod won't work?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 22 February 2022, 18:37:03

Another thing, the itchians quest monsters, in Orient, from Seed of destruction and Lession of Despair are named as "Coastal Itchians" , its bit off line , dont you think?
Yeah... Tropical Ichthian maybe? Or Swamp... have you seen the tag Coastal elsewhere than Orient?


I think they use same tag as the greek coastal itchian around  megara beach.


Edit: Im wondering , i used the code newskins right after i enter helos, after a while i went to type the code again, and its not possibe, since from what i understand the code just works one time per character, if i want to change the skin ,i need to create another character and put the gods parchements in transfer caravan? or they are sold elsewhere ?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 22 February 2022, 20:22:41
Sorry for the confusion: So this means, if the final expansion is missing, the mod won't work?
Yes, it requires Eternal Embers, otherwise some game elements won't display properly.


Another thing, the itchians quest monsters, in Orient, from Seed of destruction and Lession of Despair are named as "Coastal Itchians" , its bit off line , dont you think?
Yeah... Tropical Ichthian maybe? Or Swamp... have you seen the tag Coastal elsewhere than Orient?


I think they use same tag as the greek coastal itchian around  megara beach.


Edit: Im wondering , i used the code newskins right after i enter helos, after a while i went to type the code again, and its not possibe, since from what i understand the code just works one time per character, if i want to change the skin ,i need to create another character and put the gods parchements in transfer caravan? or they are sold elsewhere ?

It's just the code at the moment, but now that i think of it, maybe it's better if i include them in some other way as well. Only it has to be convincing... hmm, how about changing the first tutorial character (near the boat) to something more special? Like a vendor for all mod related items? And that vendor must be good enough in the mystical arts to sell godly overpowered items. Wait, i know who should that be... the BUMBLEVENDOR! Seriously, i miss Bumbleguppy since he left the forum, why not make an NPC to honor all he has done for this game? The D'oh-ist Sage lol... its settled then.
Expect The Great Dóh-ist Master to be a guest of my mod for the next version :D Code problem will be solved.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 22 February 2022, 20:40:20


It's just the code at the moment, but now that i think of it, maybe it's better if i include them in some other way as well. Only it has to be convincing... hmm, how about changing the first tutorial character (near the boat) to something more special? Like a vendor for all mod related items? And that vendor must be good enough in the mystical arts to sell godly overpowered items. Wait, i know who should that be... the BUMBLEVENDOR! Seriously, i miss Bumbleguppy since he left the forum, why not make an NPC to honor all he has done for this game? The D'oh-ist Sage lol... its settled then.
Expect The Great Dóh-ist Master to be a guest of my mod for the next version :D Code problem will be solved.

Sounds great!

Im pretty sure BG still lurkes around here  O:-)


Edit2: Ragnarok Harpys ( the ones that appear in Corinth) arent tagged as beastman as the ones in Act1
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 22 February 2022, 23:59:33
Sure, ill check the harpies. And yeah, i hope BG still visit us sometimes...

I have some great news btw - i asked Ninakoru if i can implement his awesome Itemization Quest mod in EG and he agreed :D Check his changelog notes here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2359770187
That's really A LOT of bug fixes... add Endymion's AFBF mod to the mix and you get a very solid base for any project.
I'll try to merge/implement both mods for the next version of EG, but i can't promise anything - it may take more time than that. Will see how it goes.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 23 February 2022, 20:33:24
Latest progress - the merging of Itemization Quest is started. There are around 3500 duplicate files, so it may take a while. I'm still on Act 1-3 monsters, but it's going faster than expected.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 24 February 2022, 19:36:12
already bought eternal embers and installed it... Enhanced Gameplay mod still the same... cant seem to select skills
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 24 February 2022, 20:06:48
also the neidan mastery is no where to be found when mastery option is selected... the main menu screen returned to the original version of titan quest... eternal embers waterfall scene is gone... but the credits tab is updated... I can use the horse when I dont select any weapons though... and I must say... that was awesome... its like an entirely new gaming experience seing my char atop a horse running with such speed... it reminds mo of SACRED1 and SACRED2...
though I really wish this will work out... any updates im missing here?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 24 February 2022, 21:33:29
(https://i.imgur.com/FYmtAlb.png)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 24 February 2022, 23:51:41
also the neidan mastery is no where to be found when mastery option is selected... the main menu screen returned to the original version of titan quest... eternal embers waterfall scene is gone... but the credits tab is updated... I can use the horse when I dont select any weapons though... and I must say... that was awesome... its like an entirely new gaming experience seing my char atop a horse running with such speed... it reminds mo of SACRED1 and SACRED2...
though I really wish this will work out... any updates im missing here?
Are you sure you downloaded -EG2 (Nightly) and not old EGA? All you describe seems like the old one (Neidan missing, horse when only unarmed, etc.) See the lowest link on the first post (which says "Current"). Also, -EG2 is only a bounce mod, just to clarify.
Gratz on having the new expansion btw :)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: panagogt on 25 February 2022, 05:34:07
Can you make make new installation notes? Seems that EG2 version doesn't go along with the current notes attached to it. for example there are no extra folders in Database folder for the optional mods mentioned in the readme.

In any case... which mods included can be optional and how to install them from EG2 folder?

Thanks alot in advance
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 25 February 2022, 06:09:22
(https://i.imgur.com/4d93Z5x.png)manage a way to support this mod BTW...
that explains it... where do I get a horse? or how do I get a horse?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 25 February 2022, 09:54:47
Can you make make new installation notes? Seems that EG2 version doesn't go along with the current notes attached to it. for example there are no extra folders in Database folder for the optional mods mentioned in the readme.

In any case... which mods included can be optional and how to install them from EG2 folder?

Thanks alot in advance
Sorry about that. I totally forgot to include the optional mods... but they are just cosmetic main menus and replacements of the character's grave, nothing really essential. I'll re-add them for the next version. All other installation notes are still valid.

(https://i.imgur.com/4d93Z5x.png)manage a way to support this mod BTW...
that explains it... where do I get a horse? or how do I get a horse?
Much appreciated! :D That means the mod works now? About the horse - on menu options (ingame) go to Unlock Content and type code "newskins". Collect the scrolls that drop, and equip Athena's scroll. That will give you a skill to summon her. She "sells" the only finished horse ATM.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 25 February 2022, 10:23:01
thanks... time to kick some satyrs butt stallion style!!!
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 25 February 2022, 14:29:41
Hahahah, found it! I always wondered where BG's avatar comes from, now i know  ;D:
https://gifer.com/en/P9t2
This is perfect to make the NPC.

Other than that, there is a small update (unofficial) uploaded to Mega. What is new:
- Merged all files of Ninakoru's Itemization Quest for Acts 1-3. Expect some slight changes in masteries and item stats, relics and monsters, + some buffs on drop rates. Also i added something on my part - weapon base attack speeds now show the actual value instead of just saying "Slow", "Very Fast", etc.

Link is the same.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 25 February 2022, 18:03:09
alright, been playing a bit (lv 8 earth+rune) , two questions

-why the starting torch you got in your inventory have in the description "sugestion mastery : dream" and not earth ? for exemple

-Pegaea ( Water nymph) dont have the quest exclamation mark. (intended)?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 25 February 2022, 19:12:30
alright, been playing a bit (lv 8 earth+rune) , two questions

-why the starting torch you got in your inventory have in the description "sugestion mastery : dream" and not earth ? for exemple

-Pegaea ( Water nymph) dont have the quest exclamation mark. (intended)?
- There is a starting fire staff that already suggests Earth, and since torches are related to Hecate... that's just my reasoning. That reminds me that nothing suggests Neidan yet...
Thinking more about it, i was thinking to change the starting gear entirely and make it more random. For example, you always start with a scroll which looks like a bag (named "Your Inheritance") and on use spawns random starting equipment, some random gold (you will start with 0 gold except that) and a parchment with random class suggestion. Should make things a bit more interesting.
- Not intended, i totally forgot! Will fix it.

Sauruz, Sunnyside, and all others who follow this thread - i want to share a few ideas/questions, please let me know what you think:
1. Do you think Multi-Class Mastery mod should be included officially in EG? If you wonder what is that, here is a preview: https://titanquestfans.net/index.php?topic=1379.0
I'm very hesitant about it - it will make things far more interesting, but also far more unbalanced. In reality, nothing stops you to pick only 1 or 2 Masteries in the mod... its a matter of choise. But it will be very tempting to break that rule... Also, there is another problem - you wont be able to retrain at Mystics... so i'll leave the decision to you.
2. Second question is about the general direction EG should take in the near future. What do you want to see most in it? There are several options:
A. Include as many illusions as possible and properly implement them, until the illusion system is really a thing. My original idea was all illusions to be crafted with recipes and not bought, because players value things more when they are earned with sweat ant tears :D To get an idea of what amount of illusions are planned, ill just say that i have around 50 horse visuals ready, at least 20 possible creature transformations, not counting the illusions that can turn you into a deity... so that's really alot.
B. Make the complete overhaul of MI items that was planned before - with better visuals, MI sets, new MIs or MI parts along with reworking some monsters that wear them (e.g. maenads), adding more interesting skills to MIs, etc. The idea is explained in more detail in this post:
https://titanquestfans.net/index.php?topic=30.msg17541#msg17541
C. Make a total overhaul of vanilla Masteries - Pantheon Mastery Mod (aka former Deities). That means no vanilla skill will remain untouched, some will still be close to vanilla, but others will change completely. And of course, all skills will be based or related to Greek lore and gods, as it was with original Deities mod. Seen the Thunderbird and Caltrops skills already? They are actually Pantheon skills (Zeus/Hermes)...
I'd appreciate if more people than just few give their opinion. The more people vote, the better...
All 3 options are tempting to me, but i'll let you decide. Like they say in Epic Rap Battles of History - "WHO WON? WHO'S NEXT? YOU DECIDE!!!" :D
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 25 February 2022, 19:31:20
(https://i.imgur.com/EtYn6PW.png)
the "ok" button is not accessible... perhaps one has to complete an entire difficulty before the "unlock" codes becomes available... is this  intentional?
 
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 25 February 2022, 19:43:19
Now this sounds bit uneusual , why not all ? ;D

With great amount of ideias and plans , i always say to do baby steps, theres no reason to rush and mix ideias and concept , that will be more problematic and will cause more stress and pain to you.

First, i would say to focus at the max or 90% into what you desire and enjoy you most, that will be the ilusions and skins , i assume, so focus on that and work as much you want, when you feel there are enought. You can look on what you have redone our improve some old content , if thees room for it.

After that process is done, i would say the option 2.B , rework on MI visual and possibility new ones, while you are on it you can rework the monster needed, that will be 2nd objectives during one process.

The last , for me the work on the Pantheon mastery, as you have bunch of the core game changed or planned to be, its for me , way more fun and unique having a brand new masteries to play around and since you already have on mind , what to do or maybe will take a while to put then ingame, or bringing the ideias on paper into Art manager , its good to be as last thing to do, so you have more time to yourself, to think at you will.


The multiclass, mhm, i would say maybe its better to leave as optional version since it changes bit of core play , not sure maybe it would need some game changes(monsters more stronger and bosses) duo of the fact well you can have anything from the classes .
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 26 February 2022, 05:30:39
(https://i.imgur.com/EtYn6PW.png)
the "ok" button is not accessible... perhaps one has to complete an entire difficulty before the "unlock" codes becomes available... is this  intentional?
Hmm, did you had the message of mod bouncing? TBH, i cant predict what went wrong just from that picture. Can you tell me the steps you did when installing the mod?

Now this sounds bit uneusual , why not all ? ;D

With great amount of ideias and plans , i always say to do baby steps, theres no reason to rush and mix ideias and concept , that will be more problematic and will cause more stress and pain to you.

First, i would say to focus at the max or 90% into what you desire and enjoy you most, that will be the ilusions and skins , i assume, so focus on that and work as much you want, when you feel there are enought. You can look on what you have redone our improve some old content , if thees room for it.

After that process is done, i would say the option 2.B , rework on MI visual and possibility new ones, while you are on it you can rework the monster needed, that will be 2nd objectives during one process.

The last , for me the work on the Pantheon mastery, as you have bunch of the core game changed or planned to be, its for me , way more fun and unique having a brand new masteries to play around and since you already have on mind , what to do or maybe will take a while to put then ingame, or bringing the ideias on paper into Art manager , its good to be as last thing to do, so you have more time to yourself, to think at you will.


The multiclass, mhm, i would say maybe its better to leave as optional version since it changes bit of core play , not sure maybe it would need some game changes(monsters more stronger and bosses) duo of the fact well you can have anything from the classes .
Thanks, what you said was enough to clarify my thoughts and decide the next step. The order will be different though... Poll is closed :P
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 26 February 2022, 06:03:05
(https://i.imgur.com/EtYn6PW.png)
the "ok" button is not accessible... perhaps one has to complete an entire difficulty before the "unlock" codes becomes available... is this  intentional?
Hmm, did you had the message of mod bouncing? TBH, i cant predict what went wrong just from that picture. Can you tell me the steps you did when installing the mod?

its been a while since I was back into gaming... and right process in adding mod somehow eludes me at times... lets see... I downloaded main game which is the anniversary edition, installed all its DLC... download the mod (nightly)... copied the two folders named "Database" and "Resources" and paste it in the main directory of titan quest.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 26 February 2022, 06:05:00
oh... there was no warning of any sort... the storage is big BTW... everything works fine now... except for the unlock coding
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 26 February 2022, 06:43:53
... copied the two folders named "Database" and "Resources" and paste it in the main directory of titan quest.
That seems to be the problem, the mod is loaded through CustomMaps, not from main. Just copy the unpacked -EG2 folder and put it in Documents/My games/Titan Quest Immortal Throne/CustomMaps. Then ingame load it from Play Custom Quest menu.
It jumps to main, but its not unstalled to main. Hope that fixes it.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 26 February 2022, 12:11:42

did the documents transfer part... still the "OK" button is not shaded and is inaccessible when i type in "newskins" ... though the armament of gaul "373624" and other codes works fine

(https://i.imgur.com/ymR2DZe.png)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 26 February 2022, 13:49:13
The folder that goes in CustomMaps is named just "-EG2" and contains folders "Database" and "Resources".
1. Make sure there isnt folder inside folder
2. The mod's folder name and the mod's .ARZ file name should always be the same, otherwise the game wont read the modified database.

Sorry for all that, i'm terrible in writing installation instructions. I guess it's better to include some picture previews to avoid confusion.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 26 February 2022, 16:09:11
I manage to summon athena... but she only sells dyes... where is she hiding the horses?
(https://i.imgur.com/5iHAFSY.png)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 26 February 2022, 17:49:14


Sauruz, Sunnyside, and all others who follow this thread - i want to share a few ideas/questions, please let me know what you think:
1. Do you think Multi-Class Mastery mod should be included officially in EG?

the masteries on vanilla TQ is complicated enough for beginners and without the use of titancalculator , can even make some veteran scratch their head... it could work on a twist... yet without respec on the other hand... it could ruin a long hours of gameplay and create a new char just because you picked the wrong masteries to meddle... Ive been playing this game for a long time... and I must say... I will admit that I have never mastered the diverse selection of masteries in TQ... some cons and pros on the masteries sometimes just dont mix.
I will abstain on this... it is way too complicated for me

Quote
2. Second question is about the general direction EG should take in the near future. What do you want to see most in it? There are several options:

A. Include as many illusions as possible and properly implement them, until the illusion system is really a thing. My original idea was all illusions to be crafted with recipes and not bought, because players value things more when they are earned with sweat ant tears :D To get an idea of what amount of illusions are planned, ill just say that i have around 50 horse visuals ready, at least 20 possible creature transformations, not counting the illusions that can turn you into a deity... so that's really alot.

Oh I like the concept of "A" ... recipes and to collect them in the game is something fun to take into consideration... which reminds me... about that Survival mod your implementing way way back... where you need wood/food/gold to survive... I would embrace its inclusion any day.
Quote
B. Make the complete overhaul of MI items that was planned before - with better visuals, MI sets, new MIs or MI parts along with reworking some monsters that wear them (e.g. maenads), adding more interesting skills to MIs, etc. The idea is explained in more detail in this post:
https://titanquestfans.net/index.php?topic=30.msg17541#msg17541

I say why not... the more content to add... so long as it wont affect game balancing... its in
Quote
C. Make a total overhaul of vanilla Masteries - Pantheon Mastery Mod (aka former Deities). That means no vanilla skill will remain untouched, some will still be close to vanilla, but others will change completely. And of course, all skills will be based or related to Greek lore and gods, as it was with original Deities mod. Seen the Thunderbird and Caltrops skills already? They are actually Pantheon skills (Zeus/Hermes)...

