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Malachor

Sacred Game Modder
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Posts posted by Malachor

  1. Personally I liked the diablo 2 utility PlugY better than TQVault, since it's all done ingame.

    A ridiculous amount of stash, and shared stash, pages means that you don't need to quit from the game to transfer items. Just get the item, place it in the shared stash page you want, then when you play another character, you just take it out when you first log in. Although, PlugY only works for singelplayer, and I don't know about TQVault, never having played Titan Quest multiplayer.

  2. The elite texture pack originally came out only with the collector's edition of the game, and adds higher quality textures. I think you can download it if you wanted to, though I'm not sure where you can get it from. Some people don't think it's worth using, others do.

     

    Looking at the disk and it seems that you would normally have up to graphics19.zip, whereas elite has from graphics20 to graphics32, so you don't need to worry about graphics23.zip then ;)

  3. I would say that all you'd have to do is:

    open scripts/shared/spells.txt and search for kohorte, that will take you straight to the nether allegiance, then

    Find entry2 = {"et_summon_soldier", 2000, 588, 0, 8 },

    Then open scripts/server/creatures.txt

    Search for skeleton, and go through and find a skeleton you like the name of, then copy the id value, not the itemtype_id value, over the 588 in entry2.

    Of course the normal skeletons have a behaviour of Hireling_brave, so any that are normally enemies, may attack you depending on their behaviour.

    You could probably change the behaviour of the new skeletons, but that will probably affect every instance of that skeleton.

    You might be able to copy the whole information for the enemy skeleton, then play around getting it to work.

    So it might be a bit more work than I first thought. Needless to say I haven't actually tried this, so it might not even work. But that would be how I'd start the process anyway :D

  4. You'll be modifying scripts\shared\spells.txt.

     

    search for:

    1) sk_hc_harterschlag

    2) sk_hc_befreiungsschlag

    3) xxxsk_tc_schildstoss

    4) sk_tc_kampfrausch

    5) sk_tc_attacke

    6) xxxsk_ap_todeskaelte

    7) xxxsk_ap_todeskaelte_buff

    8) sk_ap_geisterhand

    9) sk_ap_unterstuetzung

    and look for any entry with the word damage in it, like "et_spelldamage_physical", then change the first number out of the four that are after the name.

    Using this as an example:

    entry3 = {"et_spelldamage_physical", 700, 350, 0, 133 },

    You would change the 700 to whatever number you wanted. There's probably a maximum, but I haven't changed them to find one.

  5. Question :

    Is it possible to create a larger Inventory ?

    OR

    Have the inventory like a Merchant ? So you can have 4 large pockets ?

    OR

    Maybe changing the Chest so its much larger or has like a Merchant ?

     

    Also, last but not least, WHERE is the Stacking of the Potions please ? Need more than just 20 a Stack...

     

    Thanks...

    I am of the opinion that all of these are hardcoded.

    As a test, I was able to add 2 more tabs to the stash/chest, and they showed up, and behaved as tabs do. You could click on them, they would react when you moused over them, and that was it. I basically repeated both pages(you had 2 normal pages, and 2 shared pages), and I couldn't put anything into any of them, nor take anything out of them.

    To create a larger inventory/chest requires that we be able to access the dimensions of them, the amount of rows and columns which I haven't found looking through the xml, or script files.

    To create extra pages for the chest, we need to have access to the code that says this is an inventory container, the part that actually stores the items, rather then the part we see.

    That may sound a bit confusing.

    The inventory system is, as far as I know, set up in 2 parts:

    What you see. The user interface.

    What you can't. The code.

    We can find the user interface, and change it, but without access to the code, we can't get them to work properly. And we probably won't be able to just add extra inventory locations, especially if this is all somewhere in the executable. Well, not without some serious coding work.

    Regarding the increased potion stack, I haven't really looked into it, but considering there are plenty of people who have looked through the scripts without finding anything, well that tells me that it's hardcoded, and also not easily changed. Perhaps it's easier than the inventory, but not easy.

    If any of that makes any sense :blush:

  6. You could have a look in scripts\behaviour.txt. That seems to determine what they actually do under certain circumstances.

    Although, I didn't find any limit of 5 anywhere, but I only had a quick look, so your results may vary.

  7. Although, having said that, you could look for the bosses in scripts/server/creatures.txt, and maybe changing the groupmaxcount might work.

