Hellgate Revival :: Forums
Hellgate: London (Single Player) => Releases => Topic started by: Tirex on Mar 07, 2010; 11:32 PM
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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.
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Wohoo, this is going to rock. Your mods rules Tirex.
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Awesome mod, but I don't want to be too tough. Could you just increase movement speed by 30%?
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Awesome mod, but i gotta agree with Zenzombie the movement speed is way over the line at the moment. Everything else is fantastic.
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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.
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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.
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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.
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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.
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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>
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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.
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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.
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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?
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walkSpeed, walkMin, walkMax, strafeSpeed, strafeMin, strafeMax, runSpeed, runMin, runMax.
Maybe it's the strafe? I've no idea.
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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.
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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.
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Updated first post with a version 2 and a changelog of what's new or changed.
Thank you.
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Guess I could play Guinea Pig for you... Started over a new Summoner anyway...
Edit:
I think it removed some mods but a quick reinstall fixed it. Its working fine, No more Dancing Elementals but theyre still quick enough not to get left behind.
Minor Suggestion: Maybe on the next update instead of giving them Shields have them their Elemental Thorns if its doable.
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Minor Suggestion: Maybe on the next update instead of giving them Shields have them their Elemental Thorns if its doable.
If I do recall Thorns only work when you still have your shields... So getting rid of the Elementals shields and giving them Thorns would not be a good idea imo... I mean unless you like yelling in frustration >.>
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Aaaah, I see... nvm then. :P
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First let me say: My hat's off for you.
Second I gotta ask you this: Since Elemental have their own health and shields can you add something to your mod that would display just how much they actually have? I mean the Minion of your choice at least have a health indicating number!
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No.
(not possible)
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Downloading I just played again with the twichers & I love the mod but my eyes really do get bugged. (Im one that took duct tape & covered that annoying blue light that shows hard drive is working.)
Thank you so much for helping with my small request. Im going to love this. I hope I dont have to start over. You guys are great.
P.S. Working great TY. Didnt have to start over either.
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First time playing a Summoner past level 7 (I think, back in MP). I'm at level 12, just installed this and will let you know my thoughts (which, along with $1.50, will get you a coffee at Tim Horton's) :lol:.
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With this mod, would it be possible(or more plausible) to use Elemental's exclusively?
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I'm not sure about that, but it should be possible to atleast complete non-nightmare difficulties.
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Comments are always welcome.
I've been using this mod since level 12 (now at 15). Not having a baseline to compare it to (being a noob to the Summoner Class) I can't give a completely objective opinion, however the little guys seem very durable. Mind you, I also replaced the carnagor with a WD, not sure if that makes a big difference regardless of the mod or not.... I did notice that when I quaffed an adrenaline pill and scooted far ahead they started to *poof* out of existence - I assume this is normal (being "out of range" of the elementals and having them disappear I mean).
BTW, this class is very enjoyable, I forgot that I occasionally like to micro-manage... just like real life :lol:.
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as far as mods go this is by far the best since the increase stash/inventory mod. AWESOME Job. i had 2 level 50 sumoners on Shulgoth server and damn, i wish my elementals would have been this fast and useful!
Keep up the great work!
- Eric
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Toughened elementalsII.zip is corrupt or invalid (thus sayeth 7zip). My summoner is sad. Any help is much appreciated :D
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Toughened elementalsII.zip is corrupt or invalid (thus sayeth 7zip). My summoner is sad. Any help is much appreciated :D
It must have corrupt during the server transfer. Sorry about that, we will have to ask Tirex nicely to upload it again. Thanks T :mrgreen:
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Sadly I don't have it any longer, I'll try to recreate it again but that might take a bit.
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Sadly I don't have it any longer, I'll try to recreate it again but that might take a bit.
I'm sure someone has it
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Here's a copy if anyone needs it
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Sweet, thanks a bunch. Updated first post with working download.
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Praise thee!
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Most excellent! Thank you Tirex, T341, and Maeyan :D
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So how exactly is this mod installed? its not a .mod.zip file so the installer wont see it, and I browsed to where monsters.txt.cooked is located, the original one is 4mb where this one is a massive 158kb so im pretty sure I dont want to replace such a larger file with a tiny one. All I have installed is 1.2.1, better quests, and rebalanced evoker mod.
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It says how to install in the first post.
That's the size of the archive, not the file inside it.
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Is there a way to install this mod to the Revival SP-Patch V1.5b1? I love this mod and play it on 1.2.1...
Please help! Thanks!!!
Fehlerteufel
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Ditto anyway to make work with new patch?
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@Pepperhall
Install it with the old Launcher. ;)