dimitrius154 612 Posted July 28, 2020 Author Share Posted July 28, 2020 40 minutes ago, Flix said: What quests did you have in mind? I'm thinking about the final parts of chain quests. It's that I can't properly determine the correct amount of points for rewards. I consider using a choice of 1 - 3 points by the way of 2 6-sided dice rolls. Link to comment
Flix 5,117 Posted July 28, 2020 Share Posted July 28, 2020 18 hours ago, dimitrius154 said: I'm also interested, as to whether we have a list of buggy quests(the quest NPC keep spawning after the quest completion, for instance). Also, do you have a Light-aligned char with a complete list of side-quests for the current difficulty? I have a Dragon Mage who has done all light quests in Silver and also, I believe, Platinum. He has unlocked all difficulties so you will likely be able to trigger the "extra quest companions" bug quite easily with him. I will upload Dr. Manhattan in a few hours when I get home from work. As for the complete list, I've seen numerous quest companions join up inappropriately. Most common is Zymun, from the Runemaster tutorial. I've also seen Botanist Aratan from one of the tree-planting quests on Dyr-Lain. 1 Link to comment
Flix 5,117 Posted July 29, 2020 Share Posted July 29, 2020 Here it is: https://drive.google.com/file/d/14WyAP8ETWMCOYl-M-iI1oNoX8JPAM79L/view?usp=sharing 1 Link to comment
dimitrius154 612 Posted July 29, 2020 Author Share Posted July 29, 2020 (edited) Excellent. Let the bombard... er, analysis commence! Right from the start, there's something strange with the "VIPs in Ancaria" quest sequence, not to mention, that as a darksider I somehow never got the "You... cannot... pass...". [EDIT] I see. Quest ID 1797, reservedforpath = 1 - no reason for the flag I can fathom, the quest is not used as a prerequisite anywhere. Edited July 29, 2020 by dimitrius154 1 Link to comment
dimitrius154 612 Posted July 29, 2020 Author Share Posted July 29, 2020 For the interested modders: changing a chain quest availability conditions is not quite retroactive. You have to remove the quest entry in quest.txt and resave the test character before applying changes to conditions, if you expect things to work properly. Link to comment
dimitrius154 612 Posted July 29, 2020 Author Share Posted July 29, 2020 The proper determination of attribute and/or skill point reward for chain quests seems unattainable. Therefore, I'm going to use a digital dice roll simulation as the arbitrator with the following guidelines: 9-sided dice roll - chance to get both attribute and skill points. value = 5. 9-sided dice roll interval - chance to get attribute points. value <= 4. 9-sided dice roll interval - chance to get skill points. value >= 6. 9-sided dice roll for each stage of n-1 chain quest stages - amount of points given. value = 5. If stages >= 5, min value = 2. At least 1 attribute or skill point is guaranteed per each chain quest with n-2 stages. 1 Link to comment
dimitrius154 612 Posted August 2, 2020 Author Share Posted August 2, 2020 On 7/29/2020 at 12:29 AM, Flix said: I've seen numerous quest companions join up inappropriately I no longer detect those, but it may be a coincidence. One more thing: if you don't mind, I'd like to utilize several reworked NPC models from D2F as replacements for boss level enemies, that have generic models. The Evocator - Arcane_Horror.GR2 reworked with altered textures and a visual_fx. Mazzagon Bodyguard - a_helve@Leoni.gr2 with some reworked textures. Sorcerer Mankaul - pride_demon.gr2 with reworked texture and a visual_FX. Sheik Yerbouty - v_skelett-general@archlich.gr2 reworked(Terus model is not generic per se, but still). Link to comment
