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jwiz

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Everything posted by jwiz

  1. Yeah, I thought as much but had hoped that the mounts had been implemented somewhat different, I'd love to see enemy_hurl on them too, but obviously even a collision detection does not exist with them.
  2. I won't be able to answer that as I hardly play the SW at all. Maybe Roderick can. But one other thing crossed my mind while perusing a certain doc. Would it be possible to bestow some mild aura chance upon the special mounts, like I.e weaken on the monitor, poison on the spider or fear on the hellhound, etc. that adds to the rider?
  3. They do drop as rare and unique as described. I had them on my Drayd and Seraphim. The only minor gripe I'm having with them is that I'd rather see them drop as ratchets or sprockets from mechanoids line the TG, Kral, the Guardians or from traps. Seems to me to be more in line with their bleeding dot damage.
  4. I see your Schwartz isn't as big as mine.
  5. Yes and no. This is rather more of a problem how walls are drawn only half-height when inside of buildings. The Dryad esp. if mounted can rech over them. This doesn't happen when you are actually behind a stockage or outside of the building.
  6. To my best knowlegde blowpipes are blocked by much the same world objects as are arrows, except that they follow no trajectory. You can test that be putting some LL on a blowpipe and see what gets hit and what not. I'm not sure though if the defense against ranged attacks works properly on them.
  7. Difficult to give you an example of a thing that doesn't happen, but it happens with any starter char upon travelling from the multiplayer island to Sloeford. You arrive there, get a visual notification that the quest was updated (you can also see the updated marked on the map) but the audio file of what to do next never plays.
  8. Dang! Seems that Dmitriy got it right. While with the new s2rw the hashes and CRCs are now generated as supposed to be, the seraphim still remains silent. P.S.: would the above be the reason why the first hero sound file (aka. arrival at Sloeford and talk to village elder / inquisition officer) never plays out in multiplayer, or was that omitted on purpose?
  9. Got the v1.7 That was the only one I could find.
  10. Hmm, I'm still struggling with getting hashes and CRCs from s2rw. If I create a LokaIDs.txt with: quest_1061_target_accomplished quest_1545_voice_start_se which is the seraphim startquest and the 1st followup quest, then I get the output from "Hash All" as: 3693350618 quest_1061_target_accomplished 2079982329 quest_1545_voice_start_se I dont know if that's a hash or the CRC. Anyways, if I use them in the sooundprofiles.txt to connect them to a desired sound resource and try in game, the Seraphim still remains silent. What am I missing?
  11. Yeah, you're right about the low level long bows. They are slow and underpowered. I dont find the short bows to be that bad in comparison, but they fall behind when compared to the blow guns with the the insta hit.
  12. Judging from my playing experience, I think the blowgun should rank below the longsword (95% is fine) and the bows should be reduced accordingly. Also I dont see the throwing stone next to stars and daggers, rather more at 65-70%.
  13. I have now 'badaligned' most of the trivia sound files for the Shadow Seraphim, so it's time to move on to the difficult one, I.e. recreating sound events for the main shadow quest line. For that I would have to use the S2rw tool as Flix said earlier and get the quest giver IDs to create the hashes I need to connect them with resources from the (seraphim) sound pool. Now, how to I obtain the quest giver IDs? Do I need to slog through the quests.txt for them and look for quests with the 'ismainquest' flag set? From looking there I suppose that would be the quests that go by the names: "M_SE_1a_B_xxx", "M_SE_1b_B_xxx" etc. 1a, 1b, etc. being the chapter names of the main quest line. How would I distinguish between alignment? Does M_SE_1a_B_xxx = stand for (B)ad and M_SE_1a_G_xxx for (G)ood? What Id would I be looking for: the quest ID or the quest giver taskcreature ID (Isuppose the latter)? Any help welcome! TIA
