I realize it has been a few months since the last post, but I really hope you are still around. What you have accomplished here is simply amazing. I stumbled upon Arx Fatalis a little while ago, warmed up my old xbox and fell in love. The things youve done are amazing even compared to more modern games in which modifing the files is extremely easy (at least, I am assuming here, comparitively). You have created more content and given more to this game than many communities of modders give more popular games. I am astounded and I hope you continue this great work. If you have modded any other games and given them to the public, please let me know. It is apparent that you ran into several problems along the way but you took them in stride and kept pumping out new unique content. You are a rare gem. Thank you.
Thanks for that reply, Zhampir. I don't usually get feedback about the mod itself so it's hard to know if the stuff I'm making are good ideas or not. My current job doesn't leave me with much free time and I'm currently playing and/modding modding other games. I will get back to continue this, eventually. The next update for this was left like halfway to completion... I'll see if I can at least finish that one this weekend and upload it.
Also, yeah. I have released mods for other games. Not many but if you are interested, here are the ones I remember right now:
TES Oblivion:
http://oblivion.nexusmods.com/mods/17549/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D17549&pUp=1
http://oblivion.nexusmods.com/mods/18456/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D18456%26preview%3D&pUp=1
Cortex Command:
http://forums.datarealms.com/viewtopic.php?f=61&t=45326&sid=3d578e3782105488b07550e3f310e047
http://forums.datarealms.com/viewtopic.php?f=61&t=45323&sid=3d578e3782105488b07550e3f310e047
Dungeons of Dredmor:
http://community.gaslampgames.com/threads/horrid-thing-skill.2960/
http://community.gaslampgames.com/threads/crafty-craftworks.1063/
I had more for other games but my hard drive fried and I couldn't save them.
All of those mods are considerably smaller compared to this one. The one I made for Arx Fatalis/Libertatis is the largest mod I have ever made.
Small texture replacement for Replayability Mod. It contains 2 improved textures of Merc Armor - black and dark brown.
http://rapidshare.com/files/3659791587/Merc%20Armor.zip
P.S. Don't forget to rename the texture, because Eduardo changed texture names in version 1.9.
I have translated this mod into russian:
http://yadi.sk/d/XkScWUOb76kFy
Just copy this file in the "Localisation" folder.
Thanks for those extra features, lads!
I just managed to finally be done with the unfinished Update and upload it just now. It's now version 1.9 and the link and changes are in the main page. Some of the new stuff included are new items like for instance spider chitin, rat furs and leather rolls. A couple of new Studded Shadowleather Armor pieces. Edited some of the names, item descriptions and books regarding the new alchemy additions. And I also made some small "rebalance" to some of the stats again. Can't help myself from doing this in every update.
Also a bit more detail:
Thinking about merging both the Replayability Mod and the Spider Poison Mod into one under a different name... like Arx Extended Mod or something like that. I'm also thinking about taking it to ModDB since there's a section for Arx Fatalis mods in there too.
Since this last update added inventory to spider corpses just like it happens with other characters, I could add a new item to collect poison from spiders. Like poison glands that could be combined with an empty bottle to make a bottle with poison, maybe?
I haven't had the chance the try the last update yet so if you find any bugs or weird stuff please let me know so I can address them in a quick fix patch or in the next update!
Hey Eduardo and/or Bustafredon, good work guys. I have some requests/suggestions:
-Raise the price of items in all shops significantly. This would give money more purpose (obviously) and also give the near useless intuition skill more worth. Although I haven't seen the code this can probably be easily achieved by lowering the base intuition value (which effects prices). Lowering the base intuition value should also make secret objects less visible with a low intuition skill, increasing the skills worth even further. Bah, I haven't seen the code.
-Increase the technical skill requirement for the chests in shops significantly. This will give more worth to the tech skill and put off the player from just killing shopkeeps and plundering the chests or robbing the store when they are closed.
-Perhaps remove the XP gains from unlocking chests etc? Sure, they are only minor XP awards, but it does encourage getting the tech skill every playthrough as well as encourage farming. One example of farming is unlocking with tools instead of a key you already own. Another is unlocking everything that gets locked again every chapter (doors in Arx/human kingdom), as you progress the doors you have already unlocked get locked again, allowing the player to pick all the locks to the places you have already raided for one purpose only: XP.
One of the superior design aspects of the "true" Immersive Sims is that there is no XP farming at all, this single thing aside. Again, the XP gains are so small it's hardly significant but I still think it should be removed.
-More scripted respawns of enemies? Arx can feel a little devoid of life and combat/stealth-based challenge at times (which really helps with the atmosphere though), although I am aware your mod makes enemies tougher, which is good. it's probably not more enemies that this game needs but just for it to be a slightly bigger game, more levels, which would result in more enemies anyway but spread out. A shame that will never happen. Fingers crossed for Arx Fatalis 2, eh. I personally would love to head a sequel/prequel.
