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Hello everyone!
I have an idea to create 2-handed weapons (swords, mallets, great axes, etc...) mod. But I'm completely new in TQ modding tools, so I'm looking forward for some ideas or help to understand how to start.
Several questions here:
1) Is it possible to use creatures animations for character mesh? For example, maenads and terracote warriors have great animations for two-handed weapons. Is it possible to replace basic female hit animations with related ones?
2) I'm ok if character will handle any one-handed weapon with 2-handed animation, I just want to create viking warrior with 2-handed axe or highlander with claymore sword and run through the entire game with one weapon type. So dual weapons or sword/shield is not necessary at the same time with two-handers.
3) Is it possible to create separate weapon type? Like sword/spear/bow and so on.
4) Is it possible to rescale any item mesh without 3d modelling tools?
5) Does anyone knows any creature, what have another great two-handed weapon animations? For example, 2-handed maces require a bit different hand positions to handle it.
Thanks a lot for any help!
P.S. I know, that there is already some thread about 2-handed weapons, but it's quite old and author just looking for existing mod. I'm ready to make some experiments with tools, but I need some ground. Maybe more experienced guys know, that it's impossible to do 2-handers, because some engine limitations or huge amount of work to do.
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1) Is it possible to use creatures animations for character mesh? For example, maenads and terracote warriors have great animations for two-handed weapons. Is it possible to replace basic female hit animations with related ones?
2) I'm ok if character will handle any one-handed weapon with 2-handed animation, I just want to create viking warrior with 2-handed axe or highlander with claymore sword and run through the entire game with one weapon type. So dual weapons or sword/shield is not necessary at the same time with two-handers.
3) Is it possible to create separate weapon type? Like sword/spear/bow and so on.
4) Is it possible to rescale any item mesh without 3d modelling tools?
5) Does anyone knows any creature, what have another great two-handed weapon animations? For example, 2-handed maces require a bit different hand positions to handle it.
There are quite a few problems with this idea, but it's not impossible to do. If you're really up to doing that, I'll try to list some of the obstacles you may face. To answer your questions:
1. For the most part yes, but there are some problems, which you have to address. The first problem is animation speeds. For example, all character attack animations are 25 frames, while maenad one-handed animations are 29-37 frames, which is slower. You have to calculate the difference and increase the new animations speed in the modified character animation table. E.g. to set an animation of 37 frames to have the speed of 25 frames, you have to increase it's speed inside the character animation table by roughly 33-35%:
(https://i.imgur.com/ixqJtf0.png)
This is because 37 frames - 25 frames = 12 frames, which is 1/3 of 37 frames.
Second problem is that often the skeleton structure of the meshes is different. I haven't tried, but i assume that a male character using a maenad 2-handed animation may hold the weapon in not the exact position you need. But you have to test to see.
2. The problem here is you can't exclude the shield from 1-handed animations. So you have two options: a) replace staff or bow animation slots entirely with 2-handed weapon slots. Currently there is no way to add a new weapon type to the game. I have requested to the devs before to add more empty weapon types (for any purpose like 2-handed weapons, fist weapons or mounted combat) but they ignored my request. So you are stuck with either replacing an existing weapon type, or the second option is to just fake it and make all shields invisible when using one-handed weapons (this is doable by replacing Bone_L_Weapon of the given one-handed animation with a shrinked bone with the same name, using Animation Composer and Animation Bone Renamer). Depends on what suits your goals better.
3. As i said in previous answer, not possible. And i wouldn't rely on the devs to ever implement such a feature.
4. Yes, it's possible, using Tamschi's Mesh View. It's quite easy to do actually.
5. You may check all existing creature animations using the default Viewer program that comes with the game, and find the ones that fit your needs. But teracotta/maenad should do for a start.
I hope that helps. If you have more questions, let me know.
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Wow, thank you so much for such a great and full answer!
Honestly I have created that post hoping for exactly your answer ;) I love your modification so much, they are awesome \m/
You inspered me to give it a try, so I will start making some "proof of concept" for 2h weapon posibilities!
P.S. I'm not very interested in male character animations, just because your female models are just way too hot and sexy to ignore them =) Especially NewSkins meshes)
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Hello everyone!
