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Flix

FDM Moderator
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Everything posted by Flix

  1. OK I think I understand. The stats, skills and bonuses of the shifted creature are identical to those the DM/Druid. That is such a better implementation than vanilla. Now a dedicated shifter has some incentive to build up their base character instead of just reading runes. So the CreatureBonus and CreatureSkill entries for 1994 and 1995 (the shifted creatures) are ignored completely and not added to those inherited from the DM? I just want to be sure since Addendum still has those entries present in creatures.txt.
  2. Try it with the EE balance.txt. The fact that you had strange values in your subfam list makes me wonder if something isn't wrong in your modified balance.txt.
  3. @dimitrius154 Can I ask you how the shapeshifting mechanics works now, in terms of the bonuses? Does a shifted creature still use the bonuses and skills assigned to it in creatures.txt, or does it now use the Dragon Mage's creature entries exclusively? I wonder if it's more like D2 which just cloaks the Druid in a different form instead of swapping it out for another creature. Or is it like vanilla, but with the addition of inheriting all bonuses from equipped gear? In this case I will probably need to weaken the base Werewolf and Werebear forms to compensate. Does it gain the DM's skills as well as its own? In this case I may not try to do something fancy like giving the were-forms Alchemy when the Druid could just learn it himself and continue to use it while shifted.
  4. Yes I think it might be more in line with Sacred 1 now, where every potion is a blessing. In Sacred 2 you would have more than you'd ever need and end up selling most of them. I love these new Alchemy-unlockable potion bonuses too.
  5. Ok I was not sure. I was using DRPC_ITEMS provisionally in v15. But I notice in Addendum you're using DRPC_ITEMS but have it commented in as "Increased Potion Drops." ("forge_material_magic_perc_dropchance_potion_rel") This would make sense because potion drops are much lower in Addendum. I just wasn't sure which spez I should be using.
  6. Wow, great first post! I'm glad to see people actively making EE builds. My personal picks for the final three would probably be: Ancient Magic, Toughness and Enhanced Perception. Toughness is so good for survival and Ancient Magic is basically a reverse-Toughness against enemies, very good to pierce resistances. The last skill could really be anything, but since you don't have a stash of gear EP might be the way to go. Unless you're using the Dragon's Wrath buff (which make a left-click attack DM viable), I probably wouldn't bother using your weapon for anything other than the Elemental Strike CA. The Pole Arms skill will only increase the attack value for Elemental Strike, and Tactics Lore won't do anything for it. So either skill wouldn't add much for an Elementalist.
  7. The vanilla h file is bugged. CM Patch 1.50 introduced the changes to fix this. I thought I included these fixes in Purist Fixpack but I may have missed it - will check. Also not sure if you're using the full mod. EDIT: Fixes are in place in PFP. The Dryad h map has a similar fix in place.
  8. Hello. Yes, with the Free-For-All module, the bosses will always appear, even after the quest is complete. The first time you fight them (during the quest) the campaign bosses will also be doubled. However, be warned, I have not tested that module with the Multiplayer campaign - you may see some strange behavior. Please let me know if anything seems to be wrong.
  9. I'm sorry, I have all these scripts and I'm just not seeing any difference whatsoever in this list between any version of vanilla, CM Patch or EE. The only reason "barsteward" would ever appear is because of this forum's kooky auto-correct that it does with the original word. You didn't somehow copy text from a forum post and paste it into scripts?
  10. Good to hear from you. The forum has an auto-correct that changes certain words. What ended up being posted above looks the same to me. On review, it doesn't look like anything was changed in the local subfamSlots list between vanilla and EE 3.2.
  11. @dimitrius154 Is it accurate to say that the only spez that will work with type = "BONUS_DROPCHANCE", is spez = "DRPC_ITEMS", and that this spez exclusively applies to potion drops? That's the only one I see active in Addendum. Also can you tell me if any droplists/droppatterns are explicitly linked to the spez?
  12. Leave it for posterity. You never know what info might be useful.
  13. I've had a notion to set a standard minimum drop level for tier 13 and above and also to standardize the level jumps for these items. If an item has a level jump of 1, might the game choose it over something with a level jump of 15, which might be far too high or too low for the player level? Just a thought.
  14. No, not in 3.2. I used to have such reports in older versions of D2F and EE, namely The Night and The Silent Water set seeming to drop too often. IIRC it was because they had very low level requirements compared to other set items, therefore the game favored them at low levels. I believe I increased their minimum level to resolve. There may have been a handful of other set items that needed the same treatment. In EE 3.1 there was an unintended effect of double rewards but this was because I tried to add multiple droplists into Droppattern(119. The game chose to not only select items from both droplists but also doubled them.
