Author Topic: [MOD] Enhanced Gameplay 2 (EE)  (Read 1405957 times)

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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #600 on: 21 February 2022, 02:00:40 »
Thank you for the kind words :) I dont play much these days, so people like you are one of my main motivations to keep going... i hope you will enjoy EE and this mod very soon :)

Latest progress - forget the last Naiad concept, it was too ordinary, and the leaf armor too close to vanilla. I removed the upper part of it and reshaped it in Blender so it doesn't clip with the body, also added a new hair that looks more unique. Here is the updated water lady:

Edit - i think she became a cutie  ^-^
« Last Edit: 21 February 2022, 02:19:49 by nargil66 »

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #601 on: 21 February 2022, 10:28:55 »
Quick and dirty Potamos as playing character (male counterpart of the Naiad, same illusion):

Now remains to add stats/tags to the illusion + perhaps a special skill with water theme.
I Greek mythology the Potamoi (plural form) are river gods, but they actually look more like tritons. Here is a greek vase showing Herakles fighting the river god Achelous:
https://www.theoi.com/image/O20.4Akheloios.jpg
« Last Edit: 21 February 2022, 10:32:59 by nargil66 »

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Offline sauruz

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #602 on: 21 February 2022, 11:55:31 »
few notes (bugs from base game)

-zombies(in this case revenants) that are using dual weapons cant use their buffs/skills duo of the fact their are missing their animations of dual weild parameter.

-the jackalman mage from the khufu quest use storm form on you, instead of himself ( i dont remenber on top of my head the details to fix it, but if you look at the greek bandit mages from ragnarok that cast stoneform, you can copy their process)

-what exacly is the skill from beastcaller prefix, from staffs-rings , the skill discription looks like the pet comand that players have at lv 1
« Last Edit: 21 February 2022, 11:57:36 by sauruz »
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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #603 on: 21 February 2022, 18:47:45 »
few notes (bugs from base game)

-zombies(in this case revenants) that are using dual weapons cant use their buffs/skills duo of the fact their are missing their animations of dual weild parameter.

-the jackalman mage from the khufu quest use storm form on you, instead of himself ( i dont remenber on top of my head the details to fix it, but if you look at the greek bandit mages from ragnarok that cast stoneform, you can copy their process)

-what exacly is the skill from beastcaller prefix, from staffs-rings , the skill discription looks like the pet comand that players have at lv 1

Greatly appreciated, ill fix these bugs for the next update.

The skill on pet rings is the same as the default All Pet Attack, only activated on hit. My idea was to help petmancers - using a slot for a skill that just redirect pets is a pure waste IMHO. Now they wont have to, as the pets will often auto-attack the same target as the player.

Today's progress - Naiad/Potamos illusion is almost ready:
Spoiler for Hiden:
Remains to fix the bugs mentioned by Sauruz and give Peagea (quest Naiad nymph) the look she always deserved :)

Edit - i got a bit carried away with Pegaea colors/texture... especially the face. But i think the result was worth it:

Just ignore the fact Meshview shows part of the hair transparent, here is how it looks in game:

What a difference a few years can make... when i think that i started from this old grandma "nymph" :D:
Spoiler for Hiden:
New update shouldnt take too long to upload.
« Last Edit: 22 February 2022, 03:22:30 by nargil66 »

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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #604 on: 22 February 2022, 10:49:08 »
Nightly Version #3 (Naiad Update)

Changelog:

- fixed wrong skill parameters of the Jackalman quest mage on Khufu quest
- fixed Dual-wielding zombies not being able to use buff skills
- fixed 2 Greek bandit heros not having Humankind race
- Fixed Stonebinder's Cuffs not showing affixes
- Added a new illusion - Naiad/Potamos, sold by Artemis, along with dyes for it
- Updated visuals of Pegaea (Naiad NPC on the Poisoned Spring quest)

Download link is the same (see the opening post)

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Offline sauruz

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #605 on: 22 February 2022, 11:59:06 »
Suggestion : what do you think change the colour of the charms and relics ? Since bone piles - chests and cooper have now the same  colour on their identification , relics and charms could be more visualy more unique on their title colour , i think.

Edit 1:Zombies from Act4 (the mages) are named as zombies and not revenants , its intended ?

Edit 2 : I belive it have wrong text colours


« Last Edit: 22 February 2022, 14:59:00 by sauruz »
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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #606 on: 22 February 2022, 16:08:24 »
Suggestion : what do you think change the colour of the charms and relics ? Since bone piles - chests and cooper have now the same  colour on their identification , relics and charms could be more visualy more unique on their title colour , i think.

Edit 1:Zombies from Act4 (the mages) are named as zombies and not revenants , its intended ?

Edit 2 : I belive it have wrong text colours

- I think to just leave them orange, because i dont want the text to become too colorful. If there are too many (or too intense) colors on the screen it might break immersion, which was my original goal. That's why i removed the yellow almost everywhere - it was poking my eyes :)
- In the start of Hades? No, it's not intentional, thanks for finding it.
- Fixed Bow of Eros

Have you ever considered working as professional tester? You really have talent for that :D

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Offline sauruz

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #607 on: 22 February 2022, 16:47:21 »

Have you ever considered working as professional tester? You really have talent for that :D

Haha, im pretty sure the bugs come to me than the other way around  ;D!

