[RELWIP] Arx Extended Mod

Post » Tue Oct 22, 2013 4:25 am

Hello. It's been ages since I first played this game. Now I have a software called unpak which allows me to mod the game. I'm no pro at modding and I just started but I have made some basic stuff to start with.

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ARX EXTENDED MOD

The long term objective of this mod is to make the game a little less linear and add enough features to increase its replayability value. So far, the only affected NPCs in this mod are most Goblins and Tizzy, the rest of Arx will be added eventually. And the only Containers affected are barrels, a limited number of chests and corpses.

Flute
-The flute plays 2 tunes depending on your Object Knowledge.
-Less than 50 will make you play a bad version of the flute sound found in the game files.
-Having 50 or more in that skill will make you play the standard tune.
Shredded Meat
-To get Shredded Meat just use the Mortar and Pestle on any Raw Meat.
-Can be used for cooking or for alchemic purposes.
Delicious Pies
-There are two kind of pies now. Sweet and Savory.
-Either an Apple or a Carrot to make Sweet Pies.
-To make Savory Pies you need Shredded Meat.
Prepared Food and Cooked Food
-Combine one Raw Meat with one Fruit or Vegetable to make Some Prepared Food.
-Combining Some Big Ribs with any Fruit or Vegetable will yield two Prepared Food instead.
-Combine Prepared Food with Garlic, Oil or Wine to make Uncooked Delicious Food.
-Put Some Prepared Food near a fire or oven to make Some Cooked Food
-Put Uncooked Delicious Food near a fire or oven to make Cooked Delicious Food.
Preservation Spices and Iron Rations
-You can now make Iron Rations using Some Preservation Spices.
-Iron Rations can stack up to 20 in a single slot.
-You can find Preservation Spices inside barrels in random quantities or buy them from Maria.
-Combine Some Prepared Food with Some Preservation Spices to make Iron Rations.
Bread and Cheese
-Combine a Cheese with a Loaf of Bread to get three Cheese Sandwiches and Half a Loaf of Bread.
-Combine a Cheese with Half a Loaf of Bread to get three Cheese Sandwiches.
-Use a Blade on a Loaf of Bread to get two Half a Loaf of Bread.
More Chicken
-No more feasting on a whole Roast Chicken.
-You will save two Chicken Drumsticks when eating a Roast Chicken.
More Bones
-Skulls and Pelvic Bones can be picked up and carried in the Inventory now.
-Can stack like normal items and can also be found in Corpses.
-Can be turned into Bone Powder with Mortar and Pestle.
-The Bones you can use as weapons can also stack but partially.
New Reagent Colors
-Changed the colors of some Plants, Powders and Potions.
-Red is for Life.
-Purple is for Restoration.
-Orange is for Cure Poison.
-Black is for Invisibility.
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.
Rust Powder
-Find Rust in some Containers or by using Mortar and Pestle on Scrap Metal.
-Combine Rust with an Empty Bottle and then use it in an Alchemy Still to get a Poisonous Potion.
-Will be used to enchant equipment in next update.
Restoration Potion
-Restores both Health and Mana.
-Combine Red Powder with Blue Powder to make Purple Powder.
-Or Combine either powder with bottled powder to make a Bottle containing Purple Powder.
-Use a Bottle containing Purple Powder in an Alchemy Still to get a Restoration Potion.
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.
Raw Poison
-You can now harvest poisonous glands from the blue nasty spiders.
-You can sometimes harvest them from normal advlt spiders too.
-Squeeze its poison into a bottle to get an insta Poison Bottle.
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 if Object Knowledge Skill is high enough.
-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.
Bottle of Oil
-Combine Shredded Meat with an Empty Bottle and then use it in an Alchemy Still to get a Bottle of Oil.
-Used to make Prepared Food.
-Will be used to enchant equipment in next update.
Aqua Essentia
-Use any Potion or Bottle of Wine in an Alchemy Still to make Aqua Essentia.
-Combine certain bottled Reagents with Aqua Essentia to make Potions without the need of an Alchemy Still.
-Will be used to enchant equipment in next update.
Burning Oil
-Combine Aqua Essentia with Oil to make a bottle of Burning Oil.
-Burning Oil can be used to refill an Oil Lamp.
-Will be used to enchant equipment in next update.
Oil Lamp
-Gets 80 durability when refilled with Burning Oil.
-Oil Lamps are sold by Maria at her Store.
-If durability reaches 0 it will dissapear. (Can't find a way to prevent it)
Smaller Candles
-Candles only use a 1x1 Inventory Slot.
-Can be lit and thrown away to lit places just like Torches.
Identifying
-Unknown items will all look the same or like "normal" items.
-Only items affected by this so far are Plants, Reagents and Potions.
