Author Topic: Revival SP modification 1.5 b1  (Read 269279 times)

Malachor

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Re: Revival SP modification 1.5 b1
« Reply #120 on: Feb 26, 2012; 01:39 pm »
-Shift+right click moves any item in to your stash on the "Misc." tab regardless of item type
That was a request by a couple of people who preferred to just move everything into the stash so that they didn't need to spend much time arranging their inventory
-IMO i think in first person many of the gun animations should be smaller if possible
I'm not quite sure what you mean. Could you explain a bit more?
-The recipe concept is good but i'd rather see fewer of them, and have them as drops, then have the necessary components also be drops..helps give some meaning to grinding. as it is i don't use the cube stuff
Not using the cube is fine, the recipes are for those who do want to use them. And the tokens weren't included as drops because that would involve quite a bit of work ensuring that they don't unbalance the game. And I think that people might feel that they have to use the recipes, even if they don't want to. The gamble recipes are for those who have some extra money and aren't quite sure what to do with it, much like gambling in Diablo 2.
The reroll recipes are for those who don't like the affixes on the item they find, and the upgrade recipes are for those who like the particular item they have but want a better quality.
The only reason that there is so many is because that's the only way I know of getting any control over the results. I could have changed the recipes so that they were random results, but if anyone wanted a particular item, they would not have been able to get it.

-Can armor ever have sockets?
I hesitate to say no, but if they had mods added they would certainly look out of place. The models themselves don't have the necessary support but they might be forced to have them somewhere.
-Can batteries, relics etc. ever be enchanted? I notice mostly they are white now by default...
They're mostly white, because that's the most common quality, but they are technically classed as enhanced(I had thought we changed them so they were green in keeping with weapons and armour). And they come in rare(blue) and legendary(orange) as well.

gravity

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Re: Revival SP modification 1.5 b1
« Reply #121 on: Feb 26, 2012; 07:49 pm »
Quote
-IMO i think in first person many of the gun animations should be smaller if possible
I'm not quite sure what you mean. Could you explain a bit more?

I mean the guns themselves during game play if you are in first person. Guns with mods tend to impede your field of vision. For example a sniper rifle isn't too bad. but it starts to get annoying as you add mods to it and the graphical representation of the weapon and mods grows in size in terms to the real estate it requires to be shown. If it could be reduced by..25% or so? it might not block as much of the environment/monsters etc.

oh..yeah you raise a good point about adding mods to armor. some might look ok..the relic representations are't as over the top as a clip, rocket, battery or tech. any of those might look pretty silly sticking out of the characters arm of stomach or head..probably best left as is. enchanting them might be cool.

And, I haven't seen any green mods, but white, blue and orange- yes.

Thank you for your work on this mod.

Malachor

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Re: Revival SP modification 1.5 b1
« Reply #122 on: Feb 29, 2012; 08:41 am »
Ah, so decreasing the weapon model sizes, I understand now.

On that note, many moons ago(before 1.2.1) I did exactly that, for all guns, but only a decrease of 10%(I think). Not many seemed to be in favour of it though, so it was removed.

gravity

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Re: Revival SP modification 1.5 b1
« Reply #123 on: Mar 01, 2012; 06:00 am »
yeah...it could be that perhaps an across the board scale down wasn't appropriate; in my mind anyway, some models (yes, that is the word- thanks) are fine, but others are too big.

EDIT: specifically, the raptor series of weapons seems to large. 10% seems like it'd be a good reduction..maybe 15%. also the XM series automatic rifles seems too large. if the XM used the same real estate as the thermite rifles, it'd be good. it's funny how it affects my play; it bugs me visually so much that every time i play a hunter i end up leaning on a thermite rifle (plus they are effective). at the same time it's not some grinding annoyance..i end up that way almost passively/subconsciously.

it could also be that taking that action really clashes with your brain and it just doesn't look right and i don't know that because i haven't seen it.

either way, i'm only commenting in case someone picks up dev again and wants feedback. I remain grateful for the mod, even if i seem critical sometimes..i mean if anything was that bad, it wouldn't be booting up right now..

i'm having fun because of the revival team and for that i thank you. i should donate, really.
« Last Edit: Mar 05, 2012; 06:08 am by gravity »

Bryan

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Re: Revival SP modification 1.5 b1
« Reply #124 on: Mar 01, 2012; 01:40 pm »
either way, i'm only commenting in case someone picks up dev again and wants feedback. I remain grateful for the mod, even if i seem critical sometimes..
I'd say being critical is quite the sound approach,constructive criticism and proper discussion are what make the mod what it is :)
"Dream big and crash often"
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The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.

adinaq

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Re: Revival SP modification 1.5 b1
« Reply #125 on: Mar 05, 2012; 02:48 am »
decided to take this game off the shelf and play again, the mod is pretty great .. thank you for sharing your work!

I noticed there is a number of ways to enter the "ancient blood" zone  from different hell rifts. do all these other entrances to it lead to the same "ancient blood" zone?  could the "ancient blood" zone molloch spawn in be a certain level range or difficulty related

i am only lvl 14 so far playing on normal but have cleared 3 anceint bloods during the quest lines.

was just wondering if i will have to worry about getting slaughtered by him at this level range lol

if he is broken is there something i could copy and paste from the previous working version where he shows up most of the time into this new version?

thanks again for this mod  ;)

zart

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Re: Revival SP modification 1.5 b1
« Reply #126 on: Mar 05, 2012; 04:20 am »


if he is broken is there something i could copy and paste from the previous working version where he shows up most of the time into this new version?



