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  #101 (permalink)  
Old 04-03-2008, 03:09 AM
chikkenball777
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Default Re: [Release] "Masteries"

This is slightly unrelated, but I don't know where else to post regarding the subject. I apologize in advance if it's in the wrong place.

As I said in another post, I'm really freaking excited about this new mod, but my question involves the possibility of an xmax or x2 or xwhatever modification to it.

As vanilla TQIT has low monster density, and as you've stated, nothing but the skills and masteries have been changed in this wonderful mod, I assumed that it would maintain the same monster density as vanilla.

So is it possible/feasible to modify the modification ( ) in this way?

I don't mean to seem rude; I have no experience in coding and thus have no clue as to the level of work necessary to create such a modification. If I'm asking for something that'll take ages to do, please forgive my ignorance as I really don't have much of a way to find out exactly how much work goes into modifications such as xmax, whilst I'm quite sure that your mod has taken months of painstaking work to copmlete.

Thanks again for giving me an excuse to spend another hundred hours on this game (yay!),

Chikken
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  #102 (permalink)  
Old 04-03-2008, 03:11 AM
Llian
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Default Re: [Release] "Masteries"

Hrm. Battle Commands add on isny showing up at all. Now +1 regen. Could this be becuase the base aura is designed to affect the enemy thereby maybe giving THEM +1 HP regen?

Side note: 7 levels now and not a single swing of the sword with Battle Command.

Last edited by Llian : 04-03-2008 at 03:26 AM.
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  #103 (permalink)  
Old 04-03-2008, 06:06 AM
i.n.s.a.n.e's Avatar
i.n.s.a.n.e
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Default Re: [Release] "Masteries"

Quote:
Originally Posted by chikkenball777 View Post
This is slightly unrelated, but I don't know where else to post regarding the subject. I apologize in advance if it's in the wrong place.

As I said in another post, I'm really freaking excited about this new mod, but my question involves the possibility of an xmax or x2 or xwhatever modification to it.

As vanilla TQIT has low monster density, and as you've stated, nothing but the skills and masteries have been changed in this wonderful mod, I assumed that it would maintain the same monster density as vanilla.

So is it possible/feasible to modify the modification ( ) in this way?

I don't mean to seem rude; I have no experience in coding and thus have no clue as to the level of work necessary to create such a modification. If I'm asking for something that'll take ages to do, please forgive my ignorance as I really don't have much of a way to find out exactly how much work goes into modifications such as xmax, whilst I'm quite sure that your mod has taken months of painstaking work to copmlete.

Thanks again for giving me an excuse to spend another hundred hours on this game (yay!),

Chikken
Hi there,

You can either wait for it, because PinkFrog wants to do that. Or you can use "Search" function to find how to connect two mods.

I am not sure, but this might be the link:

http://www.titanquest.net/forums/mod...ods-issue.html
__________________
[BETA VERSION] Death Effects Mod v5 with fanpatch 1.15:

http://www.titanquest.net/forums/mod...fects-mod.html

PinkFrog's MASTERIES MOD:

http://www.titanquest.net/forums/228425-post1.html

HOW TO INSTALL MASTERIES MOD EASILY:

http://www.titanquest.net/forums/228669-post54.html


See ya, i.n.s.a.n.e

http://www.g7welcomingcommittee.com
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  #104 (permalink)  
Old 04-03-2008, 11:30 AM
reinhart_menken
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Default Re: [Release] "Masteries"

The Bracer of Atlans still grants the old Stone Form skill instead of a new skill, and the Moonclaw grants Blade Hone. Just so PF knows.
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  #105 (permalink)  
Old 04-03-2008, 11:37 AM
i.n.s.a.n.e's Avatar
i.n.s.a.n.e
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Default Re: [Release] "Masteries"

Quote:
Originally Posted by reinhart_menken View Post
The Bracer of Atlans still grants the old Stone Form skill instead of a new skill, and the Moonclaw grants Blade Hone. Just so PF knows.
Yeah, but PinkFrog said not to report granted skills..

Just the ones like with the sword somewhere in this thread... (e.g. +1 to Nature mastery)
__________________
[BETA VERSION] Death Effects Mod v5 with fanpatch 1.15:

http://www.titanquest.net/forums/mod...fects-mod.html

PinkFrog's MASTERIES MOD:

http://www.titanquest.net/forums/228425-post1.html

HOW TO INSTALL MASTERIES MOD EASILY:

http://www.titanquest.net/forums/228669-post54.html


See ya, i.n.s.a.n.e

http://www.g7welcomingcommittee.com
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  #106 (permalink)  
Old 04-03-2008, 12:04 PM
reinhart_menken
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Posts: 52
Default Re: [Release] "Masteries"

Quote:
Originally Posted by i.n.s.a.n.e View Post
Yeah, but PinkFrog said not to report granted skills..

Just the ones like with the sword somewhere in this thread... (e.g. +1 to Nature mastery)
Ah, okay, missed that part. It did cross my mind if that was an intentional feature.
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  #107 (permalink)  
Old 04-03-2008, 12:16 PM
reinhart_menken
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Posts: 52
Default Re: [Release] "Masteries"

Quote:
Originally Posted by chikkenball777 View Post
As vanilla TQIT has low monster density, and as you've stated, nothing but the skills and masteries have been changed in this wonderful mod, I assumed that it would maintain the same monster density as vanilla.