-Increase the hunger rate? Hunger isn't an issue vanilla and the spell which satisfies your hunger is useless. Perhaps this should be left alone as an increased hunger rate would probably be immersion breaking, but as it is it is a useless yet cool system.
-Disable the passive health regeneration.
-increase the leaning distance or make the stealth skill influence it. Vanilla leaning is useless. Also enable leaning from magic and combat mode.
-Add mantling. Probably not necessary and would be very context specific due to many jagged brushes, but consider it regardless.
-More minor Improvements to AI: Faster movement speed for the green spider type, Trolls throw rocks, make the tunnel worm a greater threat, Give the ice dragon more spells and increase his collision radius and so on.
-Add a new item to the game: a hook. Combining wooden pole with rope makes a fishing rod right, well you should need a hook too. Then expand on fishing, maybe a rare blue variant of fish that restores some mana or whatever, but only 2 of these can be caught from a single body of water. They also require cooking as per normal. Just an example.
-Add kick attack. Drains fatigue also. Very low damage. Chance to make enemy play flinch animation based on enemy type. Example: Goblin= 20% chance, Lich= 0%. This shouldn't be too hard to implement as legs are already modelled and skinned.
-Make the Darkaa Ring of magic protection rival the ring of general protection. Remove it's (Darkaa) negative modifiers or add more positive.
-Perhaps increase the # of equipable ring slots.
-Redesign the inventory system. View this: http://i1309.photobucket.com/albums/s640/CyberP1/Arx-Libertatis-Featured_zpsdc438f55.jpg
Forgive my lack of precision in paint. This would be a more fluid inventory system. It would also be significantly smaller than vanilla (More like the Xbox versions inventory, which is smaller) which would require more thought into what you are picking up as well as increase challenge. Vanilla PC you can carry far too much with all three bags. Note the orange default inventory size is an expansion of the original, I didn't note that in the pic, silly me. You will also need to raise the location of icons for equipped armour etc. I am not sure of the reason Arkane went for this bag switching system, I do like it vanilla, it simulates sorting through seperate bags and it takes up less of the screen this way, but maybe this new way would be better. Sure, Arx is not the most accessible game intentionally which is one reason I love it so, but would this way be better? What do you guys think?
-Make Akbaa tougher and also summon undead on occasion.
-Make the traitor (Ortien was his name I think) killable. To counter the end of game scenario this could cause make the portcullis to his cell pickable and add a key to Akbaa's worshiper's temple in his inventory. As far as I can tell he is the only invincible character in the game, but I haven't tried everybody.
-During the Ylside assault on the human kingdom, make interacting with some doors result in no response. Interacting with a lot of the doors plays the same voice file over and over which is immersion breaking. Also cap the voices to only play once or twice. Speaking of talking doors, when you first visit Arx/human kingdom there are two doors right next to eachother by the two shops (Gem dealer and general store), both of these play the exact same SFX file: "leave me alone or I'll call the guards". Only one of these doors should play the file, the other unresponsive/locked door SFX.
-Make projectiles (arrows specifically) play a sound event with a realistic radius when colliding with brushes, alerting nearby enemies to investigate.
-Make enemy poison more potent and increase the duration.
Just some friendly requests from the top of my head, make of them what you will.
A lot of these requests will increase difficulty (and balance of some systems + choice & consequence) but it is a replayability mod after all.
Things like ring enchantments, poison durations, item prices, techical skill requirements for lockpicking can be rebalanced in game scripts. Some new enemies also were added in my modification. Most other changes you suggest are hardly possible). Such improvements demand great amount of modifications of source code.
That's a real shame. between Arx Libertatis, these two mods, Arx: End of Sun and various other mods, I assumed Arx's code, tools and general assets were accessible to the public.
Damn.
Yeah... most of Arx Fatalis is still hard coded. Map making/editing is possible with Danae! but it's quite unstable and it doesn't work for me.
Level making isn't possible without THEO Game Maker. With Danae! editor you can only edit/add objects, NPC, lights, fogs, waypoints, cameras and markers.
Well, it's good that modders are prepared to dance around these issues for it even after all this time. It says great things about the game really.
Easily in my top ten.
Edit: Anyway, I'll give you two the feedback you likely deserve soon. I'll play both mods and post my thoughts
You both should definitely take to Moddb too if you think it's worth it. Larger audience and better advertisemant of your mods.
Thanks, lad. Any help is appreciated!
Also, I finally dragged myself to do some testing. Found two bugs, one is a wrong texture and the other freezes the blue spiders when they die. The fix will be added in the next update.
Hope those are the only ones.