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Hellgate: London => Downloads => SP Modifications => Topic started by: Dank Rafft on Oct 20, 2015; 01:02 AM

Title: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Dank Rafft on Oct 20, 2015; 01:02 AM
CAUTION! WHEN UPGRADING FROM VERSION 3.0 OR 3.1 TO 4.0 OR LATER YOU SHOULD MAKE A BACKUP OF YOUR SAVES AND REMOVE ALL SUPERNOVA CASTERS FROM YOUR WEAPON SLOTS BEFORE INSTALLING. OTHERWISE YOUR SAVEGAME WILL BECOME CORRUPTED. THE SAFEST APPROACH WOULD BE TO DISMANTLE, DESTROY OR SELL THE ITEMS.


This mod is meant for use with Nagahaku 3.0b (http://www.hellgateaus.info/forum/hellgate-london-fan-modifications/nagahaku-mod-3-0-international/). It offers several options to customize your experience with Nagahaku's mod. If you use it in combination with another total overhaul mod NagaOptionals might not work correctly or mess up your game.

This is my first mod ever. Let me know what you think. Feedback is always welcome. I already have plans for future updates with additional options but don't hesitate to suggest changes/additions.


NagaOptionals - May the options be with you!


Features:

Fixed changes:
Code: [Select]
finally Moloch spawns again, now in Waterman's Walk
fixed the Moloch treasure table (previously Grim Spectre), he now drops the helmets
dye kits now drop off of Moloch
most new items introduced by this mod now drop off Grim Spectre
new unique weapon mods and new dye kit drop off of Moloch
uniques now have a very low chance of appearing at vendors by default
fixed an error in the skill description of Summon Fire Elemental
toned down the screen shaking when firing a sniper rifle
removed the zoom effect when using the skill Sniper
added melee speed as an enchantment to the Augmentrex

added new unique weapons:
Hurricane (XM3 Eviscerator)
The Serrater (XM18 Deathray)
Krieg's Buzz Axe (XM666 Bladefrenzy close range weapon)
Lilith's Right Hand (Coreshredder claw) & Lilith's Left Hand (Arcane Core focus)
Ebony & Ivory (two Afflictor pistols for Cabalists, with unique design)
Luce & Ombre (two Afflictor pistols for Templars, with unique design)
Dank's Vengeance (Triton sniper rifle)
Periodic System (MAG sniper pistol)
Sledge's Shotgun ()

added new unique weapon mods:
Blademaster's Relic
Guardian's Relic
Evoker's Relic
Summoner's Relic
Marksman's Tech
Engineer's Tech

added new unique dye kit: Dank's Favourite
made some fixed adjustments to sniper rifles so they get more powerful instead of less powerful the further you get in level
standard version of Force Magnum (2.0 Hunter weapon) now purchasable
removed movement speed penalty on Force Magnum
added inherent minion damage bonus to Close Range Weapons for Hunters (Sawblades)
added unique goggles (gas mask) as random drop
googles can be augmented, the unique one can also be dismantled and upgraded
fixed Vanquish dye kit having two different/wrong color set
removed all four essences
Gleamcarver swords are now "fast"
Grimace has additional thorns damage

Community Items are now able to drop without fixed level. This includes:
The Merkabah (shield)
Leitner's Legacies (Templar torso armor)
Wild Retribution (sword)
Grace's Lucky Garb (Cabalist torso armor)
Zart's Considered Opinion (Swarm Rifle)
Sword of Maeyan (sword)

Options:
For more information on specific options read the descriptions when installing the mod and choosing the options.
Code: [Select]
Overpowered Dyes
No Hidden Penalties for Uber Armors
Standard Uber Armors Purchasable
Level 1 Items
Dissectors For Templars
Powerful Sniper Rifles
Afflictor Plague Spreader Missile Velocity
Deactivate Halloween/Fawkes Event
Deactivate Pet Drops
Increase Rarity Of Uniques
Auto-Pickup All Items
Identified Items
No / Lower Cooldowns (Incomplete)
Engineer Bots Indestructible
Reduced Fuse Timer for Strikes
Summoner Elementals Indestructible
Summoner Elementals Indestructible - Except Force
Faster Elementals
Deactivate Monster Respawn
Reduced Monster Density
Slower Flying Grim Spectre
Increase Mythic Chance
Remove Double-Edged Quality
Auto-Pickup Uniques
Auto-Pickup Mutant
Auto-Pickup Mods
Auto-Pickup Templar Items
Auto-Pickup Hunter Items
Auto-Pickup Cabalist Items
Auto-Pickup Mutant Mods
Auto-Pickup Dyes
All Uniques Same Rarity
Increase Unique Chance
Hide Weapon Mods
Powerful Grimace (Gleamcarver)
Powerful Dissector Uniques - Templar Version
Powerful Dissector Uniques - Cabalist Version
Swap Grim Spectre And Moloch
(Experimental) Remove Low Qualities
Increase Unique Chance - Very High
Weaker Moloch
Loot Piñata

Multi Aura (by Nagahaku)
Faction Combined (by Nagahaku)
added WOW Item Inventory Size (by Nagahaku)
No Faction Requirements (by Nagahaku)
Level 60 Cap (by Nagahaku)
Return of Shield Penetration (by Nagahaku)
Increased Movement Speed (by the hellgateaus team)
Remove Censoring (by the hellgateaus team)


Version History:
Code: [Select]
v4.2.beta
----

continued working on option No / Lower Cooldowns (Incomplete)

added option Loot Piñata


v4.1
----

fixed Moloch treasure table, he should now drop the correct items

added option Increase Unique Chance - Very High
added option Weaker Moloch

made some adjustments to (Experimental) Remove Low Qualities
white/common items are excluded to prevent issues with quests
there still might be issues with this option
use with caution to prevent corrupt savegames


v4.0
----

CAUTION! WHEN UPGRADING FROM VERSION 3.0 OR 3.1 BEFORE INSTALLING YOU SHOULD MAKE
A BACKUP OF YOUR SAVES AND REMOVE ALL SUPERNOVA CASTERS FROM YOUR WEAPON SLOTS.
OTHERWISE YOUR SAVEGAME WILL BECOME CORRUPTED. THE SAFEST APPROACH WOULD BE TO
DISMANTLE, DESTROY OR SELL THE ITEMS.