Want to share some updates about my experiments. First of all, I have some progress and first results are inspiring! Maenad one-handed animations looks great with nargil66 female meshes:
(https://i.imgur.com/kOMK1hs.jpeg)
4. Yes, it's possible, using Tamschi's Mesh View. It's quite easy to do actually.
5. You may check all existing creature animations using the default Viewer program that comes with the game, and find the ones that fit your needs. But teracotta/maenad should do for a start.
I follow nargil66 tips, but stuck on the next step:
1) Find good animations for all attacks/special moves/strikes. I have some ideas, but I can't preview them, because for some reason my TQ Viewer tool is not working :(
It's loading, but I can't preview any mesh. It seems selected and I can choose animation, but preview area is always empty.
(https://i.imgur.com/PjuDBeJ.jpeg)(https://i.imgur.com/GDbTBH6.jpeg)
2) Rescale at least one sword item a bit to make in longer as two-hander, but Mesh View tools also seems broken for me :(
I have tried both MeshView and MeshView Fixed versions of Tamchi tool.
They are loading, but when I select some meshes it shows me an error:
(https://i.imgur.com/cZcx43I.jpeg)
I still can load some meshes, but not interesing ones:
(https://i.imgur.com/29Hf5Kd.jpeg)
MeshViewer tool by Tamchi is also not working for me, after mesh loading there are no any errors, but preview area is empty:
(https://i.imgur.com/hedyn20.jpeg)
Maybe I need to extract some additional resources to be able to work with meshes?
Is it only issue of mine? I have isntalled fresh vcredists (2005,2008,2012) and .NET Framework 4.0. Maybe someone faced the same problems?
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I follow nargil66 tips, but stuck on the next step:
1) Find good animations for all attacks/special moves/strikes. I have some ideas, but I can't preview them, because for some reason my TQ Viewer tool is not working :(
It's loading, but I can't preview any mesh. It seems selected and I can choose animation, but preview area is always empty.
(https://i.imgur.com/PjuDBeJ.jpeg)(https://i.imgur.com/GDbTBH6.jpeg)
Viewer became broken for me too after installing EE, no clue what the reason is. Older Viewer versions stopped as well, but in my case they all just refuse to start up.
However, there is another way you can preview animations without needing Viewer. Try unpacking all animations you want to test in "creatures/pc/female/anm" folder, inside your main game Database directory (similar to addon mods). To quickly preview any of these animations on the character, rename it to femalepc_idle.anm and restart the game. This will change the default standing animation to your new one. If it is what your need, rename it again to the actual name the animation will use and do the same steps with the other testing animations. This method is a bit slower, but it works. I used it a lot before knowing about Viewer.
2) Rescale at least one sword item a bit to make in longer as two-hander, but Mesh View tools also seems broken for me :(
I have tried both MeshView and MeshView Fixed versions of Tamchi tool.
They are loading, but when I select some meshes it shows me an error:
(https://i.imgur.com/cZcx43I.jpeg)
I still can load some meshes, but not interesing ones:
(https://i.imgur.com/29Hf5Kd.jpeg)
MeshViewer tool by Tamchi is also not working for me, after mesh loading there are no any errors, but preview area is empty:
(https://i.imgur.com/hedyn20.jpeg)
Maybe I need to extract some additional resources to be able to work with meshes?
Is it only issue of mine? I have isntalled fresh vcredists (2005,2008,2012) and .NET Framework 4.0. Maybe someone faced the same problems?
That's a very weird problem... Have you tried making MeshView your default program, and then just double click on the mesh? Can you give an example of a mesh that triggers this error? BTW, you can also increase the size of any item by editing the "Scale" entry in "ActorVariables" tab of the item DBR:
(https://i.imgur.com/UCHOSSW.png)
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a game called “Grim Dawn ” which Dev. by the Same group . It has this new class(2-hand weapon). However, it cannot drop in the TQ
your may created new anim,new weapon,but new class cannot drop!!!
so we should Solve this problem first
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Sorry for the necroposting.
I post this (video) only for those modders who will look for an answer to this question in the future (is it possible to implement a two-handed weapon).
My only goal was to show that this is possible, so I used the maenad animations as animations, replacing all the animations of the female character with them (i.e. if you make a normal mod that replaces animations only for a certain weapon class, everything will work fine, and not like in the video where the animations of other weapons look weird)
https://www.youtube.com/watch?v=85sQCBXHJl4
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How did you enable these visible boxes and lines?
