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Flix

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Posts posted by Flix

  1. @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.

  2. 1 hour ago, dimitrius154 said:

    @FlixJudging by the "spez" retrieval code, the ones supposed to work are "DRPC_RUNES" and "DRPC_POTION". I have found no obvious references to the bonus itself in any of the loot related functions, or any other, for that matter. I've never tested it, but it might be inactive.

    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.

  3. 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.

    • Like! 1
  4. 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.

  5. 36 minutes ago, denoshir said:

    hello how are? I'm playing with my brother the multiplayer campaign I would like to know if with the mod S2EE free-for-all-quest all the bosses appear even with the quest finished. C for example the undead legion. Thanks a lot

    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.

    • Like! 1
  6. 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.

    image.thumb.png.c194d9332733472120ebfa0b30010572.png

    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?

    • Like! 1
  7. 43 minutes ago, Lindor said:

    Hey Flix, long time no see:wink: Can you remember why you swapped "SUBFAM_PRI_BarstewardSWORD" with "SUBFAM_PRI_BarstewardSWORD" in balance.txt?

    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.

  8. 1 hour ago, dimitrius154 said:

    Hmm, perhaps a minimum level of at least 40 should be set to resolve the issue...

    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.

  9. 15 minutes ago, dimitrius154 said:

    I find the mounting feedback about receiving the same set items at an abnormally high rate unexpected, since I see no obvious flaw with the drop.txt normal distribution. Have you received any such reports for EE 3.2?

    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.

  10. On 3/13/2023 at 12:52 AM, dimitrius154 said:

    Hmm, they now use "Hireling_mage_no_defense".

    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?

    NwHCXmm.jpg

    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.

    GbZVC7P.jpg   hoSMAl9.jpg

    The new Temple Guardian model seems to be missing the shield bone entirely. Displays on the ground beneath him.

    8apVTRL.jpg

    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.

    OmCrcm1.jpg

    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.

    r1HaoZL.jpg

    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.

     YGbU1K2.jpg   Mzin24g.jpg

     

    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).

    Spoiler

    Redemption (gott_licht_blitz)
        UI_TT_LUMEN_PROPERTIES_1  "et_slow_enemy_any"
        UI_TT_LUMEN_PROPERTIES_2  "et_spelldam_UD_mag"
        UI_TT_LUMEN_PROPERTIES_3  "et_chance_block_spell"
        UI_TT_LUMEN_PROPERTIES_4  "et_chance_fear"
        
    Salvation (gott_philosophie_schutzschild)
        UI_TT_FORENS_PROPERTIES_3 "et_damping_any"
        
    Carrion Vine (gott_chaos_sakkaradaemon)
        UI_TT_KER_PROPERTIES_2  "et_life_leech_rel"    

    Might (gott_krieg_kriegsrausch)
        UI_TT_KUAN_PROPERTIES_1  "et_chance_surehit"
        UI_TT_KUAN_PROPERTIES_3  "et_life_leech_rel"

    Conviction (se_cm_bekehrung)
        UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3  "et_prone_all"
        
    Bone Spear (in_in_verstuemmelung)
        UI_TT_IN_IN_VERSTUEMMELUNG_PROPERTIES_1  "et_range_area"
        UI_TT_IN_IN_VERSTUEMMELUNG_PROPERTIES_2  "et_chance_fear"
        UI_TT_IN_IN_VERSTUEMMELUNG_PROPERTIES_3  "et_dotdamage_physical"

        UI_TT_IN_IN_VERSTUEMMELUNG_PROPERTIES_4  "et_duration_sec"
        
    Bone Armor (in_in_kasteiung)
        UI_TT_IN_IN_KASTEIUNG_PROPERTIES_3  "et_chance_block_CC" -- I think this broke because this spell token didn't exist before, and I had attached the bonus to a different (now removed) token.    

    Bone Spirit (in_uw_schaendung)
        UI_TT_IN_UW_SCHAENDUNG_PROPERTIES_2  "et_duration_sec"

    Frost Nova (he_st_nebelform)
        UI_TT_HE_ST_NEBELFORM_PROPERTIES_3  "et_dotdamage_ice"
        UI_TT_HE_ST_NEBELFORM_PROPERTIES_4  "et_chance_freeze"

    Frenzy (sk_hc_rammstoss)
        UI_TT_SK_HC_RAMMSTOSS_PROPERTIES_1  "et_mult_weapondamage"
        UI_TT_SK_HC_RAMMSTOSS_PROPERTIES_2  "et_chance_doublehit"
        UI_TT_SK_HC_RAMMSTOSS_PROPERTIES_3  "et_chance_areasplash"

    Berserk (sk_hc_kampfruf)
        UI_TT_SK_HC_KAMPFRUF_PROPERTIES_1  "et_charge_AW_rel"
        UI_TT_SK_HC_KAMPFRUF_PROPERTIES_3  "et_charge_attackspeed"
        UI_TT_SK_HC_KAMPFRUF_PROPERTIES_4  "et_wounded_rage"

    Plague Spears (dr_nm_bodenspiesse)
        UI_TT_DR_NM_BODENSPIESSE_PROPERTIES_2  "et_chance_poisoning"
        
    Dragon Flight (tw_cc_tkampfschild)
        UI_TT_TW_CC_TKAMPFSCHILD_PROPERTIES_3 "et_chance_stun"
        
    Venom (tw_cc_kampfaura)
        UI_TT_TW_CC_KAMPFAURA_PROPERTIES_3  "et_AWboost_rel" -- I see that the original "et_CC_AWboost_rel" token has been removed completely in favor of the all-weapon version, so this link broke.
        