     

    Regarding the rats again, you could also give them a groupmaxcount, since "Template_wild_rat" has groupmaxcount = 0,

    I am guessing that if it's 0 it means that there's no maximum to the size of the group, so you could try with 1.

    Quoting myself from this topic.

    This would work for anything, not just bosses. And it was regarding decreasing the amount of monsters, so obviously increasing the amount would be what I'd do.

  8. I've had a look in blueprint, itemtype, iteminfo,and weaponpool, and although I've found references to various potions and runes in them, none have anything remotely resembling stack size or stackable.

    Unless I missed it, I guess the only other option would be the game's executable.

    • Like! 1
  9. But if you're changing the creature's id, chances are there is already a creature with that id, so there's going to be conflicts.

    And how is changing the id going to help you anyway, you have to know what those things I mentioned are. If you find an alternative id you then have to know what bonuses that id gets, otherwise, you're no better off than before.

     

    Where did I say to change the generic hellhound stuff? I thought I just mentioned how to search for it, and what you were to look for. I was using the generic hellhound only as an example. My previous post mentions "changing if necessary", only to show what to look for, not that you have to change those.

  10. You've changed the id of each of the mounts?

    You should be looking for these for each of the mounts, working out what they do, and changing them if necessary:

    mgr.addCreatureBonus( 165, {

    intensity = 1000,

    bonus = 723,

    })

     

    mgr.addCreatureSkill( 165, {

    skill_id = 9,

    advanced = 1,

    skill_name = "skill_tactics_lore",

    })

    Maybe this one could be left alone

    mgr.addCreatureBpRelation {

    creature_id = 165,

    blueprint_id = 1767,

    }

  11. I have not used the 'modify itemtype.txt file' technique and so cannot offer any advice on it.

    Correct me if I'm wrong but I think fleet means modifying the scripts files.

    Anyway, that appears to be the only other option.

    I suggest that you backup your scripts folder.

    I'd search through scripts\server\creatures.txt, for mount_hellhound which will take you to the generic version. The next one will be Mount_hellhound_hardcombat, then Mount_hellhound_tactics, then Mount_hellhound_astral, then you'll find Saddle_Mount_hellhound_astral, and Saddle_Mount_hellhound_tactics, and finally Saddle_Mount_hellhound_hardcombat.

    Then you need their id, not itemtype id. For the first hellhound it's 165, so you search for 165, (include the space at the start, and the comma at the end, it means that you won't stop at 1656 or 1165, or something like that).

    Note: you will find some entries where equipset_id is 165, Don't worry about them, continue searching.

    This will then take you to these:

    mgr.addCreatureBonus( 165, {

    intensity = 1000,

    bonus = 723,

    })

     

    mgr.addCreatureBonus( 165, {

    intensity = 1000,

    bonus = 248,

    })

     

    mgr.addCreatureBonus( 165, {

    intensity = 500,

    bonus = 720,

    })

    I'll be honest, I don't know exactly what these are(they could be the bonuses you get when you ride it), and I wouldn't know where to find out, but continuing your search, you'll find:

    mgr.addCreatureSkill( 165, {

    skill_id = 9,

    advanced = 1,

    skill_name = "skill_tactics_lore",

    })

    and then:

    mgr.addCreatureSkill( 165, {

    skill_id = 63,

    advanced = 1,

    skill_name = "skill__enemy_lore",

    })

    And finally:

    mgr.addCreatureBpRelation {

    creature_id = 165,

    blueprint_id = 1767,

    }

    Again, I don't know exactly what these are. I mean they are 2 skills, and a blueprint, but precisely what they are, I don't know.

    Anyway, that's how you search for the mount, and what you're likely to find regarding it.

    I'm sorry I couldn't give you more info, but I don't have the time to spend on this.

  12. @Llama8: yep. Perhaps if you changed their density to 0, it might not even spawn them at all.

     

    @wa5926: Unfortunately, I haven't had much time to test this. It doesn't seem to just spawn more at a particular position, it seems to be spread out over an area. And I don't know about bosses, I don't have anything other than 1st-3rd level characters. But I can't imagine them being spawned more than once.

    Although, having said that, you could look for the bosses in scripts/server/creatures.txt, and maybe changing the groupmaxcount might work.

     

    Regarding the rats again, you could also give them a groupmaxcount, since "Template_wild_rat" has groupmaxcount = 0,

    I am guessing that if it's 0 it means that there's no maximum to the size of the group, so you could try with 1.

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