[RELWIP] Arx Extended Mod

Post » Tue Oct 22, 2013 6:02 am

Replayability Mod updated to 1.6.
-Added a new shield that can be bought in Miguel's Store. It's better than Wooden Shield but not than the rest.
-You can add Garlic to Prepared Food to make it better, then cook it.
-Now Burning Oil and Aqua Essentia damage you when drunk.
-Adjusted prices, identify values and other stats to the new items.
-Unidentified Potions will all look the same unless your Object Knowledge is high enough.
-Inventory Stacks Mod is now part of this mod.
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GEo LIme
 
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Post » Tue Oct 22, 2013 2:37 pm

Doing some more minor stuff. Found a way to turn movable models into items. Here's an example pic.
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-03-06_00001_zpsfc903f48.jpg
As you can see, Skulls and Pelvic Bones are now inventory items. They are just more Bone Powder material for now.

If I find a way to include new sounds into the game, I could make some little side quests like for instance, finding tankards to give to Tizzy the Bartender for a little coin each. I know how to edit sound files so I can make new speech sounds using parts of different dialogs.
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lolli
 
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Post » Tue Oct 22, 2013 5:21 am

I managed to make a little side quest. It's one of those "collect items for money" quests. Really simple but it works fine.

Also, I'm expanding the identified/unidentified feature.
-Unidentified potions work differently. Negative buffs cause even more damage, positive buffs are less beneficial and some potions will do nothing at all.
-Changed identify values.

I'm also thinking about the possibility to include Plants and Powders into this feature.
-Two Options for Plants: You will be unable to interact/pick up unidentified plants OR You simply cannot see unidentified plants until you know them.
-Unidentified Powders will all look the same and you will be unable to use them until identified.

After this is done, I will upload a new update including these changes along with some bugfixes from the previous version.
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claire ley
 
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Post » Tue Oct 22, 2013 4:36 am

Replayability Mod Updated to 1.7.
-Skulls and Pelvic Bones are now inventory Items. Can also be found in Corpses. Can be turned into Bone Powder.
-Added a Side Quest given indirectly by Tizzy, the Bartender. Mugs are now Inventory Items because of this quest.
-Expanded Identified/Unidentified features to also include Plants, Powders and Bottled Powders.
-Fixed some bugs from the previous build and changed some values.

More info in the main post.


Edit:
I just got ideas for more Alchemy stuff. I will add them to the next update.

Alchemy with Powder
-The ability to mix Powders to change their properties if Object Knowledge Skill is high enough.
-Bone Powder can be turned into another Powder by mixing it with the Powder of your choice.
-Green Powder can be mixed with Orange Powder to turn them both into Purple Powder.
-Rust Powder can be mixed with any other Powder to turn them both into Green Powder.
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Kristina Campbell
 
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Post » Tue Oct 22, 2013 2:22 pm

Been kinda busy with other stuff but I still have time for this. Also, some things that will be added/edited in the next update:

-Changed the color of some potions. Life Potion is Red, Regeneration Potion is Purple and Cure Poison Potion is now yellow. Related Plants and Powders are also changed with these new colors.

-Edited Identify features for Powders and Plants again coz the current features added in the previous update are kinda annoying.

-Working in new Armors. There will be Light and Armored versions of Chainmail and Mithril armors to give Non-Warriors more armor choices. There's also Merc Armor, which is something between Studded Leather and Chainmail. Here, a pic of this new armor:

http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-03-13_00001_zps422cccd5.jpg
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Cassie Boyle
 
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Post » Tue Oct 22, 2013 9:12 am

Is it possible for a mod to add a npc that follows you and helps fight enemies?
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Robert Garcia
 
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Post » Tue Oct 22, 2013 8:19 am

Well, I did found sounds and unfinished scripts about "commands" like Follow Me and Stay Here so maybe there were thought about adding companions by the developers. I cannot add new NPCs but it might be possible to try it with any other NPC.
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Scotties Hottie
 
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Post » Tue Oct 22, 2013 4:15 am

Gah... I'm having trouble with the new headgear. I can't find how they work in the files. There are 4 different hero heads to choose from and the standard headgear load the corresponding skin depending on the hero. I tried to replicate this with new headgear but they all load the first hero skin.

