Author Topic: Better Elementals mod  (Read 12147 times)

Tirex

  • Founder
  • Named
  • **
  • Posts: 442
  • Karma: 3
Better Elementals mod
« on: Mar 07, 2010; 11:32 PM »
This mod was aimed to buff up the Elementals that a Summoner can conjure and the fire elemental an Evoker can summon.
It increases most of their stats making them harder to kill, but not turning them into tanks either.
Increased movement speed fixes the annoying issue where elementals would die if they're not able to able to keep pace with you.

Extract to Hellgate London/Data/excel
Don't forget to backup the original file. Just incase.

Version II changelog:
1. Models were scaled down to their original size.
2. Run/walk speed changed from insane amounts to 30% aswell as strafe speed has been set back to 0 in order to fix the "dancing" bug.
3. Each elemental received resistances to their respective element.
4. Force elementals got an increase in armor but a slight decrease in shields.
5. Tiny increase in the damage that elementals do. Nothing drastic.
6. Elementals received a 2x boost to health.
7. Fixed another 1,000 things that made elementals suck. Not exactly, but I always wanted to say that.

Initial tests revealed no bugs in version II, so it seems safe to use.

Comments are always welcome.

Seferoth

  • Founder
  • Dark Will
  • ***
  • Posts: 719
  • Karma: 17
Re: Better Elementals mod
« Reply #1 on: Mar 07, 2010; 11:34 PM »
Wohoo, this is going to rock. Your mods rules Tirex.
You can't have a nightmare, if you never dream.

ZenZombie

  • Founder
  • Eldest
  • ****
  • Posts: 1021
  • Karma: 3
Re: Better Elementals mod
« Reply #2 on: Mar 08, 2010; 12:13 AM »
Awesome mod, but I don't want to be too tough. Could you just increase movement speed by 30%?
All compounded things are ephemeral; work diligently on your salvation

Character Planner

Seferoth

  • Founder
  • Dark Will
  • ***
  • Posts: 719
  • Karma: 17
Re: Better Elementals mod
« Reply #3 on: Mar 08, 2010; 01:47 AM »
Awesome mod, but i gotta agree with Zenzombie the movement speed is way over the line at the moment. Everything else is fantastic.
You can't have a nightmare, if you never dream.

ZenZombie

  • Founder
  • Eldest
  • ****
  • Posts: 1021
  • Karma: 3
Re: Better Elementals mod
« Reply #4 on: Mar 08, 2010; 03:40 AM »
I was saying the reverse actually, I only want increased movement speed. I like how tough (weak?) they are, but am annoyed by the fact that I can out run them so easily.
All compounded things are ephemeral; work diligently on your salvation

Character Planner

Seferoth

  • Founder
  • Dark Will
  • ***
  • Posts: 719
  • Karma: 17
Re: Better Elementals mod
« Reply #5 on: Mar 08, 2010; 11:31 AM »
Oh maybe its my lunatic mind then that sees them as too fast :D

EDIT: Well actually my game got messed up and everything seemed to be moving horribly fast, well had to reinstall everything and now all seems to be working. And yes those elementals are not that fast anymore.
You can't have a nightmare, if you never dream.

Tirex

  • Founder
  • Named
  • **
  • Posts: 442
  • Karma: 3
Re: Better Elementals mod
« Reply #6 on: Mar 08, 2010; 12:31 PM »
Ah, they still seem to move a bit slow for me.

Anyway, here's the plain elementals with 30% move speed.
Well, I'm not sure if it's 30%, but they're faster and you don't have to worry about them dieing somewhere behind you for no reason now.

ZenZombie

  • Founder
  • Eldest
  • ****
  • Posts: 1021
  • Karma: 3
Re: Better Elementals mod
« Reply #7 on: Mar 08, 2010; 04:33 PM »
Quote from: "Tirex"
Ah, they still seem to move a bit slow for me.