finally Moloch spawns again, now in Waterman's Walk
fixed the Moloch treasure table (previously Grim Spectre), he now drops the helmets
dye kits now drop off of Moloch
most new items introduced by this mod now drop off Grim Spectre
new unique weapon mods and new dye kit drop off of Moloch
uniques now have a very low chance of appearing at vendors by default
Gleamcarver swords are now "fast"

added new unique dye kit: Dank's Favourite
added new unique weapon mods:
Blademaster's Relic
Guardian's Relic
Evoker's Relic
Summoner's Relic
Marksman's Tech
Engineer's Tech
added new unique weapon: Sledge's Shotgun
reworked unique items:
Grimace: has additional thorns damage
Hurricane: all attributes are now one inherent affix
Dank's Vengeance: changed a stat and its firing behavior
Hell's Bane: new name, stats and firing behavior
removed unique items:
Supernova Caster (XM909 Thunderclash)

added option Auto-Pickup Mutant Mods
added option Auto-Pickup Dyes
added option All Uniques Same Rarity
added option Increase Unique Chance
added option Hide Weapon Mods
added option Powerful Grimace (Gleamcarver)
added option Powerful Dissector Uniques - Templar Version
added option Powerful Dissector Uniques - Cabalist Version
added option Swap Grim Spectre And Moloch
added option (Experimental) Remove Low Qualities

removed both All Uniques Random options
removed option Dual-Wield Melee For All Classes


v3.1
----

added option Return of Shield Penetration by Nagahaku


v3.0
----

rearranged some options / added new category

added new unique items:
Dank's Vengeance (Triton sniper rifle)
Hell's Bane (MAG sniper pistol)
Supernova Caster (XM909 Thunderclash)

added Thunderclash to option Missile Velocity
removed option All Uniques At Vendors, All Uniques As Random Drops
and Increase Rarity Of Uniques and incorporated them into
All Uniques Random due to technical issues

added option All Uniques Random - High Drop Chance
added option Increase Mythic Chance
added option Remove Double-Edged Quality
added option Auto-Pickup Uniques
added option Auto-Pickup Mutant
added option Auto-Pickup Mods
added option Auto-Pickup Templar Items
added option Auto-Pickup Hunter Items
added option Auto-Pickup Cabalist Items


v2.6
----

the unique laser sight is now a gas mask
added two more variations of the melee speed augment (common, rare, legendary)


v2.5
----

rearranged some options / added new category

added melee speed as an enchantment to the Augmentrex
from now on googles can be augmented, the unique one can also be dismantled and upgraded

added option Deactivate Pet Drops
added option Auto-Pickup All Items
added option Identified Items

changed bonuses for Grimace within the option Powerful Melee Uniques


v2.4
----

added option Increase Rarity Of Uniques


v2.3.1
----

- fixed a minor error with two new item strings


v2.3
----

- set some more options as recommended / preselected

- fixed an error in the skill description of Summon Fire Elemental
- made normal googles appear as random drops
- added unique goggles as random drop
- fixed Vanquish dye kit having two different/wrong color set
- removed all four essences

- added new unique weapons:
-- Krieg's Buzz Axe (XM666 Bladefrenzy close range weapon)
-- Lilith's Right Hand (Coreshredder claw) & Lilith's Left Hand (Arcane Core focus)
-- Ebony & Ivory (two Afflictor pistols for Cabalists, with unique design)
-- Luce & Ombre (two Afflictor pistols for Templars, with unique design)

- added option Faster Elementals
- added option Deactivate Halloween/Fawkes Event
- added option Slower Flying Grim Spectre
- added option All Uniques As Random Drops
- added option All Uniques At Vendors
- added option Afflictor Plague Spreader Missile Velocity


v2.2
----

- set some options as recommended / preselected

- toned down the screen shaking when firing a sniper rifle
- removed the zoom effect when using the skill Sniper

- added new unique weapons: Hurricane (XM3 Eviscerator) & The Serrater (XM18 Deathray)
- made some fixed adjustments to sniper rifles so they get more powerful instead of less powerful the further you get in level

- added option Powerful Sniper Rifles

- removed Improved Sniper Rifle options since I had to completely redo it anyway


v2.1
----

- added option Summoner Elementals Indestructible - Except Force
- added option No / Lower Cooldowns (Incomplete) - contains Lower Cooldown Strikes and all Blademaster skills
- added option Dual-Wield Melee For All Classes
- added option Dissectors For Templars
- added option Sword And Shield Bonuses

- removed option Lower Cooldown Strikes - now part of No / Lower Cooldowns (Incomplete)
- removed option Community Items Purchasable

- fixed an issue with the option Lower Cooldown Strikes throwing multiple strikes at once


v2.0
----

- added inherent minion damage bonus to Close Range Weapons for Hunters (Sawblades)

- added Deactivate Monster Respawn option
- added Reduced Monster Density option
- added Nagahaku's Crazy Slayer option

- added separators to make the list clearer
- rearranged most optionals

- removed some options to make the list clearer:
-- Improved Sniper Rifle Accuracy 12
-- Improved Sniper Rifle Accuracy 25
-- Improved Sniper Rifle Fire Rate 34
-- Improved Sniper Rifle Fire Rate 38
-- Increased Movement Speed 25
-- Increased Movement Speed 75


v1.5
----

- I was able to fix the color set issue and all the modified dyes should now correctly display their colors again


v1.4
----

- made some changes to the Overpowered Dyes so they become available as an option and to make it one complete package
- you should know be able to see all stats on the overpowered dye kits
[b][color=red]BUG:[/color][/b] The vast amount of stats on them seem to remove the color pattern. If you have any idea how to solve that let me know.


v1.3
----

- there are two versions now: the standard one with all the changes listed in the content section and the one with overpowered dyes (OD). The one with overpowered dyes changes all unique dye kits to have way more powerful stats. The stats on them are equal and are:
[list]
[li]Skills of all classes +1[/li]
[li]Crit Chance +10%[/li]
[li]Crit Damage +100-200%[/li]
[li]Armor Bonus +1000[/li]
[li]Armor Bonus +10-15%[/li]
[li]Shield Bonus +2000[/li]
[li]SFX Defense +3000-6000[/li]
[li]HP Bonus +1000[/li]
[li]Power Bonus +1000[/li]
[li]HP Regen +300-600[/li]
[li]Power Regen +300-600[/li]
[/list]
- added a line of text with the version number of NagaOptionals to the main/start menu of Hellgate
- added option "Reduced Fuse Timer for Strikes"
- added Option "Lower Cooldown Strikes"


v1.2
----

- added Level 1 Items option: Every item in the game gets a base/min level of 1. So you'll be able to find and purchase even the high level items right from the start of a character. But you can still find/purchase the same items with a higher level if you want.


v1.1
----

- removed fix level on Community Items, they should now drop/be purchasable with your current level


v1.0
----

- standard version of Force Magnum (2.0 Hunter weapon) now purchasable
- removed movement speed penalty on Force Magnum

- unique versions of Moon Blade (The Unyielding Moon), Dissector (Moorgoth's Hand),
  Dissector Shield (Moorgoth's Hold) and Gleamcarver (Grimace) are now able to drop

- Community Items are now able to drop. This includes:
-- The Merkabah (shield)
-- Leitner's Legacies (Templar torso armor)
-- Wild Retribution (sword)
-- Grace's Lucky Garb (Cabalist torso armor)
-- Zart's Considered Opinion (Swarm Rifle)
-- Sword of Maeyan (sword)

- added options when installing:
-- No Hidden Penalties for Uber Armors
-- Standard Uber Armors Purchasable
-- Community Items Purchasable
-- Engineer Bots Indestructible
-- Summoner Elementals Indestructible

- added options of other modders/from other mods:
IMPORTANT: Make sure you enable the same options from Nagahaku with this mod. Otherwise the previously chosen options while installing Nagahaku mod won't work.
-- Multi Aura (by Nagahaku)
-- Faction Combined (by Nagahaku)
-- added WOW Item Inventory Size (by Nagahaku)
-- No Faction Requirements (by Nagahaku)
-- Level 60 Cap (by Nagahaku)
-- Sniper Rifle Improvements (by Malachor)
-- Increased Movement Speed (by the hellgateaus team)
-- Remove Censoring (by the hellgateaus team)


Installation Instructions

When you install Hellgate and Nagahaku mod for the first time follow the instructions below:
This part is for those who already have Nagahaku installed:
When you reinstall my mod (in case you want to use different options) you have to do the same. If you don't activate an option you've chosen previously the changes will be reverted to the standard state of Nagahaku.