Also, here's a pic of the armored version of the chainmail armor.
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-03-14_00001_zps120abf56.jpg
As you can also see here, I was also making a weak version of the Mail Helmet, the Mail Hood but if I can't solve the hero skin issue then I won't be able to add it either. /frown.gif' class='bbc_emoticon' alt=':(' />
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Jerry Cox
 
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Post » Tue Oct 22, 2013 3:58 am

I've met with the same bug with headgear - when game replaces texture of helmet(in my case, the texture of mythril helmet) with default texture of chainmail helmet. This bug occurs with all hero heads exept first one.

NPCs do not move from one level to another(at least, I don't know how to make them do so). And he(or she) would be more a nuisance, than help in fight.
P.S. I know one possibility to avoid replacement of helmet texture(though not very comfortable). When you want to use different helmet, replace texture of default chainmail helmet with texture of helmet you want to use.
Sorry for my poor English)
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CxvIII
 
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Post » Tue Oct 22, 2013 11:31 am

I didn't want to believe this but I think it's not a bug but internal coding. The game is partially externalized so it's quite possible the scripting lines to make this happen are within the internal game files.
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Joe Bonney
 
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Post » Tue Oct 22, 2013 9:10 am

Replayability Mod updated to 1.8 in the main post:

-Edited some of the identifying features to remove annoying procedures with Powders.
-Removed Mental Requirements to use certain items because it seems Mental as a Req is not implemented.
-Added Armored versions of Chainmail and Mithril Armors.
-Added a Mithril Shield that can only be found in a Chest.
-Edited some values in most Armors and some Shields.
-Life, Mana and Restoration Potion can be used twice depending on Object Knowledge.
-New color change for some reagents. Life is Red, Restoration is Purple and Cure Poison is Yellow.
-Edited the mixing of powders to make it less overpowered.

For more info, check the main post. Also, if you have a previous version of this mod installed, I suggest deleting it and get your Backups for the "Original" files. It's not a must, but this update renders some of the previous content unusable so only do this if you don't want unused files lying around the game files.
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Bethany Short
 
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Post » Tue Oct 22, 2013 4:17 pm

Erm... for any modder lurking around. Is there a way to edit models or ftl files? There's gotta be something better than using the same models for all new content...

Edit: Also, thinking about adding a way to make/upgrade armor.

Leather Items: Killing rats will also yield furs, which can be turned into Leather by using another item on it. Maybe the Set of Tools to give them more uses other than lockpicking. Leather could also be treated by combining reagents with it and turn them into a different Leather Type.

Metal Items: To get them, you would need to use Miguel's Tools. Heat a Metal Ingot by using the Bellows and then hammer it to get Metal Plates. Or you could use the Set of Tools instead to get chainmail.

These new materials could be used to create Armor or could be used on Armor pieces to upgrade them. This would mean I will take out some armors from Miguel's Store so the only way to get them would be by using these items.

Another feature I have in mind would be to use the Set of Tools on Armors to get materials depending on Object Knowledge or on Mechanical... Mechanical is only used for Lockpicking so I'm thinking about changing it's name and description so it could be used for something else too.
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suniti
 
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Post » Tue Oct 22, 2013 2:26 am

For editing or adding models and animations you will need "THEO Game Maker". I don't know where to find it /frown.gif' class='bbc_emoticon' alt=':(' />.
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alyssa ALYSSA
 
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Post » Tue Oct 22, 2013 7:23 am

About the edited skills. I can only do limited things about them.