-Some items will look unidentified until you hover the mouse over them.
-Unidentified Plants and Reagents cannot be used until Identified.
-Unidentified Potions can be used but with penalties until Identified.
Food Satiety Values
-Mushroom: +1 Satiety
-Leek: +2 Satiety
-Carrot: +2 Satiety
-Apple: +2 Satiety
-Cheese: +3 Satiety
-Cooked Fish: +4 Satiety
-Cooked Small Ribs: +4 Satiety
-Loaf of Bread: +5 Satiety
-Cheese Sandwich: +4 Satiety
-Roast Chicken: +7 Satiety
-Chicken Drumstick: +4 Satiety
-Cooked Big Ribs: +7 Satiety
-Plain Pie: +4 Satiety
-Delicious Pie: +6 Satiety
-Delicious Pie (Wine): +7 Satiety
-Cooked Food: +7 Satiety
-Cooked Food (Garlic): +8 Satiety
-Iron Ration: +6 Satiety
Iron Weapons: 20 Durability for all
-Iron Dagger: +2 Damage / +6% Stealth // Requires 8 Dexterity
-Iron Shortsword: +4 Damage / -2 Stealth / -2 Casting // Requires 7 Strength
-Iron Longsword: +5 Damage / -4 Stealth / -4 Casting // Requires 10 Strength and 30 Close Combat
-Iron Hand Axe: +6 Damage / -6 Stealth / -6 Casting // Requires 12 Strength and 40 Close Combat
-Iron Greatsword: +8 Damage / +2% AC / -8 Stealth / -8 Casting // Requires 14 Strength and 50 Close Combat
-Iron Greataxe: +10 Damage / +4% AC / -10 Stealth / -10 Casting // Requires 16 Strength and 60 Close Combat
Steel Weapons: 40 Durability for all
-Steel Dagger: +3 Damage / +9% Stealth // Requires 8 Dexterity
-Steel Shortsword: +5 Damage / -2 Stealth / -2 Casting // Requires 8 Strength
-Steel Longsword: +6 Damage / -4 Stealth / -4 Casting // Requires 10 Strength and 30 Close Combat
-Steel Broadsword: +7 Damage / +5% AC / -6 Stealth / -6 Casting // Requires 12 Strength and 50 Close Combat
-Steel Rapier: +7 Damage / Fast Attacks / -6 Stealth / -6 Casting // Requires 12 Dexterity and 50 Close Combat
-Steel Hand Axe: +8 Damage / -8 Stealth / -8 Casting // Requires 14 Strength and 60 Close Combat
-Steel Falchion: +9 Damage / -10 Stealth / -10 Casting // Requires 16 Strength and 70 Close Combat
-Steel Greatsword: +10 Damage / +4% AC / -12 Stealth / -12 Casting // Requires 18 Strength and 80 Close Combat
-Steel Greataxe: +12 Damage / +6% AC / -14 Stealth / -14 Casting // Requires 20 Strength and 90 Close Combat
Mithril Weapons: 80 Durability
-Mithril Falchion: +12 Damage / -10 Stealth / -8 Casting // Requires 14 Strength and 60 Close Combat
-Mithril Greatsword: +16 Damage / +8% AC / -12 Stealth / -10 Casting // Requires 16 Strength and 70 Close Combat
-Meteor Falchion: +25 Damage / Indestructible // Requires 12 Strength and 50 Close Combat
-Meteor Greatsword: +30 Damage / +10% AC / Indestructible // Requires 14 Strength and 60 Close Combat
-Enchanted Meteor Falchion: +35 Damage / +6% Magic Protection / Indestructible // Requires 10 Strength and 40 Close Combat
-Enchanted Meteor Greatsword: +40 Damage / +12% AC / +9% Magic Protection / Indestructible // Requires 12 Strength and 50 Close Combat
Special Weapons
-Bone: +1 Damage / -2 Stealth / -2 Casting / Turns into Bone Powder when it breaks / 5 Durability
-Spiked Club: +3 Damage / +1% AC / -3 Stealth / -3 Casting / 10 Durability // Requires 7 Strength
-Blacksmith's Hammer: +4 Damage / -3 Stealth / -3 Casting / Can be used to Repair / 50 Durability // Requires 8 Strength
-Sledgehammer: +5 Damage / +2% AC / -6 Stealth / -6 Casting / 35 Durability // Requires 10 Strength
-Bejeweled Dagger: +4 Damage / +3% Critical Hit / +12% Stealth / 50 Durability // Requires 12 Dexterity
-Assassin's Dagger: +5 Damage / +9% Critical Hit / +14% Stealth / -9 Casting / 60 Durability // Requires 14 Dexterity and 30 Close Combat
-Bejeweled Longsword: +6 Damage / +3% Critical Hit / -6 Stealth / -3 Casting / 50 Durability // Requires 12 Strength and 50 Close Combat
-Magic Sabre: +6 Damage / -6 Stealth / +12% Casting / +12% Magic Protection / 70 Durability // Requires 8 Strength
-Achanta’s Sword: +10 Damage / -12 Stealth / -12 Casting / Drains Life / 70 Durability // Requires 12 Strength and 50 Close Combat
-Slayer Blade: +14 Damage / +6% AC / +12% Critical Hit / -15 Stealth / -15 Casting / 70 Durability // Requires 18 Strength and 80 Close Combat
-Lord Inut's Sword: +20 Damage / +9% AC / -16 Stealth / -16 Casting / 70 Durability // Requires 20 Strength and 90 Close Combat
Ranged Weapons
-Shortbow: +6 Damage / -3 Casting // Requires 8 Dexterity and 20 Marksmanship
-Assassin's Bow: +12 Damage / +9% Critical Hit / +12% Stealth / -9 Casting // Requires 12 Dexterity and 60 Marksmanship
-Lord Inut's Bow: +20 Fire Damage / -9 Stealth / -9 Casting // Requires 12 Dexterity and 80 Marksmanship
Armor Shields
-Wooden Shield: 2 AC / Defense +10% / -4 Stealth / -4 Casting / 20 Durability // Requires 7 Strength
-Reinforced Shield: 4 AC / Defense +15% / -8 Stealth / -8 Casting / 30 Durability // Requires 8 Strength
-Steel Shield: 6 AC / Defense +20% / -12 Stealth / -12 Casting / 40 Durability // Requires 10 Strength