Credits

- The biggest credit belongs to the whole hellgateaus team for providing a forum, modding tools and the most fun I had in a long time because I was finally able to enjoy Hellgate, one of my favorite games of all times, again!
- A big thanks to Malachor from the hellgateaus.info forums for helping me getting into Reanimator.
- Thanks Nagahaku for your awesome mod and all the fun I had playing it.


Download (https://drive.google.com/folderview?id=0B6gseXLpN3PHd2tqdDh5V0tqMXM&usp=sharing) (click it)
I created this alternative as download mirror because the mod becomes bigger and bigger and I run out of space for forum attachments. Via this link you'll find all the versions ever created beginning with v2.4. But keep in mind that I'll give support only for the most recent version to prevent chaos with the different versions and changes.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - including indestructible Bots
Post by: Bryan on Oct 20, 2015; 03:46 AM
This looks great Dank,many thanks for your work :) If there's one request of Nagahaku's mod that keeps emerging is,well,more options.And addressing that just seems so well-placed.

I hardly remembered that we had designed the Community items back in the day,so it was a very pleasant surprise to see them implemented.
I won't be able to test the mod myself for the time being so,might I ask which Community items were created and included in the droplist?Apart from the ones you listed here,that is.It's more of a sentimental wonder of mine.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - including indestructible Bots
Post by: Dank Rafft on Oct 20, 2015; 02:20 PM
This looks great Dank,many thanks for your work :) If there's one request of Nagahaku's mod that keeps emerging is,well,more options.And addressing that just seems so well-placed.
You're welcome and thanks for your kind words. I've read pretty much all the posts in Nagahaku's thread and some others and one request I was reading several times was indestructible bots. Since I wanted to use bots and don't wanted to care about there condition, too, I decided to make this mod. In the end I found myself having a lot of fun using Reanimator and so every few minutes I got a new idea for another option. :D

I hardly remembered that we had designed the Community items back in the day,so it was a very pleasant surprise to see them implemented.
I won't be able to test the mod myself for the time being so,might I ask which Community items were created and included in the droplist?Apart from the ones you listed here,that is.It's more of a sentimental wonder of mine.
I haven't implemented new ones, I just saw them in the item table but unused, at least it looked like it. And since I never found a community item before in Naga I made them available. Right now I realized I haven't checked if they scale with your character or only drop with a fixed level. Need to take a look...

Edit: Turns out they still had a fixed level. Therefore I released version 1.1 where I removed said level.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: Dank Rafft on Oct 20, 2015; 04:37 PM
New Release:
Quote
v1.2
----

- added Level 1 Items option: Every item in the game gets a base/min level of 1. So you'll be able to find and purchase even the high level items right from the start of a character. But you can still find/purchase the same items with a higher level if you want.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - including indestructible Bots
Post by: Bryan on Oct 21, 2015; 12:12 AM
I hardly remembered that we had designed the Community items back in the day,so it was a very pleasant surprise to see them implemented.
I won't be able to test the mod myself for the time being so,might I ask which Community items were created and included in the droplist?Apart from the ones you listed here,that is.It's more of a sentimental wonder of mine.
I haven't implemented new ones, I just saw them in the item table but unused, at least it looked like it. And since I never found a community item before in Naga I made them available. Right now I realized I haven't checked if they scale with your character or only drop with a fixed level. Need to take a look...

My mistake in phrasing there.My actual question was,which items are in the table :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - including indestructible Bots
Post by: Dank Rafft on Oct 21, 2015; 12:19 AM
My mistake in phrasing there.My actual question was,which items are in the table :)
Might be my mistake since I'm not a native speaker and sometimes have a hard time interpret a statement. :)

Are there more than the listed ones? They aren't in the item table. Seems like they're the ones from Revival 1.5.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: Bryan on Oct 21, 2015; 12:44 AM
Ah,it seems that only those 6 were created then...

I just unearthed the thread where we'd design those.It's kind of hard to believe it's been 5 years already.

http://www.hellgateaus.info/forum/talk/design-your-own-unique-item/


Edit: Speaking of which,and since we're mentioning custom items alongside "options"...Let me go slightly off the rails here.If anything,I may give you a horrendous idea or two along the way.

Some friends and I used to discuss this topic at length,back in the day.Nadja was an Engi nut,our friend Necrovatis was a Guard nut so it kind of worked out as a coffee break distraction.Reanimator was all-new territory,and we'd all squabble in it from time to time in spite of it all being alien to us.
The ideas that came on the table varied from switching around the elements of the Evoker skills (spectral Hellfire and so on) to swords that would create fields per swing.Necro's sadistic impulse to provide Guardians with Warpers and Reapers was usually the discussion-ender,so to speak.

Where I'm going with this is,simply,that modders still look like Reanimator-wielding wizards to me to this day.Many of our wildest desires and far-fetched theorizings may have never been realized,but just being able to see Nagahaku released along with your perfect follow-up is satisfactory beyond words.Between Nagahaku,Lost London and Revival,seeing such attempts to pump life into this game even today is truly a sight to see :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: Dank Rafft on Oct 22, 2015; 01:13 AM
Thanks Bryan you gave me some good ideas. I'll take a detailed look at it once I get home from hospital next week. v1.3 is already finished but I can't upload atm.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: t341 on Oct 23, 2015; 05:30 PM
I have been trying this mod with the Nagahaku mod
and your mod is great.  I did have a request for future
versions of this mod,  The Nagahaku mod seems to have
removed skill affixes from items, Is it possible to have an
option to again have weapons/armor with skill affixes?
(like for example a cabalist weapon that adds a minion
spawn skill)
This is a minor thing, but might add more variety to the
loot that is available.

edit: after more playing I have started to find some items
with skill affixes, so perhaps I was mistaken. (I have just
returned to the single player game after a long time on
the Hellgate Global server) so please disregard the
request above.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: Morphy on Oct 23, 2015; 07:49 PM
Thanks Bryan you gave me some good ideas. I'll take a detailed look at it once I get home from hospital next week. v1.3 is already finished but I can't upload atm.

I hope nothing too serious...?

*hopes you are well*
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: Dank Rafft on Oct 26, 2015; 10:47 AM
I have been trying this mod with the Nagahaku mod
and your mod is great.  I did have a request for future
versions of this mod,  The Nagahaku mod seems to have
removed skill affixes from items, Is it possible to have an
option to again have weapons/armor with skill affixes?
(like for example a cabalist weapon that adds a minion
spawn skill)
This is a minor thing, but might add more variety to the
loot that is available.

edit: after more playing I have started to find some items
with skill affixes, so perhaps I was mistaken. (I have just
returned to the single player game after a long time on
the Hellgate Global server) so please disregard the
request above.
I'm glad you found what you were looking for. Let me know if you have any idea how I could improve the mod. :)

Thanks Bryan you gave me some good ideas. I'll take a detailed look at it once I get home from hospital next week. v1.3 is already finished but I can't upload atm.

I hope nothing too serious...?

*hopes you are well*
Thanks for your concern. I'm fine. Just a standard tonsillectomy because of 3 years old chronical tonsillitis. The issue was after the first surgery I had a postoperative hemorrhage, lost a lot of blood and they had to do a emergency surgery in the middle of the night. Now I have to overstay in hospital a few days. :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: snomann72 on Oct 26, 2015; 09:46 PM
I'm a long time member on the forums.  Had lost my old account due to forgetting my user name and password so I had to remade this one.  Need to ask if someone can make a addon that once you kill the monsters in one area, that the area won't respawn.