  14. Totally gross, thanks! Muahahahaha......
  15. Yes, but that's because the DM and other chars (except the seraphim/Inquisitor) have different sound files for light/shadow path. For the shadow Seraphim I'm just using this mechanic to swap the ambient and contextually fitting sound files to BADALIGN so that they trigger with a shadow seraphim. I can't do new sound files for her shadow path. Well, I might tweak the Seraphim sound files a little in some future to get a more sinister sounding voice, but that's all I can manage. It can't be done in the game alone, that's true. But there basically 2 ways: a) Start a Multiplayer char and trigger the campaign by travelling to Sloeford market place. Dont do anything there just save and exit . Then flip the alignment of the save file to Shadow with the char editor, start the game again (you'll still be on the Multiplayer island), travel to Sloeford again and you will be able to continue with the Shadow campaign from there.. b) Start a Singleplayer char, get her to Sloeford market place to trigger the campaign start. Again, dont do or save anything, just run over to the Ancaria Airline travel agent a take the trip. Thus you'll unlock the multiplayer island. Once back in Sloeford, hand in the quest, then save save and exit. Then flip the alignment with the char editor and just as under a) you can then travel from the multiplayer island to Sloeford market place and continue with the Shadow campaign from there. Basically, you are now doing the multiplayer campain in the singleplayer mode and the Seraphim char quest line as well. Have fun.
  16. P.S.: is there wa way to get the 'red eyes' texture from the dark_seraphim patched onto the the light_seraphim? I'm aware that these are different 3D models, but still...
  17. From digging deeper into soundprofiles and soundresources I learned that its easier than tought, but al ot of footwork to do. Basically, what you have in soundprofiles is two different event types for the player heroes regarding his/her alignment: $EVENT and $EVENT_BADALIGN So, if you change an event for 'Hero Seraphim', let's say SHOUT_ATTACK into SHOUT_ATTACK_BADALIGN, that event (aka. soundfile) gets triggered when playing the shadow campaign. Thus you can even decide which soundfiles you want to hear in the campaign by filtering out (aka. not changing) the more unfit replies, I.e. the ones that refer to fulfilling the gods duty, etc. Fairly basic, but quite tedious to do.
  18. Yeah, that was what I was thinking all along, but exactly how would the game distinguish the sound files based on the alignment? I mean, if the sound resources were somehow pooled I could understand how the game draws from one pool instead of the other, but they seem to be just in a serial order, so there the must be some other mechanism, I guess, that lets the game decide when to play which sound. And also some of the 'light' campaign sounds are playing, while most others do not, which is odd and maked me kind of wonder if the alignment flag really has anything to do with it at all. Thanks anyway, for putting some of your brainpower into this.
  19. Thanks, the noS2 dummy file did the job. Did a quick decode/encode of the global.res and started the game with it. Everything's fine so far. But as to the Shadow Seraphim, I may have bitten off more than I can chew. I was under the impression that I could do a quick and dirty linking of some of her more 'fitting' replies to the main quests and for getting new quests (getnq), but after doing a couple of levels with her, it seems that she does not to use any of her speech files, except the ones of speech/se/enemyhitme..., I.e. when she gets hit. She doesn't babble, issue battlecries, use speech when attacking enemies or casting spells, etc., which I find a bit odd, why would she only speak when she gets hit? As it is now, it seems to me that I would have to do a completely new 'speech' sound profile for every speech file of her, or is there an easier way?
  20. @ Flix I do like the new hairstyle for the Seraphim, it certainly has a 50ies vibe to it. But it seems to have minor issues at the back of her head with the shown 2 types open helmets:
  21. Scratch that, I've found a working link to the Google drive upload in the forums. P.S.: Could someone with a Win7 install pls. tell me the registry path of the Installation, so I could clone it there? Seems the tool is unable to find the Win10 install under HKLM\Software\WOW6432Node TIA
  22. Many thanks @Fiix. So the event numbering is arbitrary and the resources are locked into place by the id number. Seems pretty straightforward, From looking into the soundprofiles I gathered pretty much that, but sadly I can't do it, as I lack the global.res editor, which does not seem to be available.
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