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Messages - soa

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1
Soulvizier AERA / Re: Soulvizier AERA - General discussion
« on: 01 February 2026, 14:17:47 »
Yes, I just don't update the topic as frequently.
I don't remember any change between TQIT and AE for Phantom Strike.

In the old Soulvizier though, the player's Movement Speed was reduced a lot and it's regeneration increased while moving invisible. I believe the aim was to allow significant heal between attacks.
But I've removed that in new SV a long time ago.

As for the Occult pet he had a Shadow Strike skill (which was a charge skill, not turning invisible), but I've removed it in the 1.15 patch.
I think putting him into melee range made him too fragile overall.
Maybe the pet had Phantom Strike in one of the old Soulvizier patches, I don't recall.

2
Здравствуйте. Скажите, могу ли я установить данный мод на игру без дополнений Ragnarok и Atlantis и начать играть? Собираюсь приобрести игру в Steam, пока только  Titan Quest Anniversary Edition, позже докуплю все дополнения. Есть пиратская версия игры со всеми дополнениями и установленным Soulvizier, но я хочу купить игру, с пиратской версией есть некоторые проблемы с производительностью.

Hello. Tell me, can I install this mod on a game without the Ragnarok and Atlantis add-ons and start playing? I'm going to purchase the game on Steam, so far only the Titan Quest Anniversary Edition, later I'll buy all the add-ons. There is a pirated version of the game with all the add-ons and Soulvizier installed, but I want to buy the game, there are some performance issues with the pirated version.

DLCs are required to play the mod (Ragnarok, Atlantis, also Eternal Embers), otherwise there will be bugs.

3
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 18 March 2025, 20:30:38 »
Is there any chance this mod gets released one day ? Even if it is a partial version ?

4
Very few people post here, while a lot more used to post on Steam, and 90% of messages there were spam, hateful or didn't make any sense. So it's a lot better closed.
Most people are on Discord, there's a more up to date FAQ section there, and other people may answer as well.

There was a stash bug in the early days of the mod that affected only the "hard installation", not the Steam one, and the instructions on this forum FAQ aimed at fixing it.

Since then a new bug appeared for all versions, because the official devs introduced new bugs/changes in their engine.
Whatever you do, some parts of the transfer stash and relic vault are unusable (on the lower right of the panel).
Fixing that would mean reducing the size of the personal stash as well, but it's not possible for a modder to fix only the shared stashes.

The FAQ here is not up to date. I don't want to update twice the FAQ so I'd rather remove it here.

5
Hi,

First, thanks for all your work in the best TQ mod imho.

I notice a bug in the fracture addon skill for the Core Dweller. The skill is used from times to times but doesn't appear to do any damage at all to the enemies. I even add a 10x multiplier to the phys, fire and fire DOT dmg from Art Manager but still no damage done. I've noticed that the drxstonehandbuff.dbr skill uses "skillbuff_debuftrap" as its template. Not sure if that could explain the bug.

edit : copied drxstonehandbuff.dbr to drxstonehand.dbr. In the latter, I changed the template name and actor name to "Skill_AttackProjectileAreaEffect". The Fracture skill now does damage enemies.
Thanks for reporting bugs.
It seems weird that no one saw that in 15 years. I haven't had time to look into it.
Maybe the fix works, I'l test it.

I made a few personal modifications to the Soulvizier mod to suit my tastes. In one of them (where I set soul drop chances to 25% instead of 8%), I noticed something strange in the "um_wolverine_ulfgan_50.dbr" monster record. This creature has its soul equipped to "lootFinger2Item2" instead of "lootFinger2Item1" as it is for the other 1228 monster that have a soul.
Besides, the chanceToEquipFinger2Item2 is set to 0. Unless mistaken, the ulfgan creature has then no chance to equip (and drop) its soul. I set its 3 difficulty related souls to lootFinger2Item1 instead.
Yes, it's a bug, changing it to lootFinger2Item1 works.

6
When you buy the powder, the gem is consumed and you are granted access to the Upgrader (NPC with a purple hammer).
It works like the dvergr in the act 5 quest. You just have to talk to the Upgrader, put an item in the window and click Upgrade.

However, like written on the Powder description, you must speak to the Upgrader in the same session as the one in which the gem was consumed.
Otherwise the access is lost and a new gem has to be crafted/consumed to get access again to the upgrader.

You can check this video here showing the consumption of the gem and the actual upgrade https://youtu.be/xTW8Q-NEbqU?t=101
Possibly you need to click twice on the Upgrader, the first time a dialog box appears, the second time the Upgrade window shows.

7
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 07 January 2025, 20:06:43 »
Honestly I don't know about the skills of the translators, I'm not really asking for references, and I'm not able to say if their work is good or not.
It's mainly based on volunteering.

The last patch that was translated in German is 1.11, more than two years ago.
Currently no one is actively translating the mod, so I could use your help.

I can put up a file on the Discord server :
https://discord.com/channels/664901959186382898/712804232574795847
It comes as an Excel sheet, I put cells in yellow to track changes (if the English text has been modified).
Indeed, there may be some parts that are supposed to be finished but sound rather weird. You should put those cells in yellow as well.

8
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 06 January 2025, 12:41:45 »
Hello soa,

I almost figured that you had removed it, but I hadn't found anything about it and thought I'd just ask. Thank you very much for your answer.

You can find the changelog on the SV Discord server /changelogs
The change was actually in the patch 1.10 changelog (14/05/2022) that is attached.
I haven't mentioned it in the mod features because the list is already quite long.

9
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 06 January 2025, 12:29:07 »

Hero's Nephele (sv_ew\creature\monster\oceanid\hero_nephele_17.dbr) skill level (skillName4,sv_ew\creature\monster\oceanid\skills\oceanid_arrowhail.dbr,) too powerful for Greece - almost oneshot for hero 15 lvl with more ~2500 hit points equipped with Ino's armor. Set it to skillLevel4, 3;6;9, (there was skillLevel4, 7;8;9,) for myself.

OK, I'll look into it for the next patch.

10
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 06 January 2025, 12:11:10 »
Hello, tombstones have been removed several versions ago, to avoid exploits. The player loses less experience on death but can't reclaim the tombstone.

Sadly the dumb engine still shows them on the map when playing in Custom Quest version (via Steam Workshop or manual installation). I don't know any way to fix it.
This issue doesn't appear with the Hard installation.
Whatever your installation, the tombstone is correctly removed on the ground.

So just ignore the image on the map if you play with Steam Workshop.

11
Updated to 1.13c with small bug fixes and minor additions

Hi, cool mod so far. I watched a short gameplay where the player could go through a portal shortly after the helos exit into a room full of deities and buy skins. Is there something like that in the current version, 1.13?

That place has been deleted in the current version, but the skins have been updated and expanded.
They are sold by new special NPCs (dyers) in towns : golden icons for both male/female and pink icon for female only dyes.
General merchants in small villages also sell some dyes, with a reduced selection.

12
I released today patch 1.13 - Ragnarok update:
- added 33 heroes
- added 33 souls
- added new champions, reworked several monsters in the North
- usual rebalance & bugfixing pass

13
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 04 June 2024, 20:08:09 »
Thank you, it'll be fixed in the next patch.

14
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 11 April 2024, 00:04:05 »
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 ?

15
Texture & Skin Modding / Re: 2-handed weapons posibilities
« on: 10 April 2024, 23:18:49 »
@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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