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Messages - Bumbleguppy

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1
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 17 April 2021, 21:33:14 »
Changed the skill modifier for Runemaster's Runic Mines to a projectile modifier that creates fragments. The damage modifiers are the same with the frostburn and freeze.




I did the same with Rogue's Caltrops skill, which I renamed to "Tribolos" when I learned that Ancient Greece HAD caltrops and that's what they called 'em. Cool.

Rogue's skill tree is full now lol, that's AFTER I implemented the expanded skill tree template that soa and nargil66 gave me :D

2
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 17 April 2021, 15:19:07 »
Thank you rakshir. It probably is imbalanced, but my mods never are balanced. It IS really fun though...zap zap zap lol

It's comments like those that remind me that if it wasn't for this forum, I probably wouldn't even play this game. But it keeps my love alive.

Yeah @soa, I was thinking about how easy it is to cheat with mods in this game.

I dropped a nude skin in my install directory years ago so I don't have to include it in my mod to use it. Its pretty easy to do as far as mods to a game.

I just don't care. I mean, I could just use the console commands.

For those not familiar with them: Type the ~ character in game, then type game.incrementLevel then hit enter. If you want to repeat the last command, use the up arrow to scroll to it and hit enter again. Instant levels. Also works with game.incrementSkill. I do this all the time to quickly get skill points to test new skills. Hit the ~ key again to go back to playing.

One thing that hasn't change in my 40 years of gaming is the greed for money. I remember jumping up from games of "Donkey Kong" at the local pizza restaurant yelling "That barrel never touched me! What a rip-off!" then plunking another coin in lol

3
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 17 April 2021, 02:32:29 »
Oh, I don't really know I suppose. It would still be just crazy grinding. I would never do it.

But the game files are set up to go to lvl 100 for the mod, it's a pretty simple setting once you know where it is.

If you're using records/creature/pc/playerlevels.dbr then it's broken since Ragnarok or so.
It seems they have hardcoded a cap at level 85.
https://titanquestfans.net/index.php?topic=1333.msg15324#msg15324

Oh, that was why they posted that.

Huh. Well, there ya go...guess the max level is capped at 85.

Man, you gotta wonder why the devs do that. It was only in mods that it was even an issue.

At least with the original version there were ways around things like the locked files like monstergamebalanceattributes.dbr, you could just add a file to every monster, it was tedious but at least it could be done at all.

4
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 16 April 2021, 19:53:08 »
Figured out a way to get my new level 1 skill for Storm to spring from the hand instead of the ground, used the AttackSpellChaos template and just increased the headVelocity and tailVelocity parameters to make it quicker than Lich King's basic attack that uses the same template. Also just repurposed chain lightning's texture.

The skill does 1/3 the damage of lightning bolt but costs the same energy. No cooldown, though so it's a wash.

Behold!


5
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 16 April 2021, 15:36:26 »
Oh, I don't really know I suppose. It would still be just crazy grinding. I would never do it.

But the game files are set up to go to lvl 100 for the mod, it's a pretty simple setting once you know where it is.

6
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 16 April 2021, 04:58:27 »
Made my first new artifact for this mod today: the files...all the files AHHHHH!

Changed the XP equation so that low levels get -10%xp and at level 50 (like early epic) it's normal and at level 99 it's 125% of normal, so that will help get to 100 (max in this mod). All masteries have 100 levels so you can dump extra points there. Boy, that equation work really overheated my old brain...found an algebra equation calculator online to help.


Removed the spiders from Rogue and added Shadowlurkers:

7
Quest Modding / Re: Quest Editor - wrong tokens.bin path
« on: 15 April 2021, 16:46:26 »
The path for the Quest Editor tokens.bin is stored in the Documents\My Games\Titan Quest - Immortal Throne\QuestEditor.ini file. You can open it with Notepad and make your changes there to a new path and save.

I wonder if you could also copy the old tokens.bin and paste it to the new directory. Just back up the blank before replacing in case it doesn't work.

8
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 14 April 2021, 21:04:13 »
Something I've wanted to do for several years was a Caltrops skill for Rogue. However, finding a mesh without making one from scratch really daunted me and kept me from a satisfying result, But I remembered the little gold pyramid that the Greek Telkine throws to summon those Limos so I decided to use that.

I created a Caltrops skill that does pierce, bleeding and slow run speed damage. Using the projectile mine template I was able to get them to sit in wait for a monster to tread on them. No cooldown so they're eminently spammable, but a pretty high energy cost for the Rogue mastery lol

Behold!


