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Showing content with the highest reputation on 10/12/2019 in all areas

  1. My second favorite skin...but probably the most complete...the time of costumery, candy and parties is here... have a safe and happy celebration y'all... I'm still looking for a costume for the work party gogo
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  2. New Release: Diablo 2 Fallen v12 Read change log HERE All posts/threads/files/supplemental materials are updated. Mod is also mirrored on Sacred 2 Nexus I'll be updating the Wiki at some point, probably after I finish latest EE release.
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  3. This is my favorite skin! My costume is the jack o'lantern I carved last Halloween.
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  4. Incoming bug dump. These are the bug fixes and other patch-worthy material I've resolved while in this last development cycle. It seems any project aimed at fixing bugs would want to address these. Brigand Camp (hash 3463412580) is in fact a Lumberjack Camp. Hunting Knife Fix- The reward for killing the Giant Boar (quest "S_HE_N_nn-Jaegerlager 3v4",) is a junk-quality dagger, useless even at low levels. The devs scripted a dagger specifically for use as a quest reward but it is not used (id = 2450, name = "quest_jadgmesser",). Blue Damage +X% Bonus (name = "sb_off_dam_any_rel_forge",) seems intended for use in the "Whet" Blacksmith Art but isn't used. Instead the rare-tier yellow Damage +X% item modifier is used. Chestplate of Fury (hash 1244408948) is actually a helm. Should be renamed to something else to avoid confusion with the set's chest armor. I chose "Crown of Fury." Gold "Life leeched per hit" modifier ("uni_def_heal_on_hit") is actually quite weaker than the yellow version ("sb_off_lifeleech"), despite being more rare and having higher requirements to spawn. I replaced it with the yellow version on all items. An alternative would be to power up the base values to be worthy of a gold modifier. Thraconians have textures with grey, black, and red hair/stubble. Their randomized facial hair also uses these three colors but they're distributed without any regard to matching the colors. So many have grey stubble with black beard, black hair with red beard, etc. My solution was to make separate blueprints for the red, black, and grey beards instead of having them all lumped under a single one. From there they got separate weaponpool entries, and from there they could be distributed to the proper equipsets for each type (by providence the leaders are all grey haired, the ranged red haired, the warriors black). Hitboxes for some enemies are unusually large, making it diffcult to maneuver around them. I've decreased the bounding box values for the itemtypes that use the following models: models/npc/monsters/dragon-small/v_dragon-small models/npc/monsters/giant-bat/v_riesenfledermaus models/npc/monsters/riesenratte/v_riesenratte-v1 models/npc/monsters/ent-a/h_entA models/npc/monsters/ent-b/h_entB Marigold Fields - it's a major plot point that the marigolds drive away the evil of the Undead in the Swamp, but when you go there the fields are swarming with skeletons. I replaced them with Forest Spirits in spawn.txt but any swamp creature (bats, rats, turtles) would do. Draconic Dragonfly/Dracolin - generally speaking, the color schemes of the Blood Forest and the Crystal Plane are red and white, respectively. So it's odd to see a pristine white Dragonfly in the Blood Forest and a red glowing-eyed Dracolin in the Crystal Plane. I've swapped the two creatures' itemtypes in their creature entries, but note that I also changed all of them to "SUBFAM_LIFE_DRAGON". If you wanted to preserve the Blood Forest variants as "SUBFAM_LIFE_DEMON" (vanilla) you want to instead change their surface ID's in their itemtype entries. Swampbelly Toads (quest "S_MA_1a_G_nn-Ein Festmahl") are turtles in vanilla, despite the fact that a quest toad was scripted and not used ("Atmo_MA_toad_green_quest"). All taskcreature targets for this quest should be updated with this creature. I also increased its size so it's more visible. Leaping Plants make jet engine sounds when they jump. CA is "enemy_gen_battlejump". I believe the sound is assigned due to this line: eiStateName = "cSMBFJump". Audio files location: fx\spells\junglemonster\rammsprung. I think this was introduced in early version of the CM Patch because at point the plants didn't even leap. My solution was to replace the audio files with custom ones, but other existing sounds could be substituted. Or possibly the eiStateName could be changed. Kill Grand Inquisitor on the light path. The necessary change in questscripts.txt to allow Shadow Path character to kill Nimonuil has been present for a while, but not for Light Path characters. Would be under quest.setScript( 1669, Dark Seraphim - all the dialogues and journal entries indicate that the final battle is to take place in the Swamp, but instead the game has you travel back to Tyr Lysia to the cave where you fought her before. I made a new taskcreature using the creature id = 643, placed her the cave underneath Hesheth ( position = { 53,30,-1 , 844.000,1937.000,0.000 , 90.000 }, ) and made her the kill target of quest "S_MA_7d_SR_nn-Classquest Seraphim" Enemy regen penalty "et_debuff_CA_regen" on Dragon Mage's Mind Strike doesn't work on enemies. Could be replaced with Open Wounds, Death Blow, or any number of other appropriate modifiers. Divine Protection deactivates Warding Energy when it expires. Against expectations this doesn't seem to be tied to SpellClass. Even when changing the SpellClass ID's to non-Energy shield related ones, entry "se_te_notschild" will always deactivate "se_te_energieschild" when its duration expires. Aside from this being very irritating having to recast the Energy Shield buff constantly, I admit I have a vested interest in seeing this fixed because it affects the replacements for these two spells in D2F (Holy Freeze gets deactivated by Holy Shield when it runs out).
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  5. Another beautiful day this almost mid fall ... 15 degrees with a hot sun... we have a Mountain that the city is based on...check out the glowy part of it at the back of the street: ggo
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  6. 17 Degrees,,, t shirts while it lasts! gogo
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