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Flix

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Posts posted by Flix

  1. Change the eiStateName to "cSMRoundhouse", -- this can be vastly important for the mechanics of a spell to function properly.

    Also you need this:

        spellClass = "cSpellSMove", -- If you had this before, and it didn't work, it's probably because the eiStateName was not correct.

  2. 4 hours ago, desm said:

    Is there a prerequisite? (like maybe making the regular mount quest first which I have not done here).

    Yes that's correct.  In current versions of both EE and D2F, the player must complete either "Unique Mounts" OR "A Roof Over the Head" (the Blood Forest mounts quest) in order to unlock the Elite Mounts Jungle Priest.

    The Priest himself will also make you perform a "small" favor before he will sell you anything.

  3. 3 hours ago, Vishanka said:

    Found this issue, any idea what's happening here?

    There was a vanilla bug where the high elf's magic boot itemtypes were scripted to look for similarly-named Shadow warrior magic boots textures, but I thought I fixed that in the first PFP release.  I'll check again.

  4. 9 hours ago, idbeholdME said:

    seeing the Lizardman-Dragon distincion and how they play different lines.

    That's because these two enemies have classifications in their itemtype entries that are both accounted for as valid, separate events in soundprofile.txt:

    "SHOUT_ATTACK_DRAGON"

    "SHOUT_ATTACK_LIZARD"

    But there's no SHOUT_ATTACK_TROLL or OGRE, only closest events are ones for kobolds, orcs, and goblins.

    9 hours ago, idbeholdME said:

    Normally, the boss voice line triggers when you cross a certain radius around the boss. But Terus fight starts through conversation.

    Shouldn't matter if the fight has started yet or not.  You're still approaching the exact same creature when you're walking up to them, even if it's just to talk.  But we'll see after testing.  Or you can go ahead try it.  Just change the classification for Terus & Nimonuil to classification = "CLF_BOSS", in their itemtype entries.  Itemtypes 6824, & 6666, respectively.

    Gahanka will need a new itemtype entry (assuming this works) so that every single generic troll warrior doesn't have classification boss.

    • Like! 1
  5. 4 hours ago, desm said:

    It's a High Elf with Alchemy skill if that matters.

    Ok thanks. Now that I think about it, the cause of the problem must be something I did before February because that was the last time I did a release of EE.  I will keep investigating.

    • Appreciation 1
  6. I've seen this bug before.  I did not link it to Pole Arms, in fact I'm sure I've never fought the Poison Lord with a Pole Arm-wielding character. I did note at the time that melee weapons would not hurt him, only spells.  But a reload of the game fixed it.

    I have also seen this bug on other bosses, randomly, and very rarely.

    Thoughts on a solution: I have absolutely no idea, totally baffled every time I see the bug.  :dntknw:

    • Thanks! 1
  7. On 7/27/2022 at 4:45 PM, idbeholdME said:

    Add the "enemytype_humoutlaw" lines to the same pool as "enemytype_human"

    Done. Soundprofile.txt, changed event for all these entries from "SHOUT_ATTACK_THIEF" to "SHOUT_ATTACK_HUMAN."

    On 7/27/2022 at 4:45 PM, idbeholdME said:

    Not sure if possible, but would be nice if "enemytype_giant" lines could play when fighting Ogres and Trolls.

    Can't find any way to make this work.  There's no coded sound events tied to their classifications.  Best I could do is lump them in with some other existing type like Orcs.  Might also be possible to change their classification in itemtype.txt but that would probably mess up other things.

    On 7/27/2022 at 4:45 PM, idbeholdME said:

    A potential use could probably be found for the "combatspe" voice lines.

    These should already play as the death screams when your character dies.  event = "DEATH_SCREAM"

    On 7/27/2022 at 4:45 PM, idbeholdME said:

    Voice lines for Gahanka and Terus.

    I should be able to make it work the same way it works for other bosses. These lines are already scripted the same as for the campaign bosses in soundprofile.txt (I.e, event = "APPROACH_BOSS", id = "10").  I think the reason it doesn't trigger is because these bosses lack the "CLF_BOSS" in their itemtype entries.  It's also possible the game just doesn't have the necessary code to recognize which bosses have the ID's of 10 and 11.   In that case I can make the voices trigger through the quests themselves.

    On 7/27/2022 at 4:45 PM, idbeholdME said:

    Taunt voice lines.

    I don't think the game can selectively dole these out based on the character being played. If it could, it would already be doing so since the lines are fully scripted in soundprofile.txt.  The fact that they don't trigger tells me the events are not valid and need to be changed to some event that is working.  Unfortunately that would mean the taunts would get tossed out randomly like any other combat shouts.

    On 7/28/2022 at 1:45 PM, idbeholdME said:

    "endmob_08". It is the approach voice line for Nimonuil.

    Looks like the same problem as Terus and Gahanka. Nimonuil doesn't have the Boss classification in itemtype.txt.  Should be fixable.  If it doesn't work, then the quest trigger idea may not work though if there's already voiced lines post-conversation.

    On 7/28/2022 at 1:45 PM, idbeholdME said:

    1) quest_747_voice_ready - Should play after you rescue and talk to Dyria in the bandit camp. Light Campaign characters only.