  15. I use this application to batch convert image files with unusual formats: https://x2y.sourceforge.net/features.html
  16. Thanks! Knowing that I managed to edit the behavior to my liking. All seems well now. The merge is going well, with a lot of pleasant surprises. But I have had some issues, that I think can only be resolved code-side. I've aggregated them here in this one post for ease of reference: Tier 13 and above items still have classification bonuses. I have a workaround in mind if these can't be removed. I'm still experiencing a number of unexpected weapon restrictions: Paladin can't use wands. Barbarian can't use wands. Assassin can't use wands or 2h magic staves. Amazon can't use 2h swords. Druid can't use shields, 2h swords, or any pole arms. He is able to use 2h Energy Weapons which should be probably be restricted. Blacksmith Arts are missing their tooltips. I think this is to facilitate the randomized tokens, but I'm sticking with the static bonuses for D2F with unlockable Smithing skill bonuses. Can these three tooltips be restored please? I'm glad to see shield bone present on the Inquisitor model, however I believe it needs to be rotated - maybe 180°? Especially with the shrunken heads the placement can be a fine thing. The new Temple Guardian model seems to be missing the shield bone entirely. Displays on the ground beneath him. Poison Nova has a purple star casting FX now ("FX_INQ_VERGELTUNG_C"). This happens even without the altered particle scripts, so I think there must be some hard-coded link to the purple star/sparkles instead of the original green ones. I've run out of green-colored FX to use as an alternative. Likewise the "FX_GEN_STOMP" for Werebear Shockwave comes out of his head instead of feet. Spellclass is the same "cSpellNova" that the enemy Stomp CA use, as well as the Barbarian's War Cry - those all look ok for some reason. Tooltips for world objects and loot on the ground would benefit from having their opaque window box restored for D2-style tags. As it is, it can be difficult to read sometimes. Lastly are the spell property tooltips. Back in 2017 you helped me with adjusting the spell property tooltips for several D2F CA's. Some of these are now broken with the new update, and a few others were never correct because I never requested them. This is, I hope, a decently formatted complete list of Loka-IDs I'm requesting to link to the appropriate spell tokens (anything not listed is correct as it is).
  17. Hello. I can't join in multiplayer as my system runs either Enhanced Edition or Diablo 2 Fallen but I'd be happy to answer any questions you have.
  18. This fix works, and is present in my 3 main mods. The "special" animations for vanilla riders are actually included in the base game. It requires extra work beyond just that, but mounted enemies can now use special moves. As I recall I had to change some lines in itemtype.txt and also add some new creatureinfo entries. Also still works in D2F+Addendum, fortunately. Thanks! It actually ends up being a harmless error since I didn't give Nimonuil the full array of special moves that he uses in D2F or Addendum, including the one that would use that animation (the beam cannon, I believe). I reckon I copied those animation entries over from Addendum but not the actual files. Either that or they're some vestigial remnant from me trying to alter their bow animations during development.
  19. @dimitrius154 Do minions summoned by the spellclass "cSpellSkKohorte" still use the behavior "Hireling_brave" by default? I'm having a lot of issues with Druid and Necromancer summons (all of which use this spellclass) not attacking anymore. Actually the Skeletal Mages are perfectly fine for some reason, but all others just roam around aimlessly while enemies attack them.
  20. Hey, c'mon I restored like 2 forgotten shadow path quests in 3.2. Truth be told, I'm not certain I realized Bloodthirsty Mercenaries was Light path only, way back when I first implemented the reward. I was simply looking for longer chain quests, that had a lot of steps but very little reward. Looking at it now the quest isn't really the kind of thing a Shadow path character would undertake. Otherwise I might just switch the flag and allow for both paths. Can you think of a comparably long Shadow path chain quest?
  21. These files are meant to be used in conjunction with this mod but I haven't finished preparing the mod for the merge yet. Maybe in a few months it will be in a good state. @dimitrius154 I see the Seraphim has a full "ANIM_TYPE_SM07_RI" animation defined complete with markers, but I can't find any such animation in the pak folder. Is it missing, or should it just overload to ANIM_TYPE_SM07_2H?
  22. I've uploaded a new patch update, version "15c". All the links have been updated. This patch should be safe to install for existing characters mid-playthrough without any side effects. The main point was to re-enable the melee double-hit animations that were disabled in the CM Patch. These animations can trigger from any left-click attack and any weapon lore skill will increase the chance these animations will be used (even before mastery). This patch also restores a vanilla quest "Ghost Whisperings" for shadow path characters. Finally, there's about a dozen or so other minor fixes to quests, items, etc. This brings D2F in line with EE and PFP in terms of fixes. Full Patch Log: Which ones? You make it sound like it's all of them. Maybe there's an error in the hashes, but those are very hard to find. I will keep looking.
  23. Hello and welcome. Timo is right, you don't want to combine Purist Fixpack with any other mods. I develop this mod in parallel with Enhanced Edition, so if you install CM Patch 1.60 + Enhanced Edition 3.2, you will have all the same fixes that Purist Fixpack offers. The difference is that PFP is only fixes, whereas CMP+ EE additionally offers a lot of new content and gameplay changes.
  24. An example: v15 on the left has both cooldown and regen time listed, unobtrusive but helpful to understanding what's happening. I seem to be missing it in the upcoming v16, only seeing the total time.
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