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How did you enable these visible boxes and lines?
This is my modified Game.dll.
I have a lot of modifications in dll files (increased game speed (more than can be increased in game settings); respawn to the point of death, not to the fountain; tooltips disabled (as a modder I get tired of constantly disabling them for new characters), even on the video shows that there were no hints :) and much more).
These are the same boxes and lines that are shown with the character.logData console command, I just always have them on by default.
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That sounds great! Can you make more complex modfications - say, adding a new item slot? If there was an item slot in inventory that can equip a specific type of template (Armor_Clothing.tpl) that would make possible to implement our own transmogrify system in Titan Quest. I'm looking for a person that can edit the game code, because i don't know how to do it :(
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Unfortunately, my knowledge will not be enough to implement this (add something new).
Even if we take the two-handed weapon mod as an example, I did not add a new two-handed weapon class, but simply replaced one-handed throwing with two-handed in the code.
I usually deal with porting modifications for the android version of the game. For example, modifications have already been ported: Cataclysm, Chuck Norris, Itemus, ShopMI and more.
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Hmm, how about unlocking hardcoded stuff? For example, after Eternal Embers the Caravan Transfer stash size is no longer moddable. No idea why they locked it.
Sorry for the off-topic btw.
Edit: Another idea - is it possible (if you can't add new things) to modify one of the ring slots to equip the above mentioned template?
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Sorry for necroposting, but I don’t know where to add this)) I decided to make a transmog for myself yesterday. In general, I can’t call it perfect, but I like it :)
https://www.youtube.com/watch?v=iNfCBu9AxdA
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Wow... that's amazing. How did you do it?
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As you can see from the video, these are not “real” items, but relics in which the bitmap is taken from the replacement item.
In the bounce mod, relics are created in the files (.dbr) dropMeshOverride with .msh from the desired item.
Also, automatically after starting the game, a dll is injected that slightly changes the code. Every time a user tries to apply a relic that does not have an empty dropMeshOverride (I haven't checked, but I'm sure all relics from the original game do not use dropMeshOverride) my dll gets the value from dropMeshOverride and uses it to replace the original .msh. I made it so that it does not depend on or affect the original relics, so that such modified "relics" are not applied (not added) to the item (normal relics are applied).
Also, if an item has “effects” (like Yin and Yang from the video), then the first time it (the modified relic) is applied without effects, and if effects are needed, it must be applied again.
Problems:
1. Objects in the character window and in the “portrait” (upper left corner) do not change. Actually, I don't care, even I can't fix it.
2. If you throw away a “modified” item, it will become “normal”. This doesn’t bother me either, on the contrary - if the item was “changed” constantly, then I would have to “rack my brain” to come up with a way to “clean” the item.
3. “Changes” to an item are not saved in any way, even if you simply exit to the main menu, the changes disappear. Yes, this is a serious problem, but I do not exclude the possibility that I can come up with something. But for now, I made sure that “modified” relics do not disappear from the inventory after use (normal ones still disappear).
4. Equipment uses different .msh for female and male characters, in this test version you need to create different relics for female and male characters. But I know how to fix it, I’ll do something like (in dbr): dropMeshOverride,Female.msh;Male.msh, and then in the code I’ll use the required .msh depending on the gender
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I hope you will be kind enough to share your modifications someday. This is like fresh air in this game, to a big degree neglected by it's developers...
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When I watched it I had impression that the game just got totally new way of upgrading weapons, like in some other games.. Something that TQ needed. Just imagine mods with this thing included :D
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I'm not sure I can post this. Because in order for this to work you need to change the game code. I use 2 dlls - one is my autoinjector that loads the second dll, and the second one modifies the code so that it works. I just checked them (dlls) with virustotal and the autoinjector shows 7/72 detections and the second dll shows 4/72 detections, although I personally wrote the code for these dlls and there are no viruses in them ;D
By the way, yesterday I already made it so that there was no need to create separate relics for the male and female versions of .mshAnother idea - is it possible (if you can't add new things) to modify one of the ring slots to equip the above mentioned template?
Here's a test of armor_clothing.tpl for all equipment slots (I didn't find a ready-made .dbr with this template (I don't have Xpack4 unpacked yet), so I made it from scratch and I'm not sure I did it right).https://www.youtube.com/watch?v=zpB4R_dgm4w
Upd. Added the ability to replace the weapon trail as well (what is used in .dbr files here: [dbr_file]->[Weapon Parameters]->weaponTrail).
