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Flix

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Posts posted by Flix

  1. On 3/12/2023 at 12:15 AM, desm said:

    Firewound the Grim (under seraphim ilsland) had its name displayed but it's considered as a boss when fighting.

    Izual (under seraphim island) had not its name displayed (boss too).

    Stormtree (swamps - marigold fields) had not its name displayed.

    Leoric (swamps) had its name displayed.

    Achmel the cursed (desert) had not its name displayed.

    Radament (Khorum) had not its name displayed.

    Witch Moon (desert) had not its name displayed.

    Witch doctor Endugu (jungle) had not its name displayed.

    None of the Council members had their name displayed.

    Mephisto had not its name displayed.

    Fangskin had its name displayed.

    Sharptooth slayer had its name displayed.

    Ancient Kaa the soulless had not its name displayed.

    Diablo had not its name diplayed.

    Today I found the reason for this problem, and I'm happy to report it will be fixed in the next release.

    • Like! 1
  2. On 6/6/2023 at 4:16 PM, dimitrius154 said:

    And a very peculiar one, I might add. I've not expected one of the regular monster ID's to be turned into a superunique in D2F, so I just copied every entry. As a result, I'm now working on the Frozenstein boss model and sound.

    It's because Frozenstein pre-dates the Yeti Hunter's appearance in CM 1.60.  Many of the discovered unused creatures became superuniques before later being added as their original selves in CM 1.60 and later.

  3. Hello!  You're confusing bonuses and bonusgroups.

    Bonusgroup 490 is a "group" with a single bonus, a convention that is used for static bonuses on uniques, as opposed to a pool of randomized bonuses.

    You should be looking at the bonusgroup definition, in order to track down the actual bonus ID.

    newBonusgroup = {
      id = 490,
      name = "SB_addskill_IND_trader                                                                                                          ",
      bonuslist = { 345,},
    }
    mgr.createBonusgroup(490, newBonusgroup);

    This tells us the Bargaining bonus ID is 345:

    newBonus = {
    --  name = "sb_addskill_IND_trader",
      rating = 27,
      basedonskill = "SKILL_INVALID",
      type = "BONUS_SKILL",
      spez = "SKILL_TRADER",
      spez2 = "",
      usagebits = 65531,
      minconstraints = {1,1,0},
      difficultyvaluerange0 = {0,10,100},
      difficultyvaluerange1 = {1,15,125},
      difficultyvaluerange2 = {2,20,150},
      difficultyvaluerange3 = {3,25,175},
      difficultyvaluerange4 = {4,30,200},
    }
    mgr.createBonus(345, newBonus);

    Keep in mind editing these values only affects the bonus on items.  If you want to affect the Bargaining skill itself, you need to look in creatures.txt, where the skills are defined:

    mgr.createSkill {
        skill_name = "skill_trader",
        advance_level = 75,
        min_level = 1,
        mean_value = 300,
        advance_mean_value = 450,
        skillgroup = "SKG_WORLD",
        adv_skill_name = "skill_master_trader",
    }

     

    • Thanks! 1
  4. 20 hours ago, gogoblender said:

    Is it me or is there waay more particle effects and explosions in Van Helsing...does this mean it needs more power to run than Sacred 2?

    The graphics are much better optimized than Sacred 2.  I've had no issues running it maxed out, but you can adjust all the graphics settings to improve performance.

    • Like! 1
  5. 7 hours ago, gogoblender said:

    in fact I feel like the way the world moves and monsters mesh into combat has a lot of the feel of Sacred 2's engine!

    Truly, more than any other game I've played, I think Van Helsing has that same "feel" of Sacred.  A very unique and charming world with a quirky sense of humor, lots of secrets and hidden content that make the map worth exploring. That mix of fantasy and "weird" technology. Not to mention a comparably complex character system.  It's even got Star Wars easter eggs.  :D

  6. I quickly fell in love with Neocore's wonderful Van Helsing games after playing them.  This game absolutely oozes charm and atmosphere. 

    Van Helsing Final Cut should have been the definitive edition of the series, the only thing a player would need to get the full experience. Instead, the game was more of a Frankenstein's monster, with badly-stitched seams and lots of body parts left on the cutting room floor. The "Van Helsing Enhanced" mod did a fantastic job getting skills, loot, and monsters into shape. I intend to pick up where that mod left off, respecting all the balance changes while working mainly on other areas of the game.

