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Flix

FDM Moderator
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Everything posted by Flix

  1. Hmm, nope, nothing changed in EE. Maybe the level cap is the same as for enemies then, 250. I thought it might be like mounts which cap out at 201. And, if they're level 203 now with a CA level 104, they must gain 2 levels per rune read. I think the spell token I mentioned earlier must be an additional level on top of a base one.
  2. Ok, if it still doesn't work, there is another possibility: maybe there's an extra folder. If you look inside your MODS folder, then check inside the Rotating Blade of Light folder within, you should see folders called 'locale', 'pak', and 'scripts'. If instead you see another folder called 'Rotating Blades of Light', then an extra folder got created when extracting the .zip file. I've noticed this is a very common mistake when extracting zip files.
  3. I've just uploaded a hotfix for an issue introduced back when v15 came out last year, where the yellow item bonus "Opponent's Armor -X%" would no longer spawn. This affected 18 uniques and 1 set bonus. This fix is immediate and retroactive, and can be installed mid-game with no side effects. You can find the link on the download page here, on the Nexus, and right here: https://drive.google.com/file/d/1z0ptCD7gB5ouKE2ZlDNRhdpUxbwzJvSg/view?usp=sharing
  4. @dimitrius154 We touched on this earlier, but I noticed today, you are still using "BONUS_DEBUFF_ARMOR_POTENTIAL" on your spell bonuses. I'd recommend to change to the type = "BONUS_DEBUFF_ARMOR" instead for "bb_debuff_armor_fir", "bb_armorrip_phy", and "bb_debuff_armor_phy" . This was the vanilla setup. This should alleviate the need for using 133 as the final number in the spell token.
  5. I believe 201 is the level cap. Summoned creature levels should be the same as the CA level, but there is a "hidden" property in spell entries ("et_summon_level") that can make them gain levels faster or slower. In the case of Nether Allegiance, the skeletons gain exactly 1 level per CA level. Sometimes all task creatures of a group don't spawn until reload. It happens randomly since vanilla but they should be there on reload.
  6. Ok it was an unfortunate constellation of coincidences that made me think that: Some (but not all) of the damage type hashes have moved spots in global.res, so I was just missing the text. Damage converters no longer update the damage bar of the weapon's tooltip to indicate converted damage (intentional? I thought it this change was only meant for the TG's battery sockets). So I thought nothing was happening. Certain weapons don't display the ice mist FX, no matter how high the ice damage is. I just so happened to be testing on such a weapon. Weapon was "a_durach.GR2". Is it the T-Energy FX interfering perhaps? All other damage types displayed their FX on the weapon, but not ice. And most other weapons display the ice mist as expected. Even if the coating is removed game-wide, there should be at least some visual effect to indicate ice. I have the Add. frozen.shader in place, which I think is supposed to control this now. Is this why the "stomp" FX comes out of my Werebear's head now? Not that I imagine any D2F players will mind this change, but couldn't it have just been accomplished by managing the releasestage in the quest entries?
  7. Oh is it too loud? Now that it can have its own soundset we can make it sound like anything.
  8. Sorry I didn't see this until now. The one from the game files is 2048x2048. The giant one used to assemble the map on the Wiki was actually assembled from thousands of tiny square sector files - a monumental undertaking.
  9. Hello. See that folder titled MODS? The Rotating Blades of Light folder (and any other mods to be installed) needs to be placed in there.
  10. Yes! Turns out there were sound events available for the combat art in the base game but they just weren't used.
  11. Yeah the Wiki's not quite correct for that CA. The numbers don't increase naturally as far as I can see, only if you take the mods. I think I wrote with Llama's mod installed. I later put the change into Enhanced Edition. But yes, CM Patch, like vanilla, has pure physical. That was actually an honest mistake, since the Destroyer's have a self-destruct CA in defined in spells.txt, but it's not actually used for anything. Rather, the damage and properties are taken from the main Destroyer CA instead.