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I'm not sure I can post this. Because in order for this to work you need to change the game code. I use 2 dlls - one is my autoinjector that loads the second dll, and the second one modifies the code so that it works. I just checked them (dlls) with virustotal and the autoinjector shows 7/72 detections and the second dll shows 4/72 detections, although I personally wrote the code for these dlls and there are no viruses in them ;D
By the way, yesterday I already made it so that there was no need to create separate relics for the male and female versions of .mshAnother idea - is it possible (if you can't add new things) to modify one of the ring slots to equip the above mentioned template?
Here's a test of armor_clothing.tpl for all equipment slots (I didn't find a ready-made .dbr with this template (I don't have Xpack4 unpacked yet), so I made it from scratch and I'm not sure I did it right).https://www.youtube.com/watch?v=zpB4R_dgm4w
Upd. Added the ability to replace the weapon trail as well (what is used in .dbr files here: [dbr_file]->[Weapon Parameters]->weaponTrail).
That's a great progress on Armor_Clothing.tpl. If only it was possible to make jewelry or Artifacts visible when equipped... i think the Artifact slot would be best for Armor_Clothing. Do you know where is this defined and what makes them invisible?
Also, i attach this small utility that was sent to me some time ago, maybe it can help simplify things when editing the DLL, i dont know (see attachments).
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I wrote to you in a PM, but I forgot to write that I didn’t check this on other versions except the current Steam version. And I was wrong - you can not add the map, but delete it so that the "bounce mod" does not start.
Do you know where is this defined and what makes them invisible?
I don’t know yet, I’ll see when I have time. But I don’t think that the item is simply made invisible, but simply not “loaded” (any item does not appear on the character, not only with template armor_clothing.tpl). It's not a fact that I can do anything in this case.
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I wrote to you in a PM, but I forgot to write that I didn’t check this on other versions except the current Steam version.
GoG version seems to work fine too, already tested on it.
I don’t know yet, I’ll see when I have time. But I don’t think that the item is simply made invisible, but simply not “loaded” (any item does not appear on the character, not only with template armor_clothing.tpl). It's not a fact that I can do anything in this case.
Hmm, in this case is it possible if Armor_Clothing.tpl is left to equip on torso, but make it enchantable with relics/charms (currently they aren't accepted)? Also there is another problem with this template - the character's textures are reset to default after you unequip an Armor_Clothing torso. You have to restart the game to see your actual dye texture again.
I'll make a small mod tonight to show you what Armor_Clothing is capable of and to explain the reason of this request - for example the latest horse mounts would be impossible to add if Armor_Clothing.tpl didn't exist.
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Ok, but I'll get around to testing this later.
For now, I’ll try to add the ability to change not only the weapon trail but also the weapon projectile, but it’s not so easy and I’m not sure that I’ll succeed.
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@HekTo , here is some progress from yesterday (video):
https://mega.nz/file/qtI0GKjY#MMkqpekRluY_TYODvuWYPWevo9Ri-681MBbWIZRo79k
What is done for the moment:
1. Made the illusions bitmaps smaller so they don't take much space
2. Added a special sound when applied to item
3. Made a dedicated template for illusions, removing some stuff that wasn't needed
4. Prepared the text tags
Everything is WIP. Vendors are on the way.
Thank you for letting me help with this. You are making a revolution in TQ :D
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Good job!
I just thought of trying to add a set of such relics, but nothing worked)) Yes, after “applying” the illusion they would not be displayed as “already on the character” (as in the original in yellow text, if some item from the set is equipped by the character) , but the idea was to simply display recommended illusions along with this one :)
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I used AI to generate some voice lines for the Illusionist NPC (Only female ATM):
https://mega.nz/file/C4YxVCQK#RyMdBprz7vp8CKSTrFGHZwg2ckC24oFRJUAoXyxbN3A
May use the same lines with different voices, just for variety.
Here is the current dialog text:
"My Illusions can make you look like a god, hero! For a gold coin or two."
"Your quests deserve a grand entrance! Let's make a dramatic Illusion!"
"Victory looks good on you, hero! But so can a fresh Illusion!"