-Kite Shield: 8 AC / Defense +25% / -16 Stealth / -16 Casting / 50 Durability // Requires 12 Strength
-Mithril Shield: 10 AC / Defense +20% / -8 Stealth / +2% Casting / 80 Durability // Requires 10 Strength
-Shield of the Ancients: 12 AC / +30% Magic Protection / Defense +25% / -16 Stealth / -16 Casting / 70 Durability // Requires 14 Strength
Armor Leather
-Leather Brigandine: 4 AC / 10 Durability
-Leather Greaves: 3 AC / 10 Durability
-Studded Leather Brigandine: 5 AC / -5 Stealth / -5 Casting / 15 Durability // Requires 8 Constitution
-Studded Leather Greaves: 4 AC / -5 Stealth / -5 Casting / 15 Durability // Requires 8 Constitution
-Merc Leather Brigandine: 7 AC / -3 Stealth / -6 Casting / 20 Durability // Requires 9 Constitution
-Merc Leather Greaves: 6 AC / -6 Stealth / -3 Casting / 20 Durability // Requires 9 Constitution
Armor Shadowleather
-Shadowleather Mask: 1 AC / +3% Poison Protection / +8% Stealth / 15 Durability // Requires 7 Constitution and 10 Dexterity
-Shadowleather Brigandine: 3 AC / +9% Poison Protection / +12% Stealth / 15 Durability // Requires 7 Constitution and 10 Dexterity
-Shadowleather Greaves: 2 AC / +6% Poison Protection / +15% Stealth / 15 Durability // Requires 7 Constitution and 10 Dexterity
-Studded Shadowleather Brigandine: 4 AC / +12% Poison Protection / +9% Stealth / 20 Durability // Requires 7 Constitution and 11 Dexterity
-Studded Shadowleather Greaves: 3 AC / +9% Poison Protection / +12% Stealth / 20 Durability // Requires 7 Constitution and 11 Dexterity
Armor Chainmail: 20 Durability for all
-Steelmail Helmet: 3 AC / -5 Stealth / -5 Casting // Requires 10 Constitution
-Steelmail Shirt: 6 AC / -5 Stealth / -10 Casting // Requires 10 Constitution
-Steelmail Leggings: 5 AC / -10 Stealth / -5 Casting // Requires 10 Constitution
-Armored Steelmail Shirt: 8 AC / -6 Stealth / -12 Casting // Requires 11 Constitution
-Armored Steelmail Leggings: 7 AC / -12 Stealth / -6 Casting // Requires 11 Constitution
Armor Steel: 40 Durability for all
-Steelplate Helmet: 5 AC / -2% Magic Protection / -14 Stealth / -14 Casting // Requires 12 Constitution
-Steelplate Cuirass: 10 AC / -6% Magic Protection / -14 Stealth / -24 Casting // Requires 12 Constitution
-Steelplate Greaves: 9 AC / -4% Magic Protection / -24 Stealth / -14 Casting // Requires 12 Constitution
Armor Magicsteel: 70 Durability for all
-Poxsellis Great Helm: 6 AC / -5 Stealth / +12% Magic Protection / Dispell Illusions // Requires 12 Constitution
-Magicsteel Helmet: 5 AC / +12% Magic Protection / -14 Stealth / -14 Casting // Requires 11 Constitution
-Magicsteel briastplate: 10 AC / +16% Magic Protection / -14 Stealth / -24 Casting // Requires 11 Constitution
-Magicsteel Greaves: 9 AC / +14% Magic Protection / -24 Stealth / -14 Casting // Requires 11 Constitution
Armor Mithril: 80 Durability for all
-Mithril Helmet: 7 AC / -4 Stealth / +6% Casting / +2% Magic Protection // Requires 10 Constitution
-Mithril Shirt: 11 AC / -4 Stealth / +6% Casting / +8% Magic Protection // Requires 10 Constitution
-Mithril Leggings: 10 AC / -8 Stealth / +4% Casting / +6% Magic Protection // Requires 10 Constitution
-Armored Mithril Shirt: 12 AC / -6 Stealth / +4% Casting / +6% Magic Protection // Requires 10 Constitution
-Armored Mithril Leggings: 11 AC / -10 Stealth / +2% Casting / +4% Magic Protection // Requires 10 Constitution
Armor Ylside: 70 Durability for all
-Ylside briastplate: 15 AC / +3 Strength / -15 Stealth / -25 Casting / +10% Magic Protection // Requires 15 Constitution
-Ylside Greaves: 15 AC / +2 Strength / -25 Stealth / -15 Casting / +10% Magic Protection // Requires 15 Constitution
New Inventory
-Fixed inventory is slightly different from vanilla Arx.
-Some goblins, barrels and corpses have also a random loot generated when a new game starts.
-Some goblins now use different weapons. It makes killing them more dangerous.
-Some items like armor will only appear in a goblin's inventory if said goblin is dead.
Inventory Stacks
-Some items are now stackable and other items got their stack size increased.
-Gold and Silver rings can stack up to 10 in a single slot now.
-The 12 Goblin Mine Shares can all stack in a single slot.
-Powders and Flour can stack up to 20 in a single slot now.
-Wood Pieces and Wall Blocks can stack now.
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 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 Steelplate Armor.
Dwarven Crafting Tools - Material Recycling
-One use crafting kits sold by Miguel or found in some containers.
-You can recover most of the crafting Materials from certain Armor pieces.
-Combine a Dwarven Crafting Tools with an Armor piece to Recycle it.
Tizzy's Mugs
-There's a little side quest in the Tavern, indirectly given by Tizzy.
-You can find it written in the Public Notice near her, on the Wine Barrel.
-Mugs play an important role in it so most can be picked up and carried in the Inventory now.

