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Thread: Summoners Delight Mod [REL]

  1. #271
    The following information is from the most recent version 2.

    Wow, throwing javelins at the Megara coast are cool.

    I have had some texture issues for satyr shamans, they get the blue and yellow checkerboard effect. The equipment is textured correctly just not the monsters. I suspect this is from my mistake installing the mod. When the textures folder is put into the Titan Quest Folder (not Immortal Throne) is it supposed to stay in a subfolder (ie extract the entire textures folder from the download link) or are you supposed to extract just the contents and have them directly in the main folder?

    I encountered a tag not found monster at the Megara Bluff. I am pretty sure it was some kind of Satyr caster. Sorry about the lack of more detailed info, it was right by another enemy and died pretty quickly so it was hard to get more.

  2. #272
    Quote Originally Posted by 3BoxesofOrden View Post
    When the textures folder is put into the Titan Quest Folder (not Immortal Throne) is it supposed to stay in a subfolder (ie extract the entire textures folder from the download link) or are you supposed to extract just the contents and have them directly in the main folder?

    I encountered a tag not found monster at the Megara Bluff. I am pretty sure it was some kind of Satyr caster.
    Yes, they have their own folder: C:\Program Files\THQ\Titan Quest\Database\SummonersDelightTextures\, should be an easy fix, just hand-make a folder called SummonersDelightTextures and move all the files into there.

    I just went through all the casters in the monsters/satyr folder and all their tags appear to be in the ModStrings.txt file....let me know if you see tagNotFound again, please.

    EDIT: As for the Ichthian spear chuckers, I also donated them to amgoz for his Soulvizer mod. I was pretty pleased he used them.

  3. #273
    Olympian God Violos's Avatar
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    Changed the animation for Bogdwellers to the walk animation for Timberhulks. To keep it from looking like race-walking, I increased their scale and run speed to compensate.
    In that case it was probably the scale that did the trick. Apart from that the run animations, unfortunately, seem to have a fixed "distance per step" no matter which way you change their speed.


    As for donating stuff... feel free to take spear-chucking *anything* from D2I.
    The work is done anyway. And while credit is always appreciated, I don't mind you making use of it.

  4. #274
    Quote Originally Posted by Violos View Post
    In that case it was probably the scale that did the trick. Apart from that the run animations, unfortunately, seem to have a fixed "distance per step" no matter which way you change their speed.
    I immediately thought of this:


    As for monster ideas to steal, I already went in and gave the Nightblossom Briar Ward.

  5. #275
    I'm not sure what my texture issue is then since I did extract the folder as is and not dump the contents loose in the main folder.

  6. #276
    Looking at the satyr mage texture I added, there is a subfolder in the SummonersDelightTextures folder called "monster", with many subfolders.

    Here is the path to the texture for the satyr mage:
    SummonersDelightTextures\monster\satyr\purple_mage .tex

    If you have an older version of the textures without the new stuff, I have a link to just the textures:
    https://dl.dropbox.com/u/17702673/Su...htTextures.zip


    EDIT: Are you using Steam? There may be another folder you have to place the SummonersDelightTextures in then.

    EDIT2: Had an idea today, gave skeleton mages a chance to wield Cursed Bone Staves and Wands. Good base vitality damage for Act 1 and 2 plus bonus to LL and vit dmg, but has an equipment skill that activates on hit chance and casts a curse on the user. You get undeath resists: +pierce and LL and vit resistance, -elemental resistance and negative life regen MWA HA HA.
    Last edited by Bumbleguppy; 06-22-2012 at 04:29 PM.

  7. #277
    Had a breakthrough today, and I was excited about it.

    Racial damage bonuses are unavailable as Pet Bonuses, the only way a pet can receive racial bonuses is through auras like Art of the Hunt. Then I thought about the "of Concentration" solution for the bugfix mod...an item skill when equipped!

    So I changed the "Radiant" prefix with +abs damage to demons and +%defense from demons to include Undead and made it an aura that activates when you equip it! And it worked! (surprising in and of itself)

    There are some more equipment bonuses like the Boarman's armor that also grant racial bonuses so I have some search-and-destroy mission objectives to implement this.

    But I now have a way to add some racial bonuses for pets with equipment!

  8. #278
    I am not using Steam.

    The SummonersDelightTextures folder I had downloaded did not have the monsters subfolder. I have since downloaded the version 3 textures folder which does. As long as it hasn't removed anything since version 2 I should be fine now. Thanks for the help.

    Good thinking on the racial damage bonus workaround. How did you set the radius for it? I'm guessing at a ridiculously high value to ensure pets are always in it, if not you might want to include radius information on the items so players know they have to stay relatively close to the pets to get the boni.

  9. #279
    Quote Originally Posted by 3BoxesofOrden View Post
    How did you set the radius for it? I'm guessing at a ridiculously high value to ensure pets are always in it, if not you might want to include radius information on the items so players know they have to stay relatively close to the pets to get the boni.
    Yeah, 16m is a standard for petmancer auras and that is what I use now by default. (Song of the Wood in Nature is even higher because she is a ranged fighter and needs the radius+ranged attack distance for it to cover enough territory and some other skills start out smaller and increase as you place points in them as that is a bonus worth investing in)

    The "aura" you get when the item is equipped has the name and description and effects listed in the inventory mouseover.

    I haven't removed any textures since version one so you are safe as far as that goes.



    BTW, I separated the demon and undead aura affixes and made a new armor affix for vs. undead...blessed, exorcising and holy IIRC. Great affix for Rogue and Hunting and Dream.

    My passive skill racial nerf for Telkines and Titans in the pet files is working great and so boss fights are a little tougher, at least for those bosses.

    My next idea is to give all the other bosses (except the Guardian Statues in Act 2, man they are really tough now!) a passive racial damage/defense vs. the pet creature types as a list. e.g. Sprites are demons, nightterrors and Armored Spirit are magical etc. Since the character isn't a race, the passive buff won't affect them, but consequently you won't be able to just stand back and file your nails while the bosses are killed. EDIT: Remembered I already hda a "gloalproperties_boss" file so I just had to add it there. Changed wolf race to beast for those monsters equipped with "of the Glade" heh heh heh.

    I've added a couple new monsters, e.g. a Siren that spawns with Harpies and has a wave skill that has convert. Gave all Plant type monsters their own "plant resists" passive skill buff. Divided the DoT for a lot of monster poison skills between flat and DoT poison dmg as the regen of pets made -poison resist redundant.

    Playing a Diviner right now so I am working on Dream and Spirit skills. Gave Nightterrors a -pierce resist penalty. Changed Circle of Anguish damage type to vitality decay instead of Life Leach. Same with Soul Strike in the Lich King tree.
    Last edited by Bumbleguppy; 06-26-2012 at 03:25 PM.

  10. #280
    Olympian God Violos's Avatar
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    My passive skill racial nerf for Telkines and Titans in the pet files is working great and so boss fights are a little tougher, at least for those bosses.
    From what I found racial nerfs are impossible, at least using negative numbers

    What does it do, boost damage vs. everything but those two?

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