Jump to content

Hammerhorde

Members
  • Content Count

    89
  • Joined

  • Last visited

Community Reputation

4 Fine

About Hammerhorde

  • Rank
    Silicon Mage

Previous Fields

  • Favorite pizza topping
    Everything
  • Why do you want to join DarkMatters?
    Coffee
  • All time best video game ever played
    Everquest
  • Country
    United States

Profile Information

  • Gender
    Male

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yeah. His run through was all in one post in order so it was easier then sifting through the multiple posts. You also have to remember not everyone might know what you are talking about at first or understand the instructions when it isn`t written out in tutorial form, but in bits and pieces over a two page thread. Was kind of hard to follow since I was unfamiliar with the procedures of modifying the file. Like if he didn`t explain how to get that command prompt thing working, I`d still be clicking the exe cursing that it wouldn`t work. Now that I finally know, it was a breeze and I`m glad he typed that. I think when I got the DE file it was my error when I clicked the for the EN on the decode from the drop down. The second time I did it, it came out correctly. It`s easy to make mistakes when trying different methods of modding so it can be frustrating. I don`t want anyone to feel any type of way because I couldn`t figure it out at first. That is why I posted with the screens so you guys could show me what I was doing wrong so I could learn it properly. Thanks for the assist.
  2. Ok I found the issue. I was following the step by step the guy a few posts above laid out. First, he did the spelling mistake , so copying that line will mess anyone up. Second he didn`t mention you need to rename the globalDE file to global EN. I was getting all these errors. After fixing those and renaming the new global file, I`m happy to say it worked!
  3. Ok great. It gives me a globalEn_char_report.txt but no new global file.
  4. Ok I got the tool and made a change to test it but I get this error when I go to repack the global file.
  5. Yeah that pop in was killing me. It`s been years since I`ve played the game and I do not remember the fog being like this. Didn`t the game have a lot less fog on release? I can swear they patched the game to have more fog to improve performance cause this was pretty intensive back when it came out. But I can swear the draw distance used to be longer when this came out. Actually I still have the retail disc from when I bought this on release day. I`m half temped to install it and see if the fog distance is any different with an uptached and un updated version.
  6. Thanks for the vfx buff check in the options menu. All these years I never even noticed that. Problem solved haha. The effect I was thinking of though if the little circle a mob gets when it`s attacking and you have it targeted. Its yellow and reminds me a lot of the thorns aura the paladin had in d2. I thought that a small aura around your feet would look a little better then all those effects going on at once. Now that I can just disable it in options is good enough for me thanks.
  7. Nevermind. I saw in the description of the fog remover that it is one of the issues with it.
  8. Hello, I have tried out the paladin class and I think you had some great ideas. The blessed hammer skill is my favorite so far. I love the aura too and it really reminds me of my old paladin when I used to play d2 so long ago. The auras work pretty good they way you set them up. I do not like the visual effects though. Maintaining 3 auras is way too much visual effects going on at once on the screen. Now please don`t take it the wrong way because I`m a mod creator as well and I know what it`s like to deal with people who don`t like certain aspects of your mod. I`m not asking you to change it but if you could please tell me what to do to change it, I would be grateful. I was thinking of using the effect of the target ring on the ground around the player so it is more in line with the old school aura visuals of d2. so when I have an aura on it just shows a target ring around the player instead of all the effects floating around her. Any help would be appreciated. I`m liking the mod so far.
