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jwiz

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Everything posted by jwiz

  1. Q: Is there a guide or some instructions, how the game distinguishes the soundprofiles & soundresources of the hero chars for the light / shadow campaign? Background: I'd like do do a full playthrough of the shadow campaign with the Seraphim, which can be done easily with a litte help from the char editor and even in single player mode thanks to Ancaria Airlines. But I'd like to edit the soundprofile for that, so I may have some responses from her to quests, even though I am aware that the shadow campaign wasn't voiced at all for her. Nevertheless, some of her remarks for the light campaign could do for the shadow campaign as well, so that she doesn't remain completely silent besides the generic remarks during fights etc.
  2. Great to hear but pls. take your time. It's done, when it's done.
  3. While casually browsing through blueprints.txt for the CMP0160 I came upon this entry: newBlueprint = { id = 2484, name = "uniuqe_boot_he_berghutzen", <<<------ palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {20,13,0}, lvljump = 10, usability = 0, allotment_pmfpi = {900,100,0,0,0}, uniquename = "unqiue", specialuseonly = 0, bonusgroup0 = {863,1100,10,9,0}, -- Stamina % bonusgroup1 = {761,1350,10,9,0}, -- Block CC bonusgroup2 = {1106,1400,10,9,0}, -- Chance to Stun bonusgroup3 = {749,1000,10,9,0}, -- Bronze Slot bonusgroup4 = {751,1000,10,9,0}, -- Gold Slot itemtypes = {10103,}, wearergroups = {'WEARGROUP_DRYADIN',}, <<<------ } mgr.createBlueprint(2484, newBlueprint); There is obviously a typo in the name "uniuqe_boot_he_berghutzen" and also if these are for a high elf (he_berghutzen?) then wearergroups should be altered. Has this been corrected already? P.S.: there is another typo for this blowgun: newBlueprint = { id = 2473, name = "unique_blowgun_blowmaster", palettebits = "1111111111111111", dmgvariation = 90, minconstraints = {25,15,0}, lvljump = 12, usability = 0, allotment_pmfpi = {500,0,0,500,0}, uniquename = "uninque", <<<------ specialuseonly = 0, bonusgroup0 = {886,1600,1,9,0}, bonusgroup1 = {137,1430,1,9,0}, bonusgroup2 = {140,1450,1,9,0}, bonusgroup3 = {880,1500,1,9,0}, bonusgroup4 = {860,1000,10,9,0}, itemtypes = {4989,}, wearergroups = {'WEARGROUP_DRYADIN',}, } mgr.createBlueprint(2473, newBlueprint); P.P.S.: there seems to be a whole lot of unique items in CMP 0160 blueprints.txt with the wrong entry uniquename = "unqiue", instead of uniquename = "unique",
  4. Yep, and I always hoped that some able modder would care to design a black suit with a tie, so that I could go all in.
  5. I'm getting 'Men In Black' vibes here. Anyone else?
  6. Maybe you can buff 2H weapons by either adding melee range increase or splash damage to the Polearm and/or Sword masteries? I dont know though, if the game engine allows for that.
  7. As long as it's got the 'l' in it, I don't mind.
  8. Anything that helps the poor, little Dryad is welcome here! ;)
  9. Thanks to clarify that point. As I still run the vanilla CMP 0160 on occasion (with vanilla drops enabled) I will correct that in my local spells.txt too.
  10. Looking at the CMP 0160 it should rather be: entry5 = {"et_debuff_REDUCE_armor", 500, 10, 3, 9 }, Did you mix it up in S2EE?
  11. Understandable, but it's really painful to see how the chests deal out only trash items.
  12. Is it possible to drop legendaries directly from a chest as a quest reward? Thought that would work only from NPCs. Nevertheless, the 'Widow Maker' would seem appropriate for a pirate treasure chest, but that's for the SW only. So I'd suggest either '(Jolly) Roger's Raving Razor' or the 'Impenetrable Protector' for more general use. If they don't drop from another quest line already, that is.
  13. It's from the Wicked Witch of the West musical.
  14. Btw, I've been doing the Legendary Pirate Treasure quest in the hidden pirate cove on the Gold Coast lately and it has bugged me once again, that this quest doesn't drop a legendary item. Perhaps you could rework this quest to drop one, maybe be putting a mini boss fight there (preferably with a souped up giant rat guarding it).
  15. Freedom's just another word for nothing left to lose...
  16. Would that be the matter why shieids on an Inquisitor are not being displayed in the main menu, while he can wear them in (S2EE) game ?
  17. Quite a sublime guardian. this. She somehow undressed after the Gar Colossus. Must have gotten a little hot.
  18. I've currently tinkered with Pelting Strikes a bit further: To make the mods of this CA more consistent and meaningful in choice, at least in my opinion, I've put the chance for critical hits onto the silver mod and opposed it with a likewise chance for sure hits. The debuff of enemy phys armor I've put onto the gold mod and opposed that with the debuff of enemy defense values (EVW). For this, the cooldown regen of the spell had to go, as I always felt that the cooldown regen on any attack skill is rather a placeholder. I'd rather change the cooldown regen on the Battle Stance, so that if you skilled BS as a buff, it would regen the cooldown of all Exalted Warrior aspects and not only BS. I have been thinking about an actual cooldown regen for literally all hero CAs, as this would synergise nicely with its 'Idol' mod, but that's prob rather impossible to balance, I guess.
  19. I love the new 'Bruzzelmeister' (Flamethrower-Sentinel). Ancaria is going to burn!
  20. Since you're asking, I'd have a proposal as to Smithing but I'm not entirely sure if it's possiblw to do in the game: I'd like to see it restored to the former/higher values but you can't unforged(remove) items unless you have skilled Smithing. P.S.: if you feel like you've got too much time on your hands, I'd also propose a buff to the Nature Magic aspect of the Drayad. Remove Goldengelade Touch and create a Walking Tree companion (a smaller ones similar to the Xmas trees) with high phys dmg / stun / slow chance and maybe a heal as well as replacement for the removed Godenglade Touch. It should be 'buffable' too, I think. Just my 2 cents ...
  21. I've been testing this with values 1000, 0, 1, 8 and upon close look it seems that two "streams" of projectiles are going out and I've also seen the projectile jump to another NPC when the first target was done, pretty much like the double shot of the dryad does. When the double shot hits it really shreds, a bit akin to the Barrage skill in Path of Exile.
  22. P.S. would you consider to add entry5 = {"et_missile_count", 200, 0, 1, 8 }, to the first bronze mod (% chance for double melee hit) of Pelting Strikes, to make this mod usabla for a Bow Seraphin too?
  23. You could translate it if you wamt to into 'pro Stufe' but you simply don't. 'per' being latin is just as fine in German and 'level' has been germanized.
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