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Messages - Epoch

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1
Mod Showcase / Re: Lightbringer Mod (Paladin)
« on: June 20, 2019, 12:44:45 AM »
This is why I always used icons off this website!

https://www.hiveworkshop.com/repositories/icons.541/

Made just for other people to use and there are a whole lot of good ones. I think some are ripped from Blizzard games, so avoid those, but most are solid.

2
Kva3imoda's Playground / Re: A new beginning
« on: June 18, 2019, 07:53:52 PM »
I feel ya. This same thing kept happening to me as I tried to work on my Mythos mod. I kept tunnel visioning 1 feature then tear my hair out trying to perfect it, only to realize it wasn't even that important towards my goal. This continued to wear me down and kept burning me out. If only I had a project manager to organize and prioritize whats in my head and then delegate 90% of the work to other people.

3
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+ April 2019 Update
« on: June 01, 2019, 08:42:00 PM »
I'll look into these hopefully this weekend. I'd like to go through and do some extensive weapon updates/additions as well, but I probably won't get around to that for a little while. I'll probably put together a big bundle patch to push out eventually while periodically targeting reported bugs as soon as I see them.

I need to try and reinstall 3dsmax again too. Dunno why it kept failing to launch, but I did a complete registry purge so maybe it will work now. If so, I should be able to use the plugins that Runic provided to do some additional animation changes as well.

4
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+ April 2019 Update
« on: May 16, 2019, 11:36:12 PM »
Ah good catches.

For the monk skill, it had dualwield required hidden in there & the 2 kensei skills had 2hsword weapon requirement also built in to each skill level for some reason, which was overriding the base weapon requirement.
Lemme clean these up and upload the fixed files.

You can just extract this to the MEDIA folder & overwrite all files prompted. Trying to make my fixes simpler for you to extract.

5
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+ April 2019 Update
« on: May 16, 2019, 12:18:13 AM »
Nah, it's just a little side project I'll work on.

I'm glad my suspicion about that bokken was accurate. Thanks for fixing that.

I still can't seem to replicate that vicious slash error. Does it do it at level 1 for you guys, or at a certain point investment?
Nevermind, I just got it to happen. I think I didn't notice the problem earlier because I didn't read where it only happens for the Steam version & I was testing with the RGFS version. I find it very weird that it only happens for this version. This will take some investigation.


Nevermind, I figured it out. For some reason, all the necessary skill data within the RONIN\SIDE_KICK folder is missing for the Steam version (See attached images). If you just unzip the attached contents to the Steam SKILLS\RONIN\SIDE_KICK folder, it should fix the problem.

6
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+ April 2019 Update
« on: May 12, 2019, 05:21:23 AM »
I also looked in to this snowstorm particle effect not showing up. I couldn't duplicate this either, even with weather turned off, but I did modify the particle effects a little bit to be slightly more enjoyable. Replace the existing snowstorm.layout within MEDIA\PARTICLES\NINJA\ with the attached file if you'd like.

7
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+ April 2019 Update
« on: May 11, 2019, 06:25:35 PM »
Yeah, I just cannot figure out how to reproduce the vicious slash error, but I did notice that the skill tree is laid out pretty chaotically. I'll start working on rearranging the skill tree & maybe I'll stumble over what is causing this bug.

I also noticed that the character select idle animation has the swords stabbing into the Ronin's head. I was thinking it may be worthwhile to change that animation up.

8
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: May 11, 2019, 04:47:43 AM »
Yeah, there it is. Twinkle definitely #1 @ creativity.

9
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+ April 2019 Update
« on: May 10, 2019, 11:55:40 PM »
That oakwood.jpg is associated with the Boken swords under _GREATSWORD & is linked to the Kensei character creation due to the starting weapon being the nodachi_00_start. My suspicion would be something to do with the mesh, but I can't verify. Not entirely sure why the jpeg would cause a problem since the mesh should be linked to the *.dds files, but this is the only thing I can think of.

One possible easy fix is to do what the attached image shows.

Also, there are several polearm models loaded into the mod already that can meet the expectations desired (and I'm not entirely sure we ever added them to loot tables).  \MODELS\WEAPONS\POLEARMS & \MODELS\WEAPONS\_POLEARMS

I'll start adding great hammers to all monk skills as well.
@Phanjam
I think I pretty much cleared out that to-do list tonight. No need to worry.
Check attached MONK.rar for all replacement monk skills. They now have updated requirement descriptions & addition of 2HMACE.
Check attached KENSI.rar for all replacement Kensei skills. They now have updated requirement descriptions, replaced all instances of "Sword" with "Blade" & addition of Polearms.
Check attached KENSEI_PLAYER.rar for replacement Kensei units for updated class description; however, I did not change the starting weapons.

This takes care of WM_1, K_1, K_3, K_4, & K_5 if my attached image instructions correct the crashing bug.
Need further information on R_1. Vicious slash looks fine for me within GUTS. I'll have to download the game overnight and I'll verify in-game tomorrow whether I can duplicate this error.

10
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: May 10, 2019, 11:30:31 PM »
Thanks! Shortly after I started working on modding again, last year, my workload increased to 80hrs a week. It's still roughly the same, but I'm doing a better job of staying ahead of my engineers so I can sometimes squeeze in some free time. If I disappear again though, just assume its because of my insane workload.

I'll take a look at that FEP bug list and see what I can figure out. You guys got a shared excel file or something to track completion/in progress/etc for reported issues?



11
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: May 09, 2019, 11:12:29 PM »
I can help you with them toggle skills if you want. For the FEP toggles, I threw together the system we used based on something I saw forever ago on the TL2 forums - it may have been your customizable pet, but it's been so long that I can't remember.

Quote
does the skill effectively desummon the invisible pet and does it not effect other summoned pets/minions?
Yes it does desummon the pet and no, it doesn't affect other summons unless designed to.

I've used this setup to do some interesting things with skills I never got around to releasing. I had an entire class setup where the toggle skills would slowly drain health while toggled on, but each skill would provide some unique benefits/effects/skills/etc. I can send you whatever I had & you can rip it apart as well, if you want.

12
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 30, 2018, 11:11:01 PM »
Dope. You the man, dawg.  Lemme know if there are any other bugs reported that I may be able to help out with!

13
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 22, 2018, 04:24:23 PM »
Oh, I should have removed those affixes from that folder. I removed the call to the affix from the Skill file entirely.

14
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 22, 2018, 06:16:37 AM »
I think I have the crashing bug narrowed down. I have attached a link to my google drive for the files you will need to replace the existing ones in order to correct this issue.

I found it so easy to determine which affixes were written by Zyph, which helped narrow down where I should look for errors (since I used similar themes with the Ninja and it is not experiencing the same stat crash bug). I have adjusted exclusivity, statmodifier as bonus, and changed all damage modification by weapons to Strength. I started to rewrite the skills as well, but then got lazy.

Hopefully these replacements will fix the problem!

https://drive.google.com/file/d/14rJFUZyknpO6VJMFhFfvbPRTzdRAvCUS/view?usp=sharing

15
Modding Questions / Re: Skills on weapons
« on: July 21, 2018, 03:25:34 PM »
Leave the existing EVENT_START as is. Just change the EVENT_TRIGGER into a 2nd EVENT_START bracket. If I remember correctly, you can only have 1 layout per event bracket.

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