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Flix

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Everything posted by Flix

  1. You could technically do it but you'd be extremely limited in terms of animations. Player character animations are unique to each model, they won't translate to NPC's. So you'd have to script substitute animations that recycle the Blood Dryad's base animations for every single combat art and weapon type. Even after that, plenty of stuff wouldn't animate correctly without 3D model work, like blowpipes, 2h weapons, or mount animations. The armor also won't fit properly on the model and would clip through it. I can't think of any way to make it invisible except by editing every single armor texture and surface entry for the Dryad to make it invisible. There's no switch to flip to disable armor appearance. It's a great idea, really, but a tremendous amount of work. Someone would have done it by now if it was more practical.
  2. 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. 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.
  3. That's a great detail I never noticed. questscripts.txt is a pretty powerful file in terms of making custom events occur. I really don't think it got used to its potential. If you look in the developer comments just for the main quest, the plans were to have so many more events custom-scripted into the fabric of the quests, that just never got completed. Marcus really started to unlock the potential of custom scripts in CM Patch. Dark Rituals is a great example. He didn't just activate the quest but actually created all the custom events according to the developer comments. Thanks to his work I learned a lot with handling quests.
  4. My working theory (untested) is that the voices worked in vanilla but broke when CM Patch removed a ton of unused text in global.res. This change carried over into PFP. Thing is, as it turns out, such voiced lines actually require the text to be present for the audio to trigger, even though the text isn't actually displayed (the text could be anything so long as a hash entry is present). Or it could be that the lines are just in the incorrect spot in global.res all along, resulting in the same problem. The third and most troublesome possibility is that there's some code reason they don't play, but that shouldn't be the case with quest-related audio.
  5. I often add the skill to new creatures out of habit. Since I found out the skill doesn't really do anything for NPC's, I've grown lax in making sure I've added it, as is the case with the Succubus summon. The only thing I can think it would do is allow the spells to climb to higher levels. Remember without the Focus skill, combat arts will only gain partial levels after a certain point. But, since NPC spells will always be at character level by default, only creatures who also have an "All Combat Arts +X" bonus would have any benefit from a Focus skill.
  6. Sorry to hear that. Wishing you a speedy recovery and happy birthday nonetheless.
  7. Sure, you're looking for scripts/server/quest.txt Ancaria Airlines is named "S_HE_1_CM-Rundreise", quest id = 3538, Search for this quest and then look for the line that says: releasestage = 30, and change it to: releasestage = 10,
  8. Might be tied directly to the spellclass "cSpellSeHeilen". It's possible a more generic spellclass could be used, that would not target corpses and still apply all the desired effects. Testing would be required. If you only ever wanted to cast upon yourself, you might be able to get away with changing the spellcontroltype from "eCAtype_b_boost_friendly" to "eCAtype_b_boost_self" or even "eCAtype_a_effect_self". That should prevent any external targets.
  9. Hello! Well, there are flags that can be set in the quest script to prevent this. Unfortunately they were not set by the CM devs. I didn't design this quest but I think it's pretty neat (world tour of all the hard-to-reach places in Ancaria) so I went ahead and changed the flag for Ancaria Airlines and all attribute-granting quests in my mod Enhanced Edition. This flag will make a given quest playable exactly once per character per difficulty, whether in Singleplayer or LAN, to prevent the kind of abuse you mentioned.
  10. Since you ruled out a lot of stuff, it's something with the language itself then? Can you pick an attribute, use the original scripted entry, and see if it works then? newBonus = { -- name = "crbonus_attr_dex_pc", rating = 0, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_DEX", spez2 = "", usagebits = 65535, minconstraints = {1,0,0}, difficultyvaluerange0 = {0,23,525}, difficultyvaluerange1 = {1,23,525}, difficultyvaluerange2 = {2,23,525}, difficultyvaluerange3 = {3,23,525}, difficultyvaluerange4 = {4,23,525}, } mgr.createBonus(31, newBonus); If so then change it line by line and see what breaks it.
  11. Looks cool. Do bear in mind many colors are generic and are applied to multiple FX across different combat arts. So you may end up recoloring unexpected spells. This may not matter depending on where your interests lie.
  12. Yeah it might take me a while. Funny enough, every single language except German has the "Mirror"/ Reflect chance tooltip text. So I'll have to update all PFP localizations, which I was going to anyway, due to some other discrepancies.
  13. I actually noticed this just yesterday while working in the German localization of PFP. I'll revert it to Block and change the tooltips since the German can be considered the master.
