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Posts posted by Flix
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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.
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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.
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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", }
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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.
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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.
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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.
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4 hours ago, dimitrius154 said:
Using identical "area_id" values for quests has turned out to be a bad idea, especially for type 1 quests.
That doesn't sound like something I would do. I remember creating new ones for the new D2F quests. Is this a widespread problem?
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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.
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The formatting alone was a much-needed change. I ran PFP's quest.txt through a code beautifier but it had too much trouble with questscripts.txt.
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The vertically aligned bridges makes me think of SchlunZum
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1 hour ago, dimitrius154 said:
Looks like any minions spawned by the "cSpellFogUndead" spellclass must have has_corpse = 1, otherwise the "et_sacrifice_health_rel" token does not work.
Yes indeed. "Fogspawn_skeleton_lich" should retain that flag - looks like it was removed in Addendum at some point.
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Every itemtype has a "subfamily" that dictates, among many other things, whether the player can click on it to interact with it.
For example, you might have noticed dogs and cats in towns, but you cannot click on them. This is due to them having the subfamily "SUBFAM_LIFE_ANIMAL_ATMO".
Most corpses have "SUBFAM_INTERN_STATIC" which means they're basically just part of the environment.
Some, however, will have need to be interacted with for quest purposes. So they are given a different subfamily like "SUBFAM_LIFE_ORC". That corpse is one such example.
You might ask, "so what quest is it part of?" but the thing is it's not, at least not that particular one. Instead there's probably some other quest where you click on a dead Orc, and the devs just reused the itemtype as "decoration."
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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.
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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.
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On 5/10/2023 at 9:58 AM, idbeholdME said:One more thing that came to mind @Flix
Do you still have your test bench at hand? I'd be interested in knowing whether Chance to Bypass Armor works on spells, or if it works at all (for weapon attacks). I'd played a ranged Shadow Warrior in the past with about 60% chance to bypass, but honestly didn't notice much of a difference in damage dealt. And also, whether it only works on physical damage or all elements, melee/ranged etc. Can summons proc it? Or something like the Dryad Totem or SW tower? Could be very relevant to the OP if Destroyers could make use of it.
This bonus could be a hidden powerhouse against heavily armored opponents, if it treats enemy armor as 0 every time it procs. But would probably require a modded item that gave 100% chance to bypass to test it. Imagine Carnach without his massive amounts of fire armor in late Niob :O
But if I had to bet, I'd say it works only for player weapon attacks and weapon CAs, if that. Could be that the bonus is simply broken and does nothing.
A custom monster with tens of thousands of armor would be perfect for this.
I can certainly test it - everything is still set up from the previous testing. I haven't touched Sacred 2 since then, as I'm deep into putting together a restoration/fixpack for Van Helsing Final Cut.
Let me shift gears and I can hopefully report something tomorrow.
From what I remember, it's supposed to be weapon-only, and for all damage channels. Dmitriy did some magic in Addendum to make it have a chance to proc on spells, and the new D2F will also have this feature. But we'll see what happens with some testing of the base game files.
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They're present in Dmitriy's mod but it involves several files, including replaced animation files, his s2render.dll, and his sacred2.exe.
They'll be in the next D2F as well but there's no quick way to add them to back the base game.
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On 4/30/2023 at 5:46 PM, dimitrius154 said:"Inquisitor"(2009) is my current avenue of application. Perhaps, it's time to update and release the "Lionheart: Legacy of the Crusader" fixes.
I gave up on both of those. Inquisitor I remember having long punishing dungeons mixed with tons of dialogue reading - a strange blend.
On 5/1/2023 at 6:21 AM, jwiz said:Ancaria Airlines quest
Just search "S_HE_1_CM-Rundreise" in quest.txt and look underneath at these entries:
reward_attr=1,
reward_skill=1,Change those values to 0.
10 hours ago, lordvampir said:if any bugs are suddenly revealed (or maybe suggestions from the community), will S2EE support be implemented?
If the bugs are severe, or numerous enough, sure.
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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 ).
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.
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I know what you mean, that Seraphim jaw was the first I realized how difficult it was going to be to work with the models.
You could try it with the seraphim model that Dmitriy has already imported and exported and see if that yields better results.
https://drive.google.com/file/d/1DPZF598qEBd9ygJnW0dvysKLRu9Eyf0J/view?usp=sharing
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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!
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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.
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Ok I've done some testing on four unfortunate ogre champions and here are the results.
Character level: 200
Fireball level: 112.8 - tooltip damage: 6,627 pure fire
Enemy level: 102 - no skills, no equipment, no modifiers other than the below:
Fire Mitigation = ~100% and then ~50% (margin of error within 1%)
Fire Armor = 3,930No Ancient Magic
- No Armor No Mitigation - 14,911
- Armor Only - 9,349
- 100% Mitigation Only - 0
- 50% Mitigation Only - 7,455
- Armor and 100% Mitigation - 0
- Armor and 50% Mitigation - 4,674
Ancient Magic level. 36 (Damage +55%)
- No Armor No Mitigation - 16,441
- Armor Only - 10,687
- 100% Mitigation Only - 0
- 50% Mitigation Only - 8,220
- Armor and 100% Mitigation - 0
- Armor and 50% Mitigation - 5,343
Ancient Magic level. 109 (74 hard points) (Damage +105.6%)
- No Armor No Mitigation - 17,847
- Armor Only - 11,922
- 100% Mitigation Only - 0
- 50% Mitigation Only - 8,923
- Armor and 100% Mitigation - 0
- Armor and 50% Mitigation - 5,961
Ancient Magic level. 110 (75 hard points) (Damage +132.1%) (Opponent's Immunities - 56.9%)
- No Armor No Mitigation - 18,580
- Armor Only - 12,579
- 100% Mitigation Only - 10,591
- 50% Mitigation Only - 14,586
- Armor and 100% Mitigation - 7,170
- Armor and 50% Mitigation - 9,874
Ancient Magic level. 235 (200 hard points) (Damage +201.8%) (Opponent's Immunities - 66.8%)
- No Armor No Mitigation - 20,518
- Armor Only - 14,321
- 100% Mitigation Only - 13,726
- 50% Mitigation Only - 17,132
- Armor and 100% Mitigation - 9,581
- Armor and 50% Mitigation - 11,958
Conclusions:
- There is no secret/hidden reduction to enemy resistances occurring before mastery.
- The mastery bonus does not function like "BONUS_PRONETOCHANNEL". Instead it's just a relative decrease of the opponent's existing damage mitigation values. So mastery could never push the vulnerability "below 0", and would have no effect on an opponent that lacked damage mitigation.
- The mastery bonus seems to have no effect on armor. The armored enemy did take a slightly higher percentage of damage as Ancient Magic leveled up, but I believe that was only due to the increased damage output of the fireball vs. his static armor value falling behind.
In other words, Ancient Magic Mastery is about as underwhelming as it could possibly be (for vanilla/PFP). Master it for the nice damage boost, but don't expect much more out of it unless you're fighting elementals with their native element.
If you're playing a mod like EE or D2F, where lots of opponents and bosses make use of chunky damage mitigation, you will get more mileage out of it.
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[REL] Diablo 2 Fallen
in Diablo 2 Fallen
Posted
Well sadly I believe it may have been. The monsters in question all had a single incorrect digit in their hash - a 0 had become a 6. There were also about four instances where the hash had a missing digit. Fortunately I have devised a way to check for and correct such errors going forward.