That wont mix with Enhance Gameplay as the title suggest
The mod is suppose to just enhance the game...not change its content to something else... I will say NO to this... The Masteries are already dense as it is... Changing it wont make players feel that it is titan quest enhanced... but rather a different game with a little touch of TQ... and its original spirit lost... I do hope you get what I had in mind
Quote
I'd appreciate if more people than just few give their opinion. The more people vote, the better...
All 3 options are tempting to me, but i'll let you decide. Like they say in Epic Rap Battles of History - "WHO WON? WHO'S NEXT? YOU DECIDE!!!" :D

I do wish the nights on this game would be darker... so as torches would make its function rather than just a tool to bash a satyr's skull... and that it would be nearly impossible to travel in jungles without torches and the ability of the player to camp during night time and will have a chance to be raid by monster during camping time... that would be awesome... but thats just me... wish I could do coding like the big guy responsible for this mod. cheers
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 26 February 2022, 18:25:05
I manage to summon athena... but she only sells dyes... where is she hiding the horses?
Check the "Armors" field on the vendor inventory, as the illusion is a torso armor. The dyes are in "Misc" field for comparition.

C. Make a total overhaul of vanilla Masteries - Pantheon Mastery Mod (aka former Deities). That means no vanilla skill will remain untouched, some will still be close to vanilla, but others will change completely. And of course, all skills will be based or related to Greek lore and gods, as it was with original Deities mod. Seen the Thunderbird and Caltrops skills already? They are actually Pantheon skills (Zeus/Hermes)...

That wont mix with Enhance Gameplay as the title suggest
The mod is suppose to just enhance the game...not change its content to something else... I will say NO to this... The Masteries are already dense as it is... Changing it wont make players feel that it is titan quest enhanced... but rather a different game with a little touch of TQ... and its original spirit lost... I do hope you get what I had in mind

Hmm, perhaps you're right. I'll leave the mod just QoL, and probably base the new masteries on it, but as a separate mod. TY
About darker nights, i had a similar idea - to remove the default player light, so it's really dark around the player at night. But it just doesnt look better, so i returned it later. I wonder if there is a global light map somewhere... then your idea will be achievable.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 26 February 2022, 19:11:32
I manage to summon athena... but she only sells dyes... where is she hiding the horses?
Check the "Armors" field on the vendor inventory, as the illusion is a torso armor. The dyes are in "Misc" field for comparition.


The Armor section is empty... along with the other section... only the misc department has stocks... someone must have a wholesale order on her horses... not even a hair strand was found

athena's representation as a goddess here is amazing... it is completely done as what the books implies if you ask me... she even have her flying scout with her...  such amount of research and dedication to mythologies... kudos for that
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 26 February 2022, 19:53:55
cancel that... Ive manage to figure it out... I reinstalled everything... it could be that there has been some corrupt files in my installation... now I got it working... Thanks for all the guides
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 27 February 2022, 17:36:32
cancel that... Ive manage to figure it out... I reinstalled everything... it could be that there has been some corrupt files in my installation... now I got it working... Thanks for all the guides
I noticed your screen resolution is very "square", have you been able to find a way around it?

Today's progress - Itemization Quest files are merged for Immortal Throne and almost done for Ragnarok. I tweaked the main menu lights a bit, and tried to implement the optional menu scenes, only without success. Added weapon speeds for all weapons up to Xpack2, removed affixes being hidden for both MIs and Unique items - now if you enchant a legendary item on the Dvergr blacksmith, it will show what affix you rolled.
Other things - the chance for Champion and Hero monsters has been greatly increased; Caltrops skill is moved from tier 3 to 4 and cooldown increased to 10 seconds (it was too powerful, especially early on)
New version is coming closer...
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 27 February 2022, 20:16:32


I noticed your screen resolution is very "square", have you been able to find a way around it?

my monitor is squared... just attached it to my laptop... it doesnt bother me much... already level 16 going to athens.... No bugs discovered so far

will the horse be attached to the armor on the final version?
making it into dye potion would have been better... I mean there are better armors out there in terms of stats and bonuses.... not able to wear a mage armor for the magic type has drawbacks...  its animation is superb by the way... ever wonder to add pegasus as a mount? it would feel like persius and his magic lance on a gallop to the clouds.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 27 February 2022, 22:20:36
will the horse be attached to the armor on the final version?
making it into dye potion would have been better... I mean there are better armors out there in terms of stats and bonuses.... not able to wear a mage armor for the magic type has drawbacks...  its animation is superb by the way... ever wonder to add pegasus as a mount? it would feel like persius and his magic lance on a gallop to the clouds.
Not possible to make a potion like that, as far as i know. It uses a special template that can't be replaced. I can make some "mage horses" as well, for example Qilin... and dont forget this is just one of the many mounts coming.
About Pegasus, yep... it is planned, a flying one, maybe just above the ground. The bad news are i'll have to include a new set of animations to the current ones for it to work (same as if i want to add tiger mounts). I'll leave it for the future.

Edit - I had a few ideas about affixes today:
1. Light/Lithe/Weightless - i added an additional level requirement reduction for items to it, and added it to jewelry tables. It should make things more interesting...
2. I'll add the non-rare Regen Suffixes (of Recovery/Regeneration/Rejuvenation/etc.) to rings and amulets (to further help regen builds)
3. All Prefixes that buff masteries on staves (Earth/Storm/Nature/Spirit/Dream/Rune?/Neidan?) will be able to appear on shields. I dont remember if Rune can roll on staves, not sure about Neidan). Also Neidan and Rune will appear from Act 1 Normal (the mod requires all expansions anyway)
4. I think to add "of the Tinkerer" to appear in other places than just Atlantis, on jewelry at least. Also i'll add a dummy skill that explains what it does in more detail.
5. Prefix that gives passive Taunt on attack (like 15% chance) + some other bonuses... because that's what that useless skill deserves.
6. Talking about of the Tinkerer, i wonder is it's possible to make it a prefix as well. "Tinkerer's Stheno's Wisdom of the Tinkerer" - imagine that :D Or will it be too OP? Anyway, havent tried yet, but it should be possible.

Edit2 - Here are some previews of the changed affixes so far:
(https://i.imgur.com/2KvZz9L.png)
(https://i.imgur.com/vR0lOaQ.png)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 28 February 2022, 16:36:43
keep em commin
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 28 February 2022, 17:14:08
keep em commin
I sure will :)

Nightly Version #4 (Misc Update)

Changelog:
- Greatly increased champion monster spawn rate (won't affect global monster spawn)
- merged with Ninakoru's Itemization Quest mod (up to Ragnarok)
- fixed Pegaea not showing her Quest marker (over her head) and improved her visuals
- Weapons now show their actual base attack speed (up to Ragnarok)
- "of the Tinkerer" suffix now has a proper description to show what it does
- Slightly increased MI and Unique drop sound volume
- Regeneration suffixes now appear on rings and amulets
- Uniques show their affixes if upgraded on Dvergr blacksmith.
- "Light\Lithe\Weightless" prefixes now reduce both stat and level requirements
- Prefixes that give +1/+2 to Rune and Dream now appear on shields from the very beginning
- Caltrops skill (Rogue) is now tier 4, cooldown increased to 10 seconds
- Re-added the Optional mods (they are located in the Mod's Database folder - to use, move folders "Menu_X" and "Xpack" from the Optional_Mods folder to your MAIN GAME "Database" folder. This applies only for the optional mods - the main mod is still loaded from custom maps.
- Changed lights for all main menu scenes
- Changed music for "Titan Quest Original" menu scene
- Maybe some other things that i forgot :P

Link is the same, see bottom of first post.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 01 March 2022, 02:25:11
I did it! An old idea is now reality. I managed to make gods appear on Olympus after beating Typhon :D :
https://youtu.be/e8cLkdulTck
Now that i look at it, Demeter's torch needs a rework  :-\
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 01 March 2022, 03:05:00
This is immersion!!! Now we dont have to wonder where those voices come from... well done!!! well done!!!
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: efko on 01 March 2022, 03:36:53
The game goes to another level, definitely :D
My opinion, some gods looks bad when flying, half of them. Maybe not all of them should fly?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 01 March 2022, 05:57:24
Thank you :D
The game goes to another level, definitely :D
My opinion, some gods looks bad when flying, half of them. Maybe not all of them should fly?
You mean the male gods? Yeah, their animation is kinda "wooden"... but i think they all should either fly or stand, otherwise half of them will look inferior to the others. I can't make animations from scratch, only know how to combine them... but they may be improved in the future.
Btw, two of the gods are still missing - Hephaestus and Poseidon. The Olympians should always be 12.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 01 March 2022, 10:57:39
First of all, its nice to see the constant updates and changes frequently.

Probably i will be the bad guy by saying this, but i didnt enjoy much the recent patch, heres why.

Since the last patch, you increase the champion increase rate, when i read that, i was fine by it, more diversity is always great. But when i saw ingame, i changed my mind, i mean the ideia can be great but its needs a adjustments, i will leave some exemples.

I went with a toon from Parnassus war camps to end of Minoan Labyrinth.

-in the end of lower to upper war camp before the gorgons, you have to kill 4x skelleton heroes(cinder bone, bone rot, frost maw, and the other i forget)
-inside the tomb ruins before kephios valley, the are 3-4x wraiths heroes togheter.
-each harpy group are mostly witches (4-5) with thunderbolts and squals cast into your character is kinda annoying
-boars in Athens batlegrounds were mostly monsterboars (5-6), if one is dangerous , having a group of then chasing you around is also problematic for squishy characters.
-The skelletons are mostly mages with ice shards and life drains, wich envolves constant hit and run.

I dont want imagine how will be hades with the big amount of grandmasters playing with you with hit and run.

Im sorry if im being litle dramatic, maybe other players are enjoying it and probably its case of "get good". it think they are to many at one spot.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 01 March 2022, 13:16:42
The curse of the pharaoh takes forever to end... I exited the game and return for it to completely disappear... is this a bug or intentional? and yeah about the monsters... too many bosses for early toon... maybe instead of the part where we can upgrade spartan warrior... we upgrade them so we can have more... let say 2 spartans at level 2 and 3 spartans at level 3 and so on... (that way we could be commanders of spartan squads with a mounted leader with gallantry to lead them into war) I hope you dont mind me lurking to your files and see things myself to add to my game... just a thought though
 
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 01 March 2022, 14:04:14
Sure, i'll reduce champion spawn. Right now it is set to 3 min 7 max, and you're right, sometimes there are more champions than normal mobs. I'll set it to 2/5 for next version, and see how it goes. Thanks for feedback.

@sunnysideup886089 Pharaoh's Curse is from Endymion's AFBF mod, and yes it is intentional. I think he wanted to teach players a lesson to not desecrate ancient things :) personally i like the idea.

About mercs - You really want to be Leonidas, eh? :D I remember you reworked the merc artifacts to scrolls before... how about the following - instead of having one permanent mercenary, i can try making the artifact to generate timed mercs on hit. They live like half a minute, then dissapear, but if you are lucky with RNG and have high enough level of the artifact, you can summon an actual squad... only for a limited time. Bumbleguppy would of like this... :) The bad news is if i do that, i have to reduce their powers, health, etc, because with pet gear they will still be stronger than a single merc...
5 max limit for 5 total acts; and in Epic increasing their stats... how does it sound?
The bigger problem is with mercs from later acts - for example, 5 ranged egyptian priests is way too much, or 5 promethean agents...
the other option is to just make them scrolls, as you did. If the scrolls share the same skill, i think the pet limit will still apply... have to test.

BTW, i buffed the Elder Cyclops on Olympus - replaced their unused Club Slam skill with similar, only fire based (Fissure):
https://youtu.be/UUX4wvEdsQw
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 01 March 2022, 14:24:14
(https://i.imgur.com/4dvFuIz.png)
i remember someone who was able to add a mount using dye...
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 01 March 2022, 14:30:36

About mercs - You really want to be Leonidas, eh? :D I remember you reworked the merc artifacts to scrolls before... how about the following - instead of having one permanent mercenary, i can try making the artifact to generate timed mercs on hit. They live like half a minute, then dissapear, but if you are lucky with RNG and have high enough level of the artifact, you can summon an actual squad... only for a limited time. Bumbleguppy would of like this... :) The bad news is if i do that, i have to reduce their powers, health, etc, because with pet gear they will still be stronger than a single merc...
5 max limit for 5 total acts; and in Epic increasing their stats... how does it sound?
The bigger problem is with mercs from later acts - for example, 5 ranged egyptian priests is way too much, or 5 promethean agents...
the other option is to just make them scrolls, as you did. If the scrolls share the same skill, i think the pet limit will still apply... have to test.

oh by zeus's right side buttocks!!! this will be the thing I would like to see!!! 5 spartans to command... even if they are squishy... thats the fun of it... makes you a responsible commander to take steps into leading them to death... plan and buff up... yeah I remember putting them in scrolls... though I already forgot How I did that(sigh) office works tend to rip your brain to pieces to remember all of that... really looking up for Squad mercinary on the next version... lastly... can you reduce the price... its impossible for early toons to buy that at spartan camp during act 1 with such ridiculous amount... 150,000? at level 6-8? If one is allowed to pawn his soul to hades... then perhaps otherwise... this is just not affordable... you can take that amount to later stages... but definitely not in spartan camp during early levels which rids its purpose to be at their merchant wares if none has the capability to buy it... other than that... knowing there is a chance to be commader of a squad excites me like hell!!! cant wait to see it happen
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 01 March 2022, 15:42:31
(https://i.imgur.com/4dvFuIz.png)
i remember someone who was able to add a mount using dye...
That is just an expression... it means the tiger's texture is messed up in the start, but you can fix it using another dye. It has nothing to do with the dye spawning the tiger. It's impossible.
M'kay i think to just make mercs to "permanent scrolls". You pay, and then he stays with you untill you/he dies or you restart the game. But i can make the monster generator idea too (as code item).
Today i'm a bit tired and things are going slower... I fixed name tags and death animations of Cyclops, reduced champion spawn to 1 min 4 max, but that's it.
Awww, damn - i totally forgot... scrolls wont work, because on later acts you can make an army of different merc types... so only remains the monster generator.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 01 March 2022, 15:51:59
Sure, i'll reduce champion spawn. Right now it is set to 3 min 7 max, and you're right, sometimes there are more champions than normal mobs. I'll set it to 2/5 for next version, and see how it goes. Thanks for feedback.

Thanks for taking a look, some pools its alright, but in some its bit extreme , specially with pools with a hight numbers of champions by default , like catacombs spiders or harpys wich have by standard 0-3 champions and more 75% champion spawn

@sunnysideup886089 Pharaoh's Curse is from Endymion's AFBF mod, and yes it is intentional. I think he wanted to teach players a lesson to not desecrate ancient things :) personally i like the idea.

I sugest to add a skill description for the new debuff curse from the mummys guardian champions, i believe its from  Itemization Quest mod , because its not clear wht  does, unless you open your character screen to take comparations.

BTW, i buffed the Elder Cyclops on Olympus - replaced their unused Club Slam skill with similar, only fire based (Fissure):
https://youtu.be/UUX4wvEdsQw
Very nice effect, its a effect that exists ingame or its from Soulvizer ?

*note 1, im suprised, didnt knew the dream/rune/neidan masteries  prefix dont appear until their respective acts, wich is bit weird, its nice you are adding then more early.

