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  #101 (permalink)  
Old 04-04-2007, 08:38 PM
Dude_TQ_kiks noodles
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

thx alot
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  #102 (permalink)  
Old 04-05-2007, 02:31 AM
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

This mod is amazing. I just got done playing a new char (Melee Dream, haven't decided what yet though) and I had an absolute blast! It's like a different game with the xMAX on. I actually had to play much smarter and utilize my resources better. To further enhance the experience I've decided no twinking with my horded gear so this should definitely be a challenge! Excellent mod, thanks!
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  #103 (permalink)  
Old 04-05-2007, 07:13 AM
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

i put x2 and when i got to Olympus Summit i had to fight against 3 typhons :S!


i have a question: my vga is artifacting all the way long to olympus summit when i activate this mod... what can i do?
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  #104 (permalink)  
Old 04-05-2007, 07:44 AM
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

Yeah, spawning 3 bosses is a known bug ;D
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  #105 (permalink)  
Old 04-05-2007, 02:32 PM
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

Quote:
Originally Posted by Orrus View Post
Hmmm, havn't heard of this problem. Can you check the folder in custommaps? Make sure the xMax folder contain all the same files as x2 and x3? A file might be missing, which would cause the mod to fail on load. If so, just redownload xMax and copy it to custommaps again
Heh... I'm a moron, had monsters-xmax inside a monsters-xmax folder
Once I moved the folder, all is well.

Wolfrium
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  #106 (permalink)  
Old 04-05-2007, 09:56 PM
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

Ok, I followed the guide, but can't get it to work in IT. Yes, I put it in the custommaps folder. Any ideas??

Keeps saying it was made with an older version of TQ.

Edit: Downloaded the wrong version, but it still just loads back to normal character select screen.

Last edited by shattered.likeness; 04-05-2007 at 10:30 PM.
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  #107 (permalink)  
Old 04-05-2007, 10:57 PM
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

Found out what it was, i was expecting it to load the new toon I created under custom maps.

Please disregard previous post.
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  #108 (permalink)  
Old 04-06-2007, 11:30 PM
Dude_TQ_kiks noodles
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

and thanks for all your help 10th now i can play this mod and it kiks but im using a trainer but im only on normal act 1 and im literally walking through it not that fun but im making a new char without using trainer =}
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  #109 (permalink)  
Old 04-10-2007, 02:01 AM
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

Any chance of posting the source for this??? It would be awesome to see what some of us other modders could do with this mod.

(and I did mean us, I am currently working on a few at the moment, but this mod was so fun I had to create a new Evoker!!)
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  #110 (permalink)  
Old 04-10-2007, 02:46 AM
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Default Re: [REL] x2, x3, x4, xMAX monsters (IT 1.1)

No need its easy.

Grab the gameengine.dbr from the xpac, and play around with Proxy Info->SpawnMin / SpawnMax

Play around with the difficulty variables in Proxy Info too and see what ya find. I didnt have much luck with them though.

Make sure you have the IT templates or it wont build correctly.
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