Jump to content

idbeholdME

Members
  • Content Count

    23
  • Joined

  • Last visited

  • Days Won

    1

idbeholdME last won the day on October 9

idbeholdME had the most liked content!

Community Reputation

9 Fine
About idbeholdME
 
 
  • Rank
    Indium Shaman
 
Previous Fields
 
 
  • Favorite pizza topping
    confidential
  • Why do you want to join DarkMatters?
    forums
  • All time best video game ever played
    RtCW
  • Real Name
    Mr. Crow!!
  • Platform
    PC
 
Recent Profile Visitors
 
 

The recent visitors block is disabled and is not being shown to other users.

 
  1. Will bump this too. I'd like to make the day and night cycle more equal. I find the current night too short for my liking (75% day to 25% night ratio IIRC) and I'd like to see all the environments at night and hear the night versions of the music more often.
  2. idbeholdME

    New easter egg?

    I was pretty sure that this was not a brand new find. But rather than the toad itself, I'm more intrigued as to why it is linked to the quest (correctly it seems as the quest gets marked as finished when you kill it). Was it supposed to appear sometime during this quest? They most likely just forgot to link it and update the quest logic, which results in the "bugged" quest entry.
  3. idbeholdME

    New easter egg?

    Hi again everybody. Couldn't find anything about this on the wiki or anywhere else, so I thought I'd post it here. While running around the desert, I started to wonder where does the bugged quest step in Ephraphim's Nightmare quest chain in the vanilla game lead. The quest completes normally, but the quest step "Heavy Burden" is not ticked as completed in the quest log and the quest locator points into the sea. My curiosity got the best of me and I used the dismount trick to get out of bounds and jump my way to the quest circle. I expected nothing to be there, just a not properly closed quest. But lo and behold: there was creature. A toad. But no just any toad, the HYPNOTOAD. If you kill the toad. The "Heavy Burden" quest step even gets completed. No reward or anything but still nice. Too bad I can't do it as I would technically gain a small additional bit of map discovered, which would be cheating. This is obviously a Futurama easter egg, but it is unreachable by normal means. I wonder how this bugged quest/easter egg came to be. Was it intentional? Did they not have time to finish it? Did someone start it but forgot to come back to it? We will never know. But there really is a mystical creature inside the northern sea. The one whose plan is to dominate us all D: GLORY TO THE HYPNOTOAD.
  4. idbeholdME

    Trimmed Elite Graphics

    I knew that much. The thing is, I was not using the spawn.txt and the new Kobold Riders were spawning anyway. And I am already basically in the state that you described also minus the map navigation changes and mounts. I just discovered that I will have to edit the original creatures.txt and not just use the new one. No biggie. I am afraid to use the quests because if it works fine and later down the road I find an impassable problem (start a quest that refers to a non existing creature for example), the change will be irreversible. And I definitely don't know which quests are new and which are old. Besides, I don't want random question marks on my map that I have to avoid. So I will survive the occasional bugged quest (encountered 2 so far in act 2). Any input on the elite Kobold Riders not doing much of anything? That is present in both vanilla and patched versions and not caused by my alchemy with the CM files.
  5. idbeholdME

    Trimmed Elite Graphics

    OOPS, posted instead of edited :P.... Already been there and no issues. EDIT: Probably found the cause. It turns out I cannot just slap the creatures.txt from the CM Patch into my vanilla game and expect it to work 100% correctly in the entire game. For some reason, the game was spawning the new variants of Kobold Riders (the green and purple ones) and they were missing animations (due to me not having the CM Patch installed fully). This is the first creature it happened with so far. Screenshots show the hillarity. The Kobolds were perpendicular to the wolves and were just sliding around on the ground doing nothing. I tried reverting back to the old creatures.txt and it fixed the bugged Riders (only the brown ones spawn now) and the game no longer seems to be crashing in that spot I posted before. I was using the CM Patch creatures.txt to scale up the human NPCs. I will just have to do that manually in my old creatures.txt but at least I have the one from CM Patch as a base. It will just take some time. Also on topic of Kobold Riders, the normal ones are okay, but the elite ones seem to behave strangely (both in vanilla and the CM Patch). I just tested it and the elite Kobold Riders to the south of orc area don't attack you on their own. If you get close to them, they start swinging at you but their attacks make the sound as if they were firing a projectile from a staff. They also seem to have an extremely low chance to hit. They had 22% chance to hit me in stats and I just stood there for minutes with 2 of them flailing at me and I got hit only a very few times. Also the moment you get from melee range, they just start walking around again as if nothing happened.
  6. idbeholdME

    Trimmed Elite Graphics

    Already been there and no issues.
  7. idbeholdME

    Trimmed Elite Graphics

    I only sometimes crash if I play for a very long time without stopping (read like 5+ hours). I also didn't experience any problems with crashing on loadings. But yesterday, I found an area in the Orcish lands where I crash very often. I marked the area with a red circle in the screenshot. It took a lot of tries to finally be able to get through without crashing. Once I am away from this area, everything is okay. No idea what's causing it but there is usually a big battle going on between the orcs.
  8. idbeholdME

    Trimmed Elite Graphics

    It was recently (when I started playing again). I have by no means state of the art GPU. GTX 780, i7 7700 CPU and 16GB RAM with relatively fast timings. Yet the PhysX cause 0 issues to me. Yes, if you stand in one area for too long, sometimes more and more leaves spawn. My screen was once covered completely with leaves, flying and on the ground after I went AFK and every gust of wind or movement of my character caused tons of them to go flying again. It was still running completely smooth. Important thing to note though is that I'm playing in windowed mode (to have normal loadings and transitions instead of just freezing until the loading is done). It seems like the game is much smoother in windowed mode in general.
  9. idbeholdME