Molly is broken in this version sorry. With enough knowledge you can put molly back in, but most of us cant help you with that because we have no idea how to do it ourselves.  ::)

If you haven't already, do make sure you install the chest fix posted earlier in this thread. Otherwise your loot drops from chests will be very disappointing.
« Last Edit: Mar 05, 2012; 04:22 am by zart »
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adinaq

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Re: Revival SP modification 1.5 b1
« Reply #127 on: Mar 05, 2012; 06:10 am »
yep i noticed the chest fix thanks :)

ive done some modding for fallout and TeS, im sure if i poke around with a stick long enough its bound to yeild something

update:
well i managed to make molloch spawn in chocolate park lol since it was the closest open area i have access to, having never seen him before .. i was suprised it worked and sorta scared to find him of course i died since i dont know his strat whats his usual level since it seems the game scaled him down to lvl 12 for this zone or perhaps due to my level range

« Last Edit: Mar 05, 2012; 08:34 am by adinaq »

Maiorem

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Re: Revival SP modification 1.5 b1
« Reply #128 on: Mar 05, 2012; 06:46 pm »
Not sure if Passageways in Passageways is unique to this mod or was something of a very rare occurrence, because I do not recall ever encountering that sort of situation prior to this mod.

Hellrifts in Hellrifts would be mindblowing XD (and would most likely crash the game too)

Bryan

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Re: Revival SP modification 1.5 b1
« Reply #129 on: Mar 05, 2012; 07:47 pm »
well i managed to make molloch spawn in chocolate park
I predict you'll soon start receiving over-the-top responses of gratitude,and for good reason too ^^

Have you tried visiting the area again at later levels to see if he'll scale with your own lvl?If I recall correctly that's more or less what he did in SP.
"Dream big and crash often"
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The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.

adinaq

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Re: Revival SP modification 1.5 b1
« Reply #130 on: Mar 05, 2012; 07:55 pm »
think i found the reason the molloch in the 1.51b mod is broken... in your monster.txt section entry 358  , bitmask1 entry is not  set to "spawn"  it was 0.  Also setting treasure to 541, champion treasure 541, and first time loot 541 should make him drop stuff when he croaks

in Level_drlg_choice
entry 273 and 571   "namedmonsterchance" is already set to 100 so he will always spawn

i also added him to spawn in the last story level "Hell"  with Sydonai to make it truly hell to fight 2 boss  ;D there, but i guess syd dont spawn till you kill those 4 named monsters?
« Last Edit: Mar 05, 2012; 08:01 pm by adinaq »

Bryan

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Re: Revival SP modification 1.5 b1
« Reply #131 on: Mar 05, 2012; 08:27 pm »
there, but i guess syd dont spawn till you kill those 4 named monsters?
Indeed,then again it might be better to get rid of Moloch before one kills those and gets Syd out too :P
Mighty good work,it's gonna be great if Moloch can again be integrated into 1.5.Though I'd personally like him to spawn in hellrifts too,seems to suit him.
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.

adinaq

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Re: Revival SP modification 1.5 b1
« Reply #132 on: Mar 05, 2012; 09:24 pm »
well i managed to make molloch spawn in chocolate park
I predict you'll soon start receiving over-the-top responses of gratitude,and for good reason too ^^

Have you tried visiting the area again at later levels to see if he'll scale with your own lvl?If I recall correctly that's more or less what he did in SP.


he seems to be scaling with me, i gained a couple levels since . fighting him in chocolate park has become annoying to fight him in due to those pesky ring cloud things so i removed that spot,  but he seems be also working and droping loot in ancient blood again
here is a molloch fix to install the same way as that chest fix if anyone wants to use it instead of doing it manually

Bryan

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Re: Revival SP modification 1.5 b1
« Reply #133 on: Mar 05, 2012; 09:55 pm »
Many thanks for the great fix,you might wanna make it's own thread for easier access :)
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.

zart

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Re: Revival SP modification 1.5 b1
« Reply #134 on: Mar 06, 2012; 02:19 am »
think i found the reason the molloch in the 1.51b mod is broken... in your monster.txt section entry 358  , bitmask1 entry is not  set to "spawn"  it was 0.  Also setting treasure to 541, champion treasure 541, and first time loot 541 should make him drop stuff when he croaks

in Level_drlg_choice
entry 273 and 571   "namedmonsterchance" is already set to 100 so he will always spawn

i also added him to spawn in the last story level "Hell"  with Sydonai to make it truly hell to fight 2 boss  ;D there, but i guess syd dont spawn till you kill those 4 named monsters?

God i love modders! :) Karma to you because this has been broken since release.

« Last Edit: Mar 06, 2012; 02:26 am by zart »
SquidlordBetty - Evoker Interruptus - 51/8
BunnyHuntress - Saw Drone Engi - 55/3
OneEyedTracy - BM - 41
HellenaHanbasket - Elemental Summoner - 51/2
SistrBubbles - Guardian - 40

Let's go bum tugging!