I tried to fiddle around with the Reanimator and the enableroom features and it doesn't work.  I'm not too talented on getting it working right.

There was a mod on the forums that someone made, but the link doesn't work anymore to get it.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: Dank Rafft on Oct 26, 2015; 10:22 PM
I'm a long time member on the forums.  Had lost my old account due to forgetting my user name and password so I had to remade this one.  Need to ask if someone can make a addon that once you kill the monsters in one area, that the area won't respawn.

I tried to fiddle around with the Reanimator and the enableroom features and it doesn't work.  I'm not too talented on getting it working right.

There was a mod on the forums that someone made, but the link doesn't work anymore to get it.
Hi snowman, could you redescribe your request? Do you want them to don't respawn in a single session of the game or the complete lifetime of a character? Do you basically want no respawn at all?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: snomann72 on Oct 27, 2015; 12:00 AM
Don't need them to respawn with current session.  Other than that, the game is good.   :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: spag on Oct 27, 2015; 12:26 AM
Just want to rectify something:You need to install this mod with the 1.5b launcher.That is all. :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: snomann72 on Oct 27, 2015; 12:29 AM
Did install everything with the 1.5b launcher.  There is no option to make the monsters not spawn per session, and wondering if someone can make a mod or addon to this mod for the no spawn per session.  I tried to figure out how to change the settings in Reanimator but Reanimator just don't save the settings, even if I did save and save as.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.2 (20 October 2015)
Post by: Dank Rafft on Oct 27, 2015; 08:11 AM
Don't need them to respawn with current session.  Other than that, the game is good.   :)
I'll look into it. :)

Just want to rectify something:You need to install this mod with the 1.5b launcher.That is all. :)
Correct, the same as with Naga's mod.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.3 (1 November 2015)
Post by: Dank Rafft on Nov 01, 2015; 05:21 PM
UPDATE:
Quote
v1.3
----

- there are two versions now: the standard one with all the changes listed in the content section and the one with overpowered dyes (OD). The one with overpowered dyes changes all unique dye kits to have way more powerful stats. The stats on them are equal and are:
  • Skills of all classes +1
  • Crit Chance +10%
  • Crit Damage +100-200%
  • Armor Bonus +1000
  • Armor Bonus +10-15%
  • Shield Bonus +2000
  • SFX Defense +3000-6000
  • HP Bonus +1000
  • Power Bonus +1000
  • HP Regen +300-600
  • Power Regen +300-600
- added a line of text with the version number of NagaOptionals to the main/start menu of Hellgate
- added option "Reduced Fuse Timer for Strikes"
- added Option "Lower Cooldown Strikes"
Let me know what you think about the overpowered dyes? Are they too powerful, even for Nightmare?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.4 (1 November 2015)
Post by: Dank Rafft on Nov 01, 2015; 08:51 PM
Update:
Quote
v1.4
----

- made some changes to the Overpowered Dyes so they become available as an option and to make it one complete package
- you should know be able to see all stats on the overpowered dye kits
BUG: The vast amount of stats on them seem to remove the color pattern. If you have any idea how to solve that let me know.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.5 (2 November 2015)
Post by: Dank Rafft on Nov 02, 2015; 03:19 AM
Update:
Quote
v1.5
----

- I was able to fix the color set issue and all the modified dyes should now correctly display their colors again
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.5 (2 November 2015)
Post by: snomann72 on Nov 02, 2015; 06:12 AM
I finally figured out how to disable the enableroom feature.  By looking at the levels.txt file in the Naga folder, the enableroom is at the end of each line.  Had to open reanimator to look and compare both sides.

I guess I am learning a little at a time on the Reanimator thing.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v1.5 (2 November 2015)
Post by: Dank Rafft on Nov 02, 2015; 11:13 AM
I finally figured out how to disable the enableroom feature.  By looking at the levels.txt file in the Naga folder, the enableroom is at the end of each line.  Had to open reanimator to look and compare both sides.

I guess I am learning a little at a time on the Reanimator thing.
Correct, you can also change the monster density in there. I'll apply changes to both of these in the next update.  ;)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.0 (2 November 2015)
Post by: Dank Rafft on Nov 02, 2015; 04:07 PM
Update:
Quote
v2.0
----

- added inherent minion damage bonus to Close Range Weapons for Hunters (Sawblades)

- added Deactivate Monster Respawn option
- added Reduced Monster Density option
- added Nagahaku's Crazy Slayer option

- added separators to make the list clearer
- rearranged most optionals

- removed some options to make the list clearer:
-- Improved Sniper Rifle Accuracy 12
-- Improved Sniper Rifle Accuracy 25
-- Improved Sniper Rifle Fire Rate 34
-- Improved Sniper Rifle Fire Rate 38
-- Increased Movement Speed 25
-- Increased Movement Speed 75
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.0 (2 November 2015)
Post by: micropanther on Nov 02, 2015; 05:57 PM
Thank you very much for this optional mod :)  Especially the indestructible elementals, my Summoner feels well OP :p  A couple of questions regarding the latest update, can I just install over the previous versions of this mod?  And has anyone managed to farm Balbi's Ring?  I'm not sure which level monsters to farm, does it go by item level or character level?  Thank you :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.0 (2 November 2015)
Post by: Dank Rafft on Nov 02, 2015; 07:18 PM
Thank you very much for this optional mod :)  Especially the indestructible elementals, my Summoner feels well OP :p
You're welcome. :)

A couple of questions regarding the latest update, can I just install over the previous versions of this mod?
Yes, you can just override the older versions.

And has anyone managed to farm Balbi's Ring?  I'm not sure which level monsters to farm, does it go by item level or character level?  Thank you :)
It has no fixed level and can spawn with any level. You just have to be lucky.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.0 (2 November 2015)
Post by: micropanther on Nov 02, 2015; 08:46 PM
Ok thanks for the replies Dank :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.0 (2 November 2015)
Post by: Morphy on Nov 04, 2015; 12:28 AM
Sweet little set of options.

Can I just ask (becasue it's a little annoying):

The skill of the fire-field or force-field thingy (whatever it's called).

You reduced the cooldown and the timer-to-activate... but now, instead of firefield costing 115 mana, it now costs some 400 mana.

One firefield and I'm almost out, toss a few grenades and that's it, all gone.

Was the cost increase intentional?

I've tried the 1.4 and the 2.0 versions - the 2.0 version seems to have a higher cost for the strikes!

also, I noticed that the "bot are immortal" doesn't work for me, I keep having my bot splatterised when i play on "slayer mobs of enemies".
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.0 (2 November 2015)
Post by: Dank Rafft on Nov 04, 2015; 12:58 AM
Sweet little set of options.

Can I just ask (becasue it's a little annoying):

The skill of the fire-field or force-field thingy (whatever it's called).

You reduced the cooldown and the timer-to-activate... but now, instead of firefield costing 115 mana, it now costs some 400 mana.

One firefield and I'm almost out, toss a few grenades and that's it, all gone.

Was the cost increase intentional?