    This is what I've been up to for the past two months - crafting a new mod for Van Helsing Final Cut, Prometheus. You can check it out here:

    https://www.nexusmods.com/theincredibleadventuresofvanhelsingfinalcut/mods/2

    Project Prometheus was originally meant to be a simple text correction mod, but it has expanded in scope to restore cut content and address the lingering bugs and balance issues of Final Cut. The goal is to make the game as polished, rewarding, and "complete" as it can possibly be. Prometheus is meant to be friendly to both first-time players and grizzled veterans alike.

    • Appreciation 1
  7. 2 hours ago, Lindor said:

    These are questscripts for some blood forest quests I think. Any known bugs for these quests?

    Yes. Androdion always said the main quest for the Blood Forest seemed to flow wrong.

    Actually speaking of which I just looked up these quests and I see a mismatch in one of the entries as well:

    quest.createQuest(3650, {
       id = 3650,
       name = "S_BI_3a_N_nn-Ice and Blood Mainstory - Gereinigtes Blut - T",

    The ID doesn't match.

    • Like! 1
  8. Sorry, I forgot I had made the EE 3.2a patch since the last testing, so I lost the custom setup. I can rebuild it but I might need to wait a little so I don't split my focus.

    On 5/16/2023 at 3:35 AM, idbeholdME said:

    Now that's interesting. I only played through the non-Final Cut VH 1 and 2 twice and VH 3 once. Been meaning to do an FC playthrough soon-ish, but might just wait in that case. What's the scope of the content/changes?

    It's about a 33% split between bugfixing, content restoration, and balancing/QoL.  The three games were poorly stitched together and lot of content got left on the cutting room floor for no good reason.

    • Appreciation 1
  9. 16 minutes ago, Lindor said:

    bonusgroups 172, 173, 177, 239, 224, 251, 261, 252, 253, 254, 563, 737 and 769 being called in typification.txt do not exist in blueprint.txt.

    The classifications those are attached to all seem to be either unused or (in a few cases) only used for NPC armor or jewelry, which don't get classification bonuses anyways in vanilla.  I don't think there's any ill effects here.

    16 minutes ago, Lindor said:

    bonus 906 does not exist in blueprint.txt.

    Ah well, so the Tank Stance enemy buff won't be quite as powerful as it should be then.  That error is just the result of incompletely porting over an idea from D2F.

    • Like! 1
  10. 24 minutes ago, dimitrius154 said:

    @FlixThe, supposedly, final iteration of the Addendum can now proceed. It took a while, but, definitely worth the effort.

    That's great to hear. Even in its current incomplete state, the new version of D2F v16 built on top of the Addendum is an exciting thing to behold.

    3 hours ago, gogoblender said:

    10  years. Flix.  It must be satisfying to see a decade's worth of work come to its completion  (I hate saying end :cry: )

    Thank you for all of your valuable time

    Wow you're right, it's been almost exactly 10 years since my first mod thread, way back when the single idea I had was to add a Mutation set for the Dragon Mage.  I still have my notes from researching mythological dragons in order to get the item ideas.

    Back then I saw simply recoloring an armor texture as a major triumph!  I never would have imagined I'd end up collaborating with so many skilled and talented people, much less create so much stuff that people enjoy.

    There's still some things on the horizon though. I think the final release of Diablo 2 Fallen will be the greatest yet.  And I'm also cooking up some stuff for other games that have a lot of potential and don't deserve to be forgotten.

    • Appreciation 1
  11. On 4/21/2023 at 5:17 PM, flamingbird said:

    That thread also mentions Norbyte's GR2 Converter 1.9.0, which I haven't been able to find.

    I'm pretty sure this is included in the pack that dimitrius uploaded.  It was designed for Divinity Original Sin models so it's probably the stuff in that GR2ConverterDAE folder.

    The days when I had the tools set up on my PC to do anything with 3Ds Max are long gone.  We had to avoid exporting anything with complex jaw/eye animations for most of the stuff we did for D2F because of issues with the bones. So the new monsters/NPCs just copied the basic skeletons of existing creatures in order to use their animations.

    If you want really fine control over animations, the only one I know to have mastered that is Dmitriy.

    Welcome to the forums!

    • Appreciation 1
  12. Glad to shed some light on something even I wasn't sure about.

    To link it back to the original topic, physical damage mitigation is the most common type that enemies will have, but it is fairly low values, between 5-15%.  Given that Ancient Magic Mastery can cut that in half, you might expect to be able to do an additional 2-7% damage against such foes than you would without it. So, it's not nothing, but it's not the powerhouse I thought it was.

    BTW I corrected the Wiki having info about CM Patch adding fire damage to Destroyers and ice damage to Tornado.

    • Appreciation 1
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