[RELWIP] Arx Extended Mod

Post » Tue Oct 22, 2013 7:44 am

although the invisibility thing is awesome
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teeny
 
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Post » Tue Oct 22, 2013 4:28 pm

tried putting life drain the elder shield but it doesnt go into effect till u try to equip it from the floor and then it kills you
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Sarah Edmunds
 
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Post » Tue Oct 22, 2013 6:57 am


this is what i used not sure whats wrong but i cant get it to cast on myself kinda just stole the command from another sustained effect and put in the life drain spell

SPELLCAST -smfd -1 10 life_drain PLAYER
//TIMERon 0 1 SENDEVENT -rf CUSTOM 400 "ON" SENDEVENT -r CUSTOM 999 "ON"
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Ana
 
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Post » Tue Oct 22, 2013 7:02 am

It seems spell scripting is partially implemented. Timers don't work the same for each spell, some other spells cannot be added to items... maybe they work under different names, I don't really know. I added a new potion in my game. A Potion of Bless. It took me a lot of time due to these issues but I finally managed to do it. This new potion and related changes will be added into the next update of the Replayability 1.9 Mod.
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Lyd
 
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Post » Tue Oct 22, 2013 1:20 pm

sustained buffs dont seem to be a problem some of them only acvtivate up equiping the item like the speed spell ill continue trying different things if i find any that work ill let you know
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maria Dwyer
 
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Post » Tue Oct 22, 2013 3:20 am

i know the name for bless is sanctify uText_english file in ur mod tells u which ones are which
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Monika Krzyzak
 
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Post » Tue Oct 22, 2013 2:31 pm

I have a little free time today. Been doing some new stuff for the upcoming 1.9 update.
New stuff so far:

Invisibility Potions are now Black and are crafted a bit differently to keep making Alchemy more varied.
-You can get Chitin from Spider corpses.
-You can get Black Powder by combining Mortar and Pestle with Chitin.
-Put Black Powder in an empty bottle to fill half of it.
-Put more Black Powder in the bottle to fill it completely. It can now be turned into an Invisibility Potion in an Alchemy Still.

White Potions are now the color of Bless Potions.
-The process and reagents to make these are the same as the Invisibility Potion in vanilla Arx Fatalis.
-It last a bit longer than Invisibility Potions.

You can turn a Washbasin into a Leathercraft Washbasin by combining a Set of Tools, Preservation Spices and a Burning Oil with a Washbasin.
-You can get Hides from Rat corpses.
-Combine Hides with a LW to get Leather.
-Combine Leather with a LW to make it ready for reagent treatment. (For a limited time so leather crafting cannot be done elsewhere)
-Combine Black Powder with treated Leather to make Shadowleather.
-Two Leather pieces can be used to create an Armor and One Leather to upgrade Armors.
-Leather Armor can be dismantled by using a Set of Tools on them. You only get one of the materials back, usually the best one.

Steel Ingots are now common items sold by Miguel.
-Use the Bellows in Miguel's Blacksmith to heat Ingots.
-Combine Black Powder with a heated Steel Ingot to get a Shadowsteel Ingot.
-Combine a Set of Tools with a heated Ingot to get Chainmail.
-Two Chainmail pieces can be used to create an Armor and One Chainmail or Ingot to upgrade Armors.
-Chainmail and Plate Armors can be dismantled by using a Set of Tools on them. You only get one of the materials back, usually the best one.

Armor Crafting (In Progress)
-I'm trying to make it only possible to craft/upgrade either in a LW or in an Anvil.
-I'm also thinking about making the game check your inventory for either a Hammer or a Set of Tools as requirements.
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Ludivine Dupuy
 
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Post » Tue Oct 22, 2013 9:36 am

Slow progress with this new crafting and recycling system. Still progress nonetheless. /tongue.png' class='bbc_emoticon' alt=':tongue:' />
So far:

Crafting Washbasin
-Crafting Washbasins are made by combining a Set of Tools, Preservation Spices and then a Burning Oil with a Washbasin.
-Leather is made from Hides, and Hides can only be obtained from Rat corpses so far.
-Combine Hides with a LW to get Leather. Leather can also be bought from Miguel.
-Combine Leather with a LW to make it ready for treatment for a limited time.
-Combine Black Powder with treated Leather to make Shadowleather.
-Two Leather pieces can be used to create a x2 Leather Roll, which can be treated for crafting or dismantling using Set of Tools on it.
-Press "Use" on the x2 Leather Roll to select one of three available options.
-These options are Dismantle for a craft material, Set for Chest Armor crafting or Set for Legging Armor crafting.