"Let me weave an Illusion that inspires fear in your foes!"
"Feeling indecisive? Don't worry, you can always change your Illusion later!"
"Feeling blessed by the gods? Let's make your Illusion reflect their favor!"
"Let me weave an Illusion that makes you look powerful and wise."
"Want to strike fear like a mythical beast? An Illusion can help!"
"Need a disguise? An Illusion can make you look like anyone you desire."
"Found some mismatched armor? Don't worry, I can make it look like a set!"
"Want to be mistaken for a god? A truly magnificent Illusion can achieve that!"
"Found some rusty armor? Don't worry, I can make it shine like new!"
Edit - the NPC is mostly set (doesn't sell anything yet):
https://mega.nz/file/qs4E3JYT#dCauGv-JncLhbAPwT75WBIl3Ub54Ik1djU5wzoKgW18
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I checked it in multiplayer, as expected, it is visible only on my own, regardless of server or client. Did some tests with armor_clothing - no success so far.
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I checked it in multiplayer, as expected, it is visible only on my own, regardless of server or client. Did some tests with armor_clothing - no success so far.
Even if both players have the same mod?
I don't think its a big issue even if it doesnt work.
Maybe the only bigger problem is that the illusions doesn't apply permanently. Havent tested with weapons yet, but i assume the new look will disappear on swap.
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Even if both players have the same mod?
I haven't tried it when both have a modification, but I don't think it works.I don't think its a big issue even if it doesnt work.
Maybe the only bigger problem is that the illusions doesn't apply permanently. Havent tested with weapons yet, but i assume the new look will disappear on swap.
Yes, I understand that this is a serious problem, but I still can’t come up with an “acceptable” option for implementing the save of illusions (and it’s not a fact that I will come up with one). The option that I am currently thinking about can greatly affect the performance of the game, so I am not seriously considering it.
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Yes, I understand that this is a serious problem, but I still can’t come up with an “acceptable” option for implementing the save of illusions (and it’s not a fact that I will come up with one). The option that I am currently thinking about can greatly affect the performance of the game, so I am not seriously considering it.
A random idea - is it possible that illusions doesn't apply permanently because they give no bonus?
Edit - After testing with weapons, the illusion doesn't disappear after swapping. I think the mechanic works pretty well even at the moment. You can reuse any illusion unlimited times, so it's still great.
A new video:
https://youtu.be/7qA5yv-Ihfk
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is it possible that illusions doesn't apply permanently because they give no bonus?
No.A new video:
Wow, looks cool.
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A very, very early version of the mod (for those who want to test):
https://mega.nz/file/LpR2GSxK#O0eKaUZ_Gf5-h5G2A0kjIjEoPJCXXk1M6Rm8CVY0zfo
Read the instructions before installing.
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@nargil66, ( ͡° ͜ʖ ͡°)
https://www.youtube.com/watch?v=SoxDZAbqiY8
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You did it! Awesome!
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The new version of the mod is uploaded to Mega:
https://mega.nz/file/PxQziZaB#esMcwAY6FbUrmnzz2JZKHdKmQueCM2e5gyKzOvME8JA
- Added 2 new reworked MI sets (Gorgon Archer and Gorgon Melee, as well as their common variants)
- Added Ariadne as default female model + new default skin pack
- The mod now bounces to the main menu
- Various improvements
Video Preview:
https://youtu.be/LtyhynPPhKs
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@HekTo , the mod is now on Nexus:
https://www.nexusmods.com/titanquestanniversaryedition/mods/75
Maybe we should open a new topic about it.
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@nargil66, I also thought it might be time to create a new topic here :))
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Ok, for the next version i'll open a dedicated topic then :)
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@nargil66, ( ͡° ͜ʖ ͡°)
P.S. don't pay attention to the character's highlight... I simultaneously tested the highlighting of monsters with green/blue/purple items (yes, from another topic) and the test character was equipped with a green shield :Dhttps://www.youtube.com/watch?v=gR0CNLy8DrQ
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@nargil66, ( ͡° ͜ʖ ͡°)
P.S. don't pay attention to the character's highlight... I simultaneously tested the highlighting of monsters with green/blue/purple items (yes, from another topic) and the test character was equipped with a green shield :Dhttps://www.youtube.com/watch?v=gR0CNLy8DrQ
Awesome! It's getting better and better!