So is it possible/feasible to modify the modification ( ) in this way?

I don't mean to seem rude; I have no experience in coding and thus have no clue as to the level of work necessary to create such a modification. If I'm asking for something that'll take ages to do, please forgive my ignorance as I really don't have much of a way to find out exactly how much work goes into modifications such as xmax, whilst I'm quite sure that your mod has taken months of painstaking work to copmlete.

Thanks again for giving me an excuse to spend another hundred hours on this game (yay!),

Chikken
I'd be interested to know if you found out about how to merge the two mods too =/ I like playing the game but leveling just seems too slow at times (for someone who prefer not to play for hours and hours per day.), and I guess one way of leveling faster without using the Defiler or double experience mod or whatnot is to have more amount of monsters.
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  #108 (permalink)  
Old 04-03-2008, 12:20 PM
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lufe
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Default Re: [Release] "Masteries"

Quote:
Originally Posted by PinkFrog View Post
i wonder if gameboy meant the original titanquest-quest. I call it the main-campaign.

And IF you, Gameboy, meant to ask if you can use changed items and dbr's in the main-campaign, yes, you can use them!

There are two ways. Both are described right here in the forum. But they are maybe a bit hidden as well, dunno. (Always good to use the searchfunction in such cases, honestly!!!)

But i'll try to explain both shortly:

1) (the recommended version) Create a new mod as usual in the artmanager. Import the dbr's you want to change and make the changes. Don't rename them or change the folders. After that, create a new world with the level-Editor. But DON'T create level or grid. Save and close the editor again. Now open the artmanager again and make asset of the new wrl-file and build the mod. If you load your new mod in the game it will bounce you to the main-campaign-menu (because it obviously cant find the levels of the mod, there are none, remember?!) But it already loaded your changed dbr's. Now take a new character and start the campaign. Enjoy the difference.
Please note that you need to keep the original names and positions-inside-the-folders of the dbrs, otherwise they will not be used in the game.

2) (recommended only in the rare cases that the dbr's are loaded by the game before the custommap is loaded. For example the scenerey of the mainmenu has dbr's as well.) Backup the database.arz in your installed games database-directory. Now make a copy of the file and put it in your database-folder of you mod. There is a arz-file already called the same way your mod is. delete this file and rename the database.arz to the mods arz.
Now go into your artmanager. build the mod (it will ask you to delete unassociated files... say "no" to all) Now take the arz-file, rename it to database.arz again and put it back to you originals games database-folder.
Now you can load the game the same way you would do and just start the main-campaign. The changes are automatically loaded with the rest.

Questions??
You can use version 2 to merge mods together. I would recommend though to wait for PinkFrog to do it, since this is the first version that is public of his mod and I expect change will come soon.

Edit: you would have to unpack the masteries.arz file with TQVault, then put the unpacked arz file on your ...\My Games\Titan Quest - Immortal Throne\Working\CustomMaps\masteries\database\ directory (which you would have to create), then copy monsters-xMAX.arz to ..\My Games\Titan Quest - Immortal Throne\CustomMaps\masteries\database\ and rename it to "masteries.arz", then use the ArtManager from C:\Program Files\THQ\Titan Quest Immortal Throne\ to select the "masteries" mod and build. This is not an easy thing to do, and requires that you know what you're doing very well.

Last edited by lufe : 04-03-2008 at 12:30 PM.
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  #109 (permalink)  
Old 04-03-2008, 01:07 PM
reinhart_menken
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Posts: 52
Default Re: [Release] "Masteries"

Quote:
Originally Posted by lufe View Post
You can use version 2 to merge mods together. I would recommend though to wait for PinkFrog to do it, since this is the first version that is public of his mod and I expect change will come soon.
Yeah, it'd prolly be a good idea to wait, for the reason you gave. I just didn't want to make it like he has to do it, putting burden on the modder for those extra things on top of patching, so I figure I'd do it myself. But, I tried to read the other thread insane referred to and it did seem like a complicated operation and does require you to know what you're doing very well.

This reminds me of the modding or basically programming time frame, being a modder of another game myself (because it sounds like just a procedure of unpacking and repacking, and that sounds short) - if something takes 5 minutes if done right, in reality it could take up to 20 - 40 minutes (computer speed, errors, clicking folders/finding files); if something takes 10 minutes if done right - roughly 30 - 60, and the scale just goes up (you get my drift). And if you think something will take literally just a minute then maybe it'll just take a minute.
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  #110 (permalink)  
Old 04-03-2008, 01:46 PM
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PinkFrog
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Default Re: [Release] "Masteries"

Hi guys!

Yes, i promise i will release the xmax-version (and others) soon. I will work on the patch first, though, because this will improve the other versions as well.

Please don't create mergings etc. with masteries without my knowledge and approval. That would be very confusing for everybody.

Cheers!
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http://masteries.titanquestvault.ign.com

The mod-site for "Masteries".
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