Author Topic: [MOD] Enhanced Gameplay 2 (EE)  (Read 1405820 times)

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Offline sunnysideup886089

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #630 on: 26 February 2022, 06:03:05 »
Spoiler for Hiden:
the "ok" button is not accessible... perhaps one has to complete an entire difficulty before the "unlock" codes becomes available... is this  intentional?
Hmm, did you had the message of mod bouncing? TBH, i cant predict what went wrong just from that picture. Can you tell me the steps you did when installing the mod?

its been a while since I was back into gaming... and right process in adding mod somehow eludes me at times... lets see... I downloaded main game which is the anniversary edition, installed all its DLC... download the mod (nightly)... copied the two folders named "Database" and "Resources" and paste it in the main directory of titan quest.
take it slow... make it happen

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Offline sunnysideup886089

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #631 on: 26 February 2022, 06:05:00 »
oh... there was no warning of any sort... the storage is big BTW... everything works fine now... except for the unlock coding
« Last Edit: 26 February 2022, 06:23:20 by sunnysideup886089 »
take it slow... make it happen

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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #632 on: 26 February 2022, 06:43:53 »
... copied the two folders named "Database" and "Resources" and paste it in the main directory of titan quest.
That seems to be the problem, the mod is loaded through CustomMaps, not from main. Just copy the unpacked -EG2 folder and put it in Documents/My games/Titan Quest Immortal Throne/CustomMaps. Then ingame load it from Play Custom Quest menu.
It jumps to main, but its not unstalled to main. Hope that fixes it.

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #633 on: 26 February 2022, 12:11:42 »

did the documents transfer part... still the "OK" button is not shaded and is inaccessible when i type in "newskins" ... though the armament of gaul "373624" and other codes works fine

« Last Edit: 26 February 2022, 12:25:46 by sunnysideup886089 »
take it slow... make it happen

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #634 on: 26 February 2022, 13:49:13 »
The folder that goes in CustomMaps is named just "-EG2" and contains folders "Database" and "Resources".
1. Make sure there isnt folder inside folder
2. The mod's folder name and the mod's .ARZ file name should always be the same, otherwise the game wont read the modified database.

Sorry for all that, i'm terrible in writing installation instructions. I guess it's better to include some picture previews to avoid confusion.

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Offline sunnysideup886089

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #635 on: 26 February 2022, 16:09:11 »
I manage to summon athena... but she only sells dyes... where is she hiding the horses?
« Last Edit: 26 February 2022, 17:29:32 by sunnysideup886089 »
take it slow... make it happen

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Offline sunnysideup886089

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #636 on: 26 February 2022, 17:49:14 »


Sauruz, Sunnyside, and all others who follow this thread - i want to share a few ideas/questions, please let me know what you think:
1. Do you think Multi-Class Mastery mod should be included officially in EG?

the masteries on vanilla TQ is complicated enough for beginners and without the use of titancalculator , can even make some veteran scratch their head... it could work on a twist... yet without respec on the other hand... it could ruin a long hours of gameplay and create a new char just because you picked the wrong masteries to meddle... Ive been playing this game for a long time... and I must say... I will admit that I have never mastered the diverse selection of masteries in TQ... some cons and pros on the masteries sometimes just dont mix.
I will abstain on this... it is way too complicated for me

Quote
2. Second question is about the general direction EG should take in the near future. What do you want to see most in it? There are several options:

A. Include as many illusions as possible and properly implement them, until the illusion system is really a thing. My original idea was all illusions to be crafted with recipes and not bought, because players value things more when they are earned with sweat ant tears :D To get an idea of what amount of illusions are planned, ill just say that i have around 50 horse visuals ready, at least 20 possible creature transformations, not counting the illusions that can turn you into a deity... so that's really alot.

Oh I like the concept of "A" ... recipes and to collect them in the game is something fun to take into consideration... which reminds me... about that Survival mod your implementing way way back... where you need wood/food/gold to survive... I would embrace its inclusion any day.
Quote
B. Make the complete overhaul of MI items that was planned before - with better visuals, MI sets, new MIs or MI parts along with reworking some monsters that wear them (e.g. maenads), adding more interesting skills to MIs, etc. The idea is explained in more detail in this post:
https://titanquestfans.net/index.php?topic=30.msg17541#msg17541

I say why not... the more content to add... so long as it wont affect game balancing... its in
Quote
C. Make a total overhaul of vanilla Masteries - Pantheon Mastery Mod (aka former Deities). That means no vanilla skill will remain untouched, some will still be close to vanilla, but others will change completely. And of course, all skills will be based or related to Greek lore and gods, as it was with original Deities mod. Seen the Thunderbird and Caltrops skills already? They are actually Pantheon skills (Zeus/Hermes)...

