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Messages - RnF

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1
Hiyya @RnF thanks for the reply/guidance.  I do hear what you're saying and I understand the considerations that went into this design.

I can do some farming/grinding, but that's really not my thing :P .  I actually do have enough money to get me some of those stat-enhancer potions, so I guess i'll do a combination of those 2 approaches.

Thanks v much R! and thanks also to @steffire3 and @Viz for the inputs (steffire3 the depth of your knowledge for this mod is impressive ;) )

@Phanjam No problem, and no I don't walk on water haha.  The farming/grinding required is fairly minimal, I am not a big fan of that either.  But maybe required from time to time.

If you have an inventory extension mod and pick up pretty much everything you find and sell it, cash should be available for enchantments.  If you have not been enchanting your gear with stat bonuses from Boris Summon Scrolls, you will struggle to find anything to wear at some point due to the high requirements.


2
I was going to ask the same thing that Steffire3 did.  Enchantments are pretty much necessary to advance to the higher leveled gear.  With Boris specific enchantments, meeting the stat requirements should be attainable.  But it does cost money which is what Viz brings up.

If you play LAO III the same way you do vanilla, you will struggle.  With vanilla there is no penalty for advancing to fast in the game.  And it was too easy for my tastes at the start of the game.  Hence the changes.  It is more difficult no doubt.

It will require a bit of loot farming at lower levels to get enough loot sell to purchase the enchantments.  If you just roll through the content and never repeat any of it, you will lag behind in gear and then start to struggle with obtaining loot and killing monsters.  Run some Mapwork Maps, that is a great way to get loot or cherry pick a boss dungeon and re-roll your game a few times and farm that.

Not saying there isn't some balancing that can be done, because I probably need to balance this aspect of the game out a bit.  But I haven't had too many issues getting gear/enchantments with my lower level characters.  But it is more difficult no doubt.

3
Modding Questions / Re: Can items drop already socketed?
« on: April 18, 2017, 02:50:40 am »
Hey @RnF or anyone really :P i got this really interesting question from wingedcat over at forums.runic...

Can an item drop already socketed with something?

Ummmm, no idea.  It's a great question, same question could be asked about items spawning with enchantments on them as well.  There isn't anything in the Item Editor that I have seen or noticed that would make this easy.  I would suspect this is outside the scope of being possible without hacking the game somehow.  I guess you could try to look at how a "live" item looks code wise, with a socketable or enchantment on it, but there is no way to do that in GUTS.

4
Mod Showcase / Re: LAO III - The "Endless Game" Mod
« on: April 09, 2017, 05:56:58 pm »
Thanks R!  Here are the 2 items...

(Image removed from quote.)

Thanks Phan!

Try them now, I think I fixed the issue.  I had to adjust the Fists Range and Attack Range to match other 1 handed melee weapons to prevent this from happening when dual wielding them together.

5
Mod Showcase / Re: LAO III - The "Endless Game" Mod
« on: April 09, 2017, 01:49:49 pm »
Most likely is LAO,  recently made a change to weapon ranges.

Can you get me the weapon names?

I may have over looked something when I made the change.

6
Mod Showcase / Re: LAO III - The "Endless Game" Mod
« on: April 07, 2017, 09:31:45 pm »
Couple updates

4/06/2017 Update

Item Changes

2H Throwing Axes
- Added a "homing" effect to the throwing axe effect (helps to counter weapon weakness)
- Shift is no longer needs to be held down to throw axe
- Weakness: Up close targets will be hard to hit

1H Throwing Axes
- Shift is no longer needs to be held down to throw axe

Staffs
- Shift is no longer needs to be held down to fire weapon

All Weapons
- Minimum Attack Range now equals Maximum Attack Range on all weapons
- This improves the ability of all weapons to be able to attack at their maximum range without needing to hold shift down

Shields
- Removed inherited block% bonus


4/7/2017 Update

Mod Changes

LAO III Part 1 is NOT required to use Part 2 anymore

But removing Part 1 can cause you to lose items, if you try to play a character with those items. If you don't load that character and install Part 1 at a later time, the items will be retained.

Part 2 includes items 1-99 and 500-999 (Levels 1-99 are required to override the vanilla settings of items)

If you remove Part 1 from your Mod Load, items between Levels 100 and 499 can vanish if a character with those items is loaded.

7
Variant Classes Mod / Re: Variant (class compilation)
« on: April 07, 2017, 09:08:18 pm »
This is awesome. So many classes.