  12. Thanks, Berserk is no longer crashing the game. No, I'm just trying to borrow the FX. I'll give the full CA a try but unless it miraculously turns out to be a shoe-in for some other Necromancer skill I may be in trouble. Hm, it works fine with your model. I may have to choose a different FX. Changing the base models tends to negatively affect the new hairtstyles and any D2F custom gear that was fitted to the old models. I noticed one other thing: I am prevented from taking a singleplayer character into multiplayer; however I am not prevented from taking a multiplayer character into singleplayer mode.
  13. @dimitrius154 I've added a few more items to my original post of code-related issues for the D2F merge, namely some unexpected weapon restrictions, and item classification bonuses still appearing on tier 13 and above items. Has anyone reported damage converters spawning without a conversion bonus? My bonuses in blueprint.txt match yours but only Fire is appearing. My poison and ice converters have part of the bonus text but not the target element, and when socketed, they don't seem to convert any damage. These are freshly purchased from vendors:
  14. So enemies can now differentiate between the 7 different playable characters and also the alignment to deliver the full set of TAUNT voice lines when appropriate?
  15. Any of the enemy combat arts with eiStateName = "cSMZealhit", In the case of the robber, it's "enemy_whit_harterschlag". There are a half-dozen similar attacks. EDIT: The problem goes beyond the combat arts, though. Even if you were to give the enemy a ranged attack like "enemy_mmissile_fire" he would still switch to his melee weapon to cast it before switching back to his bow.
  16. That's right. If enemies have a Hard Hit attack, they like to switch to their melee weapon to use it. Then, since they're already in melee range, they'll just keep using it, making the bow almost pointless. I can't see a way to tweak the behavior to make it any better, except for removing either the Hard Hit or the melee weapon. I tried making them bow-only in PFP but that got only negative feedback. I've been keeping track of your other posts too, jwiz. I'll see about releasing a patch sometime in the next month or two to address the text fixes and a few lingering issues. Luckily I can fix the class-inappropriate modifiers spawning on weapons without re-rolling everyone's jewelry and causing mass riots.
  17. From what I can tell with the reversion of any "potential" bonuses being attached to spells, this change is no longer necessary. At least, playtesters for PFP confirm that such CA's as Augmenting Guidon and Paralyzing Dread are behaving as expected. 133 was only added to remedy the problem with enemies inappropriately gaining debuffing capability.
  18. It's the vanilla (correct) value. You might recall, based on some bad advice, CM Patch 1.60 changed a lot of spell bonuses to use the "potential" version, on the mistaken assumption that it would change such bonuses to percentage-based (in fact it was already percentage-based all along). The unsavory result was that several spells would instead impart upon the enemy the ability to debuff the player instead. This is because that's how the "potential" bonus was designed: generally it's meant to go on gear in order to impart upon the wielder the ability to debuff opponents. You're the one who figured out the problem and helped us get it straight. Perhaps, that particular entry was missed during the corrections, or you used another method to correct - different bonus tied to the spell token maybe.
  19. IIRC 8485 is a dummy taskcreature designed to be immediately "reached" and therefore immediately solving the quest for the player. It's a strange convention that's used dozens of times.
  20. I'm well aware that the format requires the suffix with the two-letter character ID.
  21. I've not had the chance to test that, no. The file can't be used with EE or PFP and I keep such chatter forced off for D2F.
  22. To avoid this bug, turn off the buffs before shifting between forms. That's the best I can do without access to the code. It's also not permanent, it lasts until reload.