  14. Well I may be guilty of viewing that particular title through rose-tinted nostalgia glasses. The game means a lot to me. It was also my first online community. Objectively most people don't rate the game much these days. Even the developers Larian studios said that the game they actually wanted to make was a turned-based RPG like Divinity: Original Sin, but their publishers from back then wanted a Diablo-clone instead, so the result was Divine Divinity, a sort of hybrid. In many ways the strongest parts of Divine Divinity aren't the dungeon-crawling or character building, but instead all the memorable RPG moments, hidden secrets, and Ultima-like interactability with the world. In that sense Divine Divinity might be more at home on a "best RPG's" list along with Baldur's Gate, Arcanum, or Planescape: Torment.
  15. Enhanced Edition and also D2F feature all the Seraphim/Dryad/High Elf armor without body parts included. This was mostly thanks to Dmitriy's hard work. The result is custom skins are a breeze because you only have to worry about altering the base character texture. If there was any demand I could probably make a standalone version.
  16. Reborn does wayyyy more than that. https://docs.google.com/document/d/1q3P7XrYHUnQrfEd7nm0gTxyHwCdMHRcl/edit The game is imminently more playable.
  17. If you'd just like widescreen resolution then try the PureHD mod: I personally play Reborn 3.01 which was just after they introduced widescreen support to the mod but before they gutted a lot of core gameplay mechanics. https://drive.google.com/file/d/19uhrgFl3UNFfGnzAVIkzrvV7UVEz21q4/view
  18. What? There's no way the turrets could have been doing anything but sitting there before 1.3. If you don't see him performing it at all, then that definitely explains it. When this move is performed he angles his jet engines downward, igniting the ground around the player with blue flames. Since he's unable to perform it, he gets stuck in a loop. I'll review the spell and see where it went wrong.
  19. Their armor is part of their base model. Anything you try to add will just appear on top of it (or worse, clipping through it). That does bring up an alternative way to equip armor, and that is adding the itemtypes directly in the creatureinfo.txt entry, using the the eq_fallback line. I prefer to do this with armor sometimes, because it requires much less scripting.
  20. Steam tells me I spent 22 hours completing the full campaign. There are worse ways to spend a week. I first heard of S-Tier in One Punch Man, where heroes are ranked (from lowest to highest): Class C, B, A, with Class S (super) at the top. Lately I see a trend of "ranking" videos all the time on youtube that use the same tiers, so I guess it just kind of lodged itself in my vocabulary. I don't know where it originally came from. My dungeon crawler ranking list: S-Tier Diablo 2 Grim Dawn Titan Quest Sacred 2 Divine Divinity Diablo 3 Sacred 1 A-Tier Dungeon Siege 2 Shadows: Awakening Incredible Adventures of Van Helsing Wolcen: Lords of Mayhem Torchlight 2 Torchlight 1 Dungeon Siege 1 Diablo 1 Warhammer: Chaosbane Beyond Divinity Kult: Heretic Kingdoms B-Tier Vikings: Wolves of Midgard Silverfall Nox Darkstone Dungeon Siege 3 Sacred 3 C-Tier Legend: Hand of God The Chosen: Well of Souls Loki: Heroes of Mythology (need to make a D-TIer just for this one) Yet-to-be-ranked cause I never seem to get around to them: Victor Vran Path of Exile Warhammer 40k: Inquisitor-Martyr
  21. I found Wolcen to be a thoroughly enjoyable adventure. While I would rank it below an S-tier game like Grim Dawn, Titan Quest, or Diablo2-3, it's a solid A-tier for sure, on par with Incredible Adventures of Van Helsing or Warhammer Chaosbane. The graphics are way better than they have any right to be, the story and voice-acting are pretty good. Gameplay and character building are competently done but not groundbreaking.
  22. Thanks, I definitely need to fix this, but the result should only be some black/red areas on the model.
  23. I do not believe it is a missing model or texture. I've experienced both blunders in my time, and neither would give that soft crash. Missing models spawn a black box with red text that says "empty" on it. Missing textures still spawn the item/creature, but with a black texture with a big red "X" on it. More likely, I've experienced this kind of crash: When iteminfo.txt entry points to a non-existent material (in material.txt). When itemtype.txt entry points to a non-existent classification (in typification.txt). When drop.txt points to a non-existent blueprint (we've ruled this one out). I gave a quick look through both files but didn't spot anything.
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