*note 2, in greece both undead mages have same name tag = spirit sorceror (even the frost ones)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 01 March 2022, 18:22:17
oh dont rush things... masterpieces cant be rushed... use my motto----- Take it slow...and make it happen! cheers
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 01 March 2022, 22:58:35
Just waking up, rise and shine for a new night :D
Thanks for taking a look, some pools its alright, but in some its bit extreme , specially with pools with a hight numbers of champions by default , like catacombs spiders or harpys wich have by standard 0-3 champions and more 75% champion spawn
Alright, i further reduced to 1/4, tell me if things feel better after new version comes :)
I sugest to add a skill description for the new debuff curse from the mummys guardian champions, i believe its from  Itemization Quest mod , because its not clear wht  does, unless you open your character screen to take comparations.
Sure.
Very nice effect, its a effect that exists ingame or its from Soulvizer ?
Its the default effect used by Core Dweller in Underlord and SV, replacing vanilla Wildfire.
*note 1, im suprised, didnt knew the dream/rune/neidan masteries  prefix dont appear until their respective acts, wich is bit weird, its nice you are adding then more early.
Uh, i forgot to add Neidan to the pools! TY for reminding me.
*note 2, in greece both undead mages have same name tag = spirit sorceror (even the frost ones)
I edited the tag itself last time, my bad...

@sunnysideup886089 Do you mind if i make the multiple spartan mercs artifacts to a code item? I really feel reworking the existing merc system will make things unbalanced, and i like it as it is honestly. + There are more mercs coming in the future, some of them just won't feel better if made to multiple summons.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 02 March 2022, 03:38:55
Nightly Version #5 (Olympus Update)

Changelog:
- Added a new special encounter on Olympus, after beating Typhon
- Updated meshes/textures, animations, names and increased size of Cyclops mobs on Olympus
- Cyclops on Olympus use a new fire-based version of Club Slam (as Elder Cyclops are related to volcanoes in myths)
- Considerably Increased Typhon's size (in myths he is described so huge that his head brushed the stars)
- further merged Itemization Quest for Atlantis - all monsters, armors, jewelry, thrown and axes
- all former Liche tags should be fixed now
- Added UI description for Mummy's Curse skill
- Mummy's Curse skill now appears on Ceremonial MI Armors (torso only)
- Reduced Champion spawn to 1 min 4 max (up to further testing)

Link is the same, on the bottom of first post.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 02 March 2022, 04:19:28
@sunnysideup886089 Do you mind if i make the multiple spartan mercs artifacts to a code item? I really feel reworking the existing merc system will make things unbalanced, and i like it as it is honestly. + There are more mercs coming in the future, some of them just won't feel better if made to multiple summons.

I dont mind... not any of it at all if you think it will make things unbalance... come to think of it... I forgot to view it in a summoner's perspective... that will be a lot of them... which will tend to make things really unbalance... I will ride along what you think will suit it best.

the pharaos curse is unavoidable due to a sidequest requirement... is there a cure to the curse that I should be aware of? or do I really need to reload the entire game just to get rid of it?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 02 March 2022, 13:07:57
the pharaos curse is unavoidable due to a sidequest requirement... is there a cure to the curse that I should be aware of? or do I really need to reload the entire game just to get rid of it?
You sure? Does the staff drops from that sarcophagus? I don't remember... have to check again.

For next version i think to rework some difficulty-only bosses (like Hydra, Talos, Manticore) and include them on all difficulties.
I'll start with Hydra...
First, i don't think some of her abilities are lore friendly (like the Fire Breath and Arctic Breath). In mythology Hydra has the following abilities:
Quote
Immortality - The largest of the Hydra's head is immortal, and cannot be damaged by conventional weapons. The only way Heracles was able to kill this head was to cut it off with a golden sword, gifted to him by Athena.
Regeneration - With all other heads, the Hydra would grow two for every one that was cut off. This gave it a theoretically infinite amount of heads. However, this regeneration could be cancelled out if someone were to cauterize the wound.
Poisoned Blood - The blood of the Hydra was known to be a powerful poison.
Poisonous Breath - Some variations of the myth give the Hydra the ability to breath a cloud of poisonous gases.
Source: https://monster.fandom.com/wiki/Lernaean_Hydra

Let's start backwards with the skills:
Poisonous Breath - I imagine it as dealing Instant poison, Slow poison and maybe Vitality + Vitality decay (to represent her "foulness"). I'll remove the Fire and Arctic breaths and leave only this one. Maybe add X reduced Armor over time.
Poisoned Blood - This can be represented by adding % Chance of Instant Poison/Slow Poison retaliation. Melee characters used to have an easier time with her, fighting up close - now they will have to be careful.
Regeneration - It can be some skill that activates on hit, like Adrenaline. It also means she should have weakness to fire damage:
Quote
"this regeneration could be cancelled out if someone were to cauterize the wound."
Immortality - I don't know how to represent this except maybe by "reviving her" with a second form. If anyone has an idea, let me know.
Another thing: According to lore, she has a sidekick - the Lernean Karkinos:
Quote
KARKINOS (Carcinus) was a giant crab which came to the aid of the Hydra in its battle with Herakles at Lerna. The hero crushed it beneath his foot but as a reward for its service the goddess Hera placed it amongst the stars as the constellation Cancer.
Source: https://www.theoi.com/Ther/Karkinos.html
So his damage should be physical/piercing/bleed. She can summon it at 50% health or in her second form, will see.
Overall, new Hydra will requre different approach and different focus on resistances. Some ppl may complain for changing her... but for me the lore always comes first.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 02 March 2022, 13:40:51
https://titanquest.fandom.com/wiki/The_High_Priest%27s_Request

yes im quite sure... if you would not mess with the tomb... then there is no way to complete the quest "the high priest's request"
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 02 March 2022, 14:03:37
The  sarcophagus near the jakalman side quest (middle path) its not to open, as it have big duration of poison gas, nothing else.

Staff from khufu you need only the defeat the big skelletons that appear when you open the sarcophagus (right path), thats it.

Notes
-I finally face the Endy Flagbearer Tigerman hero, yhea it is very strong, i think the perma batlestandard with the slam that causes stun its a pain to deal.

-Slam from Elder Cyclops in Olympus need to have bigger CD, as you fight a group of 4-5 of then toghter and they spam the slam every 3 seconds wich have stun.


About the epic tier bosses in normal, mhm ,, it could work, but not sure if a lv 17 player can defeat a Hydra right away  ::).

Manticore , Talos , Dragonliche, Boar Catcher(tegea spider) i guess they are okay to be in normal, just a matter to adjust their spells.

Fafnir, im not sure, since it does mix of vitality ,fire and poison.


Poisonous blood- you could copy the blood pool from Melinoes casters, recolour to green and add as chance to hit , could cast the poison pool
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 02 March 2022, 14:58:31
The  sarcophagus near the jakalman side quest (middle path) its not to open, as it have big duration of poison gas, nothing else.

Staff from khufu you need only the defeat the big skelletons that appear when you open the sarcophagus (right path), thats it.

thats the whole point of it... you need to do this
Quote
you open the sarcophagus (right path), thats it.
which will trigger the curse and God knows when it will end... that curse is a pain in the rear end... every time you summon a pet... they get sucked from the inside and will be left nothing but an empty shell... there should be a cure to end the curse... perhaps an offering to appease  Anubis the Egyptian God of the Dead in order to lift the curse. a sidequest to trigger... but thats another idea that Im leaving to you guys to think about.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 02 March 2022, 18:21:58
I'm pretty sure its as Sauruz said, you can find the staff and finish the quest without opening the sarcophagus. It's added just for flavor. Soulvizier mod also has the curse included, and i just skip the sarcophagus every time there.

@sauruz About poisonous blood - ty for this great idea!
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 02 March 2022, 19:55:02
I'm pretty sure its as Sauruz said, you can find the staff and finish the quest without opening the sarcophagus. It's added just for flavor. Soulvizier mod also has the curse included, and i just skip the sarcophagus every time there.

how do you get the staff without opening the sarcophagus again? I dont recall anyone mentioned getting the staff without opening the sarcophagus... would it just fall down somewhere if you just stand at the right spot? if you would say that killing the Skeletal Mages and somehow they will drop it... it  still requires you to open the sarcophagus for those mages to appear in the first place. its a deadlock... unless you changed the sidequest itself... even the wiki tells us that it is inside the sarcophagus.

see for yourself

https://titanquest.fandom.com/wiki/The_High_Priest%27s_Request
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 02 March 2022, 23:19:01
does the curse only applies when you open the middle sarcophagus? or is it because I opened the original one where the staff is  hidden? cant recall which sarcophagus I opened that ended me being cursed. better test it again using my new toon... im trying to explore neidan+earth... wonder how it will cope up during end game

I tried to peep into your files and made test based on my arrangement... tried to build it using art manager... damn it took forever to build... its like a collection, all mods compiled into one mega-mod.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Carl_Johnson on 02 March 2022, 23:53:13
how do you get the staff without opening the sarcophagus again? I dont recall anyone mentioned getting the staff without opening the sarcophagus... would it just fall down somewhere if you just stand at the right spot? if you would say that killing the Skeletal Mages and somehow they will drop it... it  still requires you to open the sarcophagus for those mages to appear in the first place. its a deadlock... unless you changed the sidequest itself... even the wiki tells us that it is inside the sarcophagus.

see for yourself

https://titanquest.fandom.com/wiki/The_High_Priest%27s_Request

There are two sarcophaguses. One with curse and one with staff.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 03 March 2022, 00:08:39
There are two sarcophaguses. One with curse and one with staff.

yep... that answers everything about the sarcophagi issue... thanks
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 03 March 2022, 11:47:58
its on my end ? i think its missing a texture no?
(https://i.imgur.com/BVNnUI7.jpg)

Theres a missing tag name error in the horse transform title description , on God Ares.

Wolf summons from nature are tagged as Human
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 03 March 2022, 12:51:37
its on my end ? i think its missing a texture no?
(https://i.imgur.com/BVNnUI7.jpg)

Theres a missing tag name error in the horse transform title description , on God Ares.
Wolf summons from nature are tagged as Huma
Fixed retrainer's texture, ty :)

About Ares's Horse illusion, its still unfinished, have to add cosmetic armors to it first. Also i was thinking to add it as a reward from Leonidas, so players can have some horse early on without codes.
Fixed wolves, that happened after merging with IQ mod.

Something I'm currently working on:
(https://i.imgur.com/HIBFrqs.png)
I managed to make 3-headed Lesser Hydras for mini-bosses. Thanks to sauruz for his help with exporting the model!
there are 4 of them:
Quote
tagEnemyHydraHero01=Corycian Hydra//Cold
tagEnemyHydraHero02=Minoan Hydra//Fire
tagEnemyHydraHero03=Phocian Hydra//Poison
tagEnemyHydraHero04=Pythian Hydra//Lightning
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 03 March 2022, 15:39:54

 Also i was thinking to add it as a reward from Leonidas, so players can have some horse early on without codes.


how about as a reward from Timaeus for saving his horse... he loves his horse and maybe he has a secret farm where he breeds all those horses to mount... everybody knows he loves horses and watching them breed perhaps ::).  that way it could be earlier for us to get a mount and ride our way to spartan camp
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 03 March 2022, 18:31:26
After i killed the Endy Satyr hero ~ shadow walker it didnt gave any exp (?)

i bit confused ? Shouldnt this centaur torso be listed as MI ? i didnt drop the unique sound or dont have the light prefix show in game, same situation from a boarman Torso (green with a light prefix)
(https://i.imgur.com/iCqbwpx.jpg)

Wraith heroes casters might need a improved mana regeneration because they spam ternion attack and in few shots they run out of mana.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 03 March 2022, 22:11:57
After i killed the Endy Satyr hero ~ shadow walker it didnt gave any exp (?)

i bit confused ? Shouldnt this centaur torso be listed as MI ? i didnt drop the unique sound or dont have the light prefix show in game, same situation from a boarman Torso (green with a light prefix)
(https://i.imgur.com/iCqbwpx.jpg)

Wraith heroes casters might need a improved mana regeneration because they spam ternion attack and in few shots they run out of mana.
- His Give XP field was set to 0, fixed
- It seems i missed adding drop sounds/show affixes to all torso MI armors till act 3. Fixed, thanks.
- I increased their mana pools to 500 and added 5 EP regen per second (was 0)


 Also i was thinking to add it as a reward from Leonidas, so players can have some horse early on without codes.


how about as a reward from Timaeus for saving his horse... he loves his horse and maybe he has a secret farm where he breeds all those horses to mount... everybody knows he loves horses and watching them breed perhaps ::).  that way it could be earlier for us to get a mount and ride our way to spartan camp
Timaeus wouldn't be a "poor farmer" if he had more horses :P + That horse was planned to come with cosmetic Phrygian armor set, used by spartans (why they all use Phrygian armors is a mystery to me :D) . Probably will call it Prodromos Horse:
https://en.wikipedia.org/wiki/Prodromoi
Leonidas sends you to be his messenger, its just natural that he gives you the means to do it faster.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 04 March 2022, 00:06:21

Timaeus wouldn't be a "poor farmer" if he had more horses :P + That horse was planned to come with cosmetic Phrygian armor set, used by spartans (why they all use Phrygian armors is a mystery to me :D) . Probably will call it Prodromos Horse:
https://en.wikipedia.org/wiki/Prodromoi
Leonidas sends you to be his messenger, its just natural that he gives you the means to do it faster.

that made sense... what about the gods? where do we get em without codes?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 04 March 2022, 14:08:27
Here is the next version:

Nightly Version Upd #6 (Monsters Update)

Changelog:
- Fixed wrong racial profile for Nature wolves, they are Beasts again
- Fixed missing drop sounds and hidden affixes on MI torso armors for Acts 1-3
- Increased mana regeneration for several wraith heroes
- Fixed Act 1 Carrion Crow heroes not being included to proxy pools (vanilla bug)
- Fixed Storm Revenant Skeletons not being included to pools (vanilla bug)
- Fixed Skeleton Priests not appearing in proxy pools and adjusted their skill trees (vanilla bug)
- Fixed Limos Plaguebearer not appearing in proxy pools (vanilla bug)
- Fixed Agelaus (Satyr hero) not giving XP
- Added unused Frost Aura skill to all frost skeleton mages in Act 1
- All Spirit based skeleton mages now use Life Drain
- Gorgon Slayer champions now use Onslaught and Art of the Hunt on all difficulties
- Fixed missing textures on the retrainer in Spartan Camp
- All maenads are now nymphs (as they are in lore). Reworked their meshes, textures, animations and changed racial profile from Beastman to Magical. Ino (side quest Maenad boss) is wearing an unique headdress (not droppable), to differentiate from the others. MI sets are to be added to them in the future.
- Lernaean Hydra is now Poison/Vitality based (closer to lore). Tweaked her Poison Breath skill, removed the other Elemental Breaths and added a new passive skill (Acid Blood)
- Added 4 Lesser Hydra mini-bosses (chance to spawn among Gorgons)

Link is the same (bottom of first post).
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 04 March 2022, 19:29:56
Nice update! Enjoyed the new new maenads

Found all hydras minibosses inside Minoan Labyrinth... oucht! Their Bite one shots you duo of 200 poison dot , and they kept cast breaths off screen, i think they are bit to strong (i was lv 19 storm+dream - mage), i could defeat the vitality based after several attempts  ;D

Another *bug* if we call that way, when AE came out the devs removed ratman plaguebearer (greece) from the ratman pools when they re implemented the sappers.

Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 04 March 2022, 19:51:19
Nice update! Enjoyed the new new maenads

Found all hydras minibosses inside Minoan Labyrinth... oucht! Their Bite one shots you duo of 200 poison dot , and they kept cast breaths off screen, i think they are bit to strong (i was lv 19 storm+dream - mage), i could defeat the vitality based after several attempts  ;D

Another *bug* if we call that way, when AE came out the devs removed ratman plaguebearer (greece) from the ratman pools when they re implemented the sappers.
Hmm, all of them? That means champion spawn is still too high... i totally forgot to nerf their bite attack, will reduce the breath frequency as well.
About plague ratmen, sure, i'll re-include them.
I'm glad you like the new maenads :) They still need more variety in their looks though (hairs/textures)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 04 March 2022, 19:57:33
Hmm, all of them? That means champion spawn is still too high... i totally forgot to nerf their bite attack, will reduce the breath frequency as well.

Yhea in first group of gorgons i found the fire and storm right after the initial rebirth fountain, the other two next the last rebirth fountain before Minotaur Lord, i could lure one but i died few times before i kill her.

Maybe reduce a bit more their spawn chance.