Skin change
-Polsius and Anuk the Cook got new and unique skins. They stopped looking like regular goblins.
-Both Atok the Quartermaster and Izak the Foreman use a leather version of the regular goblin skin.
-Some weapons and shields have some minor skin changes to better fit the changes within this mod.

Fixes
-Small fix to avoid some previously revealed goblin names to reset back to "A goblin".

Gameplay Images
-Polsius skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-13_00001_zps1208f838.jpg
-Polsius skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-13_00002_zpsda3b8edc.jpg
-Cook skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00007_zpse32f395a.jpg
-Cook skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00006_zps5ecdd91f.jpg
-Leather skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00005_zps727c8e2d.jpg
-Leather skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00008_zps72af9c26.jpg
-Rations making: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00002_zps5a722bb5.jpg?t=1361127566
-Food cooking: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00003_zps50aabefa.jpg?t=1361127570
-Cheese sandwiches: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-18_00002_zps251f01ec.jpg
-Some New Weapons: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-15_00new1_zpsccd25159.png

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SPIDER POISON MOD
A feature already in the files, I just made some changes and reactivated it. Not compatible with Arx Extended Mod.

Spider Poison
-Use an empty bottle on a Baby Spider to get a poisonous potion.
-Only works if the target is unaware of your presence.
-Baby Spiders won't survive the process.

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DOWNLOAD LINKS:
-Arx Extended Mod: http://www.mediafire.com/download/0pq0h3rdkm03lzm/Arx_Extended_2_0.rar
-Spider Poison Mod: http://www.mediafire.com/?g8paizkm0qco686

User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Tue Oct 22, 2013 11:05 am

IN PROGRESS
Items and features currently unavailable. Posting them here for suggestions and feedback.

Mud Putty
-If I manage to add new items to the game, I will definitely add new uses for this.
-You can make more Mud Putty by combining a Bread Dough with Bone Powder.

Ranged Weapons
-Longbow: 9 Damage / -6% Casting // Requires 10 Dexterity and 40 Marksmanship

Armor Helmet: Can't make them work properly with each hero head. If the script is internal, then I can't add new helmets.
-Mail Hood
-Merc Helmet: 2 Armor Class / -3 Stealth / -3 Casting / 20 Durability // Requires 9 Constitution
-Mithril Hood

Enchantments
Thinking about adding new enchantments for weapons and armor. Maybe even change the old ones too. I actually already did it with the Dagger. New "ingredients" for these enchantments include wine, flour, wall blocks and water. Here are of the things I have thought so far:

Reagent on All Items
-Yellow Powder: CON Bonus
-Blue Powder: INT Bonus
-Dragon Bone Powder: All Attributes Bonus
-White Powder: Stealth Bonus
-Wall Block: Durability Bonus

Reagent on All Armor
-Amikar Rock: AC Bonus / Defense Bonus
-Garlic: DEX Bonus
-Bone Powder: STR Bonus
-Purple Powder: Poison Resistance
-Golem Heart: Magic Resistance

Reagent on Helm Armor
-Blue Potion: Ethereal Link Bonus
-Flour: Intuition Bonus
-Wine: Object knowledge Bonus

Reagent on Chest Armor
-Blue Potion: Casting Bonus
-Water: Technical Bonus

Reagent on Legging Armor
-Blue Potion: Casting Bonus
-Water: Technical Bonus

Reagent on Shield Armor
-Blue Potion: Ethereal Link Bonus

Reagent on All Weapons
-Amikar Rock: Damage Bonus
-Wine: Critical Hit Bonus
-Golem Heart: Paralyzing Attack

Reagent on Melee Weapons
-Bone Powder: Close Combat Bonus
-Garlic: DEX Bonus

Reagent on Ranged Weapons
-Garlic: Ranged Combat Bonus
-Bone Powder: STR Bonus

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Unknown
There's some things I have been unable to mod but I would like help if there are other modders out there. Maybe links to modding tools or cheats that would allow me to test things easily.

-Making Carlo wear the Kingdom Guard uniform instead of the plain one.
-Making the Bank Key you forge work like the original one and actually Open the Bank Door.
-Making Mice interactive. Some characters kill mice when they hear/see them so they could cause different reactions to some characters.
-Making possible to use Set of Tools on unlocked doors to turn them into traps to wound/kill NPCs.
-Adding new Sounds to the game. If this can be done, then I can make new dialogs and with that, sidequests.


Misc Stuff
I kinda made a new icon for a new items I'm thinking about.

Here, one for the Mud Putty. Imma put the Key Cast just for comparison:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/mauld_daggericon_zps9c40b356.png
http://i200.photobucket.com/albums/aa145/ChikoEduardo/mauld_keyicon_zps0d0951e2.png

Here's one for mice:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/miceicon_zps87c2735c.png
User avatar
Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Tue Oct 22, 2013 8:50 am

Found out what's preventing me from editing certain files... They are specific, unique files found on the maps. I believe the only way to edit those are with a map editor or something other than just Wordpad and Arxpak.

Also, added a new poison source in the main post... getting poison from Baby Spiders. I tried to make it possible to get it from dead Spiders instead but it cannot be done for some reason.

Here's the script that makes it happen in the spider files:



ON COMBINE {
IF (£type == "Spider_base") {
GOTO ATTACK_PLAYER
ACCEPT
}
IF (^$PARAM1 ISCLASS "BOTTLE_EMPTY") {
IF (£type == "Spider_baby")
IF (§fighting_mode == 0)
SENDEVENT CUSTOM ^$PARAM1 "FILL_WITH_POISON"
ADDXP 10
SET £dying ""
FORCEDEATH ME
SET_INTERACTIVITY NONE
PLAY -p ~£dying~
ACCEPT
}
ACCEPT
}

I put this at the very end of the whole script coz I'm not sure it's properly "closed". I'm still trying to figure out how to script properly and putting this at the end will prevent it from causing trouble with the rest of the file.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Tue Oct 22, 2013 5:54 am

I found a map editor that sounds like it could be the most awesome find... but it's russian or something like that and it crashes after loading maps. It's called DANAE! (Damnable but Necessary Arx Editor!)