    Trimmed Elite Graphics

    That is exactly what I did. But people not aware of this change in the CM Patch will be robbed of the experience. Many guides on the internet on how to get this game working smoothly just say "Install the CM Patch". And not everyone is willing to carefully study the change log and weigh the changes/see something has been cut out for a reason that is no longer relevant. The game worked for me even without the CM Patch with full elite textures, enabled PhysX and everything else maxed with no crashes. The only problem I encountered was stuttering in dense areas due to texture loading.
  10. idbeholdME

    Trimmed Elite Graphics

    I'm just going to chime in and confirm. The vanilla elite textures are almost unbearable in Griffinborough (Sloeford seemed fine though). The game is constantly loading the huge textures and it becomes a stuttery mess whenever you turn the camera. Using the graphics files from the Community Patch largely fixed the problem. It is still not completely smooth but 1000% better than it used to be. Great job. But regarding the PhysX, I really don't understand the decision in the Community Patch to disable most of the effects. It is what gave this game such a WOW effect when I first played it and it makes the game world feel much more alive. I had no problem playing with them on, having elite textures and every graphical setting maxed and I have had like one crash to desktop in tens of hours of playtime. Modern PCs should be able to handle them easily. It should really be left up to to the final user whether or not he want to disable them. Maybe make it an option in the patch installer?
  11. idbeholdME

    Different DOT Stacking

    The built-in DOT on Blazing Tempest is not the same one as the usual burn effect that can get applied by everything that deals fire damage. That indeed means that an enemy can have a Blazing Tempest DOT on him AND the normal burn effect at the same time. Just think about the Blazing Tempest DOT as being a part of the Combat Art itself rather than the usual burn effect. The built-in DOT on Blazing tempest has 100% chance of happening and is not affected by Damage Lore or Incandescent Skin. But they increase the chance of the normal burn secondary effect happening. And yes, these 2 DOTs can stack as they are different.
  12. The silver mod "Boost" claims that it reduces the cooldown by 50%+1% per CA level. However, after I took it, the cooldown was reduced to 40 seconds (33% decrease) and it does not scale up with levels (stays at 40 seconds forever). Also the same case with the bronze mod "Capacity". The duration goes up by 33% (from 15.1 to 20.1, again 33% increase instead of claimed 50%). I was originally planning to take Dampen on bronze and let the silver cooldown reduction mod take the cooldown down to manageable levels once I get DP high. But now I will probably have to take both the duration and cooldown and even then I'm still not sure if I will ever hit a threshold where the DP is infinitely sustainable. At this rate, I might just make it a 20 second invulnerability panic button and take Dampen and Uplifted Force. I don't know what version of the game the wiki is based on, whether it's console or one of the various PC versions but in the case of the latest PC release (GOG, Steam), the info is wrong. EDIT: My bad. Just noticed that the info is from community patch 1.30. That would explain it since I'm playing without the CM Patch.
  13. idbeholdME

    Heavy Burden quest annoyance.

    That's great. As I said, I can change some minor things myself. But when it comes to complicated stuff (like quests and their scripts), I'm lost. All I could do is look up "Ephrahim" in the quests.txt and there were 7 entries in total (which I suspect are quest steps) and that is where I ended. I probably could look into the CM Patch quests.txt, copy all these entries and replace the original ones by those and see what happens. But I don't think it will be that simple. I don't think the changed dlls and exe are a problem I.e. they can be used. I noticed that they don't uninstall themselves after removing the CM Patch so I am using them but I don't mind anything they change or at least it's not noticeable (except maybe summoning mount in caves, I liked that little immersion thing of animals like horses being afraid to enter caves). The stacking change is a huge QoL improvement that I think noone would have problems with. Really, all that would be needed is removing new items/quests and new enemies. I like the things like the new variants of old enemies (the zombie skins and such which have 0 impact on gameplay) but I have no idea how to separate that. Also, the creatures.txt seems to work fine. Humans are scaled up (even those I missed when I was doing it myself) and the game is not crashing/bugging out, so great .
  14. idbeholdME

    Heavy Burden quest annoyance.

    Just tried and yes, the CM Patch fixes it. The log entry Heavy Burden is gone altogether. However, I don't think I can use it (quest and questscripts) because I'm sure it will cause bugs the way I have it set up. I don't use any new items/enemies and didn't use any new quests. The moment some new quest directs me to a new boss for example, the game would most likely crash because I don't have that boss in my game files. So I either have to fix it manually (which I have no chance of doing) or just live with it. Also, after using the quests from the CM Patch, there was an active quest Hunting Fever I in chapter XI for some reason? I have been nowhere close to that. Here is the list of what I used: animation.txt behaviour.txt (in hopes of fixing the non responsive white griffin) all particle files graphics10, 13 and 25 and then some small manual tweaks to various files (blueprint.txt (fixing Endijah's Wings), creatures.txt (tried to maunally do the human NPC scaling changes, had partial success), spells (weakened the sptiting spiders attack but not as much as in the CM Patch)) Also, the potion and rune stacking is in for some reason and I have no idea how I did that. No complaints though Am I correct in thinking that I can safely use the creatures.txt (to have the scaled human NPCs) and it wouldn't cause any problems? As far as I understand, it is just creature definitions so it should't cause any issues if new creatures are defined but not spawned. This also led me to a thought. A lite version of the patch with only bugfixes, fixed animations and general improvements and no new content (for purists as you said) would be a good option to have. Thanks for the input.
  15. idbeholdME

    Heavy Burden quest annoyance.

    It is.... complicated.... Let's just say that I picked and used the parts of it that I liked. And I'm not using the quests part of the CP and I wasn't sure if this was fixed in the CP or not. That's why I left the note in case it was fixed there and someone wondered why I still have the bug.