Another thing, the itchians quest monsters, in Orient, from Seed of destruction and Lession of Despair are named as "Coastal Itchians" , its bit off line , dont you think?
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Offline areki38

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #608 on: 22 February 2022, 16:52:29 »
Hi all, just downloaded the Nightly Version -EG2. Does this work with Ragnarok and Atlantis? Or is the new expansion also required?

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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #609 on: 22 February 2022, 17:28:18 »
Hi all, just downloaded the Nightly Version -EG2. Does this work with Ragnarok and Atlantis? Or is the new expansion also required?
Yes, it works with and requires all expansions.


Have you ever considered working as professional tester? You really have talent for that :D

Haha, im pretty sure the bugs come to me than the other way around  ;D!

Another thing, the itchians quest monsters, in Orient, from Seed of destruction and Lession of Despair are named as "Coastal Itchians" , its bit off line , dont you think?
Yeah... Tropical Ichthian maybe? Or Swamp... have you seen the tag Coastal elsewhere than Orient?

I'm preparing a new horseman illusion for next update. Ever since Total War: Troy came out i wanted to remake my old amazons, and today i started doing it. Here is the result so far:
https://imgur.com/a/MEeX4fb
The texture patterns are taken directly from TW:T, the helmet is a modified/retextured TQ helmet. You can see the inspiration for the helmet on last picture (TW Amazons use it too)

Edit - Source files for early amazons (just so they doesnt get lost):
https://mega.nz/file/FbxzSAaa#XYWIlUD2mDovVfnqyZpvM0vN30fBm7J__yOxG18K1yI
« Last Edit: 22 February 2022, 17:53:53 by nargil66 »

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Offline areki38

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #610 on: 22 February 2022, 17:44:42 »
Sorry for the confusion: So this means, if the final expansion is missing, the mod won't work?

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Offline sauruz

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #611 on: 22 February 2022, 18:37:03 »

Another thing, the itchians quest monsters, in Orient, from Seed of destruction and Lession of Despair are named as "Coastal Itchians" , its bit off line , dont you think?
Yeah... Tropical Ichthian maybe? Or Swamp... have you seen the tag Coastal elsewhere than Orient?


I think they use same tag as the greek coastal itchian around  megara beach.


Edit: Im wondering , i used the code newskins right after i enter helos, after a while i went to type the code again, and its not possibe, since from what i understand the code just works one time per character, if i want to change the skin ,i need to create another character and put the gods parchements in transfer caravan? or they are sold elsewhere ?
« Last Edit: 22 February 2022, 19:48:08 by sauruz »
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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #612 on: 22 February 2022, 20:22:41 »
Sorry for the confusion: So this means, if the final expansion is missing, the mod won't work?
Yes, it requires Eternal Embers, otherwise some game elements won't display properly.


Another thing, the itchians quest monsters, in Orient, from Seed of destruction and Lession of Despair are named as "Coastal Itchians" , its bit off line , dont you think?
Yeah... Tropical Ichthian maybe? Or Swamp... have you seen the tag Coastal elsewhere than Orient?


I think they use same tag as the greek coastal itchian around  megara beach.


Edit: Im wondering , i used the code newskins right after i enter helos, after a while i went to type the code again, and its not possibe, since from what i understand the code just works one time per character, if i want to change the skin ,i need to create another character and put the gods parchements in transfer caravan? or they are sold elsewhere ?

It's just the code at the moment, but now that i think of it, maybe it's better if i include them in some other way as well. Only it has to be convincing... hmm, how about changing the first tutorial character (near the boat) to something more special? Like a vendor for all mod related items? And that vendor must be good enough in the mystical arts to sell godly overpowered items. Wait, i know who should that be... the BUMBLEVENDOR! Seriously, i miss Bumbleguppy since he left the forum, why not make an NPC to honor all he has done for this game? The D'oh-ist Sage lol... its settled then.
Expect The Great Dóh-ist Master to be a guest of my mod for the next version :D Code problem will be solved.

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Offline sauruz

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #613 on: 22 February 2022, 20:40:20 »


It's just the code at the moment, but now that i think of it, maybe it's better if i include them in some other way as well. Only it has to be convincing... hmm, how about changing the first tutorial character (near the boat) to something more special? Like a vendor for all mod related items? And that vendor must be good enough in the mystical arts to sell godly overpowered items. Wait, i know who should that be... the BUMBLEVENDOR! Seriously, i miss Bumbleguppy since he left the forum, why not make an NPC to honor all he has done for this game? The D'oh-ist Sage lol... its settled then.
Expect The Great Dóh-ist Master to be a guest of my mod for the next version :D Code problem will be solved.

Sounds great!

Im pretty sure BG still lurkes around here  O:-)


Edit2: Ragnarok Harpys ( the ones that appear in Corinth) arent tagged as beastman as the ones in Act1
« Last Edit: 22 February 2022, 23:58:35 by nargil66 »
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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #614 on: 22 February 2022, 23:59:33 »
Sure, ill check the harpies. And yeah, i hope BG still visit us sometimes...

I have some great news btw - i asked Ninakoru if i can implement his awesome Itemization Quest mod in EG and he agreed :D Check his changelog notes here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2359770187
That's really A LOT of bug fixes... add Endymion's AFBF mod to the mix and you get a very solid base for any project.
I'll try to merge/implement both mods for the next version of EG, but i can't promise anything - it may take more time than that. Will see how it goes.

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