I've tried the 1.4 and the 2.0 versions - the 2.0 version seems to have a higher cost for the strikes!

also, I noticed that the "bot are immortal" doesn't work for me, I keep having my bot splatterised when i play on "slayer mobs of enemies".
Thanks for your feedback. No, that wasn't intentional and I found the issue with the costs of strikes. It'll be fixed in the next release. I'll be releasing it probably tomorrow.

I can't reproduce your issue with immortal bots. The option works fine for me. Have you tried to reinstall my mod with all the options you want to use?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.1 (4 November 2015)
Post by: Dank Rafft on Nov 04, 2015; 03:08 PM
Update:
Quote
v2.1
----

- added option Summoner Elementals Indestructible - Except Force
- added option No / Lower Cooldowns (Incomplete) - contains Lower Cooldown Strikes and all Blademaster skills
- added option Dual-Wield Melee For All Classes
- added option Dissectors For Templars
- added option Sword And Shield Bonuses

- removed option Lower Cooldown Strikes - now part of No / Lower Cooldowns (Incomplete)
- removed option Community Items Purchasable

- fixed an issue with the option Lower Cooldown Strikes throwing multiple strikes at once
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.1 (4 November 2015)
Post by: Morphy on Nov 04, 2015; 03:42 PM
Maaaaaaate!!!

Many, many thanks for the strike fix (so it was costing x3 or x4 becasue it threw the three or four strikes at once?  HAHAHA... that explains why some of the stronger demons went down in a strike when they normally wouldn't!)

I admit, I've used your mod-mod over itself a few times, I don't know if that went to the bots not being invulnerable.

I'll try it again, maybe something just got mixed up - it's not really an issue anyway.

Thanks, again...

Just out of interest:

If I wanted, just for the chuckles, to change sniper fire rate to 200 (!!), would I lower the cdtick value in your xml file to about 1/4 of what it was?

Or would that not work?

(NOT saying I want super faster fire sniper rifles - although a 400 or 600 fire sniper would be funny - I'm just curious about the values)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.1 (4 November 2015)
Post by: Dank Rafft on Nov 04, 2015; 03:49 PM
Maaaaaaate!!!

Many, many thanks for the strike fix (so it was costing x3 or x4 becasue it threw the three or four strikes at once?  HAHAHA... that explains why some of the stronger demons went down in a strike when they normally wouldn't!)
You're welcome. Yeah, because of no cooldown one click on the button where the strike is was enough to let the game register multiple activations. And so it did so until your character runs dry of power. It was funny to use these "super strikes" when trying to reproduce your issue. Like nuclear bombs in different kind of flavors. :D

I admit, I've used your mod-mod over itself a few times, I don't know if that went to the bots not being invulnerable.

I'll try it again, maybe something just got mixed up - it's not really an issue anyway.
Let me know how things went out. :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.1 (4 November 2015)
Post by: Ged1s on Nov 05, 2015; 09:29 AM
I wonder is the gambling feature not available yet or it is ?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.1 (4 November 2015)
Post by: Dank Rafft on Nov 05, 2015; 12:03 PM
I wonder is the gambling feature not available yet or it is ?
Gambling is available. Just talk to Gheed at Holborn Station.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 05, 2015; 10:01 PM
Update:
Quote
v2.2
----

- set some options as recommended / preselected

- toned down the screen shaking when firing a sniper rifle
- removed the zoom effect when using the skill Sniper

- added new unique weapons: Hurricane (XM3 Eviscerator) & The Serrater (XM18 Deathray)
- made some fixed adjustments to sniper rifles so they get more powerful instead of less powerful the further you get in level

- added option Powerful Sniper Rifles

- removed Improved Sniper Rifle options since I had to completely redo it anyway
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Ged1s on Nov 06, 2015; 08:42 AM
So after getting 2.2 i just  reinstall land recheck everything on nah 3.0b and then optional 2.2 gain ? since it was mentioned that it kind of overrides when you select in first mod and then ignore same thing i nsecond and it stays that way?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Ged1s on Nov 06, 2015; 11:06 AM
I noticed your inventory always gets filled with some blueprints that you use apples and potato to make something lol...and its being auto picked when you get close, wonder if there is options to make certain things not to auto pick up.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 06, 2015; 01:41 PM
I noticed your inventory always gets filled with some blueprints that you use apples and potato to make something lol...and its being auto picked when you get close, wonder if there is options to make certain things not to auto pick up.

+1 to that. In fact, I'd go for an option to remove all the damn food stuff anyway, since it's of no use at all. Whatever. AWESOME WORK, dude, really. My suggestions would be something like:

[New feature ideas, reworks and bugfixes]

- If you're capable of doing so, I'd love to see the rings in the game. I noticed how Naga made the ring slots, but nothing to put into them at all.

- I don't know how much you can do right now, but if at all possible, importing the 2H swords from the Global would be awesome, if you're able to. Naga isn't updated anymore, the Revival patch doesn't deal with Global content, and LL misses too many features for me (like Mythic items f.e.). 2H swords missing means my favourite playstyle missing (2H tank).

- Resetting quests completed in Nightmare (something like NG+ in Torchlight 2).

- More achievements?  ;D

- Maybe the shared stash somehow ... it's the most wanted feature on my list.

- I've noticed how many animated items (like Evoker claws) don't move - they're static in an unnatural state. If you could look into those animations not playing, that'd be another awesome stuff.

- Maybe making non-combat pets persist after changing locations? Another problem I had with the current Naga 3.0b.

- Somehow, if you could make a function to auto-pickup EVERY ITEM on the ground, I wouldn't have to grind my 'e' key to death. I'd also love that.

- Finally, please, I'm begging you, if it's possible, GET RID OF THE CONFIRMATION NOTICES! ("Do you really want to destroy Black Truffle?" Damn well I do, stupid game ...) They're friggin' annoying, and have no decent function for someone who's not an idiot, or blind.

Anyways, keep up the good work! Nagahaku 3.0b is the best mod out there for me, and though it's awesome, it still has issues for my taste, but your extras helped get rid of some of them for me. Lovin' that!
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 06, 2015; 02:37 PM
So after getting 2.2 i just  reinstall land recheck everything on nah 3.0b and then optional 2.2 gain ? since it was mentioned that it kind of overrides when you select in first mod and then ignore same thing i nsecond and it stays that way?
No, just install NagaOptionals 2.2 and check all the previously selected options and the new ones you want to use.

I noticed your inventory always gets filled with some blueprints that you use apples and potato to make something lol...and its being auto picked when you get close, wonder if there is options to make certain things not to auto pick up.
That's because of Halloween. I haven't changed the files, it's because the game seems to register the current date.

I noticed your inventory always gets filled with some blueprints that you use apples and potato to make something lol...and its being auto picked when you get close, wonder if there is options to make certain things not to auto pick up.

+1 to that. In fact, I'd go for an option to remove all the damn food stuff anyway, since it's of no use at all. Whatever.
I'll include an option in a future version but the food stuff is of use. ;)

AWESOME WORK, dude, really. My suggestions would be something like:

[New feature ideas, reworks and bugfixes]
Thanks for your ideas. I'll go over it one by one.

- If you're capable of doing so, I'd love to see the rings in the game. I noticed how Naga made the ring slots, but nothing to put into them at all.
Yeah, I planned to work on that several times in the past but never started to do so. I really want to see them implemented, too.