  9. Hello, I have downloaded the mod to give it a shot. I have the steam version of gold along with the current build of the CM patch. The mod installed with the enabler as instructed. The game starts and runs perfect but the draw distance is very bad. In the games stock form you can stand and see everything in front of you. With this mod installed if you just stand there anything past, say 100 ft away is unable to be seen. In the attached screen you can see nothing is visable past the trees. I`m not sure whats causing it, all setting are set to max and I see no topics or bugs related to it.
  10. Where is the link for the tool? Googling the tool leads to more questions about where it is?
  11. Thanks Flix! That seemed to work. I killed a few skeleton champs and they stayed dead after the initial kill. Now to polish it off and make it more professional, is there way to edit the skill description to include that is banishes undead? The tooltip remains in its stock form and I`d like to know where to look to edit the names and descriptions.
  12. Hello, I am trying to add the effect of the large banish undead potion to the seraphims cleansing brilliance aura. Now I found the aura in spells.txt mgr.defineSpell( "se_cm_lichtaura", { eiStateName = "cSpellCast", fxTypeCast = "FX_SE_BEKEHRUNG_C", fxTypeSpell = "FX_SE_LICHTAURA", fxTypeCastSpecial = "FX_SE_CAST_L", duration = 10.000000, animType = "ANIM_TYPE_SM07", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_RIDESM01-HORSE", animTypeSpecial = "ANIM_TYPE_RIDESM07-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_lightrange", 200, 2, 0, 5 }, entry1 = {"et_hits_persec", 400, 1, 0, 4 }, entry2 = {"et_range_area", 750, 3, 0, 4 }, entry3 = {"et_spelldam_UD_mag", 210, 105, 0, 133 }, entry4 = {"et_life_regen", 20, 15, 0, 41 }, entry5 = {"et_spelldam_TC_fir", 210, 105, 0, 133 }, entry6 = {"et_slow_enemy_any", 200, 2, 1, 42 }, entry7 = {"et_debuff_EVW", 65, 1, 2, 42 }, entry8 = {"et_spelldam_UD_mag", 140, 70, 3, 133 }, entry9 = {"et_spelldam_TC_fir", 140, 70, 4, 133 }, entry10 = {"et_hits_persec", 200, 1, 5, 4 }, entry11 = {"et_range_area", 200, 2, 6, 4 }, entry12 = {"et_duration_sec", 500, 0, 0, 8 }, }, fightDistance = 0.000000, aspect = "EA_SE_CELESTIALMAGIC", cooldown = 0.000000, soundProfile = 0, cost_level = 300, cost_base = 300, focus_skill_name = "skill_SE_celestialmagic_focus", lore_skill_name = "skill_SE_celestialmagic_lore", spellClass = "cSpellSeLichtaura", spellcontroltype = "eCAtype_t_buff", sorting_rank = 5, And I found the effect for the potion in blueprint.txt newBonus = { -- name = "sb_power_SdH_big", rating = 22, basedonskill = "SKILL_INVALID", type = "BONUS_BANISH_UNDEAD_POTENTIAL", spez = "POTION_BIG", spez2 = "", usagebits = 65535, minconstraints = {1,1,0}, difficultyvaluerange0 = {0,1000,1000}, difficultyvaluerange1 = {1,900,900}, difficultyvaluerange2 = {2,850,850}, difficultyvaluerange3 = {3,800,800}, difficultyvaluerange4 = {4,750,750}, } mgr.createBonus(580, newBonus); My question is , how would I go about adding that effect to the aura? When I fight undead I would switch on the light aura so they take more damage and stay dead.
  13. Not sure what to do. I tried adding the lores like this for example. spez offhand lore spez2 polearm lore spez 3 sword lore Then I added the numbers like you had in your first reply to the bonusgroups but the weapons ca attackspeed didn`t increase. Now I found the attack speed modifiers for the lore skills in the file but I have no idea what the numbers represent, the difficulty value ranges. I`m sure there has to be a way to do it. maybe someone who has done it before might see the thread and have answers. Would be so much easier if the ca skills used raw attack speed from items instead of relying on lore and focus skills.
  14. Here is what I did and so far no luck. Perhaps I did something wrong and maybe you might notice the mistake. First I put the skills in the dual weild skill like this. Well I was going to just copy and paste my changes but for some reason I pasting it in here doesn`t work.
  15. I just tried adding polearm and sword lore to dual wield and it doesn`t increase the attack speed of polearms. I just added the numbers like you had shown. Wonder why it won`t work. Maybe the mastery has to have the skill definition in it too.
×
×
  • Create New...