Damn it looked so promising... /confused.gif' class='bbc_emoticon' alt=':confused:' />
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Tue Oct 22, 2013 5:31 pm

Forgot to mention I added some download links in the main post. I'm using Arx Libertatis so some of the mods might not be compatible with the vanilla Arx. I haven't uploaded all the stuff I have made coz some of them are not compatible with each other, so I will probably merge them into a single mod.

In other news, I just discovered some of the things in unique NPCs/Containers can still be modded so I'm thinking about making their non-essential inventory random. I already tried this with Goblins and so far it works like this:

All Goblins
-Gold Coins = 1 (Always)
-Gold Coins = 1 (50% Chances)
-Wine Bottle = 1 (30% Chances)

Normal Goblins
-Gold Coins = 2 (50% Chances)
-Cheese Wedge = 1 (30% Chances)

Lord Goblins
-Gold Coins = 1 (50% Chances)
-Chicken Drumstick = 1 (30% Chances)

King Goblin
-Nothing yet

So for instance, if you are really lucky, a Normal Goblin could hold 4 Gold Coins, A Wine Bottle and a Cheese Wedge in addition to their unique loot... I will probably change their unique loot too. Some NPCs will be unaffected by this to avoid plot inconsistencies. Containers will work in a similar fashion. Maybe containing a fixed loot in addition to random stuff. The random loot could also depend on different factors like the kind of container and location. Some of it could also depend on the quests you have completed and on your current lvl.

This is all something I have yet to complete but it's definitely a small step towards increasing replayability in Arx Fatalis.
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Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Tue Oct 22, 2013 4:31 am

New download link added to the main page, Replayability Mod. It only affects most goblins so far. It only works in Arx Libertatis, though. Here's part of the Readme:


The long term objective of this mod is to add random loot to some NPCs and Containers to increase replayability.
Some NPCs/Containers will still have fixed inventory items plus the random loot and some others will be
unaffected by the changes in this mod. So far, the only affected NPCs in this mod are most Goblins, the rest of
Arx will be added eventually.

-Random loot depends mostly on the kind of goblin.
-Fixed inventory is slightly different from vanilla Arx.
-Some goblins now use different weapons. It makes killing them more dangerous.
-Some items like armor will only appear in an NPC's inventory if said NPC is dead.
-Small fix to make the name of the Polsius in the tavern to always be revealed.
-Polsius got a new and unique skin. He now looks like a good goblin.

Also, talking about the new skin:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-13_00001_zps1208f838.jpg
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-13_00002_zpsda3b8edc.jpg
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Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Tue Oct 22, 2013 4:47 am

Updated Replayability Mod. Fixed some minor vanilla issues and added two more skins for some goblins. Here's part of the Readme:


-Random loot depends mostly on the kind of goblin.
-Fixed inventory is slightly different from vanilla Arx.
-Some goblins now use different weapons. It makes killing them more dangerous.
-Some items like armor will only appear in an NPC's inventory if said NPC is dead.
-Small fix to avoid some previously revealed goblin names to reset back to "A goblin".
-Polsius and Anuk the Cook got new and unique skins. They stopped looking like regular goblins.
-Both Atok the Quartermaster and Izak the Foreman use a leather version of the regular goblin skin.
-Wooden clubs got a small skin edit to make their cloth wraps be similar to the wraps used in goblin clothes.


Pics of the new skins:
Cook skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00007_zpse32f395a.jpg
Cook skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00006_zps5ecdd91f.jpg
Leather skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00005_zps727c8e2d.jpg
Leather skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00008_zps72af9c26.jpg
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Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Tue Oct 22, 2013 8:21 am

I still have no idea how to add new items to the game... but I found a limited way to achieve something similar. I can edit unique IDs and change them as I see fit. For instance, I can turn the first dagger in the game from a Steel Dagger to an Iron Dagger, with new skin, new icon and everything.

Comparison picture:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-15_00new1_zpsccd25159.png

I have been able to "add" two new weapons in this manner so far, Iron Dagger and Iron Longsword. They can only be found early in the game and serve as weak version of the original ones, which will be available once you reach the Human Kingdom.

Also, I will probably end up merging all the mods I'm making coz they are starting to stop being compatible with each other.
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stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Tue Oct 22, 2013 4:57 pm

Hello,
You made some very nice mods, and i especially like the new graphics, good job /smile.png' class='bbc_emoticon' alt=':smile:' />
I found a very simple way to add new items in game, without changing the unique items already in game to be something else.
I'm not very good at explaining things, but i hope you will understand the process:



  • First you need to install Arx Libertatis, since it comes with a data unpaker called arxunpak.exe which, obviously, extracts the game data. You need to use this to extract the models of the original items you want to use for the new items. Note that the ArxPak program will NOT work, since, from what i understand, it doesn't extract the models correctly, crashing the game when you introduce the new items into it.
  • Extract the data. To do this simply drag the *.pak files into arxunpak.exe and it will extract the data.
  • Next, you need to grab a model file, with the *.ftl extension. Those can be found in GAME/GRAPH/OBJ3D/INTERACTIVE in the two folders called FIX_INTER and ITEMS. If you are not sure what model to pick, you can use ArxPak at this point to view the models and the decide which one to use (again, do not use it to extract the models, as they are corrupt or something).
  • Now you need to decide in what folder to place the item. There are 2 kind of items in game, and the following instructions depend on what kind of object you want to add:
  • If it is an item you can not carry, you need to make a new folder in GAME/GRAPH/OBJ3D/INTERACTIVE/FIX_INTER with the name of the new item (for example: GAME/GRAPH/OBJ3D/INTERACTIVE/FIX_INTER/"NAME OF NEW ITEM WITHOUT SPACES"). Then you need to copy the selected model to the folder, renaming it to the new item's name ("NAME OF NEW ITEM WITHOUT SPACES".ftl). You also need to create a new folder in the root folder GRAPH (where the .asl files are located) with the name of the new item (GRAPH/OBJ3D/INTERACTIVE/FIX_INTER/"NAME OF NEW ITEM" ) and create a new "NAME OF NEW ITEM".asl file where you will write the properties of the item. Make sure to use the same name EVERYWHERE. To add the new item in game, you need to download the DANAE Editor!, which is very unstable and hard to use, or try to compile it yourself.
  • If you want to add a carryable item, follow these instructions: First you need to create a new folder in GAME/GRAPH/OBJ3D/INTERACTIVE/ITEMS/"CATEGORY OF THE ITEM"/"NAME OF THE ITEM" and place the selected model in there, changing it's name. Then you have to make a new folder in GRAPH/OBJ3D/INTERACTIVE/ITEMS/"CATEGORY OF THE ITEM"/"NAME OF THE ITEM" and create two new files: a "NAME OF ITEM".asl and a "NAME OF ITEM"[icon].bmp. The .asl file will hold the properties of the item, while the .bmp file will be the icon displayed on your inventory. Here it gets a little tricky: the game seems to read the .bmp file resolution or something, and it decides how many spaces it will hold in your inventory. Therefore you need to make new files with the exact resolution. You can copy the .bmp file from another item that occupies the same amount of space like the item you want to add, and then edit it as you like. Again, you can add the item using the DANAE! Editor and place it on a map, or use a script command on a npc or on other items to get the new item, something like: INVENTORY PLAYERADD ""CATEGORY OF ITEM"\\"NAME OF NEW ITEM"\\"NAME OF NEW ITEM"" or the REPLACEME script.
I hope you understand the process. It is a little tricky, but it works. And to prove that it works, here is a screenshot of a Goblin Head named Flute using a Chainmail icon added using DANAE!:

Evil forum won't let me post links, i wonder why. /confused.gif' class='bbc_emoticon' alt=':confused:' />
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Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Tue Oct 22, 2013 10:15 am

What... I never noticed the arxunpak utility in Arx Libertatis. Thanks for the instructions, I now know why the game crashed everytime I tried to add a new item. Also, I tried using Danae! a lot of times... it just crashes just after loading a map. So I guess I'll be adding new items via INVENTORY ADD command for now.

If I manage to create a new item, I will try to expand the foodcrafting too. The game really needs something more than just apple pies. If all goes fine, then there will be more than just 1 iron dagger and 1 iron longsword. I will probably outfit unique goblins and goblin lords with iron weapons.

Also, I don't really understand how this forums works... I can only post links in this thread, not even in the other thread I made. You can still post the link, though. Just put one or two spaces in between so the forum doesn't recognize it as a link. /tongue.png' class='bbc_emoticon' alt=':P' />

Thanks again. I really need some feedback and modding tips in this.
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Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Tue Oct 22, 2013 11:48 am

You are welcome! I also did some mods a while ago. Master Slyb got jealous, sent a guardian to fry my HDD, too bad /yuck.gif' class='bbc_emoticon' alt=':yuck:' /> . Maybe i'll start remaking them. If you need help/suggestions/praises on your mods, don't hesitate to contact me .
Danae works for me, as long as i click the "Launch Game" button instead of the "Ok" button, and i can navigate the maps and add items to them, but they don't always save.

Here is the photo i wanted to show you (remove the spaces):
http://i1292. photobucket .com/albums/b565/MateiB/ScreenShot007_zpsf88e7a4e.gif
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Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Tue Oct 22, 2013 3:15 pm

Wow... you weren't kidding. I just added a new item into the game. I reckon it's going to take me more time to make the icons and skins than adding new items. Lol!
Haw haw haw! Me hands be untied now. You will probably get tired of this but thanks once again! /biggrin.png' class='bbc_emoticon' alt=':D' />

Also, lol @ the picture. Danae! looks just like I imagined it would look. I might try to run it again eventually.

I'm including two items right now. Salt and Iron Ration. Salt will be randomly generated in barrels or sold by Maria and its main purpose will be for food preservation. So, combining Salt with raw food will create Iron Rations. Iron rations will be like the food you will carry when going into long quests, coz they will stack up to 20 in a single slot and feed you moderately. Of course this doesn't make sense right now... that's why I will decrease the availability of food items in the outskirts of the City of Arx. In vanilla Arx, starvation is not even an issue because of the amount of food you find... I want to change that. In order to balance the lack of food, Maria's general store will always restock its food supplies so you can still buy food.

Edit:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00001_zps17aadaec.jpg
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Cash n Class
 
Posts: 3430
Joined: Wed Jun 28, 2006 10:01 am

Post » Tue Oct 22, 2013 7:54 am

So, about the Iron Rations post... Salt is now called "Some food preservation spices" and added a new food item called "Some prepared food"
This is how they work:

-Combine one Raw Meat with one Fruit or Vegetable = Some Prepared Food
-Combine Some Prepared Food with Some Food Preservation Spices = Iron Rations
-You can also just cook Some Prepared Food = Some Cooked Food

Here are some pictures:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00002_zps5a722bb5.jpg
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00003_zps50aabefa.jpg

There's no download link yet coz I want to edit some things and merge some of the mods into a single one but I should upload the resulting mod later tonight, hopefully.
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LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Tue Oct 22, 2013 5:27 am

This looks really nice, good job! The ideas are great and the textures look really good! One of the things Arx Fatalis lacked the most was the modding community. I think now, with the ability to add new items in game, this will change, and together with the DANAE! editor there are many possibilities, even if it is a bit hard to use at first.
Keep up the good work /biggrin.png' class='bbc_emoticon' alt=':D' /> !
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Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Tue Oct 22, 2013 4:15 pm

Indeed. I looked everywhere for modding communities but most forums are actually pretty abandoned. I will keep working in this. I'm learning new stuff while doing it so I will probably work in many features.