I was just thinking to add another set to the mod. Can you send the new things in PM?
Also nice work with the highlight :D
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The next MI set is on the making:
(https://iili.io/JjWZ0zX.png)
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So, if it's possible to add overlays like this on monsters, is it possible to remove the ugly highlight on all monsters since Atlantis or so ?
And if it is possible to show transmogrified armor and their particle effects:
Is it doable to fix the broken shaders in the character's inventory (in Direct X 11, missing transparency and particle effects) ? Or is it an entirely new story ?
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So, if it's possible to add overlays like this on monsters, is it possible to remove the ugly highlight on all monsters since Atlantis or so ?
@soa, Something like this?(https://i.imgur.com/l3iTIu9.jpeg)(https://i.imgur.com/8NQXmU0.jpeg)
https://drive.google.com/file/d/1Rtur4ahkrB_NSqfanC5MKTMxn3v-Xnp2Is it doable to fix the broken shaders in the character's inventory (in Direct X 11, missing transparency and particle effects) ? Or is it an entirely new story ?
I don't quite understand what you're talking about. But even if I understood, I don’t think I could help.
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So, if it's possible to add overlays like this on monsters, is it possible to remove the ugly highlight on all monsters since Atlantis or so ?
@soa, Something like this?(https://i.imgur.com/l3iTIu9.jpeg)(https://i.imgur.com/8NQXmU0.jpeg)
https://drive.google.com/file/d/1Rtur4ahkrB_NSqfanC5MKTMxn3v-Xnp2Is it doable to fix the broken shaders in the character's inventory (in Direct X 11, missing transparency and particle effects) ? Or is it an entirely new story ?
I don't quite understand what you're talking about. But even if I understood, I don’t think I could help.
There are some unique weapons (for exemple Coven Nex) that are invisible in character painel (I) in directx 11 unlike in dx 9, because its using a wrong shadder in the mesh
Btw how you edited the select monster shadder ? its something that can be changed in custom map/bounce mod ? Or its need to modify a extra game file ?
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Btw how you edited the select monster shadder ? its something that can be changed in custom map/bounce mod ?
@sauruz, I've never touched anything related to shaders. If you are talking about monster highlight, then in the previous post I posted a link to download the modified TQ.exe (literally 1 byte was changed there).
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@HekTo Thanks ! It looks a lot better now.
For some reason there are still some issues with a few enemies like Storm Wisp (summoned by ghosts in EE Egypt for instance). But when the wisp is summoned by the player it works OK.
It's hard to know why but I guess it's a different kind of issue. It was already there before.
https://i.imgur.com/fvnLARl.png
About the character's inventory, I meant that when you look at the character's window in DirectX 11, there is no transparency (alpha layer) displayed. So it usually shows black. You can see that on many pieces of equipment, like armor or weapons/shields, also on the hair of the female character, and sometimes on skirts.
And particle effects just don't display at all there.
Maybe it's a shader issue (but I would say that it's the shader itself then, not the shader that has been selected for the equipment).
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@soa, Just now I realized that I did highlight tests with “character.SetPlayerInvisible true”, that is, the highlight in the screenshots above was for friendly mobs, lol. So that .exe is useless - the only thing it essentially does is set the highlight for friendly mobs as enemies. Sorry.
I checked the highlight of this monster wisp (r = 0.0;g=0.0;b=0.0;a=1.0) - this is a normal value (checked on a regular .exe). I already wanted to write that the issue is not highlight, but I decided to try setting a forced highlight for all mobs (r = 1.0;g=1.0;b=1.0;a=1.0) and yes, after that it looked fine, so it’s highlight .
I decided to ask, are you interested in the version of Soulvizier for the Android version of the game? I could try to port (I have experience, for example, I ported the Cataclysm mod). But I need the mod in the form it would look like to run through CustomMaps (and not by replacing the original files). As far as I remember, there is a version for CustomMaps, but essentially the entire database is embedded there - even those files that have not been changed. And for porting I only need the changed files.
I understand that the chance of this is very small (that you don’t have a version with only modified files, so as not to depend on updates), but it was worth trying to ask :) (on another forum (Android version only), in which I post modifications ported by me, the most a large number of requests specifically for Soulvizier).
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Actually it has an effect in the game, because now the "Dream Guide" pet (Phantasm you get at lvl 40) shows correctly.