  23. For both of these, after some diligent play-testing we determined that the original event was not being called. At least, these voiced lines were never heard. My changes allow the lines to be heard regularly at appropriate times. You're likely referring to my failed attempts to fix the following voiced lines that do not play: Based on my analysis of the scripts, I determined the correct event for all four lines should be quest_XXX_voice_victory instead. However, even after I changed every conceivable parameter to accommodate this solution, the lines still refused to play. I moved the entries in global.res, I adjusted the entries in soundprofile.txt, I even renamed the ogg files to match the event Loka-ID's and entered them into soundresources.txt (the one in the client folder). No luck. In the end, I just left them as is, since it's not any more broken than it ever was. Well, this one is part of a bigger cluster of attempted fixes: The "approach" player voice lines for General Terus, Nimonuil, and Gahanka do not trigger. Terus was fixed by changing his classification to "CLF_BOSS" in itemtype.txt. The line triggers just after speaking to him now. I attempted the same fix for Nimonuil but I could not tell if it worked because he kept hitting me immediately after the dialog and my character kept spouting lines like "Ouch". There is some potential redundancy here, since Shadow Path players already have a quest-related voice line (different from the "approach" line) after speaking to him. Light path players have no such lines. so this is where I tested for the "approach" trigger. Gahanka (boss id = 10) did not respond to the fix at all, so I then tried changing the approach event to various quest-related events with no good result. This is why you're seeing the change in the script for that event. "TALK", id = "285870252" is quest_1180_voice_start_dm, the final ID that I attempted before giving up. As before, I just left it as is, since I deemed it closer to being fixed than vanilla, just in case I decided to return to it. As a side note, there is actually another thing broken here, if you examine questscripts.txt you will see this entry: quest.setScript(3433,"OnTaskAwaiting",function(args) local p={sx=18,sy=32,sz=0,px=2600,py=2250,pz=0} setFixedListener{ position=p, } playQuestSpeech{ tcid=3290, lokaid="QUEST_1180_KING", questid=3433 } setTimer{ id=3433, interval=3, count=1 } end) This indicates there is supposed to be a loud Troll roar when Gahanka spawns. The quest log even refers to this "loud shout." I did everything I could to restore this Troll roar but it didn't work. The Loka ID needed to be encoded in global.res (3042442323 QUEST_1180_KING). I then added a troll roar file (QUEST_1180_KING.ogg) in the locale folder and defined it in soundresources, then changed the event to {event = "TALK", id = "-928863023", resource = 3156 }; Still no luck. I'm not sure you will want to fix Gahanka for your mod, since the voiced lines all involve the players expressing surprise (or in the Inquisitor's case, derision) that the so-called Kobold Chieftain is actually a Troll. And it seems Gahanka has been, um, demoted in stature for Addendum.
  24. A few more questions/observations: "Appropriate equipment and character bonus-granted modifiers now have a chance(35% for single target attacks, 15% for Area of Effect attacks, 0% for temporary and permanent buffs) to apply to spell-based attacks." For this change, can you tell me how the game determines what's single target, Area of Effect, or buff? Does it use (I hope) spellclass? "Bonus BONUS_INVISIBLE now works like a reasonable random chance of remaining undetected." So it's not a radius anymore... then how does an enemy detect the player? Do enemies have a perception stat that perhaps improves with the Perception skill? It looks like your Warding Energy Lore Trophies have an Alchemy-unlockable duration bonus. The result seems to be that the Duration stays locked even though the main bonus has been unlocked by WEL. I went ahead a made a separate WEL-unlockable duration bonus for D2F.
  25. Well, I can share my "to-do list" that I compiled when I converted all EE texts to PFP. It's possible I caught some more things during the work that I didn't document here, but it should be most of it. You can check it out and judge what might be more work: https://drive.google.com/file/d/12z2V4EL6pgUSlpWnlXSfvflyUXb3Axh6/view?usp=sharing I mostly just listed the hashes, not the entire contents of the string. Since I had several languages to work with, the hash was the important thing. The "Add" and "Delete" sections should be obvious: entire strings were either added or deleted. "Restore" means I kept the hash but changed the contents of the string back to vanilla. "Move" means the contents of one string were moved to another hash. A necessary evil, since the CM Patch (and therefore EE) liked to overwrite vanilla stuff that I preserved in PFP. Nevermind the Hungarian bits at the end, that was from me adding the Goblinoid book and the Ghost Whisperings texts; Hungarian just happened to be the final language I translated. Most of it was already present in vanilla but needed to be moved around. In EE/PFP/D2F those strings are all present and in the same spots.
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