- I don't know how much you can do right now, but if at all possible, importing the 2H swords from the Global would be awesome, if you're able to. Naga isn't updated anymore, the Revival patch doesn't deal with Global content, and LL misses too many features for me (like Mythic items f.e.). 2H swords missing means my favourite playstyle missing (2H tank).
I'd love to use them, too. But Naga wrote a post some years ago that he isn't able to implement them because of technical issues. I won't be able to change that.

- Resetting quests completed in Nightmare (something like NG+ in Torchlight 2).
Great idea but I don't know if I have the necessary abilities to accomplish that. I'll look into it.

- More achievements?  ;D
Any specific ones?

- I've noticed how many animated items (like Evoker claws) don't move - they're static in an unnatural state. If you could look into those animations not playing, that'd be another awesome stuff.
AFAIK Naga hasn't implemented the animations and I don't know how to do that but I'll see what I can do.

- Maybe making non-combat pets persist after changing locations? Another problem I had with the current Naga 3.0b.
AFAIR all the pets are persistent but none of them are non-combat pets. All of them can attack and be attacked.

- Somehow, if you could make a function to auto-pickup EVERY ITEM on the ground, I wouldn't have to grind my 'e' key to death. I'd also love that.
That should be easily possible.

- Finally, please, I'm begging you, if it's possible, GET RID OF THE CONFIRMATION NOTICES! ("Do you really want to destroy Black Truffle?" Damn well I do, stupid game ...) They're friggin' annoying, and have no decent function for someone who's not an idiot, or blind.
Another good idea.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 06, 2015; 02:50 PM
Thanks for the constructive reply :D

Well, what achievements ...

Ok but are you able to add achievements to a addon pack? Here are a few i had in mind:

Kill Sekworm 1,000 times
Kill Emperor Gulkar 1000 times
Kill Wurm 1,000 times
Kill Blood Blade 1,000 times
Kill 1,000,000 mobs
Finish off a boss with your bare hands
Kill Molloch 1,000 times
Beat the game on Elite Difficulty
Beat the game on Elite Nightmare Difficulty
Destroy 1,000,000 breakables
Sell 10,000 items to a vendor
Sell 100,000 items to a vendor
Sell 1,000,000 items to a vendor
Enter Holborn Station
Enter Charing Cross Station
Enter Covent Garden Station
Enter Temple Station
Enter Monument Station
Enter Templar Base
Enter Oxford Station
Enter Liverpool Street Station
Enter St Paul's Station
Obtain 100,000 paladium
Obtain 10,000,000 paladium
Breach 1,000 Hellrifts
Breach 10,000 Hellrifts
Dismantle 10,000 items
Dismantle 100,000 items
Dismantle 1,000,000 items
Reach Level 10
Reach Level 20
Reach Level 30 ect.



And is there maybe a easy way to increase the levelcap from 85 to like 300 or something?

He did quote this for the Lost London though, but generally speaking, basic stuffz like this. Though the "Enter xy" and "Reach level xy" are of no use, I think.

Also, Molly! I miss the old fart, since I never encountered him in Naga. I'd love to kill him a few hundred more times, if I can :D

Another thing - maybe some rewards for achievements? Though that would be an external thingy, so that's less possible, I think.

And finally, a general increase to level cap isn't needed I think. Lvl60 is enough, and most RPGs begin after reaching the cap. That's okay, it's been like that forever.

Some feedback for the feedback:
- Then I'll say I MYSELF don't use food. It's junk for me, and hard to get rid of.  :'(
- Cheers for rings, tears for 2H swords ...
- Then why not make item summonable pets immortal too?
- Yay, finally, auto-pickup!
- YAY, FINALLY, NO MORE DAMN CONFIRMATION BOXES!

I think I'm going to put this page to my perpetually opened ones (like my GMail).
Good luck with the modding, looking forward to updates!

P. S. : Before I forget, there are two more things I came up with during my gaming session:

- Attaching speed enchants. Since the stat exists (on Blademaster gear), it should be possible to make it. Nothing much - if on armor, 5% for each slot at Legendary, totaling 30% for all slots (for millions, heck), if you're passionate enough, would be fine. But f.e. Shield + Blade Guardian is kinda' weak, since it has no damage output, so it could at least have some speed (heck, my melee Evoker is stronger). With loads of speed, at least special stats would contribute, and fast but small damage output units are what tanks excel at anyway.

- I edited it into the previous post, but a shared stash would be nice :D
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 06, 2015; 11:52 PM
I hate to be the bearer of bad tidings..

But 2.2 seems to have borked the demon damage (given to the player) - I was in Upper Thames and as soon as I got through the portal and the invulnerability wore off, I got smacked with a 3500 point hit and died instantly.

I came back as a ghost to see what's what and it was one of those tall "bruiser" creatures - they don't normally do that much damage.

I went back to 2.1 and went back again = all OK



PS - the bots invulnerability:

At first I thought I got it wrong - my DRONE was getting smooshed; a drone isn't a bot.

But then I noticed a FEW times - some of the bot got destroyed too; it takes ages of them getting hit.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 07, 2015; 12:21 AM
Interesting ...

I just happened to clear a level with the Bruisers, and smacked the hell out of them. Do you have any other mods active? Something might be causing trouble at your end.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 07, 2015; 01:13 AM
Interesting ...

I just happened to clear a level with the Bruisers, and smacked the hell out of them. Do you have any other mods active? Something might be causing trouble at your end.

Nag + this additional 2.2, that's all.

It was one of those huge guys in Upper Thames - about 30 foot tall.  They hit hard but not usually 3500 in one hit.

Step through... Inv dissipates... SMACK!  "beep beep beep" (health warning).. DIE
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 07, 2015; 02:45 AM
I hate to be the bearer of bad tidings..

But 2.2 seems to have borked the demon damage (given to the player) - I was in Upper Thames and as soon as I got through the portal and the invulnerability wore off, I got smacked with a 3500 point hit and died instantly.

I came back as a ghost to see what's what and it was one of those tall "bruiser" creatures - they don't normally do that much damage.

I went back to 2.1 and went back again = all OK
That's weird. I haven't changed the monsters table between 2.1 and 2.2. Actually, I never changed the monsters table. You probably just got unlucky with the spawn since Naga tends to spawn some mobs with extremely powerful affixes but that happens rarely.

PS - the bots invulnerability:

At first I thought I got it wrong - my DRONE was getting smooshed; a drone isn't a bot.

But then I noticed a FEW times - some of the bot got destroyed too; it takes ages of them getting hit.
Could you describe in detail what you've done since I never encountered such a situation. Have you seen it getting hit / taking damage? What was hitting it? Which bot was getting destroyed?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: snomann72 on Nov 07, 2015; 11:18 AM
Dank Rafft, I am so grateful you added the 2 features that was mentioned.  Now, want to ask how does the gamble thing works?  I know it is items that you buy, which are tokens.  But not sure what to do with them.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 07, 2015; 12:18 PM
Dank Rafft, I am so grateful you added the 2 features that was mentioned.  Now, want to ask how does the gamble thing works?  I know it is items that you buy, which are tokens.  But not sure what to do with them.
I have to admit I have no idea since I never used it. Sorry. Maybe somebody else is able to answer this question.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 07, 2015; 12:22 PM
With gambling, you mix tokens in themselves, or with items. There are random tokens, upgrade tokens, etc.

F.e.: Upgrade tokens need an item, Nanoshards and a token, to make a green item blue.
        Random tokens need the random token, and a quality token to make a random item.