Before, when you had the cursor over it (and it was often the case, because the pet is quite big), it was floating in an ugly light brown cloud.
The Storm Wisp is fixed as well when it's a player's pet.
If I understand correctly, fixing the enemies could be done as well. Without putting the player in invisible mode (put it in invincible mode instead), by putting the cursor over the enemy you should be able to see which part of the memory changes. If that's roughly how it works.
The highlight values in the .dbr files (noHighlightDefaultColorR/G/B/A) seem completely useless, as changing them has no effect. Or maybe it's too subtle or just useful in a particular case. So maybe you change that in the .exe as well ?
As for the mobile port, I'm not interested but feel free to try it. I guess that with a comparison tool you can detect which files are unchanged and delete them.
Maintaining two versions, one with all files (for Hard installation) and another with only changed files is way too much work, so that's why I have only one database version with all files.
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Actually it has an effect in the game, because now the "Dream Guide" pet (Phantasm you get at lvl 40) shows correctly.
Before, when you had the cursor over it (and it was often the case, because the pet is quite big), it was floating in an ugly light brown cloud.
The Storm Wisp is fixed as well when it's a player's pet.
Well then, if this is not useless, I forgot to write, it was TQ.exe from the Steam version of the game. Do not use if you have the GoG/Epic Games version.
To do this for other versions, in the hex editor find: 75 30 83 C8 01 A3 C8 52 67 00 C7 05 CC 52 67 and replace the first byte (75) with EB.
Upd. I checked the TQ.exe hash of the Steam and GoG versions and they are identical.
Upd2.If I understand correctly, fixing the enemies could be done as well.
@soa, I hope this is what you need - https://drive.google.com/file/d/1JSIjoNHEjUNk_A_U1JxFpBGNjxvrXPKv
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The highlight values in the .dbr files (noHighlightDefaultColorR/G/B/A) seem completely useless, as changing them has no effect.
@soa, In fact, this is true. From a code point of view, these values are read from the .dbr into the highlight color value when creating the mob, but any call to the highlight enable function will overwrite this value that was taken from the .dbr with the constant value from the .exeSo maybe you change that in the .exe as well ?
I did this, but not in the .exe, but in Engine.dll (change a few bytes there). But the dll most likely needs to be done separately for different versions (Steam/GoG/Epic). You must also understand that in this case ALL highlight will be taken from [dbr_file]->[Actor]->noHighlightDefaultColorR/G/B/A and you will need to change them in a huge number of files :D .https://youtu.be/wNmolROjENw
Upd.https://youtu.be/cYL3ukhShvA
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@HekTo Do you have the .dll that allows to fix an actor's dbr with noHighlight parameters ?
Your latest .exe seems to fix pets & enemies when you pass the cursor over them.
But there are still issues (black textures) when not having the cursor over the enemy
Like here on the left Spirit Siphon has a black effect, on the right when selected it doesn't. But then the enemy Storm Wisp (unselected) turns black.
https://i.imgur.com/f9Up7rB.png
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@HekTo Do you have the .dll that allows to fix an actor's dbr with noHighlight parameters ?
Sent you a PM (dll from the Steam version of the game). But in this case (using this dll), the previous .exes are most likely useless, since all the highlighting is now controlled from .dbrs.
Try setting all 4 parameters to 0 with this dll for those mobs that highlight black.
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I also forgot to send it in the last post, I’ll send it in this one, maybe you’ll be interested in knowing this information :)
(https://i.imgur.com/S6dyphw.jpg)
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Thanks ! I'll try it.
I'll see what it does by default, if no value is entered in the dbr.
I'm not sure what you're talking about in your last post, maybe it's the number of differences / same files between vanilla and SV dbrs ?
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I'm not sure what you're talking about in your last post, maybe it's the number of differences / same files between vanilla and SV dbrs ?
Yes, I already have a version with only the changed files.
Not Exist - available in SV and not in vanilla; Not Identical - exists in vanilla and was changed in SV; Identical - exists in vanilla and has not been changed.
Those. I have a version where there are only files from the “Not Exist” and “Not Identical” categories, as well as logs (.txt list of files, separately for each category).
I thought that if you do not have a version where there are only modified files, then you would be interested in knowing such statistics, so I posted a screenshot.