Overall the updated champion global spawn its fine, i like it.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 04 March 2022, 22:03:12
Overall the updated champion global spawn its fine, i like it.
Oops, i already restored the vanilla one, sorry, Mostly after i've met Frost Marrow, Rotbone and Cinder Bone at once in Labyrinth. It's too much... no flat champion spawn bonus for now, only left the modifier (149%)

I uploaded a small update:

Nightly Version #7 (Database Update)

Changelog:
- Ratmen Plaguebearers now appear in Sapper pools
- Restored default champion min-max spawn
- Nerfed Hydra heroes bite attacks, they cast their breath attacks less frequently
- Amulets can roll +to Rune/Neidan skills from the start
- Staves can roll +to Neidan skills from the start
- Fully merged Itemization Quest mod for all acts (yay!)

This is just a database.arz updated, no other changes.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 05 March 2022, 05:11:01
I found something tonight - when you apply different meshes/textures in the Monster Mesh/Textures field (Monster Parameters tab), sometimes the game starts repeating them, especially when the creatures spawn by many. A better method to randomize the skins is to make the base mesh of the creature invisible and attach a "body randomizer" to it. It is an attached monster that is also invisible, and which can "equip" loottable(s) of visible bodies that are the actual look of the monster in-game. This way the looks are really random and you have far better control of the chance of a certain texture, accessory or mesh to appear. Since patch 2.10 the attached meshes are also being illuminated when hovered over with the mouse, so the illusion is full.
Said shortly, this is how it works: invisible base creature + attached  "randomizer monster" with invisible mesh and no animation + loottables of "armor bodies" worn by that randomizer monster.
Attaching to a base invisible mesh has one more advantage - sometimes when you make a new custom model and try to just copy-paste Rigid Body data from another similar mesh, it not always work, and the character or creature is "splashing" on the ground in very unnatural ways upon death. That forces you to make the creature to use death animations, which is not always good, because it break randomness and variety.
But if you ATTACH this same custom mesh to a corrupted (invisible) base mesh, which has its bones and Rigid Body data intact, then the attached mesh will use the actual Rigid Body data of the base mesh. No need calculating of physics data, joints, etc. This method bypasses it directly :)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: fknflo on 05 March 2022, 07:45:43
Signed up to say thank you for this amazing mod, recently had some serious medical issues and this has helped a lot.

I started a new toon with no gear for your nightly updates, holy crap were the hydras op! Like Sauruz I ran into a couple packs of them, they may have well been end game bosses for me haha, I didnt even get to battle them, my character dug her grave on sight :p

Havent tried the patch to address this, but I am sure it is great. Thank you for this nargil!

This verification stuff to post on the other hand...not so great!
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 06 March 2022, 21:41:01
I went back to the labyrinth and good lord... those hydras are too over-powered to be faced by low level toons... bypassing them is the best option
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 08 March 2022, 00:22:12
Quest `Celtic Pelts` is bugged... already retrieved greek purple dye, egyptian golden dye and asian royal blue dye... but the quest giver does not recognize it... she just keeps blabbering about how nice dyes from foreign lands are.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 08 March 2022, 18:05:32
Signed up to say thank you for this amazing mod, recently had some serious medical issues and this has helped a lot.

I started a new toon with no gear for your nightly updates, holy crap were the hydras op! Like Sauruz I ran into a couple packs of them, they may have well been end game bosses for me haha, I didnt even get to battle them, my character dug her grave on sight :p

Havent tried the patch to address this, but I am sure it is great. Thank you for this nargil!

This verification stuff to post on the other hand...not so great!
I'm glad the mod is helping in some way... i wish you a Quick Recovery :D

Quest `Celtic Pelts` is bugged... already retrieved greek purple dye, egyptian golden dye and asian royal blue dye... but the quest giver does not recognize it... she just keeps blabbering about how nice dyes from foreign lands are.
That quest is not even included in my mod. If it bugs, it must be a vanilla problem.

There won't be updates for some time. I'm reorganizing the mod's resources, it may take awhile.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 09 March 2022, 11:42:12
Quest Celtic Plaid works if you buy all the dyes from the city of corynth.... dyes from other places wont work... dont know why... king giffy`s guard (i hope I got the name right) from ragnarok has their body messhes distorted with both of their arms stretched out and their head pluck out from their neck hanging loosely on their hips... (must not check on a full stocmach)... still looking for more  oddities... will continue the search
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 09 March 2022, 14:50:51
that is a vanilla visual problem, im not sure.

Ive noted you hear frequent the custom sound of MI/rare itens when you kill trolls/trolls wolfraiders , raven soldiers and yerren around Act5 , and theres no item around to pick up, so i assume theres a sound on some broken item, i guess its a spear (?)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 09 March 2022, 20:03:19
that is a vanilla visual problem, im not sure.

Ive noted you hear frequent the custom sound of MI/rare itens when you kill trolls/trolls wolfraiders , raven soldiers and yerren around Act5 , and theres no item around to pick up, so i assume theres a sound on some broken item, i guess its a spear (?)
Sure, i'll check it, thanks
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 10 March 2022, 00:03:14
that is a vanilla visual problem, im not sure.

Ive noted you hear frequent the custom sound of MI/rare itens when you kill trolls/trolls wolfraiders , raven soldiers and yerren around Act5 , and theres no item around to pick up, so i assume theres a sound on some broken item, i guess its a spear (?)

not only trolls... but almost every human I killed makes the drop sound... up until asgard.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 11 March 2022, 01:47:03
there is a bug where prominthean merc cant be upgraded to level 4...much less level 5... the relic NPC just spit it out
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 11 March 2022, 18:41:50
there is a bug where prominthean merc cant be upgraded to level 4...much less level 5... the relic NPC just spit it out
You mean the vendors are not having the recipe?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 11 March 2022, 18:45:51
Wrong description .
(https://i.imgur.com/mFE7wa6.jpg)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 12 March 2022, 02:31:55
Quote
You mean the vendors are not having the recipe?

no the vendor has it... but when you have all the needed materials on the recipe... the Relic NPC wont combine it... the Spartan merc and Memphian Merc has no problem reaching level 5, the promenthean merc can only be achieved up to level 3, you cant upgrade him no further.... the recipes are there... but when you assemble them.. Relic NPC just spit them out.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 12 March 2022, 06:40:16
Quote
You mean the vendors are not having the recipe?

no the vendor has it... but when you have all the needed materials on the recipe... the Relic NPC wont combine it... the Spartan merc and Memphian Merc has no problem reaching level 5, the promenthean merc can only be achieved up to level 3, you cant upgrade him no further.... the recipes are there... but when you assemble them.. Relic NPC just spit them out.
Ok, will be fixed for next version, thanks.

latest progress - my attempt to ''reorganize'' things was a total fail. It became a huge pile of files that needed relinking, both resources and records, and i just gave up. at some point I even deleted my asset folder, which was a big mistake. I was forced to return an older version and rebuild my newer assets to it. I'm continuing with the mess for now - there are many duplicate files, but its better than being exhausted by relinking stuff.

A new version is coming soon.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 12 March 2022, 18:01:04
Something from the next version - reworked Sentinel MI set and added spear and greaves to it:
(https://i.imgur.com/Z8J9iKj.png)
Maybe i should add a shield as well. The set is just looks for now, not properly implemented yet.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 12 March 2022, 20:15:29
Something from the next version - reworked Sentinel MI set and added spear and greaves to it:
(https://i.imgur.com/Z8J9iKj.png)
Maybe i should add a shield as well. The set is just looks for now, not properly implemented yet.
so so so so so so HOT!
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 12 March 2022, 20:55:07
Hehe, that's the point  :D And TY!

Added the shield:
(https://i.imgur.com/RfrBVmM.png)
(https://i.imgur.com/VYISnpv.png)

Edit - Original set to compare:
(https://i.imgur.com/b4b3992.png)

Edit 2 - Reworked greaves (final look of the set):
(https://i.imgur.com/i4XFERZ.png)(https://i.imgur.com/TUb9xmC.png)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 13 March 2022, 18:02:40
really is mesmerizing to see sexy ladies fighting monsters bare footed... maybe to be able to feel the vibration of the earth better so she can detect certain ambushes... haha (earth-bender seismo-sense)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 13 March 2022, 22:22:59
really is mesmerizing to see sexy ladies fighting monsters bare footed... maybe to be able to feel the vibration of the earth better so she can detect certain ambushes... haha (earth-bender seismo-sense)
Tip-toe skeleton detection meter :D
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 14 March 2022, 08:36:14
Made a small draft of how MI items will be related to current masteries. I loved this feature in Bumbleguppy's LoC mod, there MIs were much more interesting than vanilla, and I plan to do something similar. Here is the draft:

MI SETS RELATED TO MASTERIES

Amazon Set - Warfare + Hunting
Anouran Mage Set - Nature + Dream
Aunoran Melee Set - Hunting + Nature
Arachnos Set - Defense + Rogue
Bandari Set - Earth + Neidan
Bastet Minion Set - Defense + Hunting
Boarman Set - Defense + Earth
Centaur Set - Warfare + Nature
Coral Guardian Mage Set - Defense + Defense
Coral Guardian Melee Set - Defense + Defense
Dark Elf Set - Rogue + Rune
Desertwing Set - Earth + Dream
Draugr Set - Spirit + Rune
Dryad Melee Set - Defense + Nature
Dryad Ranged Set - Hunting + Nature
Dune Raider Melee Set - Warfare + Rogue
Dune Raider Ranged Set - Rogue + Earth
Dvergr Mage Set - Earth + Rune
Dvergr Melee - Defense + Rune
Egipan Mage Set - Earth + Nature
Egipan Melee Set - Warfare + Nature
Einherjar Set - Warfare + Rune
Eldjotun Set - Warfare + Earth
Embalmed Priest Set - Spirit + Spirit
Empusa Set - Earth + Dream
Formicid Mage Set - Dream + Nature
Formicid Melee Set - Warfare + Defense
Gigante Set - Defense + Dream
Greek Bandit Set - Rogue + Rogue
Gorgon Minion Set - Warfare + Hunting
Gorgon Elder Set - Hunting + Earth
Harpy Set - Storm + Dream
Hesperide Set - Earth + Nature
Ichthian Mage Set - Storm + Nature
Ichthitian Melee Set - Hunting + Storm
Jackalman Mage Set - Nature + Spirit
Jackalman Melee Set - Defense + Spirit
Jiangshi Set - Spirit + Neidan
Keres Mage Set - Earth + Spirit
Keres Melee Set - Hunting + Spirit
Lamia Set - Hunting + Dream
Lampad Mage Set - Spirit + Dream
Lampad Melee Set - Rogue + Spirit
Light Elf Set - Hunting + Nature
Machae Set - Warfare + Dream
Maenad Mage Set - Rogue + Storm
Maenad Melee Set - Hunting + Rogue
Melinoe Set - Rogue + Dream
Merfolk Melee Set - Storm + Storm
Merfolk Mage Set - Storm + Storm
Minotaur Set - Warfare + Defense
Mogwai Set - Warfare + Neidan
Naiad Set - Hunting + Storm
Neanderthal Mage Set - Dream + Spirit
Neanderthal Melee Set - Warfare + Storm
Nerthus Cultist Set - Nature + Rune
Nixie Set - Storm + Rune
North Ichthian Melee Set - Hunting + Defense
North Ichtian Mage Set - Storm + Storm
Oceanid Set - Hunting + Hunting
Orient Assassin Set - Warfare + Rogue
Orient Monk Set - Defense + Neidan
Orient Pirate Set - Rogue + Spirit
Potamos Melee Set - Hunting + Storm
Potamos Mage Set - Storm + Dream
Ratman Set - Hunting + Spirit
Reptilian Set - Defense + Storm
Satyr Brute Set - Defense + Nature
Satyr Mage Set - Earth + Nature
Sekhmet Minion Set - Warfare + Warfare
Serpentoid Mage Set - Rogue + Nature
Serpentoid Melee Set - Defense + Rogue
Skeleton Melee Set - Warfare + Spirit
Spirit Fox Set - Rogue + Neidan
Telkhine Set - Earth + Storm
Tigerman Mage Set - Storm + Neidan
Tigerman Melee - Warfare + Neidan
Troll Melee Set - Hunting + Rune
Tropical Arachnos Set - Rogue + Defense
Wraith Set - Storm + Spirit
Yerren Set - Warfare + Storm
? - Nature + Neidan
? - Dream + Neidan
? - Dream + Rune
? - Rune + Neidan
? - Hunting + Neidan
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Abraham on 14 March 2022, 15:23:52
Hello, nargil66. I've been playing your mod. This project interested me. I am very glad that my notes about bugs posted here https://titanquestfans.net/index.php?topic=758.90 were not ignored. I remind you that I am writing through a translator, so English will be broken.
I'm in the process of adapting M4ssBoss3s mod to Eternal Embers. More precisely, I already did. I am testing it now. Maybe someday I will post it on the site. All bugs which I already published and will publish were fixed in the new version of M4ssBoss3s mod.

Now I would like to give you a list of those bugs that have not yet been fixed.

                                                                                 
Act 2 (Egypt)

  1. Ghost hero us_shadowlord_14.dbr in the "Ghost" folder is not added to the pool.
 2. Skeletons "egypt_bm_bm_mummycaptainspawn_19.dbr, egypt_bm_mummycaptainspawn_22, egypt_bm_mummycaptainspawn_25,egypt_bm_mummycaptainspawn_28, egypt_bm_mummycaptainspawn_31" in Skill Tree have path to skill "Pillar of Flame" (Records\Skills\Monster Skills\Attack_Radius\PillarofFlame.dbr), but in Skill Configuration Skill this path is not written.
 3. The magma beetles "am_magmabeetle_20.dbr, am_magmabeetle_22.dbr, am_magmabeetle_24.dbr, am_magmabeetle_26.dbr" have path to "MagmaBeetle_EarthFury_Ring" (Records\Skills\Monster Skills \{Attack_Radius\MagmaBeetle_EarthFury_Ring.dbr), but they can't use it. These bugs have no energy, and the MagmaBeetle_EarthFury_Ring skill requires energy expenditure.
 4. Scorpos champions have the "ShieldCharge" skill path in the Skill Tree, but they have no shield. Scorpos Common has an unnecessary path to the "Scorpos_Sting" skill in their Skill Configuration, but they don't sting with their tails, the skill is used by scorpos champions.
 5. Skeletons "fire magia colyte" and "fire magi adept" in the tree of skills prescribed an unnecessary path to the skin "Monster_Fireball".
 5. Gilded skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary path to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis" in the tree of skills.
 6. Jakalmens "shamanacolyte" and "shamanadept" have an unnecessary path to the skill "Regrowth". Regrowth use shamans.
 7. Adepts of mummies (priestadept) in the tree of skills prescribed path to the skill "Plague", but in the configuration of the skills it is not.
 8. TombGuardian has "TombGuardian_FlameRing" skill path in his skil config, but it's not in his skil tree. (This is the skill used by the guardian "Hesi-su-neb-ef ~ defender of the clan" in one of Giza's caves).

Act 3.

 1. Skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary paths to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis".
 2. Skeleton mages "egypt_cs_gildedwarlock, orient_cs_gildedspiritmagi, orient_cs_gildedwarlock" have path to the skill "Attack_DamageModifier_02.dbr". This passive buff only increases physical damage. Maybe you should replace it to "attack_elementalmodifier.dbr"?
 3. Djinns "amc_djinn_25, amc_djinn_28, amc_djinn_31" have unnecessary way on skill tree "Djinn_RangedBlast".
 4.Dragonids "am_lancer_27, am_lancer_30, am_lancer_33, am_lancer_36" have path to skill "EnvenomWeapon" (Records\Skills\Stealth\EnvenomWeapon.dbr) in their Skill Tree, but no path in their Skill Configuration.
 5. Neanderthal hero "hero_grom_31" has the path to the skill "Neanderthal_Shockwave" in the configuration of the skills, but the path is not spelled in the tree of skills, so it does not apply the skill.
 6. Saberlions do not apply the skill "Mantid_Feast", not spelled out in the configuration of the skills.
 7. Warrior tigermen (Common) have the path to the skill "EnvenomWeapon" in their skill configuration, but it's not in their skill tree, so the skill is not active.  And they have no energy.
 8. Yerren's hero "hero_swiftstream_36" has the path to the skill "Squall" prescribed in his skill configuration, but there is no path in his skill tree.
 9. In the Records/skills/Boss skills folder, there are two skills called "typhon_summonflameliche.dbr" and "typhon_summonfrostliche". But Typhon doesn't have them prescribed in the skill tree (there's no room for them there either). I guess originally developers planned for Tiphon to summon liches. But for some reason they changed their mind.


Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 14 March 2022, 16:40:57
Hello, nargil66. I've been playing your mod. This project interested me. I am very glad that my notes about bugs posted here https://titanquestfans.net/index.php?topic=758.90 were not ignored. I remind you that I am writing through a translator, so English will be broken.
I'm in the process of adapting M4ssBoss3s mod to Eternal Embers. More precisely, I already did. I am testing it now. Maybe someday I will post it on the site. All bugs which I already published and will publish were fixed in the new version of M4ssBoss3s mod.

Now I would like to give you a list of those bugs that have not yet been fixed.

                                                                                 
Act 2 (Egypt)

  1. Ghost hero us_shadowlord_14.dbr in the "Ghost" folder is not added to the pool.
 2. Skeletons "egypt_bm_bm_mummycaptainspawn_19.dbr, egypt_bm_mummycaptainspawn_22, egypt_bm_mummycaptainspawn_25,egypt_bm_mummycaptainspawn_28, egypt_bm_mummycaptainspawn_31" in Skill Tree have path to skill "Pillar of Flame" (Records\Skills\Monster Skills\Attack_Radius\PillarofFlame.dbr), but in Skill Configuration Skill this path is not written.
 3. The magma beetles "am_magmabeetle_20.dbr, am_magmabeetle_22.dbr, am_magmabeetle_24.dbr, am_magmabeetle_26.dbr" have path to "MagmaBeetle_EarthFury_Ring" (Records\Skills\Monster Skills \{Attack_Radius\MagmaBeetle_EarthFury_Ring.dbr), but they can't use it. These bugs have no energy, and the MagmaBeetle_EarthFury_Ring skill requires energy expenditure.
 4. Scorpos champions have the "ShieldCharge" skill path in the Skill Tree, but they have no shield. Scorpos Common has an unnecessary path to the "Scorpos_Sting" skill in their Skill Configuration, but they don't sting with their tails, the skill is used by scorpos champions.
 5. Skeletons "fire magia colyte" and "fire magi adept" in the tree of skills prescribed an unnecessary path to the skin "Monster_Fireball".
 5. Gilded skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary path to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis" in the tree of skills.
 6. Jakalmens "shamanacolyte" and "shamanadept" have an unnecessary path to the skill "Regrowth". Regrowth use shamans.
 7. Adepts of mummies (priestadept) in the tree of skills prescribed path to the skill "Plague", but in the configuration of the skills it is not.
 8. TombGuardian has "TombGuardian_FlameRing" skill path in his skil config, but it's not in his skil tree. (This is the skill used by the guardian "Hesi-su-neb-ef ~ defender of the clan" in one of Giza's caves).

Act 3.

 1. Skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary paths to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis".
 2. Skeleton mages "egypt_cs_gildedwarlock, orient_cs_gildedspiritmagi, orient_cs_gildedwarlock" have path to the skill "Attack_DamageModifier_02.dbr". This passive buff only increases physical damage. Maybe you should replace it to "attack_elementalmodifier.dbr"?
 3. Djinns "amc_djinn_25, amc_djinn_28, amc_djinn_31" have unnecessary way on skill tree "Djinn_RangedBlast".
 4.Dragonids "am_lancer_27, am_lancer_30, am_lancer_33, am_lancer_36" have path to skill "EnvenomWeapon" (Records\Skills\Stealth\EnvenomWeapon.dbr) in their Skill Tree, but no path in their Skill Configuration.
 5. Neanderthal hero "hero_grom_31" has the path to the skill "Neanderthal_Shockwave" in the configuration of the skills, but the path is not spelled in the tree of skills, so it does not apply the skill.
 6. Saberlions do not apply the skill "Mantid_Feast", not spelled out in the configuration of the skills.
 7. Warrior tigermen (Common) have the path to the skill "EnvenomWeapon" in their skill configuration, but it's not in their skill tree, so the skill is not active.  And they have no energy.
 8. Yerren's hero "hero_swiftstream_36" has the path to the skill "Squall" prescribed in his skill configuration, but there is no path in his skill tree.
 9. In the Records/skills/Boss skills folder, there are two skills called "typhon_summonflameliche.dbr" and "typhon_summonfrostliche". But Typhon doesn't have them prescribed in the skill tree (there's no room for them there either). I guess originally developers planned for Tiphon to summon liches. But for some reason they changed their mind.

there are lot of ideias in there that were planned during in original game but it was changed or removed when IT came out, one of exemples is typhoon having abyssal liches, in the previous version, the olympian statues could be destroyed by Typhoon and after destroyed he gain new abilities, like demeter he had the poison bolt, zeus lighting bolts and so on..After he destroyed Hades statues he had the liches summon, of course , if you imagine , typhoon is already dangerous with some classes , by having abyssal liches summon it would be impossible for some people defeating typhoon. So it makes sence they remove it. Abyssal liches are already one of strongest monsters having alot of spells like plague, meteors and squall tagged with typhoon abilities, it would be once again impossible for some classes.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 14 March 2022, 18:08:34
Greatly appreciated, Abraham! And welcome!
I'll try to address as many of the bugs as possible for the next version. And you are getting in the mods's credits for sure :)
BTW, i think you should let Ninakoru know of your reports as well, his mod fixes many bugs in the base game, similar to AFBF. I'm sure he will want to know about your findings. Maybe post them on his Steam mod comments:
https://steamcommunity.com/sharedfiles/filedetails/?id=2359770187

---
Today's progress - remade some of the visuals of the Gorgon Archer MI set and added new pieces to it (i made the greaves and helm some time ago, the bow is new):
(https://i.imgur.com/Z7hjJYd.png)(https://i.imgur.com/qe5kfkL.png)
If you wonder how the gorgons will drop greaves without having legs, the answer is that they will most likely be craftable through recipe that requires the armbands.
But in actual mythology the Gorgons DO have legs. And also wings:
(https://i.imgur.com/s8C0e1K.jpg)
The snake tails modern culture depicts them with are related to another Greek creature - the Drakaina (female dragoness with upper body of a beautiful nymph). The Gorgon's mother Keto was such creature, but their appearance is quite different. Here is a more accurate modern depiction of a gorgon:
(https://i.imgur.com/uW8pUKb.jpg)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 15 March 2022, 12:06:55
Ok, next step is done - the bitmaps. I think they became decent this time :) :
(https://i.imgur.com/3BVjhuE.png)
(https://i.imgur.com/umY1LvT.png)
What remains to be done for next version:
- Add stats/tags to the new pieces, and include them to loot tables (this part i hate most  :-\)
- Fix the bugs reported by Abraham
- Fix Promethean Merc bug (the drop sounds and Horus Will wrong tag are already fixed)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Abraham on 15 March 2022, 16:01:11
Quote
there are lot of ideias in there that were planned during in original game but it was changed or removed when IT came out, one of exemples is typhoon having abyssal liches, in the previous version, the olympian statues could be destroyed by Typhoon and after destroyed he gain new abilities, like demeter he had the poison bolt, zeus lighting bolts and so on..After he destroyed Hades statues he had the liches summon, of course , if you imagine , typhoon is already dangerous with some classes , by having abyssal liches summon it would be impossible for some people defeating typhoon. So it makes sence they remove it. Abyssal liches are already one of strongest monsters having alot of spells like plague, meteors and squall tagged with typhoon abilities, it would be once again impossible for some classes.

Thank you for the information. I didn't know about the Abyssal liches.


Quote
BTW, i think you should let Ninakoru know of your reports as well, his mod fixes many bugs in the base game, similar to AFBF. I'm sure he will want to know about your findings.

I'm not a big fan of Steam and rarely go there. I think Ninakoru, himself, can go to this thread and read my notes, if he is interested.

Quote
I'll try to address as many of the bugs as possible for the next version.

I'm glad your mod is moving forward.  Good luck. In the near future I will try to make a list of errors in Acts 4 and 5. Act 5 is the richest in errors! :o




Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 15 March 2022, 22:55:09
Ok, forget about "final" on the Sentinel set. Here is a more epic version for female (and more fitting with the male one):
(https://i.imgur.com/bhmEtWp.png)
Added shoulderpads + foot guards (since she's often running around barefoot haha)
That's more like it i think.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 16 March 2022, 00:18:21
much better... with anti dirt slippers... now she can chase monsters even on thorny/rocky/rough/sun-heated terrain
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 16 March 2022, 06:30:37
I couldn't hold it... that armor set became good enough for a new goddess in Fallen Gods... so i just started her. Here is Enyo, Greek goddess of bloodshed and companion of Ares:
(https://i.imgur.com/9LrOYO4.png)
(https://i.imgur.com/6yXHlfe.png)
There wasn't a FG update for quite a while, now there will be. Hera is coming as well.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Abraham on 21 March 2022, 19:33:04
Good evening. New error list

Tartarus (Act 4)

 1. All "bullfrog" anorans (except hero) have unnecessary paths to skills "Onslaught, Onslaught_Hamstring, Onslaught_Ardor, Anouran_VomitBile". There is a path to the skill "anouran_physicalslowing" (Records\XPack\Skills\MonsterSkills\ActiveAttackMelee\Anouran_PhysicalSlowing.dbr). Anouran_physicalslowing is a special skill for "bullfrog" anorans that allows you to attack three opponents at once at a 170° angle! This skill is not used in the original game. The skill itself is also faulty. His level is 100, and should be 20.
 2. Anoran hero "xhero_longbellow_40.dbr" has in the configuration of the skills path to the skills "dualweapontraining" and "tumult", but he does not use two weapons, he uses a shield. You can not equip two weapons because you do not need the animation.
 3. Epiales hero "xhero_cthulekes_45.dbr" has in the configuration of the skills path to "envenomweapon", but in the tree of skills it is not.
 4. The hero giants "xhero_polybotes_47.dbr" has the path to the skill "Gigantes_ShieldCharge" (Records\XPack\Skills\MonsterSkills\ActiveAttackMelee\Gigantes_ShieldCharge.dbr), but he does not use the shield.
 5. Hydrodon hero "xhero_ironskin_41.dbr" in the tree of skills has the following path - "Records\XPack\Skills\MonsterSkills\Buffs and Healing\Odontotyrannus_StoneForm.dbr", but it is not in the configuration.
 6. Odontotyrannus_StoneForm" champions can't use the skill "Odontotyrannus_StoneForm" because it's prescribed in the Skill Tree, it's not prescribed in the configuration.
 7. In the folder xpack/skills/monsterskils/activeattackdirect unbalanced skill "hero_limos_consumelife.dbr". His level is 15, and should be 20.
 8. In the folder xpack/skills/monsterskils/activeattackmelee defective skill "hero_bonescourge_sting.dbr", its level is 30, and should be 20. And skill "z_toxeus_attackskill.dbr", its level is 100, it should be 1.
 9. In the folder xpack/skills/monsterskils/activeattackprojectile defective the following skills: - "anteok_quillblast.dbr, empusa_cold_frostspitbuff.dbr, formicid_stormorb.dbr, hero_batflurry. dbr, hero_boneshard.dbr, hero_clubslam.dbr, hero_flamesurge.dbr, hero_iceshard.dbr, hero_knifeflurry.dbr, hero_poisonbolt.dbr, hero_poisonbolt2.dbr, hero_tidalorb.dbr, siegewalker_turretattack.dbr. All of these skills have the wrong level!
 10. TimberHulk heroes "xhero_darkmarsh_41.dbr" and "xhero_thelurker_40.dbr" have not been added to the pool.
 11. Almost all skills in all folders have wrong level. But these are minor errors. They do not affect the game process.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: SunriseDragon on 24 March 2022, 12:21:02
Hello! I have a problem with command "femalehairs01" - "Unlock content" accept this command, but gives nothing, only plays sound of dropped item. How i can get this items?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 24 March 2022, 14:51:23
Hello! I have a problem with command "femalehairs01" - "Unlock content" accept this command, but gives nothing, only plays sound of dropped item. How i can get this items?

Theres the answer you are looking for


-whats do the Newhairs01 code ? im missing something ? i notice it changed my hair right away, but when i type the 2nd time i couldnt press the code

- You mean femalehairs01? its canceled untill i rework the hairs to be randomly generated and related to game act


Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: SunriseDragon on 26 March 2022, 07:12:18
Great! I hope, this will change hairstyles of male characters too?
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 30 May 2022, 14:54:39
I have an anouncement to make, which will probably dissapoint many people, but i have to do it anyway. I stop developing mods for AE (except maybe addon mods). The reason is very well explained by Endymion in his mod thread:
https://titanquestfans.net/index.php?topic=758.msg18581#msg18581

I feel pretty much the same ever since the devs released Ragnarok. Later, Atlantis and EE didn't change the feeling that this game is gradually losing its spirit and becoming just another commercial product, made to milk money from players, but carrying less and less from the old epicness.

Or maybe i'm just a dinosaur, stuck in the old times... maybe i can't accept that things change?
The other reason i quit on AE is that it chased away other modders, some of them good friends: namely Bumbleguppy, Endymion and WNG. All of them got dissapointed by it in some way, to the point they have lost the desire to mod the game.

But even if i quit on AE, i don't quit on Titan Quest modding in general. I'll just switch back to IT version, and try to improve it as much as i can. Many of the new quality of life features will be lost, but that price is quite payable IMO.

I never had the dedication required to make a huge mod like LoC or ShadowChampions, or what Titanomachy is currently becoming (great job, sauruz :D). But the one mod i always enjoyed playing is Soulvizier - without it, and without Legion of Champions I wouldn't be here now, I woudn't find what I enjoy doing most.

And since I actually PLAY Soulvizier (I never played my own EG mod to be honest :P), the plan is to take the old IT version, left by Amgoz1 and add as many new features to it as possible. It will probably benefit from Soa's SVAERA (and the other way around) but it won't be the same.
Most of the "goodies" you see in EG now are still doable in the old disc version, and many of them will go to SV.
 
I assume many players will prefer to play mods for AE, but honestly, I don't care. I want a mod that i can finally play MYSELF.

Enhanced Gameplay is now open source. Feel free to use any feature from it without asking me, and modify it as you wish. Thanks to everyone who supported the mod over the years. As I said above, this is not the end of my "modding career", but I simply don't want to make mods for AE anymore.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Medea Fleecestealer on 30 May 2022, 15:35:28
Sorry you feel that way nargil66.  You've done a lot for the community over the years so many, many thanks for all your hard work.  I hope you come to enjoy modding the game again whichever version you do it with. 
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 31 May 2022, 06:41:20
That is sad news indeed... thanks for all the things that youve done... if it werent for EG... I would not have replayed the game altogether... best wishes friend
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 02 June 2022, 22:04:08
Sorry you feel that way nargil66.  You've done a lot for the community over the years so many, many thanks for all your hard work.  I hope you come to enjoy modding the game again whichever version you do it with.

That is sad news indeed... thanks for all the things that youve done... if it werent for EG... I would not have replayed the game altogether... best wishes friend

The last few days i thought a lot about what you guys and other people have said after i posted that. And reconsidered - i'm no quitting on anything. We are one community, right? Devs, players and modders... the devs have done SO MUCH for this game - improving it, popularizing it, adding many new features, new templates... If i miss the old times, that's not a reason to blame anyone for it. Maybe i just miss the times when life was different, and i was younger and more carefree?
The point is, I'll just stick around. Sorry if anyone got offended, and i really should stop writing posts inder the influence of emotions, lol.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 03 June 2022, 00:55:26
Not offended by all means... I just... well... I will be sad if development will break. So many has been done and so far has been reached.... this game has already surpassed by many in graphics and in gameplay and is becoming a relic, yet with mod geniuses still holding its pillars... the game is still going... and Creators are giving Expansions because of it. if it werent for this creative thinkerers... the game may be dead a long long time ago. if only I had the skills like you have.... I will keep going, no matter how long it will take... to know there is hope for development makes me feel something beyond words... more power Nargil66... take a long rest to gather inspirations out there, then come back for a burst of wild side fantasy!
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 03 June 2022, 01:47:13
if only I had the skills like you have.... I will keep going, no matter how long it will take... to know there is hope for development makes me feel something beyond words... more power Nargil66... take a long rest to gather inspirations out there, then come back for a burst of wild side fantasy!
Maybe you should try modding as well... sauruz was a player for years and in no time he became a real star. An idea for a mod + burning desire - IMO that's like 90% of what is required to start and continue long enough to improve in skill. After that you get "hooked" and it becomes harder to stop than to continue. All the rest can be learned on the way...