Etc.

The Cube should list tokens in its recipe list. You should refer there for the specifics.

EDIT: Oh, another function that's seriously missing from both the game and Naga. I don't know if you can do that Dank Rafft, but I'd love a "Disassemble All" button, and possibly a "Sell All" button. Those are REALLY missing from the game.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 07, 2015; 07:44 PM
Could you describe in detail what you've done since I never encountered such a situation. Have you seen it getting hit / taking damage? What was hitting it? Which bot was getting destroyed?

You might be right about the random super-nasty... it might have just been pure coincidence that it happened the first game session after installing 2.2 mod.

The bot that dies is the one that sprays spectral mines/bombs everywhere, phasing the baddies.

It dies a second before I did in that Upper Thames section. I didn't see it getting hit, just hears that fizzy crackle and saw the icon disappear just before I became "xxx headstone"
It might just be that the invulnerability is a super-high hit point and a baddie dealing 3500 hits on one blow might have given it four or five blows before it smacked  me.

I'll investigate some more with 2.2 and see if I can repeat these events.

Edit:

Yes, since 2.1 I sometimes get bots die - first it was the phaser bot (bomber?) then it was the rocket bot. It does take a butt-load of damage; I'd estimate perhaps 40 000 health hit.
I've also noticed an increased damage dealt by enemies - a couple of times it's been two solid 2000 point hits and ... I'm dead.

Interestingly enough, I also have a hacked 2.2 and I set the sniper fire rate to 100/min.
With the sniper-screen-shake disabled, that is FUN - like a machine sniper gun.. haha.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Malachor on Nov 08, 2015; 03:53 AM
With gambling, you mix tokens in themselves, or with items. There are random tokens, upgrade tokens, etc.

F.e.: Upgrade tokens need an item, Nanoshards and a token, to make a green item blue.
        Random tokens need the random token, and a quality token to make a random item.

Etc.

The Cube should list tokens in its recipe list. You should refer there for the specifics.

EDIT: Oh, another function that's seriously missing from both the game and Naga. I don't know if you can do that Dank Rafft, but I'd love a "Disassemble All" button, and possibly a "Sell All" button. Those are REALLY missing from the game.
It looks like the gamble recipes have been removed from Nagahaku's mod, though the tokens are still available.
It would be nice to have a Disassemble All function, but it's not possible to implement since it would need hardcoded functions.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: snomann72 on Nov 08, 2015; 05:50 AM
Ya, none of the tokens work whatsoever.  A request, which I do believe that one of the other mods, maybe Lost London or something there, there is a addon that instead of using the identify items, can it be possible to add it
into this mod.  Auto-Identify feature.  I don't like to constantly buy the items to identify the items.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 08, 2015; 12:46 PM
Then again, the achievement "Identify 2000 items" would go broke then, I suppose.

I'd rather have a "Sell All" button, a "Disassemble All" button, and an "Identify All" button. Truth be told, I think that would be the best option - though doing them one by one bothers everyone, instead of the auto function, pressing one button would be a compromise everyone would go for, I think.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 08, 2015; 07:46 PM
I think Lost London did away with the "?" items anyway.

It's a little pointless - when you have plenty of dosh you can afford plenty of the analysers.
All having the "?" does is mean you can't use something new until you go back and buy some (it you haven't got any) - if you have analysers then you can check and use in-the-field.

So - redundant, really.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 08, 2015; 09:13 PM
Edit:

Yes, since 2.1 I sometimes get bots die - first it was the phaser bot (bomber?) then it was the rocket bot. It does take a butt-load of damage; I'd estimate perhaps 40 000 health hit.
I've also noticed an increased damage dealt by enemies - a couple of times it's been two solid 2000 point hits and ... I'm dead.
I can't imagine why that happens. The most important question: have you seen the bot getting hit?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 08, 2015; 09:51 PM
A minor bug - Vanquish Dye Kits have two colors. First login it goes light blue lights on white-ish background (that goes to the Copper Sky kit, I think, and in this case, the dye glasses of the item themselves go white), and only on every second login does it display its intended colours (Brown base, teal lights, gold edges - it goes well with the Dissector blade and shield, which is why I use it).
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 08, 2015; 10:09 PM
A minor bug - Vanquish Dye Kits have two colors. First login it goes light blue lights on white-ish background (that goes to the Copper Sky kit, I think, and in this case, the dye glasses of the item themselves go white), and only on every second login does it display its intended colours (Brown base, teal lights, gold edges - it goes well with the Dissector blade and shield, which is why I use it).
Is this with Overpowered Dyes option active?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 08, 2015; 10:41 PM
A minor bug - Vanquish Dye Kits have two colors. First login it goes light blue lights on white-ish background (that goes to the Copper Sky kit, I think, and in this case, the dye glasses of the item themselves go white), and only on every second login does it display its intended colours (Brown base, teal lights, gold edges - it goes well with the Dissector blade and shield, which is why I use it).
Is this with Overpowered Dyes option active?

Yup, that's right.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 08, 2015; 10:54 PM
A minor bug - Vanquish Dye Kits have two colors. First login it goes light blue lights on white-ish background (that goes to the Copper Sky kit, I think, and in this case, the dye glasses of the item themselves go white), and only on every second login does it display its intended colours (Brown base, teal lights, gold edges - it goes well with the Dissector blade and shield, which is why I use it).
Is this with Overpowered Dyes option active?

Yup, that's right.
I might be able to fix it but actually the issue has nothing to do with my mod. The OP option just made the issue appear. Without OP the dye kit would have no color code at all because there's the Sprint affix which has a higher priority in terms of color appearance than the actual dye color appearance. This is why a standard Vanquish dye would show just white glasses (= no colors set). With my option the dye gets a second affix which provides the correct color set and the game sometimes uses the colors of my special affix and sometimes those of the Sprint affix. To solve that I'd have to give the Sprint affix the same color code as the Vanquish dye but that would also cause every other item with that affix to sometimes use the Vanquish colors which would look awkward.
Another option would be to completely change the dye kit so the Sprint bonus becomes an inherent bonus...well, that sounds more appealing to me...we'll see...
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 09, 2015; 12:46 AM
Edit:

Yes, since 2.1 I sometimes get bots die - first it was the phaser bot (bomber?) then it was the rocket bot. It does take a butt-load of damage; I'd estimate perhaps 40 000 health hit.
I've also noticed an increased damage dealt by enemies - a couple of times it's been two solid 2000 point hits and ... I'm dead.
I can't imagine why that happens. The most important question: have you seen the bot getting hit?

I can't honestly say for sure - I have seen the bot take hits but I can't remember if any specific hits lead to it being deadified.
(I play HG nearly every night and the memory wanders between play sessions)

I do know that it's pretty rare - once in a 3 hour gaming session.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 09, 2015; 12:50 AM
I have seen another small bug:

The strikes cooldown.

I have the shock strike on Q and napalm on E.

When I press E, fire-field, OK.

Then Q button starts counting down from 12 and E button starts counting down from 10  (If memory serves me).

BUT - when E gets to 1 (and Q gets to 3), E flickers and starts counting from 3 again - so it matches Q strike.
So - press E and it still counts don the full 12 the same as Q does.



