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Messages - WNG

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Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 17 June 2019, 03:50:57 »
I wouldn't be one to say 'No' to it, but there is just too many issues around it to become a thing. Plus, it would inevitably require overwriting something, which I'm not really liking in the first place.

Oddly enough, I always find myself having an hard time during the first encounter versus Alastor. Not sure if he's the one who needs the most buffs...

Other Modifications / Re: Modding description text
« on: 17 June 2019, 03:42:38 »
Without using a bounce mod would mean editing the game text archives themselves. Using ARCExplorer, extract the needed files (you should be able to tell by their names), edit them and put them back inside in a new archive with the same name and the same location.

Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 16 June 2019, 12:22:33 »
Among other issues I see here, that would require overwriting something else, which i guess can make sense if you want your mod to solely revolve around 2-handed weapons.

Art Manager / Re: [Tutorial] Add a new weapon to the game!
« on: 16 June 2019, 02:27:51 »
That is hardcoded, unfortunately. I guess you had two-handed weapons in mind? Trust me, if it was possible, it would've been done long ago.

New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 13 June 2019, 14:37:01 »
Been quite a while already. I suppose I should let you know what's happening.

The number of new items is growing bigger. We aim at offering the most variety possible, and I think we are good at it ^^

About the masteries, the last two masteries are close from being finished, and the other eight will also have their reworks completed. After a step of final verification, the changes will be made and published here (updating the showcase posts) and after this we will begin the beta-testing.

I expect all of this to take at MOST one month.

Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 11 June 2019, 21:11:24 »
I don't mean to agree with anyone, but I don't see where the forum rules are violated.

What stat increases do monsters get in Epic and Legendary, especially regarding health? The old GlobalProperties aren't used anymore apparently, and while I was able to track it down to the monstergamebalanceattributes.dbr, there are 18 levels with no way to tell what is applied when.
The values are related to the difficulty and number of players. The first six, for example, are for a Normal player, with 1-2-3-4-5-6 players. The same logic follows for Epic and Legendary.

My second question is: is there any way to have a player skill use different values for each difficulty, e.g. 100 in normal, 250 in epic and 500 in legendary?
Not really, you can only set a value according to the skill level.

Take for example Sprig, the Anteok MI. It grants the same skill at a different level depending on the difficulty. I don't think there's a way to do the same thing outside of this scenario.

Other Modifications / Re: Modding description text
« on: 04 June 2019, 12:02:01 »
You would need to extract the text files from the game using ARCExplorer and adjust the needed tags in your ModStrings.

Art Manager / Re: Adding Custom Music and Ambient Sound tracks
« on: 04 June 2019, 04:22:17 »
That would be an entirely different story. You would need to go inside an item .dbr and modify the sound effect in Item Parameters -> dropSound3D.

Since many items have different sounds and you want to give each a sound depending on rarity, you would most likely need to do it manually.

If I recall correctly, it happens when you import too many in the same session. Try closing and relaunching.

lol i tried lightning dash again, see if i could get away with low DA.. nope.. as expected, the 80% chance to dodge only works when you are dashing.. when you are at melee range already, the 80% dodge does not work.. so in a pack of say 10 monsters (which is common in xmax), you hit 1 and the other 9 get their free hits on you.. incredibly useless in legendary

How's that a surprise? The movement speed from Take Down for example only works for while you're dashing. Chances to dodge are no exception.

I see your point, and could understand why it's a bit clunky, but I guess it gives another the wisp another purpose other than a buffer. It's situational, doesn't fit every build. I don't think the skill itself bad, but its placement is. It could've swapped with Eye of the Storm IMO, even though devs can't do such things without messing everyone's characters.

If I'm not mistaken, if you use a Mastery Shrine and summon a pet while under its effect, the pet will be of higher level, but it won't lower down when the effect wears off.

The mod just achive 340 new Textures ( only in greece)

And its not only paint in new colour.... alot of new things were added to monsters ( from symbols, changes in meshes, and so on)

More will come , since im re visiting the whole act :)

Impressive, that tells you have made a lot of additions. My only worry is the size of your mod, how big is it so far? I feel like a mod with 1k texture files will be quite heavy.

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