Metalcraft Process
-Steel Ingots are now common items sold by Miguel.
-Use the Bellows in Miguel's Blacksmith to heat Ingots.
-Combine Black Powder with a heated Steel Ingot, then use a hammer on it to get a Shadowsteel Ingot.
-Combine a Set of Tools with a heated Ingot to craft a Chainmail.
-Heat a Chainmail piece and then use a hammer on it to get an Ingot.
-Combine two Chainmail to ge a x2 Chainmail Roll, which can be set for crafting or dismantling by pressing "Use" on it.
-Use Set of Tools on a x2 Chainmail Roll after an options has been chosen.
-A Chainmail piece can also be used to Upgrade certain Armor pieces by combining it with said armor.
-Heated Ingots can be used in a similar fashion, but need the use of a hammer to complete the upgrade.

Recycling
-You can recover crafting material from certain items.
-To get Leather or Chainmail from an armor, simply combine them with a Crafting Washbasin.
-To get Ingots, you need to heat the armor piece instead and then use a hammer on it.
-The number of materials you get depends on your Technical Skills.

This above stuff is all working. The only thing I need to do now is to create the crafting and recycling process for the items... which are a lot. I only have the Leather Armor and Shadowleather Armor ready so far. After finishing this I will be adding it with the upcoming update and upload it, hopefully.
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Jason Wolf
 
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Post » Tue Oct 22, 2013 8:45 am

I found one more way to prevent bug which replaces open-faced helmet textures for default texture of chainmail helmet. This bug occurs with all hero faces exept first one. So if you wish to play with another face, you must replace all the textures of first face with textures of face you want to use /whisper.gif' class='bbc_emoticon' alt=':whisper:' /> /wink.png' class='bbc_emoticon' alt=':wink:' />.
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Oscar Vazquez
 
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Post » Tue Oct 22, 2013 2:41 pm

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.

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sarah taylor
 
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Post » Tue Oct 22, 2013 6:34 am

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. :confused:

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.

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Shaylee Shaw
 
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Post » Tue Oct 22, 2013 8:22 am


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.

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Invasion's
 
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Post » Tue Oct 22, 2013 9:53 am

I have translated this mod into russian:

http://yadi.sk/d/XkScWUOb76kFy

Just copy this file in the "Localisation" folder.

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Rachel Briere
 
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Post » Tue Oct 22, 2013 1:29 pm

Thanks for those extra features, lads! :D

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NO suckers In Here
 
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Post » Tue Oct 22, 2013 4:35 am

:twirl:

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Jordyn Youngman
 
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Post » Tue Oct 22, 2013 9:29 am

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. :blush:

Also a bit more detail:

Scrap Metal
-You get Scrap Metal from broken weapons made of iron or steel.
-You can combine Scrap Metal until it reaches a big enough pile in order to turn it into a Metal Ingot.
-To make a Metal Ingot, you need to heat the Scrap Metal using the Bellows in the Blacksmith and then Hammer them.
-Can be grinded into Rust Powder.
Different Invisibility Potion
-You now need Black Gel to make Invisibility Potions.
-Black Gel comes from grinding Spider Chitin, a new reagent found on Spider corpses.
-Put Black Gel in an empty bottle to fill half of it.
-Put more Black Gel in the bottle to fill it completely. It can now be turned into an Invisibility Potion.
Bless Potion
-The color, Reagents and process to make these are the same as the Invisibility Potion in vanilla Arx Fatalis.
-It last a bit longer than Invisibility Potions.