9
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 14 April 2021, 20:33:15 »
It is in the xpack2/creatures/automatoi assets and not used in game. The animation needed a callback point to do anything, as is it's just an emote. So I added a callback point and some sound callbacks.

10
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 14 April 2021, 05:26:08 »
What I was working on last couple days. New enemies for Atlantis proper. A lot of that time was creating a 4 piece MI set for one of them...my god, it's the most time consuming task next to map creation...so many files to create. ANd meshes for female players, and textures and bitmaps.

Also, moved the Artifact collector and the Exterminator quest givers to the lower Atlantis teleport shrine. Most times I miss the Exterminator quest giver completely lol, oh well. Now I can just 'port to them and move on. I hate backtracking, it's so frustrating and busts up my rhythm.

If you look closely, you can see how I added death animations and dissolve conditions, it's really helping the framerate for me.


11
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 12 April 2021, 06:42:17 »
I've actually made some significant progress in mitigating the framerate struggling in Atlantis.

There's been lots of good theories, but the one thing I've observed is that the game really lags when you have a lot of corpses flying through the air.

So I set the doLateCrumple and death animations for every monster I could. Some I couldn't as I am not making any animations and couldn't if my life depended on it lol, like Cockatrices; their mesh just doesn't hook to any other death animation in the base game monsters or any DLC monsters. Trust me, I spent several hours trying every single one. There's not many death animations in any of the DLC, I think the devs were pretty happy with the ragdoll physics so they stopped making them except in special circumstances like bosses.  So I used boarman and maenad death animations alot.

I have a feeling, just an intuition, that the new map pathing for controllers is the culprit. Now, you may think "Hey, BG. That map repathing crushed your work on your mod and shattered your creative motivation for years. Don't you think maybe you have a bias?" Well, yes. But it makes some sense: it's the one major game mechanic that has changed since the release of the base game itself. And it stands to reason that the pathing of the map mesh is critical to determine the 3D coordinates to plot the creature mesh in ragdoll.

Doesn't matter, since nothing can be done, but that's my opinion.

It worked a treat. Merfolk used the Gorgon death animation, but their corspes end up floating off the ground, but i can live with that. But the important thing is that my game runs so much smoother now that all the monsters have specific death animations.

12
Legion of Champions AE / Re: LoC Ragnarok / Atlantis development
« on: 12 April 2021, 01:23:49 »
Added a new inherent skill like the Taunt skill: Flex!


Interesting game mechanic I experimented with and used for this:
Spoiler for Hiden:
Added this skill to each of the (expanded, thank you soa and nargil66) player skill trees like the skill Taunt. Set at level 1 instead of 0 like regular tree skills.

What I wanted to do was have this as a cosmetic fun skill at first, but then make it an ACTUAL useful buff witha  quest.

Didn't know if it would work, but you can ADD POINTS TO A SKILL IN THE PLAYER SKILL TREE WITH A QUEST.

So it's the same skill, but later a quest adds points to the skill so the recharge, duration and stats in the skill file (which all start at zero) are pumped up to where there are non-zero values. Also, the effect has a dummy empty effect in the level 1 slot and then a real effect in the second level slot. SO it's the same skill, but by adding points it boosts all the relevant values up to non-zero values and it's now a working buff!

I add 20 points to the skill so that there's no practical issue with a player's +1 or more to all skills buffs. So each skill value I use has 20 levels of zero values, then positive values.

Also, I examined some dialog mp3s and they are forced 128 bit which I didn't do before. I suspect leaving my audio program to default save values for the bitrate is why some of my mp3s crashed the game before as a new one I used when doing this worked today.

13
New Projects / Re: A Few Bug Fixes And Some More
« on: 08 April 2021, 18:05:18 »
Yep, definitely copying and pasting those loot tables directly into my mod. That's some down right soulcrushing drudgery and I was not going to do it lol :D

14
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 05 April 2021, 19:59:46 »
Ah, that's the difference between "responsible editing" and "obsessive perfectionism". Good attitude, and it shows in your excellent work. Keep up the spirit!  :))

15
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 04 April 2021, 02:04:09 »
i couldnt stop thinking how the 1st content i made was not at same lv as the recent im adding, i even wasnt happy at all. So im updating most of the features.

Careful, it's so tempting to get stuck in a loop like an undertow at sea! It's like getting mad at a child to act adult lol

Those undead centaurs are top notch quality, good job

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