Anyway, here's the plain elementals with 30% move speed.
Well, I'm not sure if it's 30%, but they're faster and you don't have to worry about them dieing somewhere behind you for no reason now.

I think I love you.

So wrong that elementals and creatures of pure energy, or a giant muscle beast of death can't seem to maintain a light jog.
All compounded things are ephemeral; work diligently on your salvation

Character Planner

PeeterMcG

  • Moderator
  • Eldest
  • ***
  • Posts: 1598
  • Karma: 14
Re: Better Elementals mod
« Reply #8 on: Mar 08, 2010; 04:58 PM »
Quote from: "ZenZombie"
So wrong that elementals and creatures of pure energy, or a giant muscle beast of death can't seem to maintain a light jog.
They did not get enough activity as children -- too much time watching television and playing video games.  
Check out the fire elementals' hands, he's got Cheetos powder permanently stuck under his fingernails.  And don't get me started on those force elementals and their predilection for sugary confection -- a pair of them will kill a box of doughnuts in two minutes flat.....tragic.....
<shaking head ruefully>
"Don't argue with idiots -- they will drag you down to their level and beat you with experience."
Quote from: RoanK
i have absolutely no idea what i'm talking about,
Save your breath...You'll need it to blow up your date.

Pepperhall

  • Nameless
  • *
  • Posts: 37
  • Karma: 0
Re: Better Elementals mod
« Reply #9 on: Mar 19, 2010; 06:07 AM »
Just came back to playing Hellgate. & trying ur mod seems to work great. Fire elementals do stand up to more abuse now. But for some reason their twitchy. Is it just my graphics doing this? What I mean by twitchy is they twitch when standing still like their spastic or something. It reminds me when a mob is stuck in place & is trying to move. But these are standing still & still twitching. & Ive tried relogging & coming back in, its still happening. A little annoying.

Tirex

  • Founder
  • Named
  • **
  • Posts: 442
  • Karma: 3
Re: Better Elementals mod
« Reply #10 on: Mar 19, 2010; 11:09 AM »
They're actually dancing, but don't worry, they can still attack while doing so.
I believe the reason to the twitching is the increased scale size, but I'm not sure.

Malachor

  • Developer
  • Eldest
  • ****
  • Posts: 1984
  • Karma: 25
Re: Better Elementals mod
« Reply #11 on: Mar 19, 2010; 12:31 PM »
That sounds to me like it's changed the animation speed, and also changed movement speed, or perhaps it's vice versa.

What did you change Tirex?

Tirex

  • Founder
  • Named
  • **
  • Posts: 442
  • Karma: 3
Re: Better Elementals mod
« Reply #12 on: Mar 19, 2010; 12:53 PM »
walkSpeed, walkMin, walkMax, strafeSpeed, strafeMin, strafeMax, runSpeed, runMin, runMax.
Maybe it's the strafe? I've no idea.

Malachor

  • Developer
  • Eldest
  • ****
  • Posts: 1984
  • Karma: 25
Re: Better Elementals mod
« Reply #13 on: Mar 19, 2010; 02:35 PM »
Well, depending on how much of a nuisance it is, you could adjust and test the different values individually.

Here's another idea. In affixes there's a list of monster affixes, surprise, surprise. ;)
Probably for the rare, legendary, unique monsters.
You could see if there's one for speed, give them that, and see what, if anything, happens.

Jeremiah

  • Founder
  • Named
  • **
  • Posts: 232
  • Karma: 1
    • http://haimerejloh.deviantart.com
Re: Better Elementals mod
« Reply #14 on: Apr 08, 2010; 02:01 PM »
Is there a way to bring back the Elementals back to their original size? They look more intimidating being.. bigger than my Carnagor, or could their be a way to keep the Carnagor on the same size he is when buffed up while not buffed up.
Wise Yavaun, You teach your children well for Conflict is the great teacher, and pain the perfect educator.
-NagaRom the Promised One