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Messages - Bumbleguppy

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Technical Support / Re: PS Editor (Effects Editor)
« on: 18 February 2019, 21:40:47 »
Do you mean create an effects folder in the game's install directory?

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 18 February 2019, 21:39:08 »
Yeah, they do. I have a Ranger in epic that's how I know.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 17 February 2019, 22:21:52 »
There is a slot in the item configuration named "itemCost" (natch), this is another external file that has computations for gold value, level requirements, strength requirements etc. based on which item (weapon, armor) etc.

If the file in the "itemCost" slot doesn't exist OR if the itemCost file doesn't have values for rings, then the the whole thing goes to blazes and just gives up and says "okay, you just can't buy it, I give up". You don't need to add an itemCost file to the slot, you can manually add the values for level requirement, strength etc. in the item file if you want.

In this particular instance, the file I added to the "itemCost" was the normal, epic and legendary item_cost_mage files. I mistakenly assumed the item cost mage files had value computations for rings, but it doesn't.

I just changed the itemCost files to the item_cost_unique_primary files which do have existing computations for rings.

EDIT: The item skill file path was broken and I fixed that too.

Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 16 February 2019, 22:34:30 »
Yes, I agree.

However, I think after a little experimentation modders will eventually see that some skill templates simply don't proc ever.

Skill_AttackProjectileBurst.dbr skills never proc with item skills. Ever.

Skill_AttackProjectileRing.dbr template skills do so that's what I have been using to replace some item skills,  just reduce the projectile rotation to 30  or so.

Would be useful to aggregate a list of skill templates that resist item skill AI proccing.


- ALL (you can check : all) the MI, epic and legendary Ragnarök shields deal  burn damage ! Wtf ? Is it a bug or a feature ? (Don't forget that damage on shield is effective only with Defense shield attacks : do all Defense char necessarily need to deal burn damage, scaling with Int, by all means ?).

Can verify :

Technical Support / Re: PS Editor (Effects Editor)
« on: 16 February 2019, 01:36:41 »
I hope ssomeone can answer this as far as viewing the texture IN pseditor.

It's been no problem to type the path to a custom effect's texture by hand in the "select texture" file picker in the pseditor, I have done that on a couple effects and it works in game. But seeing it in the pseditor as I work? No idea.

My custom texture is in my mods Source/Asset directories.


Hmm...what if...
you created a new directory in C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition\Resources\ as "Effects" and dropped the .tex in there?

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 09 February 2019, 23:22:55 »
I can't speak for nargil66, but when I think that I'M the biggest modder just makes me sad. My God, I'm a 55 year old hobbyist for crying out loud. I will never make a mod that isn't pet specific, ever....I am aware how narrow my focus is.


Ideas and Suggestions / Re: Version 2 Development LOC
« on: 09 February 2019, 21:42:20 »
Yeah, I probably will but only because it's my favorite hobby tho :)

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 08 February 2019, 00:54:16 »
Maybe they just made new game with new map, so you might have to work on your mod there after version 2 is finished :)

That would be awesome tho

Yeah, suddenly I am hesitant to put a lot of energy in this mod

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 07 February 2019, 19:39:25 »
I'm okay with content changes, I can just re-decompile the game map and add the relevant map levels individually. Not easy, but doable.

What is intimidating are things like:
changes to the formulas that determine damage/defense. That would mean reworking all the pet/plaer damage output.
quest changes. Mostly because how do I know? I have to spend days comparing the files one by one. THe changelog will probably help.
subtle monster controller changes.

Well, anything subtle as that means reviewing each game database file individually.

I wonder if there's a file difference utility that people like me can actually learn to use? Then I can just do a scan on the existing database files versus the new database files. Have to look into that.

EDIT: Oh, Winmerge is still going strong, I downloaded the latest stable version.

I was just daydreaming, what if Shieldmaiden was like Wolves? Like you could summon 2 and then 3 at uber?

Adding addtional summons is easy, what's going to be hard is rebalancing the damage and defense. Yeesh.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 07 February 2019, 16:17:28 »

Looks like there is a new patch on its way.

Wonder how much I will have to change to get my mod to work after this?

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 05 February 2019, 03:27:27 »
ShowStatusWidgetWhenPet = 1

I dunno, man

EDIT: Started new rogue, no issues... <shrug>

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 05 February 2019, 00:01:50 »
I'm tempted to put a hero/boss in the Cyclops pool just for epic and legendary though.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 04 February 2019, 19:31:19 »
Ugh. Fine.  ::)

I took ALL the loot magical affix tables and duplicated them into two new directoryies. I then used a text search and replace to equalize all the affixes to have the weight of 10. All prefixes and suffixes in those new directories have the same chance of spawning on an item now. 9,900+ entries.
You can see how if I didn't have a seach and replace tool I would never have attempted this. Imagine changing all those 9,900+ entries by hadn one by one.

Luckily, the delphi quest merchant has his own loot table directory. I can't see why, it points to the same tables as all the other merchants using a different table. ? Anyway, I used a search and replace tool to change the file path to the affixes to the new prefix and suffix directories.

So the delphi quest merchant now spawns NO white items and ALL suffixes and prefixes have equal weight.

That's all I 'm going to do.

Well, maybe a little more.

I moved the blacksmithand his house back and expanded the map area up into the hills behind the original position.

In a clearing before the blacksmith's house is a guaranteed spawn of the hardest Cyclops for that area.

And an additional spawn of the toughest Centaur pool as well.

Okay, just one more thing.

I added all normal unique items with 1/8 chance to spawn in the inventory for the epic version of the Blacksmith, same but with all epic unique items for the legendary blacksmith.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 03 February 2019, 01:18:51 »
Uber Easter Egg creatures are of the "Common" classification. That easter egg monster was worth 1000xp.

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