Also, merged some mods with the Replayability Mod and updated the main post. :3
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Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Tue Oct 22, 2013 2:40 pm

New food item and related features for the Replayability Mod.

-Combine a Cheese with a Loaf of Bread to get three Cheese Sandwiches and Half a Loaf of Bread.
-Combine a Cheese with Half a Loaf of Bread to get three Cheese Sandwiches.
-Use a Blade on a Loaf of Bread to get two Half a Loaf of Bread. (Yeah... Why not?)

Here's a picture to illustrate better:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-18_00002_zps251f01ec.jpg
They do look pretty... unique, I know but erm... maybe they make sandwiches like that in Arx! Ye know... other cultures, other way of doing things. :3

The download link will be uploaded later today. Some friends are testing the features to see if something is wrong or missing and stuff like that.
Also, thinking about rebalancing the feed value of all food items... The more steps it takes to make the food item the more filling will definitely be considered.

Edit: Download Link available. In addition, I fixed some issues from the previous version and made some small edits to some of the skins.
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sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Tue Oct 22, 2013 4:11 pm

Working in the next update now. It's about all weapons so it will probably take a while. Here are their new names and stats:


Iron Weapons
-Iron Dagger: 2 Damage / 3% Stealth // Requires 8 Dexterity
-Iron Shortsword: 4 Damage / -3% Stealth / -3% Casting // Requires 8 Strength
-Iron Longsword: 5 Damage / -6% Stealth / -6% Casting // Requires 10 Strength and 30 Close Combat
-Iron Hand Axe: 6 Damage / -9% Stealth / -9% Casting // Requires 12 Strength and 40 Close Combat
-Iron Greatsword: 8 Damage / -12% Stealth / -12% Casting // Requires 14 Strength and 50 Close Combat
-Iron Greataxe: 10 Damage / -14% Stealth / -14% Casting // Requires 16 Strength and 60 Close Combat

Steel Weapons
-Steel Dagger: 3 Damage / 3% Stealth // Requires 8 Dexterity
-Steel Shortsword: 5 Damage / -3% Stealth / -3% Casting // Requires 8 Strength
-Steel Longsword: 6 Damage / -6% Stealth / -6% Casting // Requires 10 Strength and 30 Close Combat
-Steel Broadsword: 7 Damage / 3 Armor Class / -6% Stealth / -6% Casting // Requires 12 Strength and 50 Close Combat
-Steel Rapier: 7 Damage / Fast Attacks / -6% Stealth / -6% Casting // Requires 12 Dexterity and 50 Close Combat
-Steel Hand Axe: 8 Damage / -9% Stealth / -9% Casting // Requires 14 Strength and 60 Close Combat
-Steel Falchion: 9 Damage / -12% Stealth / -12% Casting // Requires 16 Strength and 70 Close Combat
-Steel Greatsword: 10 Damage / -14% Stealth / -14% Casting // Requires 18 Strength and 80 Close Combat
-Steel Greataxe: 12 Damage / -16% Stealth / -16% Casting // Requires 20 Strength and 90 Close Combat

Mithril Weapons
-Mithril Falchion: 12 Damage / -10% Stealth / -10% Casting // Requires 14 Strength and 60 Close Combat
-Mithril Greatsword: 16 Damage / -12% Stealth / -12% Casting // Requires 16 Strength and 70 Close Combat
-Meteor Falchion: 25 Damage // Requires 12 Strength and 50 Close Combat
-Meteor Greatsword: 30 Damage // Requires 14 Strength and 60 Close Combat
-Enchanted Meteor Falchion: 35 Damage / 6% Magic Protection // Requires 10 Strength and 40 Close Combat
-Enchanted Meteor Greatsword: 40 Damage / 9% Magic Protection // Requires 12 Strength and 50 Close Combat

Special Weapons
-Bone: 1 Damage / -3% Stealth / -3% Casting / Turns into Bone Powder when it breaks
-Spiked Club: 3 Damage / -3% Stealth / -3% Casting
-Blacksmith's Hammer: 4 Damage / -3% Stealth / -3% Casting // Requires 8 Strength
-Sledgehammer: 5 Damage / -6% Stealth / -6% Casting // Requires 10 Strength
-Bejeweled Dagger: 4 Damage / 6% Stealth / 3% Critical Hit // Requires 12 Dexterity
-Assassin's Dagger: 5 Damage / 9% Stealth / 9% Critical Hit / -9% Casting // Requires 14 Dexterity and 30 Close Combat
-Bejeweled Longsword: 6 Damage / -6% Stealth / 3% Critical Hit / -3% Casting // Requires 12 Strength and 50 Close Combat
-Magic Sabre: 6 Damage / -6% Stealth / 12% Casting / 12% Magic Protection // Requires 8 Strength and 12 Mental
-Achanta’s Sword: 10 Damage / -12% Stealth / -12% Casting / Drains Life // Requires 12 Strength and 50 Close Combat
-Slayer Blade: 14 Damage / -15% Stealth / 12% Critical Hit / -15% Casting // Requires 18 Strength and 80 Close Combat
-Lord Inut's Sword: 20 Damage / 6 Armor Class / -16% Stealth / -16% Casting // Requires 20 Strength and 90 Close Combat