Flix 5,117 Posted August 5, 2020 Share Posted August 5, 2020 On 8/2/2020 at 3:39 PM, dimitrius154 said: I no longer detect those, but it may be a coincidence. One more thing: if you don't mind, I'd like to utilize several reworked NPC models from D2F as replacements for boss level enemies, that have generic models. The Evocator - Arcane_Horror.GR2 reworked with altered textures and a visual_fx. Mazzagon Bodyguard - a_helve@Leoni.gr2 with some reworked textures. Sorcerer Mankaul - pride_demon.gr2 with reworked texture and a visual_FX. Sheik Yerbouty - v_skelett-general@archlich.gr2 reworked(Terus model is not generic per se, but still). Should be fine. Pesmontis put in a lot of work on many of those so it might be nice to credit him. Link to comment
dimitrius154 612 Posted August 5, 2020 Author Share Posted August 5, 2020 16 hours ago, Flix said: Pesmontis put in a lot of work on many of those so it might be nice to credit him Of course. Link to comment
Gakaduo 0 Posted August 6, 2020 Share Posted August 6, 2020 I want to ask the author, after I installed this mod, the skill UI has really become larger,but my level has reached 166, and there are only 10 skills that I can learn, which has nothing to do with my modifying the "balance" file? Link to comment
dimitrius154 612 Posted August 6, 2020 Author Share Posted August 6, 2020 5 hours ago, Gakaduo said: and there are only 10 skills that I can learn, which has nothing to do with my modifying the "balance" file? The currently posted Alpha version does not contain the 20 skills feature. You'd have to wait for the Beta to make use of it. Link to comment
Gakaduo 0 Posted August 6, 2020 Share Posted August 6, 2020 2 hours ago, dimitrius154 said: The currently posted Alpha version does not contain the 20 skills feature. You'd have to wait for the Beta to make use of it. Oh ! So it is, Thank you for your answer ! So, the beta version needs to wait ? Thank you! Link to comment
Popular Post dimitrius154 612 Posted August 10, 2020 Author Popular Post Share Posted August 10, 2020 The Addendum Beta has been released, the thread's header - updated. 2 Link to comment
BRSamael 15 Posted August 10, 2020 Share Posted August 10, 2020 Большое спасибо за труд, Дмитрий. Дождался, буду тестировать) Но все еще очень прошу пересмотреть (или как альтернативу второй ссылкой) количество навыков. 20 это СЛИШКОМ МНОГО. Если с изменениями мода ранее малоиспользуемые навыки стали намного актуальнее, то ограничте 15. По вашему посту выше, по формуле Sacred 1, должно быть около 13 навыков, ну и еще 2 для общих. Также это исправит ИМХО очень неприятный внешне раздутый вширь интерфейс, т.к. он по вертикали вмещает именно 15 навыков. Если же вы все таки настаиваете именно на 20 навыках, то хотя бы поправьте, пожалуйста, таблицу с навыками так, чтобы их было по 10 штук в 2 столбца. Thank you very much for your work, Dmitry. I waited, I will test) But I still very much ask you to reconsider (or as an alternative with a second link) the number of skills. 20 is TOO MUCH. If, with the changes in the mod, previously underused skills have become much more relevant, then limit 15. According to your post above, according to the Sacred 1 formula, there should be about 13 skills, well, 2 more for general ones. It will also fix IMHO a very unpleasant outwardly bloated interface, tk. it vertically contains exactly 15 skills. If you still insist on exactly 20 skills, then at least correct, please, the table with skills so that there are 10 of them in 2 columns. Image Link to comment
dimitrius154 612 Posted August 10, 2020 Author Share Posted August 10, 2020 6 minutes ago, BRSamael said: If you still insist on exactly 20 skills, then at least correct, please, the table with skills so that there are 10 of them in 2 columns. I've added that issue to my "to do once enough feedback is gathered" list. Link to comment
Popular Post BRSamael 15 Posted August 10, 2020 Popular Post Share Posted August 10, 2020 Fixed(?) the problem with the skill window I described above. It turned out 2 options - 10-10 with a window width like the author and 10-10 with a smaller window width. I'll leave links for those who are interested - the graphics28 orig.zip file (the width of the window is the same as the author's, the line length is not reduced) OR graphics28 500.zip (the width is reduced by 150 pixels, the length of the description line is also reduced so that it does not go beyond the window ) rename to graphics28.zip and copy to the "pak" folder in the root of the game. To uninstall - just delete the graphics28.zip file IMG Original Link original IMG 500 Link 500 1 1 Link to comment