Also, i strongly recommend you to try Soulvizier AERA (if you havent already) - it was made by multiple modders, all of them with awesome ideas and great skills. Munderbunny, Amgoz1, Soa + many contributors (including myself). It gives unique and entirelly different experience than vanilla - much greater challenge, but also greater rewards. You just can't go wrong by trying it.

Sometimes i think that this game can have more community projects. Even AllSkins mod is a good example (actually my first modding attempts were inspired by no other mod than AllSkins :D ). But my point is, devs are able to pull off major projects because they work together, as a team. Imagine a team of multiple modders, doing the same thing... maybe too ambitious as an idea, somewhere in the area of science fiction... but just imagine it.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sunnysideup886089 on 03 June 2022, 02:32:15
I hear you... if only I have time, with mouths to feed, my schedule is hectic as it is... maybe after retirement nad has less worries to responsibility... I will study it full time. for now, this is the only game that relieves me of stress from hardwork, and knowing the improvements never failed to put a smile in every gameplay
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Medea Fleecestealer on 03 June 2022, 09:10:29
Sorry you feel that way nargil66.  You've done a lot for the community over the years so many, many thanks for all your hard work.  I hope you come to enjoy modding the game again whichever version you do it with.

That is sad news indeed... thanks for all the things that youve done... if it werent for EG... I would not have replayed the game altogether... best wishes friend

The last few days i thought a lot about what you guys and other people have said after i posted that. And reconsidered - i'm no quitting on anything. We are one community, right? Devs, players and modders... the devs have done SO MUCH for this game - improving it, popularizing it, adding many new features, new templates... If i miss the old times, that's not a reason to blame anyone for it. Maybe i just miss the times when life was different, and i was younger and more carefree?
The point is, I'll just stick around. Sorry if anyone got offended, and i really should stop writing posts inder the influence of emotions, lol.

Will you leave the mod as open source though?  Or continue to work on it yourself? 
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 04 June 2022, 13:01:34
Will you leave the mod as open source though?  Or continue to work on it yourself? 
Probably both. It will be worked on, but if anyone wants to modify it of merge it with other mod, be my guest.
Last few days im working on some stuff for soa, so i won't start on EG right away. Which reminds me, i still want to update SV for old disc version, that idea is not scratched. But it just doesn't mean i'll stop working on AE mods.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Medea Fleecestealer on 05 June 2022, 15:47:06
Good to hear nargil.  Just make sure whatever you do you enjoy doing it.   :)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Endymion on 06 June 2022, 15:15:08
I know how that feels.
You have done some tremendous work over the years, introducing features that have never been done before.
For people without modding experience it will be difficult to fully appreciate the sheer amount of effort that went into it. I want you to know that I see it.

It may be a difficult issue to tackle, but what you are experiencing is not unfamiliar to me. Looking back at it, I could have spent my time and effort in a wiser manner. I've been keeping on modding just because I enjoyed it. But eventually I realized it's just not bringing the returns I would have liked to see.
Doing mods for TQ takes a particular kind of individual, because ratio of the effort you put to the acknowledgement that you get, boy it's not looking good. So you need to be really enjoying the process and mod for the sake of modding.

So it might be wise to sit down and thoroughly think over your plans and goals with modding, and what result would you like to see. A qualified designer is always in demand elsewhere, in a more appreciative environment.

Anyway these were my two cents! Hope I'm not overstepping. Wish you to enjoy any path you choose!
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 08 June 2022, 06:01:46
I know how that feels.
You have done some tremendous work over the years, introducing features that have never been done before.
For people without modding experience it will be difficult to fully appreciate the sheer amount of effort that went into it. I want you to know that I see it.

It may be a difficult issue to tackle, but what you are experiencing is not unfamiliar to me. Looking back at it, I could have spent my time and effort in a wiser manner. I've been keeping on modding just because I enjoyed it. But eventually I realized it's just not bringing the returns I would have liked to see.
Doing mods for TQ takes a particular kind of individual, because ratio of the effort you put to the acknowledgement that you get, boy it's not looking good. So you need to be really enjoying the process and mod for the sake of modding.

So it might be wise to sit down and thoroughly think over your plans and goals with modding, and what result would you like to see. A qualified designer is always in demand elsewhere, in a more appreciative environment.

Anyway these were my two cents! Hope I'm not overstepping. Wish you to enjoy any path you choose!
You are not overstepping at all, your advice seems quite reasonable. Althought with the chaotic and almost "random" way i work on projects, i'm not sure i can follow it :D

Thank you for your words, they mean a lot to me, especially coming from a fellow modder. It may be true that modding Titan Quest is not the most rewarding thing sometimes, there are many newer games to mod... but i dont really have a choice.

To me Titan Quest represents the warm, soothing spirit of a past time, when there were less diseases and constant threats or the degree of alienation we see in present days. A time that was a bit more pure, hopeful and closer to older values... That's one of the main reasons i dont play Grim Dawn - IMO it represents an entirely different spirit - the "modern spirit" let's call it. Just look at the name - "Grim Dawn"... doesn't it describe better today's world?
Titan Quest vs Grim Dawn - the old and half-forgotten world of myths vs the new and fashionable world of... what? Postapocalyptic reality? Why the heck should i support such ideas? Just to be trendy? Romanticism vs nihilism, hope vs despair - which one would you pick?

I gave Grim Dawn as example, because it claims to be "spiritual successor" of TQ. It may be it's successor in many things, but not as a spirit. At least in my opinion.

That's why i have to continue. I don't want to see a good game like this die out, considering what other type of games are coming to replace it.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Medea Fleecestealer on 08 June 2022, 06:56:21
True, not everyone likes GD's setting.  Also news of events travel around the world much more quickly than they did back at the turn of the century.  It's not that they weren't happening back then; just that we didn't hear about them so much.  Heck when I was a kid it took a major event for us to get any news outside of the US and even things happening on the east/west coasts of the States were rarely reported in my mid-western state.  How times/things change.  The internet is both a blessing and a curse in many ways. 

Iirc Medierra wanted TQ to be more gritty than it is, but that wasn't possible due to it needing to be rated for all ages to play - hence no blood/gore shown in it for example.  And GD was never intended to be played by all ages; it's a mature game rating really. 
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 09 June 2022, 18:17:34
Heh, i guess i'm getting overboard again... :P Everyone has their own taste.
But TBH i'm glad they didn't make TQ too bloody or gritty... even some things like too many zombies and skeletons have always annoyed me. Not because they are hard to beat, but more like they dont really fit in the ancient world. I mean, similar creatures exist in myths, but not in the "D&D style" fantasy way they are presented today. And Grim Dawn is just swarming with such enemies (+ aliens and other made-up things). Mythology may be made-up too, but it passed the test of time and survived to present day. That's why i'll always prefer it than just fiction.
But you know what is the best part in Titan Quest (+Immortal Throne)? The story itself. The scenario, i think it's really well written and the person who wrote it had great talent and real love for ancient myths. When i was translating the text to Bulgarian, i could see up-close the beauty of how that scenario is unfolding. It was a total blast to translate some of the parts... it's just EPIC.
I wish i could write such a storyline for a mod... but i'm not good at that sadly :(. Someday i may still try tho. I think the story is always the backbone of everything - in a movie or book or a game. Without a good story other things like visuals, music and even gameplay elements remain just decorations.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: sauruz on 09 June 2022, 18:47:24
What i would like to have in TQ that is from GD - the Moviment abilities, like jumps , kicks and whirlwinds.

Just imagine monsters like skelletons captains and minotaurs casting leaps and whirlwinds.

10/10

Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 10 June 2022, 03:02:20
Hello, nargil66. I've been playing your mod. This project interested me. I am very glad that my notes about bugs posted here https://titanquestfans.net/index.php?topic=758.90 were not ignored. I remind you that I am writing through a translator, so English will be broken.
I'm in the process of adapting M4ssBoss3s mod to Eternal Embers. More precisely, I already did. I am testing it now. Maybe someday I will post it on the site. All bugs which I already published and will publish were fixed in the new version of M4ssBoss3s mod.

Now I would like to give you a list of those bugs that have not yet been fixed.

                                                                                 
Act 2 (Egypt)

  1. Ghost hero us_shadowlord_14.dbr in the "Ghost" folder is not added to the pool.
 2. Skeletons "egypt_bm_bm_mummycaptainspawn_19.dbr, egypt_bm_mummycaptainspawn_22, egypt_bm_mummycaptainspawn_25,egypt_bm_mummycaptainspawn_28, egypt_bm_mummycaptainspawn_31" in Skill Tree have path to skill "Pillar of Flame" (Records\Skills\Monster Skills\Attack_Radius\PillarofFlame.dbr), but in Skill Configuration Skill this path is not written.
 3. The magma beetles "am_magmabeetle_20.dbr, am_magmabeetle_22.dbr, am_magmabeetle_24.dbr, am_magmabeetle_26.dbr" have path to "MagmaBeetle_EarthFury_Ring" (Records\Skills\Monster Skills \{Attack_Radius\MagmaBeetle_EarthFury_Ring.dbr), but they can't use it. These bugs have no energy, and the MagmaBeetle_EarthFury_Ring skill requires energy expenditure.
 4. Scorpos champions have the "ShieldCharge" skill path in the Skill Tree, but they have no shield. Scorpos Common has an unnecessary path to the "Scorpos_Sting" skill in their Skill Configuration, but they don't sting with their tails, the skill is used by scorpos champions.
 5. Skeletons "fire magia colyte" and "fire magi adept" in the tree of skills prescribed an unnecessary path to the skin "Monster_Fireball".
 5. Gilded skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary path to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis" in the tree of skills.
 6. Jakalmens "shamanacolyte" and "shamanadept" have an unnecessary path to the skill "Regrowth". Regrowth use shamans.
 7. Adepts of mummies (priestadept) in the tree of skills prescribed path to the skill "Plague", but in the configuration of the skills it is not.
 8. TombGuardian has "TombGuardian_FlameRing" skill path in his skil config, but it's not in his skil tree. (This is the skill used by the guardian "Hesi-su-neb-ef ~ defender of the clan" in one of Giza's caves).

Act 3.

 1. Skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary paths to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis".
 2. Skeleton mages "egypt_cs_gildedwarlock, orient_cs_gildedspiritmagi, orient_cs_gildedwarlock" have path to the skill "Attack_DamageModifier_02.dbr". This passive buff only increases physical damage. Maybe you should replace it to "attack_elementalmodifier.dbr"?
 3. Djinns "amc_djinn_25, amc_djinn_28, amc_djinn_31" have unnecessary way on skill tree "Djinn_RangedBlast".
 4.Dragonids "am_lancer_27, am_lancer_30, am_lancer_33, am_lancer_36" have path to skill "EnvenomWeapon" (Records\Skills\Stealth\EnvenomWeapon.dbr) in their Skill Tree, but no path in their Skill Configuration.
 5. Neanderthal hero "hero_grom_31" has the path to the skill "Neanderthal_Shockwave" in the configuration of the skills, but the path is not spelled in the tree of skills, so it does not apply the skill.
 6. Saberlions do not apply the skill "Mantid_Feast", not spelled out in the configuration of the skills.
 7. Warrior tigermen (Common) have the path to the skill "EnvenomWeapon" in their skill configuration, but it's not in their skill tree, so the skill is not active.  And they have no energy.
 8. Yerren's hero "hero_swiftstream_36" has the path to the skill "Squall" prescribed in his skill configuration, but there is no path in his skill tree.
 9. In the Records/skills/Boss skills folder, there are two skills called "typhon_summonflameliche.dbr" and "typhon_summonfrostliche". But Typhon doesn't have them prescribed in the skill tree (there's no room for them there either). I guess originally developers planned for Tiphon to summon liches. But for some reason they changed their mind.

Good evening. New error list

Tartarus (Act 4)

 1. All "bullfrog" anorans (except hero) have unnecessary paths to skills "Onslaught, Onslaught_Hamstring, Onslaught_Ardor, Anouran_VomitBile". There is a path to the skill "anouran_physicalslowing" (Records\XPack\Skills\MonsterSkills\ActiveAttackMelee\Anouran_PhysicalSlowing.dbr). Anouran_physicalslowing is a special skill for "bullfrog" anorans that allows you to attack three opponents at once at a 170° angle! This skill is not used in the original game. The skill itself is also faulty. His level is 100, and should be 20.
 2. Anoran hero "xhero_longbellow_40.dbr" has in the configuration of the skills path to the skills "dualweapontraining" and "tumult", but he does not use two weapons, he uses a shield. You can not equip two weapons because you do not need the animation.
 3. Epiales hero "xhero_cthulekes_45.dbr" has in the configuration of the skills path to "envenomweapon", but in the tree of skills it is not.
 4. The hero giants "xhero_polybotes_47.dbr" has the path to the skill "Gigantes_ShieldCharge" (Records\XPack\Skills\MonsterSkills\ActiveAttackMelee\Gigantes_ShieldCharge.dbr), but he does not use the shield.
 5. Hydrodon hero "xhero_ironskin_41.dbr" in the tree of skills has the following path - "Records\XPack\Skills\MonsterSkills\Buffs and Healing\Odontotyrannus_StoneForm.dbr", but it is not in the configuration.
 6. Odontotyrannus_StoneForm" champions can't use the skill "Odontotyrannus_StoneForm" because it's prescribed in the Skill Tree, it's not prescribed in the configuration.
 7. In the folder xpack/skills/monsterskils/activeattackdirect unbalanced skill "hero_limos_consumelife.dbr". His level is 15, and should be 20.
 8. In the folder xpack/skills/monsterskils/activeattackmelee defective skill "hero_bonescourge_sting.dbr", its level is 30, and should be 20. And skill "z_toxeus_attackskill.dbr", its level is 100, it should be 1.
 9. In the folder xpack/skills/monsterskils/activeattackprojectile defective the following skills: - "anteok_quillblast.dbr, empusa_cold_frostspitbuff.dbr, formicid_stormorb.dbr, hero_batflurry. dbr, hero_boneshard.dbr, hero_clubslam.dbr, hero_flamesurge.dbr, hero_iceshard.dbr, hero_knifeflurry.dbr, hero_poisonbolt.dbr, hero_poisonbolt2.dbr, hero_tidalorb.dbr, siegewalker_turretattack.dbr. All of these skills have the wrong level!
 10. TimberHulk heroes "xhero_darkmarsh_41.dbr" and "xhero_thelurker_40.dbr" have not been added to the pool.
 11. Almost all skills in all folders have wrong level. But these are minor errors. They do not affect the game process.
Fixed most of the bugs, as follows:

Act II
1. Shadowlord can now appear in the Shipwreck quest (Greece) among the wraiths. His level is too low for Egypt i think.
2. Added missing skill links/levels
3. Added mana pools
4. Changed Shield Charge skill to Monster Charge (included by Ninakoru)
5-6. Removed
7. Added Plague to priests instead
8. Removed

Act III
1. Removed
2. Replaced
3. Removed
4-5. Added
6. All Saberlions use mantid feast now, maybe too much but will see
7. Added envenom weapon to warlords instead (they are the assassin type anyway)
8. Added
9. I left this unfixed, may add something more fitting to Typhon than liches later (maybe cyclops? or it will be too OP...)

Act IV
1. Added Onslaught to bullfrog anourans (iirc all of them were champions?)
2. Gave him Weapon training and Battle rage instead
3. Added
4. Gave him Dual Weapon training instead
5. Added
6. All of them use stone form for now, will see how it goes
7-9. Fixed the skills you reported. Some of their damage levels were correct, but the mana levels were wrong.
10. Added to the pools
Thanks for reporting these bugs, you definitely get in the credits :)

Yeasterday also reworked the inventory window to add space for Electrum.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Abraham on 11 June 2022, 14:06:29
Hello, nargil66. I've been playing your mod. This project interested me. I am very glad that my notes about bugs posted here https://titanquestfans.net/index.php?topic=758.90 were not ignored. I remind you that I am writing through a translator, so English will be broken.
I'm in the process of adapting M4ssBoss3s mod to Eternal Embers. More precisely, I already did. I am testing it now. Maybe someday I will post it on the site. All bugs which I already published and will publish were fixed in the new version of M4ssBoss3s mod.

