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Messages - endersblade

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Modifications / Re: Attempting to add Dual Wield to an ability
« on: 20 January 2022, 02:47:52 »
Yep, I copied the file and stuck it in the \skills folder.  I stripped out all the other bonuses.  I set skillchance to 100.  Works just like I wanted.

2
Modifications / Re: Grant skill Dual Wield to Rogue
« on: 20 January 2022, 02:45:18 »
I actually have an itemSkillLevel assigned as well and it's still not working. Like @nargil66 said, it looks like it's simply not possible.

The only other way I can think of is to try to duplicate the skill itself and add it to the Rogue skill tree...

Here's what I did for my mod.  All I wanted was the ability to enable dual wield, and set it to 100% chance, for every character, so make edits where needed.

Copied the dualweapontraining.dbr file from Warfare, pasted it in the \Skills base folder.
Edited Defaultskills.dbr to point to this new file, so all classes get it by default.
Edited my dualweapontraining.dbr to remove the +Phys damage, and set skillchance to 100.

Ingame, all of my characters can now dual wield right from level one.  I believe you can just point Stealthtree.dbr to the dualweapontraining.dbr file and it would work just for the Rogue, but I'm not sure. Granted, if you're wanting to leave the skill vanilla, yes, you'd have to put it in the skill tree so you can level it.

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Modifications / Re: 100% Both Prefix/Suffix?
« on: 20 January 2022, 02:36:38 »
you can put the patched database into your mod, then just build it again.

That doesn't answer my question in any way, shape or form.

I already said I am using the new files.  Once again, I would have to edit all of them to change the bothprefexandsuffix line in every file.  Thousands of them, all with different numbers.  I want to find an easier way to do that.

4
Modifications / 100% Both Prefix/Suffix?
« on: 18 January 2022, 02:42:42 »
I painstakingly went through every file (Notepad++ mass search and replace FTW) setting BothPrefixandSuffix (or whatever the stat is called) to 10000, in hopes that everything will drop with both.  It more or less worked...maybe 1 out of every 30 or so items drop with just a prefix or suffix, everything else drops with both.  Even using the mass replace, it took me almost an hour to edit everything.

Now that the game has patched, I want to rebuild my mod using the new files.  However, I REALLY don't want to have to go through that again.  So, is there an easier way to guarantee items drop with both a prefix and suffix other than mass-editing each and every item's file? 

5
Modifications / Removing the randomness
« on: 01 January 2022, 21:50:54 »
How tedious/difficult is it to remove the randomness to stats on items, as far as the ranges the roll?  I.e. an item can spawn with, say, 5-10 Intelligence.  What needs to be done so everything spawns with max rolls?  I did a mod like this for D2R, just wondering if it's possible in this game.  I've upped the difficulty in my mod in such a way that every little bit will help keep me alive lol.

6
Just started using this.  As a collectionist, I LOVE IT!

However, I'm curious - do I have to actually save my character holding each item in order for it to register?  Or does it count if I pick it up and vendor it then save?  Also, does it matter if it's picked up?  As in, what if I move the items into my inventory from TQVault, go in-game, and then save?  I ask because I have picked up a LOT of stuff in my playthrough, but I noticed that barely 25% of it actually shows in TQC.  I wanted to know what the requirements were for items to actually show up in TQC.

I've also had it where it registered that I picked something up, I then vendored the item, and later when I refreshed the app, it disappeared from the list...

7
Modifications / Re: Bug with increasing spawns
« on: 01 January 2022, 04:01:24 »
i think its a know issue, even with xmax the sphinix pharaoh statues are missing or dont trigger (some) and you cant complete the quest.

One solution  solution is playing in vanila during that boss fight.

Thanks for the info.  Glad to know it wasn't something I accidentally broke with a mod lol.  I'll just keep two versions of my mod on hand for new characters - one with increased spawns on, and the other with it off just for that fight.

8
Modifications / Bug with increasing spawns
« on: 01 January 2022, 01:52:23 »
I ran into an issue with increasing spawns.  I increased spawns to 300.00000, from the default 100.00000, and had no issues until I ran into the statue boss fight under the sphinx in act 2.  I couldn't complete the fight.  Multiple statues would stand up, I would kill them, but I think the issue was that several statues were still sitting in their seats, which prevented something from triggering...no matter how long I waited, they never stood up.  I tried reloading my save several times, and ran into the same issue each time.