    Fissure (dm_dm_drachenschlag)
        UI_TT_DM_DM_DRACHENSCHLAG_PROPERTIES_3  "et_duration_sec"
        
    Twister (dm_co_magischerwall)
        UI_TT_DM_CO_MAGISCHERWALL_PROPERTIES_2  "et_range_area"
        UI_TT_DM_CO_MAGISCHERWALL_PROPERTIES_3  "et_chance_stun"

     

    • Like! 1
  11. 6 hours ago, dimitrius154 said:

    As far as I know, that would not alter enemy rider ability to cast CA's.

    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.

    RP9qg95.jpg  ydzrboB.jpg  Hz2bGsl.jpg  I2Eifd6.jpg

    6 hours ago, dimitrius154 said:

    The models/npc/highelves/highpriest-inquisitor/v_highpriest-inquisitor has an "SM09" entry instead of "SM11".

    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).

    6 hours ago, dimitrius154 said:

    There're multiple extra "KE" animation entries for models/npc/monsters/skelett-krieger/v_skelettkrieger-v1 but no extra corresponting animation files.

    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.

  12. @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.

  13. 14 hours ago, Cocktor said:

    Flix is trying to erradicate all the Evil in Ancaria :) 

    Hey, c'mon I restored like 2 forgotten shadow path quests in 3.2.  :D

    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?

    • Haha 1
  14. 6 hours ago, malkutus said:

     there is a folder "system_d2f"

    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?

  15. 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:

    Spoiler

    [Combat Arts]

    • Lightning: casting FX no longer has black box artifact along the edges of the halo.

    [Creature]

    • Dark Ones (normal rank) now give less XP than their elite variants.
    • Leaping Plants will now prioritize their leap attack over their other attacks.

    [Item]

    • Restored the melee double hit player animations that were disabled in CM Patch 1.60. These animations trigger from any left-click attack and the chance increases as the appropriate weapon lore skill levels up.
    • Blade of Mages no longer missing from a droplist.
    • Khorum Reflector: Block Roots bonus changed to Reflect Roots.
    • Endijian's Shield: Missing Reflect Roots bonus now functions.

    [Misc]

    • Added a missing savegame thumbnail for the soulstone by the Copper Peaks cemetery.
    • English version: Adjusted some prefix and suffix names for random items.

    [Quest]

    • "Among Orcs" (Light path): Wendigo targets west of Entruag will now fight the Grurag Orcs.
    • "Attack of the Undead": added the family's crashed wagon.
    • "Attack is the Best Defense": Fight between Du'Rach and town guard should now trigger correctly on approach.
    • "Barazi's End": Opponents in the cave should no longer walk around idly during the fight.
    • "Ghost Whisperings": The Shadow path version of this quest is now restored. Begins in the same place.
    • "Semil Keytan" (Necro Classquest): Scouting Party south of Ruka will no longer spawn until the appropriate quest phase.
    • "Throne of Conflict" (Light & Shadow): Opponents when escorting the Alchemist are now armed with weapons.

      

    On 3/8/2023 at 3:26 AM, desm said:

    Still no way to have the unique champions have their names displayed? (in the french version). That sucks a lot to not know who we are fighting. I don't remember what was causing that. Thank you.

    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.

    • Like! 1
  16. 18 hours ago, denoshir said:

    Hi I'm new here. A query... can this patch be merged with the CM patch? or is it better to have it separately?something else the sacred 2 EE can be used together or with some other mod? From now on thank you very much

     

    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.

    • Like! 1
  17. A few quick questions:

    1. I see that the "Chance for Melee Double Hit" mastery bonus text has been removed from weapon lore skill tooltips.  Now that we know it's functioning, shouldn't it be restored? It could even be enabled permanently since it begins functioning even before mastery.
    2. The cooldown + regeneration time calculation is missing from my spell tooltips! Is this intended or did the strings change? This was useful information and the only way for the player to know actual cooldown times.
    3. In typification.txt, CLF_CHAINWEAPON has become CLF_LIGHTSABER, and CLF_RECEIPE has become CLF_DUBLADE.  But itemnames.csv still references NGCLF_CHAINWEAPON and NGCLF_RECEIPE for the item names. Is it not necessary to change anything in this file?
    4. In the list of spell tokens affected by Lore skills in Addendum that I got from you some time ago, the list includes "et_shield_block" but the actual token in spells.txt is "et_shieldblock".  I just wanted to make sure if it was a typo or if there wasn't a table in some dll that had the wrong name.
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