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Flix

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Flix last won the day on September 14

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  1. You would need to append _small to the name of the large icon to construct the filename, and make sure the format is uncompressed TGA.
  2. Try "et_range_distance" , IIRC that one behaved differently and was not just a duplicate. What I always did was the reverse, I created a test creature and assigned it a test buff, then forced it to spawn in the arena and beat up on it. It's easier to control the tests when you're the attacker. Give the creature massive health or attack bare handed if you don't want it to die quickly. It's a lot more setup at the outset, but once complete you can keep the script entries on hand and easily swap out parameters for testing.
  3. It wouldn't be out of character for the Inquisitor to have an energy shield. He does have access to T Energy tech after all. Or, try adding the flat mitigation token to a different buff spellclass. Some spellclasses will be more friendly to unfamiliar tokens than others.
  4. IIRC any enemy skills set to advanced=1 stopped functioning. I did not test every skill, but I distinctly recall Toughness not functioning on elite Blade Spiders. This was because it was set to advanced=1, and when I changed it advanced=0, I immediately saw the armor values appear on the creature. This was the catalyst for setting enemy skills to advanced=0. For the player characters, advanced=1 simply places the skill in the right hand column, requiring more skills points invested in "non-advanced" skills to unlock them.
  5. Bug reports on the mod are closed but comments are still open, same goes for the forum. I'm not releasing any more iterations but keeping the discussion open could help further endeavors. It's possible that conflicts creatureinfo.txt is to blame, but an enemy missing altogether sounds like the creature is not defined in creatures.txt or itemtype.txt. What other files are being altered in your other mods?
  6. Dates back to the earliest iterations of the Community Patch, which is the foundation of both mods. Interesting, didn't know that had been adopted into Addendum.
  7. The fixes are shared between the two projects, while balance changes like attribute effects and all manner of creative decisions are independent and usually quite different unless by coincidence.
  8. I keep finding more things to mod in Van Helsing. In July I thought I had one or two more things remaining, then I realized I could mod quests after all, and then I didn't like that so many set pieces didn't match visually, then I found some bugged banter and dialogue triggers... I don't dare switch focus until it's released but I do intend to return to D2F soon.
  9. You give me too much credit. The wings are actually just part of the model that Pesmontis helped import. The wing designs are pure texture work and manipulating the surface entries. newSurface = { name = "tyrael-id6", texture0Name = "maps/npc/Tyrael/tyrael-dark-shield_d.tga", texture1Name = "maps/npc/Tyrael/tyrael-dark-shield_sg.tga", texture2Name = "fx/color.tga", texture3Name = "fx/bloodlust_fx.tga", flags = SURFACE_FLAG_TRANSPARENT + SURFACE_FLAG_DOUBLESIDED + SURFACE_FLAG_SHELLFX, shader = obj_d_s_b_lava, } mgr.surfCreate(newSurface); The Bloodfire Aura uses FX_GEN_WENIGER_HEILUNG around Hadriel, and it causes pulses of magic and fire DOT, which is causing the FX halos around the Barbarian being hit. The aura also causes life leech, which is creating the orange lines between them. So really it's not so much manipulating FX as it is using what the game already naturally does to create the desired look.
  10. You could change the assigned SFX in soundprofile.txt. Or even just edit the audio file itself with Audacity, to make it quieter.
  11. I did not. That's why there are so many summoning buffs in EE. I had a somewhat inspired moment when I altered the Sakkara to fight alongside you, then explode in a non-friendly fire explosion (a la Destroyers) when his duration expired rather than turning against you. The forced faction switch still happens; I just changed the factions so that he remained hostile to enemies and not allies. The faction change was also accompanied by a behavior change that allowed him to use spells (in this case a self destruct spell). So that's as close as I came. It's not a very elegant way to handle more conventional temporary summons though. You could possibly examine the spells in D2F for some more off the wall thinking with designing spells. I tended to really flex the creativity in that mod, particularly with finding ways to use all the FX you have documented.
  12. Technically it would "work" but you would be missing all the drop fixes that are present in EE. The file drop.txt was in rough shape originally and all we did in Community Patch was pile on new uniques and sets, which caused reasonable complaints of, "why are we only seeing new items all the time?" The "Vanilla Drops" mod was a band-aid and meant only for the CM Patch. Further investigation was needed. It turns out many vanilla items were barely present in drop lists or not at all. Not cut content mind you, these were fully completed items of all tiers that were just left out or sporadically included. He was moved from being hand-placed in the persector files to spawning through quest.txt as a questcreature. Generally sectors with hand-placed enemies don't have many enemies from spawn.txt crowding them out. The starting areas around Sloeford are a good example. The Forest Guardian was somewhat of an anomaly among bosses to be spawning that way.
  13. Hello. I tried to tailor Purist Fixpack to people who wanted fixes only. I think I came pretty close to delivering that. Grab the trimmed elite textures and PFP and that's really all you need to get a good vanilla experience. I know of one bugged combat art (Dragon Mage's Eternal Fire), and there is a fix for that somewhere around here. Other than there were no pending bug reports that I could fix, so I don't expect to do any more work on the mod except publishing that fix.
  14. With Van Helsing I now use a lot of spreadsheets for planning mods (Excel or LibreOffice Calc), but when I made EE, D2F, and the others, I just used plain text files and folders to organize things. I always have a To-Do list and and Change Log, around which everything revolves. When I complete things on the To-Do list, I indent them with a tab which means they still need testing. Once tested, I move them to the Change Log. I'll usually have a working directory that mimics the folder structure of the mod. Inevitably there's always a folder called "New Folder" that's full of random stuff. If I ever have to step away for more than a day, I will leave notes to my future self as plainly as possible. It's a wonder I was able to stay organized.
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