Now I would like to give you a list of those bugs that have not yet been fixed.

                                                                                 
Act 2 (Egypt)

  1. Ghost hero us_shadowlord_14.dbr in the "Ghost" folder is not added to the pool.
 2. Skeletons "egypt_bm_bm_mummycaptainspawn_19.dbr, egypt_bm_mummycaptainspawn_22, egypt_bm_mummycaptainspawn_25,egypt_bm_mummycaptainspawn_28, egypt_bm_mummycaptainspawn_31" in Skill Tree have path to skill "Pillar of Flame" (Records\Skills\Monster Skills\Attack_Radius\PillarofFlame.dbr), but in Skill Configuration Skill this path is not written.
 3. The magma beetles "am_magmabeetle_20.dbr, am_magmabeetle_22.dbr, am_magmabeetle_24.dbr, am_magmabeetle_26.dbr" have path to "MagmaBeetle_EarthFury_Ring" (Records\Skills\Monster Skills \{Attack_Radius\MagmaBeetle_EarthFury_Ring.dbr), but they can't use it. These bugs have no energy, and the MagmaBeetle_EarthFury_Ring skill requires energy expenditure.
 4. Scorpos champions have the "ShieldCharge" skill path in the Skill Tree, but they have no shield. Scorpos Common has an unnecessary path to the "Scorpos_Sting" skill in their Skill Configuration, but they don't sting with their tails, the skill is used by scorpos champions.
 5. Skeletons "fire magia colyte" and "fire magi adept" in the tree of skills prescribed an unnecessary path to the skin "Monster_Fireball".
 5. Gilded skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary path to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis" in the tree of skills.
 6. Jakalmens "shamanacolyte" and "shamanadept" have an unnecessary path to the skill "Regrowth". Regrowth use shamans.
 7. Adepts of mummies (priestadept) in the tree of skills prescribed path to the skill "Plague", but in the configuration of the skills it is not.
 8. TombGuardian has "TombGuardian_FlameRing" skill path in his skil config, but it's not in his skil tree. (This is the skill used by the guardian "Hesi-su-neb-ef ~ defender of the clan" in one of Giza's caves).

Act 3.

 1. Skeletons "gilded spirit magi acolyte" and "gilded spirit magi adept" have unnecessary paths to skills "NegativeEnergyRay, DeathchillAura, DeathchillAura_Necrosis".
 2. Skeleton mages "egypt_cs_gildedwarlock, orient_cs_gildedspiritmagi, orient_cs_gildedwarlock" have path to the skill "Attack_DamageModifier_02.dbr". This passive buff only increases physical damage. Maybe you should replace it to "attack_elementalmodifier.dbr"?
 3. Djinns "amc_djinn_25, amc_djinn_28, amc_djinn_31" have unnecessary way on skill tree "Djinn_RangedBlast".
 4.Dragonids "am_lancer_27, am_lancer_30, am_lancer_33, am_lancer_36" have path to skill "EnvenomWeapon" (Records\Skills\Stealth\EnvenomWeapon.dbr) in their Skill Tree, but no path in their Skill Configuration.
 5. Neanderthal hero "hero_grom_31" has the path to the skill "Neanderthal_Shockwave" in the configuration of the skills, but the path is not spelled in the tree of skills, so it does not apply the skill.
 6. Saberlions do not apply the skill "Mantid_Feast", not spelled out in the configuration of the skills.
 7. Warrior tigermen (Common) have the path to the skill "EnvenomWeapon" in their skill configuration, but it's not in their skill tree, so the skill is not active.  And they have no energy.
 8. Yerren's hero "hero_swiftstream_36" has the path to the skill "Squall" prescribed in his skill configuration, but there is no path in his skill tree.
 9. In the Records/skills/Boss skills folder, there are two skills called "typhon_summonflameliche.dbr" and "typhon_summonfrostliche". But Typhon doesn't have them prescribed in the skill tree (there's no room for them there either). I guess originally developers planned for Tiphon to summon liches. But for some reason they changed their mind.

Good evening. New error list

Tartarus (Act 4)

 1. All "bullfrog" anorans (except hero) have unnecessary paths to skills "Onslaught, Onslaught_Hamstring, Onslaught_Ardor, Anouran_VomitBile". There is a path to the skill "anouran_physicalslowing" (Records\XPack\Skills\MonsterSkills\ActiveAttackMelee\Anouran_PhysicalSlowing.dbr). Anouran_physicalslowing is a special skill for "bullfrog" anorans that allows you to attack three opponents at once at a 170° angle! This skill is not used in the original game. The skill itself is also faulty. His level is 100, and should be 20.
 2. Anoran hero "xhero_longbellow_40.dbr" has in the configuration of the skills path to the skills "dualweapontraining" and "tumult", but he does not use two weapons, he uses a shield. You can not equip two weapons because you do not need the animation.
 3. Epiales hero "xhero_cthulekes_45.dbr" has in the configuration of the skills path to "envenomweapon", but in the tree of skills it is not.
 4. The hero giants "xhero_polybotes_47.dbr" has the path to the skill "Gigantes_ShieldCharge" (Records\XPack\Skills\MonsterSkills\ActiveAttackMelee\Gigantes_ShieldCharge.dbr), but he does not use the shield.
 5. Hydrodon hero "xhero_ironskin_41.dbr" in the tree of skills has the following path - "Records\XPack\Skills\MonsterSkills\Buffs and Healing\Odontotyrannus_StoneForm.dbr", but it is not in the configuration.
 6. Odontotyrannus_StoneForm" champions can't use the skill "Odontotyrannus_StoneForm" because it's prescribed in the Skill Tree, it's not prescribed in the configuration.
 7. In the folder xpack/skills/monsterskils/activeattackdirect unbalanced skill "hero_limos_consumelife.dbr". His level is 15, and should be 20.
 8. In the folder xpack/skills/monsterskils/activeattackmelee defective skill "hero_bonescourge_sting.dbr", its level is 30, and should be 20. And skill "z_toxeus_attackskill.dbr", its level is 100, it should be 1.
 9. In the folder xpack/skills/monsterskils/activeattackprojectile defective the following skills: - "anteok_quillblast.dbr, empusa_cold_frostspitbuff.dbr, formicid_stormorb.dbr, hero_batflurry. dbr, hero_boneshard.dbr, hero_clubslam.dbr, hero_flamesurge.dbr, hero_iceshard.dbr, hero_knifeflurry.dbr, hero_poisonbolt.dbr, hero_poisonbolt2.dbr, hero_tidalorb.dbr, siegewalker_turretattack.dbr. All of these skills have the wrong level!
 10. TimberHulk heroes "xhero_darkmarsh_41.dbr" and "xhero_thelurker_40.dbr" have not been added to the pool.
 11. Almost all skills in all folders have wrong level. But these are minor errors. They do not affect the game process.
Fixed most of the bugs, as follows:

Act II
1. Shadowlord can now appear in the Shipwreck quest (Greece) among the wraiths. His level is too low for Egypt i think.
2. Added missing skill links/levels
3. Added mana pools
4. Changed Shield Charge skill to Monster Charge (included by Ninakoru)
5-6. Removed
7. Added Plague to priests instead
8. Removed

Act III
1. Removed
2. Replaced
3. Removed
4-5. Added
6. All Saberlions use mantid feast now, maybe too much but will see
7. Added envenom weapon to warlords instead (they are the assassin type anyway)
8. Added
9. I left this unfixed, may add something more fitting to Typhon than liches later (maybe cyclops? or it will be too OP...)

Act IV
1. Added Onslaught to bullfrog anourans (iirc all of them were champions?)
2. Gave him Weapon training and Battle rage instead
3. Added
4. Gave him Dual Weapon training instead
5. Added
6. All of them use stone form for now, will see how it goes
7-9. Fixed the skills you reported. Some of their damage levels were correct, but the mana levels were wrong.
10. Added to the pools
Thanks for reporting these bugs, you definitely get in the credits :)

Yeasterday also reworked the inventory window to add space for Electrum.

Thank you. I'm glad that my notes were of use to someone.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Humility on 30 June 2022, 23:17:59
I personally hold onto the past experiences and things in life. Even the things from before I was born. It's just part of what makes me happy, even though some people may say it's unhealthy. You'll find me enjoying a black and white television show more than a modern one. Good dialog and story is something I need in order to enjoy the media in video games, movies and television shows, otherwise I'll lose interest quick. I also feel past time fits in with me way more than modern times do. It can be difficult for me to relate to some people. I'm personally avoiding Eternal Embers simply because Titan Quest to me, especially with enhanced gameplay, is better the way it is. Thank you Nargil66 for this mod. It's beautiful.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: chiffenish on 15 September 2022, 12:06:39
Is the download link (to the Mega folder) totally unavailable at this point? :(
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 16 September 2022, 10:21:43
Is the download link (to the Mega folder) totally unavailable at this point? :(
What do you mean, it doesn't load? Just tested and it works fine. The mod is yet to be updated for latest beta patches however...
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: chiffenish on 16 September 2022, 11:18:43
Is the download link (to the Mega folder) totally unavailable at this point? :(
What do you mean, it doesn't load? Just tested and it works fine. The mod is yet to be updated for latest beta patches however...

Apologies, it seems there was some issue on my end... :)
Thank you!
Amazing mod!
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Abraham on 25 October 2022, 18:07:17
Good evening, everyone. It's been a long time since I posted the last bug report. And now it's Ragnarök's turn (Act 5). As a reminder, I am writing through an Internet translator.

Act 5

Monsters

 - 1. Asgard mages (records\xpack2\creatures\monster\aesir\as_fodder_mage) have faulty tree and skills configuration. Mages do not use "regrowth" and "runecircle_aftershock". And they have a path to the passive for some reason
"BonusDamage_Physical".
 - 2. Dark elfs ( br_dark_archer ) has a broken tree of skills. In the configuration of the skills written toute to the skill "records\skills\earth\fireenchantment.dbr", but there is no path in the skill tree.
- 3. Archers cultists (ar_archer) do not use a ensnare, the skill path is not written in the skill configuration.
 - 4. Hero Cultists "x2hero_shaman_47.dbr" does not use the skill "nerthus_summonvine", because the path to the skill is written in the skill tree, but is NOT written in the configuration.
 - 5. Cultist hero "x2hero_shaman_49.dbr" does not use "dvergr_summongolem.dbr".  Skill is written in the Configuration, but is not in the Skill Tree
 - 6. Bloated Draug (am_draug_bloated_45.dbr) is not spawned correctly. He should be spawned according to level of his first form.
 - 6. Dvergers (am_tormentor) cannot use skill "dvergr_summonslaves.dbr". They have no energy. And dvergr_summonslaves.dbr requires energy input. Also, in their skill tree, they have an unnecessary path "Records\Skills\Monster
Skills\Auras\Character_SpeedAll.dbr".
 - 7. In dveregers "as_cannoneer" in the tree of skills written unnecessary path to the skills "duneraider_flamestrike.dbr, calculatedstrike.dbr,
volcanicorb_fragmentation.dbr, volcanicorb_immolation.dbr".
 - 8. The dveregers hero "x2hero_seer_49.dbr" does not use the skill "earthfury_flaming.dbr", the path is not written in the configuration of the skills.
 - 9. Mercenary mages (as_mage) have unnecessary path to skill "runecircle.dbr" and its passive. These skills are used by the hero.
 - 10. The hero Mercenary (x2hero_mage_47.dbr) in the configuration of the skills written path to the skill (records\xpack2\skills\item skills\ring_spiritshot.dbr), but in the tree of skills it is not.
 - 11. Rider dvereger hero (x2hero_bloodbeast_51.dbr) does not use "Odontotyrannus_StoneForm.dbr" skill, because it's not in the skill configuration.
 - 12. Ichthian shamans (as_shamanapprentice_42.dbr) have an extra path Records\Skills\Monster Skills\Buff_Other\Monster_Heal.dbr.
 - 13. Rimturs (as_rimturs) have unnecessary records\skills\storm\freezingblast.dbr path in the tree of skills.  Freezingblast uses the hero rimturs.
 - 14. Jotun hero (x2hero_jotun_52.dbr) has unnecessary path to "jotun_stomp.dbr and stormnimbus" skills in the skill tree. These skills use common jotuns.
 - 15. The thrym (x2q05_thrym_a) has an erroneous path in the configuration of the skills: "#records\skills\defensive\quickrecovery.dbr", because of this quickrecovery does not work. There is a path to records\xpack2\skills \monster skills\attack_wave\rimturs_hoarfrost.dbr, but it is not written in the configuration.
 - 16. The second form of thrym (x2q05_thrym_b) in the tree of skills has paths to the skills "records\skills\\boss skills\all_cleaveattack.dbr and
Records/XPack2/Skills/Monster Skills/Buff_self/StormNimbus.dbr", but they are No in the tree of skills.
 - 17. Karkinos "am_deathpincer_40.dbr and bm_deathpincer_46.dbr" does not work skill "mantid_feast.dbr", it not in the cofiguration of the skills.
 - 18. The automatons in the maze of Mimir (am_mimerdrone_47.dbr) does not work skill "mimerdrone_lightning.dbr", the path to the skill is written in the tree of skins, but it is not in the configuration. (records\xpack2\skills\monster skills
\attack_projectile\mimerdrone_lightning.dbr)
 - 19. Vines-puts (ar_rootvine_40.dbr and ar_yggvine) have the path "Records\Skills\Monster Skills \Attack_Projectile\QuilVine_Barb.dbr", but it is not in the configuration of skills. Vines (ar_yggvine_45.dbr, ar_yggvine_47.dbr, ar_yggvine_49.dbr) do NOT spawn correctly. They should spawn according to the level, which was their first form.
 - 20. frost mage skeletons (cs_iceskeleton_mage) cannot use IceShard. Skill is prescribed in the tree, it is not prescribed in the configuration of the skills!
 - 21. Woodcolossus don't use "woodcolossus_stomp.dbr" (records\xpack2\skills\monster skills\attack_radius\woodcolossus_stomp.dbr). It is not written in their configuration of skills.
 - 22. Yerrens (am_chieftain_44.dbr) have the following skill "MeleeAttack_+3PhysicalandFireperlvlx100.dbr" full path (Records\Skills\Monster Skills\Attack_Melee\MeleeAttack_
+3PhysicalandFireperlvlx100.dbr). MeleeAttack_+3PhysicalandFireperlvlx100 increases damage with fire, and the Yerrens are frosty in Act 5. That is, need to create MeleeAttack_+3PhysicalandColdperlvlx100 that gives cold damage.
 - 23. Yerrens (am_rider) have unnecessary paths in their skil configuration.
 - 24. Am_einherjar_46, am_einherjar_48, am_einherjar_50 do not use onslaught. Skill is not written in the configuration.
   
                                                         
Affixes

Rognrek developers have created 4 new prefixes: "defensive_resistbleed_01,2,3,4 (for all armor); rare_giantprotectstrarmor_01,2,3,4 (for all combat armor requiring strength); rare_reduceresistsx%life_01.dbr (for all weapons); rare_manamanaregen%manaregen_01,2 (not clear for what). And 8 new suffixes: "offensive_+%damage to beastmen_01.dbr, offensive_+%damage to beasts&plants_01.dbr, offensive_+%damage to constructions_01.dbr, offensive_+%damage to divine_01.dbr, offensive_+%damage to giants_01.dbr, offensive_+%damage to insectoids_01.dbr (for staffs and clubs); rare_armorblock%daxspeed_01.dbr (for shields, definitely, but maybe something else); rare_speedoffensexdefense_01.dbr (For all melee weapons)
NONE OF THESE AFFIXES HAVE BEEN INTRODUCED INTO THE GAME!!!

                                                     
Loot Tables Unique

In LootTables unique items for mages and for warriors are mixed up.
For example:
records\xpack2\item\loottables\arms\unique\armband
records\xpack2\item\loottables\arms\unique\bracelet

Armbands: u_e_01.dbr, u_e_02.dbr, u_e_04.dbr, u_l_01.dbr u_l_02.dbr, u_n_01.dbr, u_n_02.dbr, u_n_04.dbr, u_n_06.dbr, us_l_donarsmight.dbr, us_n_brennus.dbr, us_n_sucellus.dbr, z_tracksuit.dbr require strength and agility, they must drop from armband loot Tables.