That wont mix with Enhance Gameplay as the title suggest
The mod is suppose to just enhance the game...not change its content to something else... I will say NO to this... The Masteries are already dense as it is... Changing it wont make players feel that it is titan quest enhanced... but rather a different game with a little touch of TQ... and its original spirit lost... I do hope you get what I had in mind
Quote
I'd appreciate if more people than just few give their opinion. The more people vote, the better...
All 3 options are tempting to me, but i'll let you decide. Like they say in Epic Rap Battles of History - "WHO WON? WHO'S NEXT? YOU DECIDE!!!" :D

I do wish the nights on this game would be darker... so as torches would make its function rather than just a tool to bash a satyr's skull... and that it would be nearly impossible to travel in jungles without torches and the ability of the player to camp during night time and will have a chance to be raid by monster during camping time... that would be awesome... but thats just me... wish I could do coding like the big guy responsible for this mod. cheers
« Last Edit: 26 February 2022, 18:02:04 by sunnysideup886089 »
take it slow... make it happen

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Offline nargil66

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #637 on: 26 February 2022, 18:25:05 »
I manage to summon athena... but she only sells dyes... where is she hiding the horses?
Check the "Armors" field on the vendor inventory, as the illusion is a torso armor. The dyes are in "Misc" field for comparition.

C. Make a total overhaul of vanilla Masteries - Pantheon Mastery Mod (aka former Deities). That means no vanilla skill will remain untouched, some will still be close to vanilla, but others will change completely. And of course, all skills will be based or related to Greek lore and gods, as it was with original Deities mod. Seen the Thunderbird and Caltrops skills already? They are actually Pantheon skills (Zeus/Hermes)...

That wont mix with Enhance Gameplay as the title suggest
The mod is suppose to just enhance the game...not change its content to something else... I will say NO to this... The Masteries are already dense as it is... Changing it wont make players feel that it is titan quest enhanced... but rather a different game with a little touch of TQ... and its original spirit lost... I do hope you get what I had in mind

Hmm, perhaps you're right. I'll leave the mod just QoL, and probably base the new masteries on it, but as a separate mod. TY
About darker nights, i had a similar idea - to remove the default player light, so it's really dark around the player at night. But it just doesnt look better, so i returned it later. I wonder if there is a global light map somewhere... then your idea will be achievable.
« Last Edit: 26 February 2022, 18:40:03 by nargil66 »

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #638 on: 26 February 2022, 19:11:32 »
I manage to summon athena... but she only sells dyes... where is she hiding the horses?
Check the "Armors" field on the vendor inventory, as the illusion is a torso armor. The dyes are in "Misc" field for comparition.


The Armor section is empty... along with the other section... only the misc department has stocks... someone must have a wholesale order on her horses... not even a hair strand was found

athena's representation as a goddess here is amazing... it is completely done as what the books implies if you ask me... she even have her flying scout with her...  such amount of research and dedication to mythologies... kudos for that
« Last Edit: 26 February 2022, 19:18:02 by sunnysideup886089 »
take it slow... make it happen

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #639 on: 26 February 2022, 19:53:55 »
cancel that... Ive manage to figure it out... I reinstalled everything... it could be that there has been some corrupt files in my installation... now I got it working... Thanks for all the guides
take it slow... make it happen

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #640 on: 27 February 2022, 17:36:32 »
cancel that... Ive manage to figure it out... I reinstalled everything... it could be that there has been some corrupt files in my installation... now I got it working... Thanks for all the guides
I noticed your screen resolution is very "square", have you been able to find a way around it?

Today's progress - Itemization Quest files are merged for Immortal Throne and almost done for Ragnarok. I tweaked the main menu lights a bit, and tried to implement the optional menu scenes, only without success. Added weapon speeds for all weapons up to Xpack2, removed affixes being hidden for both MIs and Unique items - now if you enchant a legendary item on the Dvergr blacksmith, it will show what affix you rolled.
Other things - the chance for Champion and Hero monsters has been greatly increased; Caltrops skill is moved from tier 3 to 4 and cooldown increased to 10 seconds (it was too powerful, especially early on)
New version is coming closer...