Reagent Knowledge
-The ability to mix Reagents to change their properties.
-Bone Powder can be turned into another by mixing it with the Powder of your choice. Doesn't work with non Powder Reagents.
-Green Powder can be mixed with Orange Powder to get two Orange Powder.
-Rust Powder can be mixed with any other Powder to turn them both into Green Powder. You get more from Purple Powder.
-You can press "Use" on a Bottle filled with a Reagent to get both the Empty Bottle and the Reagent inside.
Potion Knowledge
-The ability to only use half a Potion of Life, Mana or Restoration.
-It happens automatically after reaching enough Object Knowledge for each Potion.
-A Half a Potion can be mixed with another one of the same to make a full one.
Other Metalcraft Processes
-Metal Ingots are now common items sold by Miguel.
-Use the Bellows in Miguel's Blacksmith to heat Ingots.
-Heat a Chainmail piece and then use a hammer on it to turn it back into a Metal Ingot.
Dwarven Crafting Tools - Material Crafting
-One use crafting kits sold by Miguel or found in some containers.
-Put a Fur in it to get a Leather.
-Put a Leather first and then Black Gel to get a Shadowleather.
-Combine a Dwarven Crafting Tools with a heated Metal Ingot to craft a Chainmail.
Dwarven Crafting Tools - Armor Crafting
-One use crafting kits sold by Miguel or found in some containers.
-To make an Armor Piece, put a Material, then press "Use" to select between Helmet/Chest/Leggings and then Put another Material.
-Two Leather pieces to Make Leather Armor. There's no Helmet for this Set.
-Two Shadowleather pieces to Make Shadowleather Armor.
-One Chainmail piece and then one Leather piece to make Chainmail Chest/Leggins. One Hot Metal Ingot istead of Leather to make the Helmet.
-One Hot Metal Ingot and then a Leather Chest/Leggins to upgrade them to Studded Leather Armor.
-One Hot Metal Ingot and then a Shadowleather Chest/Leggins to upgrade them to Studded Shadowleather Armor.
-One Chainmail piece and then a Studded Leather Chest/Leggins to make Merc Armor.
-One Hot Metal Ingot and then a Chainmail Chest/Leggings to upgrade them to Armored Chainmail Armor.
-One Hot Metal Ingot and then a Chainmail Helmet or Armored Chainmail Chest/Leggings to upgrade them to Plate Armor.
Dwarven Crafting Tools - Material Recycling
-You can recover most of the crafting Materials from certain Armor pieces.
-Combine a Dwarven Crafting Tools with an Armor piece to Recycle it.
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Lisa Robb
 
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Post » Tue Oct 22, 2013 2:10 am

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?

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ezra
 
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Post » Tue Oct 22, 2013 1:42 pm

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!

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Elina
 
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Post » Tue Oct 22, 2013 11:18 am

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 fatigue. Drains by swinging weapon and jumping. Eating restores fatigue by x amount. Fatigue regenerates over time. Moving reduces fatigue regeneration by 70%. Player cannot jump or attack (but can move unlike Morrowind) once fatigue bar is ==0%. Max fatigue and regen rate Influenced by the dexterity attribute. Speed spell has no effect on fatigue. Very similar to Morrowind's system really, but neccessary I believe as magic and stealth are fairly hard whilst combat is easy. It would also just make combat more involving and fun.

-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.

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YO MAma
 
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Post » Tue Oct 22, 2013 5:09 pm


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.

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Liii BLATES
 
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Post » Tue Oct 22, 2013 8:57 am

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.

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jess hughes
 
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Post » Tue Oct 22, 2013 12:15 pm

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. :(

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Cesar Gomez
 
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Post » Tue Oct 22, 2013 2:37 am

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.

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Jade
 
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Post » Tue Oct 22, 2013 4:34 am

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 :tops:

You both should definitely take to Moddb too if you think it's worth it. Larger audience and better advertisemant of your mods.

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Tom Flanagan
 
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Post » Tue Oct 22, 2013 1:12 pm

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.

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Genocidal Cry
 
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