    2) quest_737_voice_ready - Should play after talking to the Liosilath hologram in the Kral temple the 2nd time. Light Campaign characters only.

    3) quest_759_voice_ready - Should play after talking to the Nimonuil hologram in the Kral temple the 2nd time. Shadow Campaign characters only.

    I'll check on these.  Might be missing text in global.res, incorrect event ID's in soundprofile.txt, or something else.

  8. On 8/22/2022 at 2:45 AM, Vishanka said:

    Tangled vines

    It does have the same problem as icy evanescence of the temple guardian and sometimes will just pop the cooldown without actually activating. 

    I'm having trouble recreating this issue.  Do you have the spell in a combo?

    On 8/22/2022 at 2:45 AM, Vishanka said:

    It often happens to me that my estimation goes wrong and my teleport to another location is too far away for the game so that my totems despawn within the laggy transmission frame.

    Could probably cut down the range of Forest Flight, though that would effectively nerf the spell so I wouldn't want to make it part of the mod.

  9. 3 minutes ago, desm said:

    The Arena, on multiplayer island, but I think I got confused and it's only available in Diablo 2 Fallen?

    Ah, that's correct. It's not part of Enhanced Edition.

    3 minutes ago, desm said:

    The Free-for-all quests mod.

    I would disable that, based on the way you've described that you play the game with characters created in Multiplayer only.

    • Like! 1
  10. 12 hours ago, desm said:

    I've just created a new character in multiplayer mode (cm patch 0160 + EE 3.1) and the NPC for the Arena quest on the multiplayer island is absent. Is it a bug on my side or intended?

    What quest is this?

    12 hours ago, desm said:

    the player, even in multiplayer mode, is starting the regular main quest on its original location, it's not starting on the multiplayer island anymore, I think it's a new behaviour too.

    Any optional modules installed?

    12 hours ago, desm said:

    the Ice & bBlood splash screen popped in

    Hm, that should have been disabled with the CM Patch since a long time ago.

    • Thanks! 1
  11. 2 hours ago, idbeholdME said:

    Noticed a probable bug regarding the "Attack is the Best Defense" quest in El Darrag.

    This dang quest gives me so much trouble.  I made an "invisible" reaching quest in order to make the the battle trigger correctly, because the old trigger was somehow broken.  Guess I left an XP reward in place for this quest that shouldn't be there.

    • Appreciation 1
  12. IMO Dryad's OP reputation is due almost entirely due to the staff weapon exploit of Ice & Blood.  Massive Intelligence from Acute Mind + being able to insta-hit everything on screen (and further) in a 360 degree radius with Darting Assault.

    Stripped of that exploit, she's on more even ground with other characters.  The laughable weakness of her Voodoo skills is something I tried to thoroughly address in Enhanced Edition.  Twisted Torment, a supposed kind of "hard hit" direct damage spell, got a massive damage boost. And in the Alt. Spells module, it got a combined with Black Curse to make Twisted Curse, giving the effects of both spells with one cast. Viperish Disease can scale with modifiers (questionable how well this panned out), and a Blood Dryad witch summon was added who has her own root, totem, and staff spells.

  13. 2 hours ago, Vishanka said:

    was anything else changed about the disease so that it will not do that anymore?

    Nope.  I don't recommend replacing the entire script file lest something else break.

    2 hours ago, Vishanka said:

    In this video it starts to spread immediately,

    That doesn't look like low level behavior.  I wonder if they had taken any of the modifications - Gangrene, Relapse, Transmission, Contaminate.  And whether you have?

    • Thanks! 1
  14. Rationale was explained above. The vanilla ability basically exists in a vacuum, unable to gain any damage benefit from skills, attributes, gear modifiers, etc. 

    I'll see about reverting it in PFP.  There's been enough complaints.  A proper way to allow the damage to scale would have to come at the code level anyway. 

    You can also just replace the entire entry yourself in the meantime.  I'd keep the lowered duration unless you really want the full-blown exploit version of the CA.

    • Thanks! 1
  15. 1 hour ago, Vishanka said:

    Yes the Campaign is finished. I did nothing, just porting around, happened totally random.

    I do not want to wipe my quests because it was a lot of work to do those I have :mellow: I'd rather make his model invisible :4rofl:

    Just delete or comment out his creature entry, if you're not going to proceed on to other difficulties and repeat the quest.

  16. On 8/14/2022 at 7:10 PM, dimitrius154 said:

    :eek:. Hmm, I  don't recall that change.

    It's listed in the 1.50 change log.  I believe many deleted lines were inarticulate shouts and yells.  Run a compare function between vanilla and CM texts and you will see a lot deleted.

      

    On 8/4/2022 at 1:36 PM, idbeholdME said:

    There are 3 bonuses that appear incorrectly:

    Figured out Dual Wield.  It was never correct, it was only spawning for Inquisitor, SW, SE, and TG.  I removed TG and added DR.

    Couldn't see any issues with Duration of Potion Effects- Alchemy or any SE or TG usagebits.  They're all correct, which means there's some other reason.  seraphim and TG often share blueprints since they both have energy shield-related "tech" bonuses.  Maybe the usagebits just aren't being respected.

    I'm reluctant to restrict any bonuses that might appear on trophies because I think it might cause the missing trophy bonus problem.

    • Like! 1
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