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Thread: [WIP] Diablo 2 Immortal - Development

  1. #21
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    Quote Originally Posted by Asylum101 View Post
    if you don't use all the masteries, you're allowed to use each of the unused skills for the other masteries. So since you only need 7 masteries I believe, that gives you 48 skills to use in the other masteries
    Quote Originally Posted by Violos View Post
    Are you saying that I could cram 30 skills into one mastery screen by splitting the masteries behind the scenes? Like displaying one mastery's skills in another's window?
    But afaik you can't control all 30 skills with only one skilltree. You can display any skill, but would you be able to use it too? Never tried that.

    @your Mod: Cool Video. I'm also looking forward to the implementation. Good Luck. It looks pretty good so far.

  2. #22
    Olympian God ASYLUM101's Avatar
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    But afaik you can't control all 30 skills with only one skilltree. You can display any skill, but would you be able to use it too? Never tried that.
    No you have to use multiple skill tree databases. It does work though.
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  3. #23
    Olympian God Violos's Avatar
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    So players would still have to choose two masteries that go together?
    In that case I'd actually prefer the more "splittable" way.

    And what would you have the batch do? Grey-scale them all?


    @Chronikuz
    Not only look like - more importantly, it makes them work like that by giving each golem different properties.

    And they make beautiful "clang" noises whenever they hit stuff.

    I do love my Iron Golems.
    In fact I love how most of the Necro summons turned out.
    Have you noticed what the skeleton mages do?
    Bonus points for the first person to guess how I pulled that off.
    Last edited by Violos; 11-09-2010 at 09:16 PM.

  4. #24
    Olympian God ASYLUM101's Avatar
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    So players would still have to choose two masteries that go together?
    In that case I'd actually prefer the more "splittable" way.
    No, you choose one mastery, each skill points to a skill that's part of a different masterynamefile. MB explained how to do it better than I can, I haven't bothered with that or touched my modding tools in a while, I've been extremely busy lately.



    And what would you have the batch do? Grey-scale them all?
    Pretty much. Add some lightness and grey-scale them.
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  5. #25
    Hehe, i'm back for 2 days and I see this mod. I'm dying for this one! Violes, I keep an eye on this topic! Keep up the good work.. Make NECRO imba!! Perhaps you can make aura's instead of curses.. or so.. I love you.

  6. #26
    Priest CrocMagnum's Avatar
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    Quote Originally Posted by Violos View Post
    It's Temple of Love by Sisters of Mercy, from 1983.

    Note the lyrics - they're not random.
    Thanks! The song fits the trailer perfectly. Now a question about the "Spirit" behind your mod:

    Do you plan to to be 100 % faithful to the original Diablo II, or are you going to tweak some (weak) skills? I respect whatever you choose, man. But I'm just curious.

    Some examples I had in mind:

    - in Diablo II a Melee Sorceress was one of the most challenging builds. Not only the skills involved were weak (Enchant,...) but the gear for that type of Sorceress took forever to get (Battle.net...),

    - playing a Fire Druid was very frustrating also. Trying to complete Hell with that one was pure madness. (Haha! And just try Duriel with a Fire Druid...),

    Note: concerning the Druid's Shapeshifting skills is it a problem of meshes? I'm really not into modding but I'd have chosen a "JackalMan Hero" as a base for the Werewolf / and a "Minotaur" as base for the Bear. Anyway good luck with your promising project!
    Last edited by CrocMagnum; 11-10-2010 at 05:23 AM.

  7. #27
    Olympian God ASYLUM101's Avatar
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    Note: concerning the Druid's Shapeshifting skills is it a problem of meshes? I'm really not into modding but I'd have chosen a "JackalMan Hero" as a base for the Werewolf / and a "Minotaur" as base for the Bear. Anyway good luck with your promising project!
    The problem is there is no skill template for shapeshifting so it's impossible to make it work period.
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  8. #28
    Priest Chronikuz's Avatar
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    But it is possible to do that character change, although it will be for the whole the gameplay, I believe.

    Look our Wherewolf, is a Npc, the change was do with the quest editor:


  9. #29
    Olympian God Violos's Avatar
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    I'm pretty sure you can't change the player's mesh ingame.
    I could make those skills buffs or auras, with an effect that would paint a wolf's head over the player's or something. Even make him grow. But it would hardly look good.
    What is more, though, ist that there are numerous skills which are supposed to work only in a certain form, and this can't be done either. You can make a skill require points in an exclusive aura, but it won't care whether you have it on or not. (As seen in... I think it was Mastery Mod. Some white Priest.)

    Therefore, no Druid. That's final.


    Do you plan to to be 100 % faithful to the original Diablo II, or are you going to tweak some (weak) skills?
    One aim is to recreate the skills as closely as possible. In tactical use, and then in looks. But the other bis point is to balance everythnig for the mechanics and difficulty scaling of TQIT - since that is what makes it fun on the long run, rather than something which is only nice to try once.
    So in doubt, skills will be modified to be more useful.

    @Asylum
    I would be interested in that program. Especially if you also knew a way to extract and convert textures en masse, because so far I'm doing it one by one with the viewer.

    @Everyone
    Thanks for the support. I rarely comment on it, but I do appreciate it.

  10. #30
    Priest Chronikuz's Avatar
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    Ok.

    Question, talikg about the paladin skill, do you will do the "blessing Hammers"?

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