Popular Post Flix 5,117 Posted August 10, 2020 Popular Post Share Posted August 10, 2020 Congrats on the long-awaited release. I'll try to spend some time with it this weekend. It will be nice to play something I didn't make. 2 Link to comment
gogoblender 3,073 Posted August 10, 2020 Share Posted August 10, 2020 7 hours ago, dimitrius154 said: The Addendum Beta has been released, the thread's header - updated. You never stop, your work has continued for years now to never stop improving this game .. Thanks Dimitrius! gogo 1 Link to comment
skanatov 9 Posted August 12, 2020 Share Posted August 12, 2020 Dear Dmitriy, this addendum mod is quite catchy, so I have downloaded it and gave it a go through the GME. The game runs normally, but in menu I do not see models of my previous heroes, although I see the list of heroes and can load them. After loading, in game, the hero is invisible. I see the interface, hero icon modified, and the terrain, but not the hero. Also, when I try to create new character, the game CTDs. I have tried the game with CP 1.60 right before trying your mod and it went smoothly. Help if you can! With best wishes! 1 Link to comment
dimitrius154 612 Posted August 12, 2020 Author Share Posted August 12, 2020 21 minutes ago, skanatov said: The game runs normally, but in menu I do not see models of my previous heroes, although I see the list of heroes and can load them. Looks like the mod activation via GME somehow went awry. Most likely the graphics27.zip does not get activated. I'ts either graphics27.zip is missing from the GME Addendum's pak folder, or you have some other mod with the graphics27.zip file, that's interfering with the Addendum. 1 Link to comment
contra 8 Posted August 13, 2020 Share Posted August 13, 2020 In order to receive a privilege of buying elite mounts, a series of quests has to be completed. Any clues? more tips? Where can I receive this Quest? char build sample Link to comment
contra 8 Posted August 13, 2020 Share Posted August 13, 2020 Is there any missing Waypoint & Travel Agent? 1 Link to comment
dimitrius154 612 Posted August 13, 2020 Author Share Posted August 13, 2020 (edited) 39 minutes ago, contra said: Any clues? more tips? Where can I receive this Quest? First you finish the "Isla Ancar", then you finish the "A Roof Over the Head" in the Blood Forest, the you return back to Isla Ancar. Guess, I can't rely on quest text pointers. [EDIT] Methinks, you've tampered with quest.txt. Edited August 13, 2020 by dimitrius154 Link to comment
Flix 5,117 Posted August 13, 2020 Share Posted August 13, 2020 What character do you recommend for a first-time playthrough? I'm thinking Shadow Warrior or Inquisitor, since it looks like you changed those the most. What all does the optional module change? Link to comment
dimitrius154 612 Posted August 14, 2020 Author Share Posted August 14, 2020 11 hours ago, Flix said: What character do you recommend for a first-time playthrough? The Shadow Warrior is a solid choice. 11 hours ago, Flix said: I'm thinking Shadow Warrior or Inquisitor, since it looks like you changed those the most. Dryad CA's are almost unchanged mechanics-wise. The Seraphim has minimal alterations(Hmm, I forgot to mention the extra Seraphim glaive+shield set), as does the High Elf. The Shadow Warrior and the Inquisitor are modestly altered. The Temple Guardian and the Dragon Mage CA's are significantly altered. 11 hours ago, Flix said: What all does the optional module change? The Shadow Warrior becomes a demon, his CA's are significantly modified, his class chain-quest is slightly altered. The Inquisitor becomes a T-Energy mutant, his CA's are significantly modified, his class chain-quest texts are modified a bit. Link to comment
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