How do you think a mod like this would work being merged into LAO III?  Good idea/bad idea?


8
Weapons & Armor / Re: How to change the scale of a weapon in GUTS
« on: April 06, 2017, 02:08:36 pm »
Steps to increase the scale of a specific weapon in GUTS
Would this technique be able to adjust the hit range of the modified weapon based on its size?

Btw, great tut! Adding visual aides would be perfect for those who happen to just stroll by our forums. ;)

This would not change the range of the item, that is done like Phanjam said, but it is pretty easy to set via the item editor.  If it's a bow, rifle or some other ranged item, the range would have to be changed in the Particle Missile since it has a set range that will override the weapons.

I will see what I can do about that tutorial.  Still exploring a few things, but it will get done.

9
Weapons & Armor / Re: How to change the scale of a weapon in GUTS
« on: April 06, 2017, 05:43:24 am »
yea its in the unit editor
Spoiler
it will make anything that unit is holding scale up, so its not as flexible as editing the actual weapon itself.

I wasn't very clear on what I was referring too,  I was hoping it was that easy.  Would have saved me a lot of work!

10
Weapons & Armor / Re: How to change the scale of a weapon in GUTS
« on: April 06, 2017, 03:13:53 am »
you can do it very simply through the unit editor lol
it has a weapon scale and even a shield scale option

Are you referring to the Unit Player Editor?  That would scale every weapon.  As far as I can tell, those scale options do not exist in the Item Editor to scale one specific item.

If you use

<FLOAT>WEAPON_SCALE

or

<FLOAT>SCALE

The item will scale properly when it is on the ground, but the moment you equip it, it goes back to the original size.



11
Weapons & Armor / Re: How to change the scale of a weapon in GUTS
« on: April 06, 2017, 01:59:53 am »
Thanks so much again RnF (I saw this post of your's over on forums.runicgames too ;) )!

So in effect, the .layout uses the mesh as a particle? That is so so cool!

It is exactly like that!  I will elaborate tomorrow when I have more time.
It doesn't seem to quite be like that.  If I remove the resource files, the weapon is invisible.  With an attached particle, the particle would show up. 

This appears to only work if the weapon is being scaled to be larger, I am trying to scale the weapon down, and it wont scale any smaller than the original mesh file. 


Creating a particle instead actually might be the way to go, I will play around with both and see what I can come up with.

12
Weapons & Armor / How to change the scale of a weapon in GUTS
« on: April 06, 2017, 12:33:17 am »
I know this subject has come up a few times over the years.  Not sure I have seen a GUTS solution before so here it is.  This solution does not change the actual mesh file, I believe you would need 3D software for that.  It just creates a .layout file that will override the mesh file of the weapon.


Steps to increase the scale of a specific weapon in GUTS

1. Open Item Editor within GUTS - Find the item/weapon you want to scale

2. At the top left of the item editor, Click on the Magnifying Glass (Mesh Viewer)

3. Under the Properties area (right hand side) find the "Mutators" Options and change Scale X, Scale Y and Scale Z to what you want to resize

4. Save the file to your mod folder. This will create a .layout file that can be attached to the weapon that will replace the mesh file with the resized version.

5. Attach the new .layout file to the item in the Item Editor under the "Attached Layout" area with the media file path... ie MEDIA/MODELS/WEAPONS/AXES/AXE02.LAYOUT

6. Save the weapon. And you are done!

Screen shot of re-sized weapon done in this manner
https://www.screencast.com/t/RReSncqoYleJ

13
Very happy to see you sign up here, you always give good feedback and have good ideas.  Even if you never make a mod, you can still contribute in other very valuable ways.

So welcome to the forums!  Hope you stick around.

14
Mod Showcase / Re: LAO III - The "Endless Game" Mod
« on: March 31, 2017, 01:03:18 am »
Update: 3/30/2017

Part 2 is officially released! Part 2 extends items from Level 500 to 999

Part 1 is required to play Part 2 - load times will be slow with both mods installed, just a warning (up to 5 minutes).

Part 1 - Steam
Part 2 - Steam
Part 1 and 2 - Non Steam

15
Okay i guess thats a happy middle ground ;)

Also for our mods which deal with items, im not sure how but i think we should try to make it in such a way that, if u have Rnf 's LAO3 installed, then the items will take advantage of that mod.

Heyya @RnF  is that possible somehow?

Sure it's possible ;)

But, I think the easiest thing to do is to get me a copy of the armor files once they are complete, then I can convert them for you and include the files in LAO III natively. 

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