Ranged Weapons
-Shortbow: 6 Damage / -3% Casting // Requires 8 Dexterity and 20 Marksmanship
-Longbow: 9 Damage / -6% Casting // Requires 10 Dexterity and 40 Marksmanship
-Assassin's Bow: 12 Damage / 9% Stealth / 9% Critical Hit / -9% Casting // Requires 12 Dexterity and 60 Marksmanship
-Lord Inut's Bow: 20 Damage / Fire Damage / -9% Stealth / -9% Casting // Requires 12 Dexterity and 80 Marksmanship


The new requirements will make multiclass builds a more dangerous bet so players will have to be more careful.
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Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Tue Oct 22, 2013 3:02 am

I have most of it done already. Some of the goblins in their fortress will be using iron weapons.
Steel shortswords and axes will only be available in Miguel's store for now. I will add them to some humans eventually.

Got a couple of new ideas while doing this too.

Rust Powder:
Found in some corpses and containers or from broken iron weapons. Could be used for alchemy and enchantments. It's already added in my game... it just doesn't do anything yet.

Unskillful use of one handed weapons:
If the player doesn't have the required strength to lift a one handed weapon, the weapon would take longer to charge a power strike, deal less damage and require both hands instead. This is something I have yet to try but I believe it's possible.


Edit: Replayability Mod 1.4 uploaded and added the link in the Main Post. It's mostly rebalance of weapons but I also added a bit new ones too. I will probably move to Armors for the next update.
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Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Tue Oct 22, 2013 9:47 am

Been awhile since the last update. I'm taking some little vacations but I have been working on the next update. Here's a bit of what's done:


Shredded Meat
-To get Shredded Meat just use the Mortar and Pestle on any Raw Meat.
-Can be used for cooking or alchemic purposes.

Delicious Pies
-There are two kind of pies now. Sweet and Savory.
-Either an Apple or a Carrot to make Sweet Pies.
-To make Savory Pies you need Shredded Meat.

More Chicken
-No more feasting on a whole Roast Chicken.
-You will save two Chicken Drumsticks when eating a Roast Chicken.

Rust Powder
-Find Rust in some Containers or by using Mortar and Pestle on heavily damaged Iron Weapons.
-Combine Rust with an Empty Bottle and then use it in an Alchemy Still to get a Poisonous Potion.
-Will be used to enchant equipment in next update.

Bottle of Oil
-Combine Shredded Meat with an Empty Bottle and then use it in an Alchemy Still to get a Bottle of Oil.
-Will be used to enchant equipment in next update.

Aqua Spiritus
-Use any Potion or Bottle of Wine in an Alchemy Still to make Aqua Spiritus.
-Combine certain powders with Aqua Spiritus to make Potions without the need of an Alchemy Still.
-Will be used to enchant equipment in next update.

Burning Oil
-Combine Aqua Spiritus with Oil to make two bottles of Burning Oil.
-Burning Oil can be used to recharge an Oil Lamp.
-Will be used to enchant equipment in next update.


Food Satiety Values
-Mushroom: +1 Satiety
-Leek: +2 Satiety
-Carrot: +2 Satiety
-Apple: +2 Satiety
-Cheese: +3 Satiety
-Cooked Fish: +4 Satiety
-Cooked Small Ribs: +4 Satiety
-Loaf of Bread: +5 Satiety
-Cheese Sandwich: +4 Satiety
-Roast Chicken: +7 Satiety
-Chicken Drumstick: +4 Satiety
-Cooked Big Ribs: +7 Satiety
-Plain Pie: +4 Satiety
-Delicious Pie: +6 Satiety
-Delicious Pie (Wine): +7 Satiety
-Cooked Food: +7 Satiety
-Cooked Food (Garlic): +8 Satiety
-Iron Ration: +6 Satiety
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Roberta Obrien
 
Posts: 3499
Joined: Tue Oct 23, 2007 1:43 pm

Post » Tue Oct 22, 2013 11:59 am

I'm having problems with the Oil Lamp... It disappears after its Durability reaches 0 and I can't find a way to prevent it. I will still add it to the next update, though. If you are going to buy it from Maria, make sure to keep an eye on its duration if you have been using it for a long time. So, to compare:

Candles: 10 Durability
Torches: 20 Durability
Oil Lamp: 80 Durability
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Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Tue Oct 22, 2013 7:29 am

Replayability mod has been updated to version 1.5. Lots of new features, check the main post to see more detailed info.

Basically, most of the things I mentioned in the previous posts.
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Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Tue Oct 22, 2013 8:49 am

I just noticed Replayability Mod is only compatible with Inventory Stacks Mod only if you install the later first. I will probably merge both of them in the next update to avoid issues.
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Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Tue Oct 22, 2013 1:04 pm

I'm also working on Arx Fatalis mod - improving balance of armor, weapons and NPC, adding new content, adding visual improvements. When I'll finish an english localisation of my mod, I will post a link.
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Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Tue Oct 22, 2013 3:09 pm


Yes, please! /biggrin.png' class='bbc_emoticon' alt=':D' />
I want to let you know that your work is very appreciated. Personally, I'm stalking this thread. Keep it up! /tops.gif' class='bbc_emoticon' alt=':tops:' />
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Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Tue Oct 22, 2013 12:41 pm

Sounds good! This game definitely needs more mods.


Thanks, at least I know there are others in these forums, lolz. /biggrin.png' class='bbc_emoticon' alt=':D' />

I will post a minor update later. Mostly, small fixes and features. I'm also merging Inventory Stacks Mods with the Replayability Mod and throwing in a new shield in there too. I wonder if NPCs can use shields...
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Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

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