I set the mod back to 100.00000, reloaded my game, and was able to clear the fight just fine.  Anyone know what caused this, and if there's another way to fix it other than having to rebuild my mod every time I run through that fight?

9
Modifications / Re: Adding Burn damage to an ability
« on: 31 December 2021, 02:43:38 »
Never mind, I figured it out!  Since I copy/pasted the lines from Fire Nova to RoF, RoF had double lines.  So I deleted the old lines (that were both 0.00000), and now it's kicked in!

10
Modifications / Adding Burn damage to an ability
« on: 30 December 2021, 02:34:03 »
Is it possible to add Burn damage to something?  Specifically, I'm trying to make Ring of Flame apply burn damage on hit, similar to how Fire Nova does.  I copied the offensiveslowfiremin and offensiveslowfireduration lines straight from fire nova and pasted them into RoF, but the skill neither shows it nor applies it ingame.  My objective is to drastically reduce the set damage RoF does, expand its range, and make it apply burn damage.  So basically everything cooks around you lol.

11
Modifications / Re: Multiplayer XP range, ability tick rate
« on: 30 December 2021, 02:29:13 »
game/gamerules.dbr

you find the formula:

amountOfExperience / (1+ ((numberOfPartyMembers - 1) / 10))

But I have not tested it.
Tick rate, I don't know.

I'm talking about the physical range between multiplayer characters, not how much exp they gain.  If you run away too far from your party, you won't gain the exp from anything they kill.  I want to increase that range.

12
Modifications / Re: Attempting to add Dual Wield to an ability
« on: 30 December 2021, 02:27:52 »
It is the DW only setting which enables it, so you need a skill like that.
What you can do is give such a passive skill (which ptherwise does nothing) to all chars by just entering it in any player-linked skill tree .dbr at level 1.

I think thats the best option, you can copy the passive that allows dw on warfare and put on xpak/creatures/pc-male and female skill page

I don't understand what you're saying.  Copy the dualwieldonly=1 line and paste it into femalepc01/malepc01?

Edit:  I found Defaultskills.dbr, added:
skillName3,Records\Skills\Warfare\dualweapontraining.dbr,

Started a new char, and the first 1-handed weapon I picked up went into the offhand :-)  Seems like it's working!

13
Modifications / Multiplayer XP range, ability tick rate
« on: 28 December 2021, 02:10:57 »
Hey folks,

Next things I want to figure out.  Where can you change the range at which experience is shared in multiplayer?  It's set obnoxiously short by default.  I've looked through the gameengine file but haven't really found anything relevant.

Secondly, how do you change the tick rate of spells, such as how often Plague transmits to other enemies, or the AoE damage of Ring of Flame?

14
Modifications / Re: Attempting to add Dual Wield to an ability
« on: 28 December 2021, 02:08:02 »
I ended up just tagging DualWieldOnly to Ensnare, since I don't use that ability at all.  So basically I put one point into it and I can either play with a bow, or dual throwing weapons and everything else in the tree works.

The ShadowChampions mod gives the dual wield ability to everything by default, without disabling abilities and such.  I wish I could figure out how that works.

15
Modifications / Attempting to add Dual Wield to an ability
« on: 26 December 2021, 06:23:45 »
Hey folks, not sure how dead this forum is, but I had a modding question.

I am attempting to add the dual wield ability to the Hunter mastery, so they can dual wield throwing weapons. However, I can't figure out how to add it to a skill without it preventing the skill from working with, i.e, bows. I tried adding it to marksmanship, the ability is unusable if the character is holding a bow. I tried adding it to volley, volley never triggers when the character is holding a bow. I tried adding it to Art of the Hunt, but while holding a bow, you can't activate the skill.

The way I've been trying is by setting Dualwieldonly to 1 in the .dbr file of the skill. I'm not skilled enough to create an entirely new skill. I tried checking out both Dual Wield and Reckless Offense (in Warfare and Runemaster, respectively) to see what could trigger it other than dualwieldonly, but I don't see anything.

Sure, I could just go Hunter/Warfare, but I feel stupid taking an entire mastery just for one ability. I typically roll a Ranger, which is Hunter/Nature.

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