Bracelets: u_e_03.dbr, u_e_05.dbr, u_l_03.dbr, u_n_03.dbr, u_n_05.dbr, u_n_06.dbr, usm_l_allfather.dbr, usm_l_freyja.dbr require intelligence (for mages), they should drop from bracelet Loot Tables. But in the game everything mixed up. Bracelets for mages drop from armband loot Tables, and armbands for martial warriors drop from bracelet  Loot Tables. The same goes for helmets, leggings, and torsos.

Broken loot table rarity items. All rare things such as black steel armor, Skiron gear, Valhalese armor, and other, fall out with affixes only breast armor, regardless of whether it's helmet, armor or greaves.


Spawn

 - 1. Hero x2hero_wolfrider_45.dbr is not added to the pool.
Pools at all:
records\xpack2\proxiesnorth\pools\beastman\troll_01_wolfriders01.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_01_wolfriders02.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_02_wolfriders01.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_02_wolfriders02.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_03_wolfriders01.dbr
records\xpack2\proxiesnorth\pools\beastman\troll_03_wolfriders02.dbr
In the championship pool, EVERYTHING IS WRONG WITH THE MONSTERS. .
 - 2. Granite Golem hero x2hero_golem_granite_47.dbr not added to the pool.
 - 3. Dverder heroes x2hero_bolter_50.dbr and x2hero_cannoneer_51.dbr have not been added to the pool.
 - 4. Jotun hero x2hero_jotun_52.dbr not added to pool.
 - 5. Eldjotun heroes x2hero_cinderwarrior_55.dbr and x2hero_eldjotun_54.dbr have not been added to the pool.
 - 6. Ulvertun hero x2hero_ulvjotun_56.dbr has not been added to the pool. (Heroes x2hero_ulvjotun_56.dbr and x2hero_ulvjotun_51.dbr are exactly the same, they have the same stats, health, and skills. They differ only level)!
 - 7. Faulty pool of Celtic bandits.
 - 8. Heroes mercenary "x2hero_mage_47.dbr and x2hero_officer_47.dbr will not spawn, as not added to the pool.
 - 9. The hero of the Greek bandits "x2hero_officer_46.dbr" is not added to the pool. (The Greek bandits pool is defective at all, it's full of unnecessary paths).
 - 10. The hero of the centipede has too low a chance of appearing.
 - 11. Aesir ar_jarl_50.dbr not spawn, incorrect path (records\xpack2\creatures\monster\aesir\#r_jarl_50.dbr).
 - 12. Aesir "as_fodder_mage_49.dbr" is not added to the pool.
 - 13. Dragon hero "x2hero_dragonspawn_52.dbr" (records\xpack2\creatures\monster\dragonspawn\x2hero_dragonspawn_52.dbr) does not spawn. He has a 0 chance to spawn.
 - 14. Ghosts "as_ghostcaster_39.dbr and as_ghostcaster_47.dbr" have not been added to the pool.
 - 15. Loki's spawn is defective. Loki should spawn according to Ilva's level. (Loki only spawns at level 52, regardless of Ilva's level).
 - 16. Fafnir "fafnir2_47.dbr" never spawns. He doesn't have the first form "fafnir_47.dbr"!
In records\xpack2\quests\proxies\pools\x2bonus_fafnir_pool.dbr first form of Fafnir written (records\xpack2\creatures\monster\bosses\fafnir_47.dbr), but in the folder bosses fafnir_47.dbr not. It must be created and in the parameters of death write the second form fafnir2_47.dbr. Then he will be spawned.
 - 17. The thrym x2q05_thrym_a_52.dbr will not spawn. It is not added to the pool. There's an error. In records\xpack2\quests\proxies\pools\x2q06_thrym_pool.dbr prescribed x2q05_thrym_a_51.dbr, but there is no such. There is a level 52 bilge.
 - 18. Act 5 monsters list has yeti, but they are not added to the pool.
 - 19. If I am not mistaken, the pools einherjar_01_general01.dbr, einherjar_02_general01.dbr and einherjar_03_general01.dbr (records\xpack2\proxiesnorth\pools\magical\einherjar_01_general01.dbr) are not prescribed in any proxy. Because of this, none of the three warrior heroes of Asgard will spawn.  Champions am_einherjar_46, am_einherjar_48, am_einherjar_50 do not spawn either.

Skills.

- 1.There is no "--earthbind.dbr" (earthbindbuff.dbr) skill in the "Runes" mastery! It is not added to the tree Skill tree. In the folder records\XPack2\ui\skills\mastery 10\ there is a skill "Skill05.dbr"- that is earthbind. But in records\xpack3\ui\skills\mastery 10\panectrl.dbr in skill buttons it is not added.
 - 2. In the "Warfare" mastery crosscut, jumpslash and tumult do not work with throwing weapons.
 - 3. In the skill "hunting" skill "weaponskill_gouge.dbr" does not work with throwing weapons.
 - 4. Hero of granite golems "x2hero_golem_granite_47.dbr" in the tree and configuration of skills incorrect path to the skill "records\xpack2\skills\hero skills\ring_crystals_golem.dbr". In the hero skills folder there is no skill "ring_crystals_golem.dbr", there is "wall_ring_crystals.dbr". So the correct path is "records \xpack2\skills\hero skills\wall_ring_crystals.dbr". Wall_ring_crystals.dbr has the wrong skill level. (20, and should be 1).
 - 5. In the records\xpack2\skills\monster skills\summoning_pets directory, the skill "dvergr_summongolem.dbr" is broken. Skill level should not be 20, but 3. In the tab spawnObjects granite golems should be summoned According to their skill level (am_golem_granite_43 - level 1; am_golem_granite_45 - level 2; am_golem_granite_47 - 3rd level).
 - 6. The skill "dvergr_summonskellies.dbr" is also defective. Level 3. In the tab spawnObjects skeletonskellies should be called according to their skill level (am_warrior_42.dbr - level 1; am_warrior_44.dbr - level 2; am_warrior_46.dbr - level 3).
 - 7. Skill "fungoid_minescatter.dbr" has incorrect level 10. And it should be 16.
 - 8. Skill "merfolk_summonjelly.dbr" is broken. In the tab spawnObjects summoned creatures mismatched level of the skill.
 - 9. The records\xpack2\skills\boss skills folder has the skill "nidhoggr_soulbreath.dbr", but it has not been added to the the nidhoggr skill tree.
 - 10. Almost all of the skills in the "boss skills", "Monster Skill", and "Item Skill" drops have level errors, but this trifle, which does not affect gameplay.
 - 11. Jarls' jarl_onslaught skill doesn't work. (records\xpack2\skills\monster skills\attack_projectile\jarl_onslaught.dbr).
Yarls always attack with a throwing weapon, and jarl_onslaught does not work with a throwing weapon, although it is designed for it.

P. S. The Ice Raptor Hero ( Uber Ice Raptor) is not added to the pool in Act 3.
Ichthian shamans, jackalman, satyrs; reptiloid-overseers; yerren shamans; queen and formicid mages have a passive skill that increases physical damage. (Attack_DamageModifier_02). I think it's better to replace it with attack_elementalmodifier.

Nargil66, I'm looking forward to the updates of the mod.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 30 October 2022, 23:39:15
Thanks for the in-depth bug report as usual, Abraham. I'll track and fix all isuses as soon as possible for the next version. If you can another report for Atlantis, i'd be very grateful.

 The mod is not stopped, if someone thinks it is. I'm currently moving all resources in the Pantheon.arc. It may take some time, but when its done, finally my files will be organized, because right now it's such a mess... it's the main reason that stopped me from continuing.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Bumbleguppy on 30 October 2022, 23:44:11
finally my files will be organized

He said, vainly...  :)) :)) :)) :))
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Abraham on 31 October 2022, 13:59:22
If you can another report for Atlantis, i'd be very grateful.

I will try to do a bug report on Atlantis and EE in the near future. :)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 31 October 2022, 18:42:30
finally my files will be organized

He said, vainly...  :)) :)) :)) :))

It's not the first time lol
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Bumbleguppy on 31 October 2022, 19:33:26
I hear that!

Me renaming folders and creating a convoluted system I will never remember how to use: THIS TIME IT'S GONNA BE GREAT!  :))

Two months later: What the hell is this?!  >:(
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Medea Fleecestealer on 31 October 2022, 19:55:13
finally my files will be organized

He said, vainly...  :)) :)) :)) :))

It's not the first time lol

Unlikely to be the last either.   ;)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 31 October 2022, 22:32:00
Thank you both for believing in me :P
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Abraham on 21 November 2022, 15:38:32
Hello. I created a list of Atlantis errors.

Act 6.

 - 1. The Ascolots do not have a chance to spawn champions. Ascolot heroes x3hero_deepone_38.dbr, x3hero_deepone_42.dbr and x3hero_starspawn_b_39.dbr, x3hero_starspawn_b_43.dbr are not added to the pool. These heroes do not differ from each other in any way. They have the same characteristics and skills.
 - 2. Basilisk heroes x3hero_harrier_37.dbr and as_basilisk_35.dbr have not been added to the pool. Also, the heroes as_basilisk_35.dbr, as_basilisk_37.dbr and as_basilisk_39.dbr do not differ from normal basilisk, only in health. And they don't have their own unique skills.
 - 3. Heroes of reef guardians x3hero_coralking_34.dbr, x3hero_coralking_38.dbr and x3hero_stoneweaver_b_40.dbr, x3hero_stoneweaver_b_44.dbr are not prescribed in the pool. And they do not have their own unique skills.
 - 4. Crabmen heroes x3hero_clackersnap_39.dbr and x3hero_clackersnap_43.dbr are not added to the pool. Heroes have the same characteristics (except health) and skills as normal crabmen.
 - 5. The list of monsters in Atlantis has folders "rimtus", "skeleton" and "dragonspawn", but the monsters contained in it do not appear anywhere on Atlantis.
 - 6. Heroes dune stalkerx 3hero_ripjaw_38.dbr, 3hero_ripjaw_42.dbr are not added to the pool and do not have their skills.
 - 7. Heroes embalmed priest x3hero_abdosir_34.dbr, x3hero_abdosir_38.dbr; x3hero_milkyaton_34.dbr, x3hero_milkyaton_38.dbr; x3hero_yutpan_34.dbr, x3hero_yutpan_38.dbr not added to pool, added only heroes 36 levels, others do not spawn. They, as always, do not have their own unique skills. In addition, all embalmed priest with staffs, in the tree of skills prescribed path to the skill "runecircle_enemy" (records\xpack2\skills\runemaster\runecircle_enemy.dbr), but in the configuration of skills path is not specified.
 - 8. Heroes golden mosquito x3hero_stinger_31.dbr and x3hero_stinger_35.dbr not added to the pool, there is only hero level 33. And they do not differ much from each other.
 - 9. Heroes Hesperides x3hero_bloodleaf_38.dbr, x3hero_bloodleaf_42.dbr are not in the pool, only x3hero_bloodleaf_40.dbr. Heroes x3hero_rootmaiden_38.dbr and x3hero_rootmaiden_40.dbr are prescribed in the pool, but x3hero_rootmaiden_42.dbr is not.
 - 10. All lobsters in the configuration of the skills have a path to the skill "Melee_Poison" (Records\Skills\Monster Skills\Melee_Poison.dbr), but in the tree of skills it is not spelled. Only one hero (x3hero_skullcracker_b_42.dbr) is prescribed in the pool, the rest x3hero_skullcracker_b_39,40,41,43,44 - are not prescribed. All the lobster heroes have the same skulls.
 - 11. Merfolks heroes x3hero_alexa_b_38.dbr, x3hero_alexa_b_42.dbr are not added to the pool.
 - 12. Heroes monkeymans x3hero_gorefang_32.db and x3hero_gorefang_36.db; x3hero_firebristle_b_36.dbr and x3hero_firebristle_b_40.dbr; x3hero_stoneguts_32. dbr and x3hero_stoneguts_36.dbr; x3hero_mountainking_b_36.dbr and x3hero_mountainking_b_40.dbr have not been added to the pool. Heroes x3hero_firebristle_b_36.dbr, x3hero_firebristle_b_38.dbr, x3hero_firebristle_b_40.dbr have the path to the skill "enchantment_cold" in the configuration of skills, but it is not in the tree of skills. All of these heroes do not have their unique powers, they are no different from simple champions (only characteristics).
 - 13. Heroes mudman x3hero_sirsilt_32.dbr and x3hero_sirsilt_36.dbr are not added to the pool. These heroes do not differ from each other by skills.
 - 14. Heroes Potamois x3hero_erymanthos_b_40.dbr and x3hero_erymanthos_b_44.dbr; x3hero_pliplup_39.dbr and x3hero_pliplup_43.dbr are not added to the pool. Their skills are no different than a simple potamoi mage. Then x3sq11_leadera and x3sq11_leaderb are misclassified as "Hero", it should be "Quest".
 - 15. Heroes serpentoids x3hero_melee_34.dbr and x3hero_melee_38.dbr; x3hero_ssilli_b_42.dbr and x3hero_ssilli_b_44.dbr; x3sq09_priest_38.dbr, x3sq09_priest_40.dbr, x3sq09_priest_42.dbr and x3sq16_serpentoidhomemonster.dbr are NOT added to the pool. Heroes x3hero_melee has the wrong classification "Quest", it should be "Hero". Quest serpentoid x3sq08_ssaquath should have "Quest" classification, not "Hero". And, as always, heroes do not differ from each other by their skills.
 - 16. Heroes Serpentoid Mounted x3hero_ssseathsssillalli_39.dbr and x3hero_ssseathsssillalli_43.dbr are not added to the pool and do not differ from each other by skills.
 - 17. There is xboss_scylla in the list of Atlantis bosses. But there doesn't seem to be any Scylla in the game.
 - 18. Many skills in Atlantis have the wrong level.

Items

ARMBAND:
u_e_set06.dbr, u_l_set01.dbr, u_l_set04.dbr, u_n_set08.dbr, um_e_set05.dbr, um_l_set02.dbr, um_l_set07.dbr, um_n_set09.dbr.

GREAVES:
um_n_set09.dbr, u_e_set03.dbr, u_e_set06.dbr, u_l_set01.dbr, u_l_set04.dbr, u_n_set08.dbr, um_e_set05.dbr, um_l_set02.dbr, um_l_set07.dbr.

HELM:
u_e_set06.dbr, u_l_set01.dbr, u_l_set04.dbr, um_l_set02.dbr, um_l_set07.dbr, um_n_set09.dbr.

TORSO:
u_e_set03.dbr, u_e_set06.dbr, u_l_set04.dbr, um_e_set05.dbr, um_l_set02.dbr, um_l_set07.dbr, um_n_set09.dbr.

All of the above armor in Skill Agument has non-functional paths to certain masterys skills. The paths to the masterys are spelled out, but there is no +1/2 point to those masterys. Because of this, they are not displayed in the game.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 24 November 2022, 15:52:09
Thank you, Abraham, and sorry for the late response. These issues will be adressed in the next version.

Btw, i found a way to make something like "reverse transmogrify" system, closer to Grim Dawn one. The trick is to turn all Unique armors/wepons into affixes (by changing their template to lootrandomizer.tpl) and then make empty items that can spawn with these affixes (taking all the stats from the given Unique item). So you can better customize your looks and still have the stats you want. The system is still WIP and i'm searching for ways to improve it further.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Maikoli on 14 January 2024, 15:55:13
Is there an ETA so far? I don't think that this game will get another update ever, especially now that TQ2 is announced and the last update is over 1 year ago.
Perfect time to finalize mods and be done with them for good.  :)
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: nargil66 on 27 January 2024, 14:15:21
No ETA at the moment, the mod is on hold. I'll be working on Bumbleguppy's Legion of Champions mod instead of EG. Apologies for the delayed answer.
Title: Re: [MOD] Enhanced Gameplay 2 (EE)
Post by: Maikoli on 27 January 2024, 15:36:24
Nah, don't worry about your response time, thanks for the answer and explanation. Luckily the game doesn't run away. ^-^ And with no more updates on the horizon you have all the time in the world.

A nice day to everyone who stumbles upon this thread in the future!
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