Technical: Affected By Dexterity and Mental (Cannot be Changed)
-Leather and Chainmail Armor Repair
-Cloth, Leather and Chainmail Crafting
-Armor Upgrading
-Lockpicking
-Trap Disarming

Object Knowledge: Affected By Strength, Dexterity and Mental (Cannot be Changed)
-Weapon and Plate Armor Repair (I'm leaving this here cause Warriors end up with lots of points in this Skill)
-Metal Plates Crafting (Same reason as above. Might add Strength as another requirement for this and the above ability)
-Plate Armor Crafting (Ditto)
-Potion Crafting (Would add Mental as secondary requirement for this ability but Mental as a Req seems to be broken)
-Weapon Poisoning
-Identifying


Also, I'm thinking about editing values in Armors again. There are no Armors for "Mage" classes. So maybe:
-Clothing: Best for Mage Class / Good for Thief Class (Depends mostly on the type of clothing)
-Leather Armor: Best for Thief Class / Good for Mage Class
-Chainmail Armor: Good for Warrior Class / Partially Good for Mage Class
-Plate Armor: Best for Warrior Class / Bad for Thief and Mage Classes

These are general values, there might be special armor of any of these materials but with different values/advantages.


Yeah, it seems the only related stuff that can be found are screenshots. I read in a lot of forums that it might be lost.
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Christina Trayler
 
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Post » Tue Oct 22, 2013 12:55 pm

would it be possible to stop your character from getting hungry aside from using a hex editor cuz i cant find the values that need to be changed on arx libertatis and also i cant set it to add mental (not as a requirement but as a bonus) values to an object but i can add strength dexterity and constitution any way to fix that?
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Myles
 
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Post » Tue Oct 22, 2013 10:45 am

I'm kinda finished with some new materials. Hides, Leather, Chainmail and Plates.
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-03-18_00001_zpsdf9c8b99.jpg
The only one I don't like are the plates but I couldn't find a better model to make them.


The values for the food can be found in the asl files of each food. It's "SET_FOOD" followed by a number. The higher the number, the more time it takes for you to get hungry again.

About Mental... are you, for instance, using a string similar to this? " SETEQUIP INTELLIGENCE 1"
Mental is called Intelligence in the asl strings.
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kasia
 
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Post » Tue Oct 22, 2013 10:47 am

ohhh that helps lol
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Eliza Potter
 
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Post » Tue Oct 22, 2013 9:44 am

Hmm... I'm not sure how I should implement the Hides-to-Leather making. I have been reading it takes a lot of steps to make them using liquids and stuff. Maybe allowing players to permanently turning one of those Wash Basins into some kind of Tanning Station by combining items with them?

Items to be combined with a Wash Basin could be:
-Aqua Essentia
-Preservation Spices
-Set of Tools

This would turn it into a Tanning Basin permanently. Yes? No? Maybeh? /tongue.png' class='bbc_emoticon' alt=':tongue:' />
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Shiarra Curtis
 
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Post » Tue Oct 22, 2013 1:38 pm

so i found interesting spell that serves no purpose other than killing you mega mega mega aam vitae tera summons a female ylside with inuts sword and gold armor that uses a wide variety of spells to kill you and is impossible to kill and apparently doesnt go away even after switching lvls was still there when i left one floor and came back also i figured out if u use heal after u die and hit resume itll revive you from where you are
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katsomaya Sanchez
 
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Post » Tue Oct 22, 2013 9:24 am

character is constantly hungry editing the values for the food didnt help either i shall try a few things and post it if i can find anything that helps
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Emily Martell
 
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Post » Tue Oct 22, 2013 11:25 am

That's weird... I rarely get hungry in my game... have you tried starting a new game? Or did you installed another mod or used a hex editor with your game files?
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Queen Bitch
 
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Post » Tue Oct 22, 2013 3:47 pm

can u add scrolls to the magic items? or help me figure out what the command would be if i wanted to add the effect of the feed spell to an item
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Darren
 
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Post » Tue Oct 22, 2013 3:32 am

no but i did manage to add invisibility to a few items made my base stats really high on a helm trying to add other buffs to some gear just to see if i can unless dding bonuses to base stats would cause the constant hunger do you know what the command line for the feed spell would be? might be able to add it to an item as an effect
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James Hate
 
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Post » Tue Oct 22, 2013 9:08 am

I wouldn't really know. I haven't messed with any spell files yet. I don't think we can access them easily, actually. I'm guessing the only means to access spell scripts we have are from scrolls and potions.
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JLG
 
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Post » Tue Oct 22, 2013 7:10 am

was afraid of that and i think you can only add effects to items permanently if the effects exist on an item as permanent already so im pretty screwed lol
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Kathryn Medows
 
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