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Author Topic: Introducing "LAO 3.0"  (Read 5439 times)

Offline RnF

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Introducing "LAO 3.0"
« on: November 20, 2016, 02:43:43 AM »
Hello all, it has been a while since I have ventured down the TL2 modding road. Things have changed for me (in a good way) and I have a bit more time to mod once again.  This mod has been on the back burner for awhile and now it is becoming a reality.

Just wanted to give you a sneak peak at what I have been working on the last few weeks.   I think you will like this.

LAO 3.0 Extends Dungeons and Loot all the way to Level 999

Character Stays at Level 100 though

&t=38s

« Last Edit: December 05, 2016, 06:31:07 PM by RnF »

Offline Kva3imoda

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Re: Introducing "T9"
« Reply #1 on: November 20, 2016, 04:47:47 AM »
Hey RnF. This mod allows collect and equip items more than 100 levels? It sounds like a promising high-end content.  :)

Offline RnF

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Re: Introducing "T9"
« Reply #2 on: November 20, 2016, 05:09:23 AM »
Hey RnF. This mod allows collect and equip items more than 100 levels? It sounds like a promising high-end content.  :)

Yup. Loot continues to level with dungeons, as long as you meet the stat requirements you can wear the loot... all the way to loot level 999 :)

Offline Phanjam

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Re: Introducing "T9"
« Reply #3 on: November 20, 2016, 08:49:48 AM »
Welcome back RnF!!!

I want this mod! :D



Offline RnF

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Re: Introducing "T9"
« Reply #4 on: November 23, 2016, 05:40:34 AM »
Welcome back RnF!!!

I want this mod! :D

or this?   8)

« Last Edit: November 26, 2016, 12:57:01 AM by RnF »

Offline Stereox

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Re: Introducing "T9"
« Reply #5 on: November 23, 2016, 05:47:41 PM »
Cool.
How's the logic behind "leveling" all of this ?
Simply increase the graph ?

Offline RnF

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Re: Introducing "T9"
« Reply #6 on: November 23, 2016, 07:45:44 PM »
Cool.
How's the logic behind "leveling" all of this ?
Simply increase the graph ?

Graphs on most, but not everything.

Item Level
This can't be affected by a graph (as far as I know).  So to level the loot, a new version for that item needs to be made for the specific level you want. When this mod is complete, there will be over 100,000 items.  Good news is though this can be done with Note++ or a script if you can write some code, I use Note++.  If you did that through GUTS it would take months... years and you would lose your sanity along the way.

Required Level - graph
Item Requirements - graph
Both of these behave basically the same way.  If they are manually set on a specific item, they ignore or override any graph settings that they point too.  IF you remove them from the item, then they default to the graph in the GRAPHS > STATS folder.  I removed these so I could use the graphs and to save a lot of editing.  One graph needed to be extended to level 999, the other might have been already, can't remember.

Affixes - graphs (I use two different graphs for those), but graphs alone don't give the desired affect. I also needed to adjust the affixes to fit within the graph limits I applied to the affixes.

I used a "Percent" graph to give my affixes a range.  So if I wanted a crit chance of between 20-25%, then this graph will allow the affix to spawn somewhere in that range.  ie one item would spawn 21%, the other might be at 25%.  This is not a default graph and would need to be added.  Wayback has it in his Affix Expansion mod.   This graph basically adds variety to an item so it isn't the same every time it spawns.

The other graph I use is "Linear_Graph"  This graph allows an affix to scale in comparison to the Item Level. A range can also be added with this graph.

So if I set a crit chance value of 25% on my affix, it will multiply that value by the Item Level.

So at Item level 100, it will be 25%.  At Item Level 50, it would be 12.5%.  At Item Level 200 it would be 50%.

By a dding a range, the item picks one value between that range and multiplies that value by the item level.

Hope this helps  :)



Offline Stereox

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Re: Introducing "T9"
« Reply #7 on: November 25, 2016, 03:00:41 AM »
If you did that through GUTS it would take months... years and you would lose your sanity along the way.
I was doing this the very first i touched GUTS xD

Quote
So at Item level 100, it will be 25%.  At Item Level 50, it would be 12.5%.  At Item Level 200 it would be 50%.

By adding a range, the item picks one value between that range and multiplies that value by the item level.

Hope this helps  :)

Balancing this 999 levels would be a hassle i guess.
Making the item Affixes graph based on Percentage such as crit chance, damage resistances will require steep curve so at level 55 (Netherlord NG) they won't give just like 5%

I'm waiting for this to come
Keep the spirit dude  ;)

Offline RnF

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Re: Introducing "T9"
« Reply #8 on: November 25, 2016, 05:12:17 AM »
If you did that through GUTS it would take months... years and you would lose your sanity along the way.
I was doing this the very first i touched GUTS xD

Quote
So at Item level 100, it will be 25%.  At Item Level 50, it would be 12.5%.  At Item Level 200 it would be 50%.

By adding a range, the item picks one value between that range and multiplies that value by the item level.

Hope this helps  :)

Balancing this 999 levels would be a hassle i guess.
Making the item Affixes graph based on Percentage such as crit chance, damage resistances will require steep curve so at level 55 (Netherlord NG) they won't give just like 5%

I'm waiting for this to come
Keep the spirit dude  ;)

Yeah balance will be tough , one reason for  two  different  graphs. WI'll have something  out soon :) The mod is basically  ready for  testing.

Offline RnF

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Re: Introducing "T9"
« Reply #9 on: November 26, 2016, 01:34:15 AM »
Beta version of my mod has been released.  If interested, please download and play

http://torchmodders.com/forums/triple-9-item-expansion-(t9)/mod-info-and-downloads-beta/

Offline Phanjam

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Re: Introducing "T9"
« Reply #10 on: November 26, 2016, 03:46:14 AM »
Woot! Downloading  ;D



Offline Phanjam

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Re: Introducing "LAO 3.0"
« Reply #11 on: December 18, 2016, 10:30:11 AM »
Heyya RnF.  DarkTails over at Runic forums made an observation about "ornate chest" drops being kinda bleh even in comparison with regular chests.  Does LAO3 address this in any way?



Offline RnF

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Re: Introducing "LAO 3.0"
« Reply #12 on: December 18, 2016, 04:59:03 PM »
Heyya RnF.  DarkTails over at Runic forums made an observation about "ornate chest" drops being kinda bleh even in comparison with regular chests.  Does LAO3 address this in any way?

Actually saw it...  No it doesn't but it is a really good idea and would be easy to improve.  I have been thinking the loot drops are actually too low for my mod, so I have been thinking of ways to improve them.  Ornate chest improvements are on the to do list!

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