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #641 on: 27 February 2022, 20:16:32 »


I noticed your screen resolution is very "square", have you been able to find a way around it?

my monitor is squared... just attached it to my laptop... it doesnt bother me much... already level 16 going to athens.... No bugs discovered so far

will the horse be attached to the armor on the final version?
making it into dye potion would have been better... I mean there are better armors out there in terms of stats and bonuses.... not able to wear a mage armor for the magic type has drawbacks...  its animation is superb by the way... ever wonder to add pegasus as a mount? it would feel like persius and his magic lance on a gallop to the clouds.
take it slow... make it happen

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #642 on: 27 February 2022, 22:20:36 »
will the horse be attached to the armor on the final version?
making it into dye potion would have been better... I mean there are better armors out there in terms of stats and bonuses.... not able to wear a mage armor for the magic type has drawbacks...  its animation is superb by the way... ever wonder to add pegasus as a mount? it would feel like persius and his magic lance on a gallop to the clouds.
Not possible to make a potion like that, as far as i know. It uses a special template that can't be replaced. I can make some "mage horses" as well, for example Qilin... and dont forget this is just one of the many mounts coming.
About Pegasus, yep... it is planned, a flying one, maybe just above the ground. The bad news are i'll have to include a new set of animations to the current ones for it to work (same as if i want to add tiger mounts). I'll leave it for the future.

Edit - I had a few ideas about affixes today:
1. Light/Lithe/Weightless - i added an additional level requirement reduction for items to it, and added it to jewelry tables. It should make things more interesting...
2. I'll add the non-rare Regen Suffixes (of Recovery/Regeneration/Rejuvenation/etc.) to rings and amulets (to further help regen builds)
3. All Prefixes that buff masteries on staves (Earth/Storm/Nature/Spirit/Dream/Rune?/Neidan?) will be able to appear on shields. I dont remember if Rune can roll on staves, not sure about Neidan). Also Neidan and Rune will appear from Act 1 Normal (the mod requires all expansions anyway)
4. I think to add "of the Tinkerer" to appear in other places than just Atlantis, on jewelry at least. Also i'll add a dummy skill that explains what it does in more detail.
5. Prefix that gives passive Taunt on attack (like 15% chance) + some other bonuses... because that's what that useless skill deserves.
6. Talking about of the Tinkerer, i wonder is it's possible to make it a prefix as well. "Tinkerer's Stheno's Wisdom of the Tinkerer" - imagine that :D Or will it be too OP? Anyway, havent tried yet, but it should be possible.

Edit2 - Here are some previews of the changed affixes so far:

« Last Edit: 28 February 2022, 14:41:35 by nargil66 »

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #643 on: 28 February 2022, 16:36:43 »
keep em commin
take it slow... make it happen

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Re: [MOD] Enhanced Gameplay 2 (EE)
« Reply #644 on: 28 February 2022, 17:14:08 »
keep em commin
I sure will :)

Nightly Version #4 (Misc Update)

Changelog:
- Greatly increased champion monster spawn rate (won't affect global monster spawn)
- merged with Ninakoru's Itemization Quest mod (up to Ragnarok)
- fixed Pegaea not showing her Quest marker (over her head) and improved her visuals
- Weapons now show their actual base attack speed (up to Ragnarok)
- "of the Tinkerer" suffix now has a proper description to show what it does
- Slightly increased MI and Unique drop sound volume
- Regeneration suffixes now appear on rings and amulets
- Uniques show their affixes if upgraded on Dvergr blacksmith.
- "Light\Lithe\Weightless" prefixes now reduce both stat and level requirements
- Prefixes that give +1/+2 to Rune and Dream now appear on shields from the very beginning
- Caltrops skill (Rogue) is now tier 4, cooldown increased to 10 seconds
- Re-added the Optional mods (they are located in the Mod's Database folder - to use, move folders "Menu_X" and "Xpack" from the Optional_Mods folder to your MAIN GAME "Database" folder. This applies only for the optional mods - the main mod is still loaded from custom maps.
- Changed lights for all main menu scenes
- Changed music for "Titan Quest Original" menu scene
- Maybe some other things that i forgot :P

Link is the same, see bottom of first post.

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