It might not be a bug, it might just be a side effect of how you've dropped the cool-down timer.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 09, 2015; 08:29 AM
I might be able to fix it but actually the issue has nothing to do with my mod. The OP option just made the issue appear. Without OP the dye kit would have no color code at all because there's the Sprint affix which has a higher priority in terms of color appearance than the actual dye color appearance. This is why a standard Vanquish dye would show just white glasses (= no colors set). With my option the dye gets a second affix which provides the correct color set and the game sometimes uses the colors of my special affix and sometimes those of the Sprint affix. To solve that I'd have to give the Sprint affix the same color code as the Vanquish dye but that would also cause every other item with that affix to sometimes use the Vanquish colors which would look awkward.
Another option would be to completely change the dye kit so the Sprint bonus becomes an inherent bonus...well, that sounds more appealing to me...we'll see...

Changing it to inherent might work well. Other than that, well ... items that have the Sprint skill are rare, and mostly boots. Also, since everyone uses Dyes, I doubt they'd care about the inherent color, since it's changed anyway. Even if they don't, applying any worn item's color set makes all other items' colors redundant  :P
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: yxsoul on Nov 09, 2015; 11:13 AM
Amazing!! I gotta DL this and tinker around a bit
Brings back memories~
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 09, 2015; 11:37 AM
Edit:

Yes, since 2.1 I sometimes get bots die - first it was the phaser bot (bomber?) then it was the rocket bot. It does take a butt-load of damage; I'd estimate perhaps 40 000 health hit.
I've also noticed an increased damage dealt by enemies - a couple of times it's been two solid 2000 point hits and ... I'm dead.
I can't imagine why that happens. The most important question: have you seen the bot getting hit?

I can't honestly say for sure - I have seen the bot take hits but I can't remember if any specific hits lead to it being deadified.
(I play HG nearly every night and the memory wanders between play sessions)

I do know that it's pretty rare - once in a 3 hour gaming session.
The reason why I ask is that the option makes the bots untargetable and they shouldn't get hit. If they get hit anyway something is messed up with the game in general or Nagahaku.

I have seen another small bug:

The strikes cooldown.

I have the shock strike on Q and napalm on E.

When I press E, fire-field, OK.

Then Q button starts counting down from 12 and E button starts counting down from 10  (If memory serves me).

BUT - when E gets to 1 (and Q gets to 3), E flickers and starts counting from 3 again - so it matches Q strike.
So - press E and it still counts don the full 12 the same as Q does.



It might not be a bug, it might just be a side effect of how you've dropped the cool-down timer.
That's a side effect of a different behavior of shock strike since it has two phases/layers of scripts. Besides that it also has to do with the game counting a skill specific countdown differently than a countdown of a whole skill group (in this case those of all strikes). I might not be able to fix that.

Changing it to inherent might work well. Other than that, well ... items that have the Sprint skill are rare, and mostly boots. Also, since everyone uses Dyes, I doubt they'd care about the inherent color, since it's changed anyway. Even if they don't, applying any worn item's color set makes all other items' colors redundant  :P
I'll probably change it to an inherent bonus since it seems to be the more elegant way. Vanquish being the only dye with a bonus affix is just weird anyway.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 09, 2015; 02:45 PM
Thanks for the reply and for your work in this.

I think the botty thing might be a Nag problem - I've often seen them get hit.  It's just that before 2.2 they never died.
It is, as I said, extremely rare - I noticed it most when I also got smacked by 1 or 2 high-hitters.

I must say - You deserve every credit and accolade here; quick work, quick replies, all done just for the love and fun of the game.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 09, 2015; 02:49 PM
Yet another tiny bug I've found: there are "Protective Mask" items going into the Goggles slot. There are a few irregularities with them:

1. Are they supposed to have no model? I think they had a gas mask helm model before.
2. After relog, they simply disappear. Since they're enchantable, I'm pretty sad to have lost a valuable support item  :'(
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 09, 2015; 05:02 PM
Thanks for the reply and for your work in this.

I think the botty thing might be a Nag problem - I've often seen them get hit.  It's just that before 2.2 they never died.
It is, as I said, extremely rare - I noticed it most when I also got smacked by 1 or 2 high-hitters.

I must say - You deserve every credit and accolade here; quick work, quick replies, all done just for the love and fun of the game.
Thanks for your kind words. I tried every test I could think of and looked through the tables again but can't find anything related to your bots dying. Since my bots and elementals are perfectly fine even in highly crowded areas with heavy hitters and a lot of AoE attacks I don't know how to reproduce the issue. Have you tried to completely reinstall Naga and NagaOptionals, maybe even Hellgate from scratch?
You previously wrote you modified the NagaOptionals files yourself. Was it the same before you modified them?

Yet another tiny bug I've found: there are "Protective Mask" items going into the Goggles slot. There are a few irregularities with them:

1. Are they supposed to have no model? I think they had a gas mask helm model before.
2. After relog, they simply disappear. Since they're enchantable, I'm pretty sad to have lost a valuable support item  :'(
1. Them having no model is a Naga thing and since the helmet would override the mask model he probably removed it.
2. I never lost my masks. This might be because you enchanted them and the game can't recognize the code anymore. Is it completely gone even after several relogs or does it disappear from time to time? If it's the latter I experienced the same with dyes sometimes when I enter a new zone.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 09, 2015; 06:24 PM
Nop, truth is, I didn't enchant it yet.

Also, one relog made it disappear for me. And it's not back at all.

EDIT: Also, did you mess with loot tables? I've killed Shulgoth like 72 times, and the only uniques it drops are its named drops. Same with the Oculus - drops the unique Grappler for me, nothing else (but dropped that 9 times yesterday). Is that a coincidence?

EDIT2: And about putting the melee attack speed enchant to the Augmentrex, is that possible?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 09, 2015; 09:38 PM
Nop, truth is, I didn't enchant it yet.

Also, one relog made it disappear for me. And it's not back at all.
That sounds annoying. I'd say report it to Naga since he implemented those items and I haven't any idea how to fix that. If only he would be still around...

EDIT: Also, did you mess with loot tables? I've killed Shulgoth like 72 times, and the only uniques it drops are its named drops. Same with the Oculus - drops the unique Grappler for me, nothing else (but dropped that 9 times yesterday). Is that a coincidence?
No, I haven't. That's the way Naga wanted them to work. Specific enemies drop only specific items. Everything else is random.

EDIT2: And about putting the melee attack speed enchant to the Augmentrex, is that possible?
That should be possible. I'll need to have a look at it.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 09, 2015; 09:48 PM
Awesome, thanks!

If I'll find anything new - bugs, ideas, whatever - I'll report. Since I'm not adept at HGL modding (and don't have enough time to be adept), I'll at least help as much as I can.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 09, 2015; 10:14 PM
Have you tried to completely reinstall Naga and NagaOptionals, maybe even Hellgate from scratch?
You previously wrote you modified the NagaOptionals files yourself. Was it the same before you modified them?

I haven't reinstalled - that might be the correct idea.

The modification was a change from ticker value 37xx (something) to 17xx (some numbers, xx, i foget) - it made sniper rifles fire at 100/sec.

But that was after the little problem - I thought, "If it's borked then I can't bork it more, can I".

I'll have more play, maybe reinstall - it might just be a random issue... like the random crash to desktop.

HG locks up and a few secs later I get the "This app has stopped responding"; but it only happens once every week of playing or so... a restart and it's working for another 5-7 days.

Just one of those odd little oddities of gaming, eh? (nothing to do with your mod, vanilla HG does it too)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Ged1s on Nov 10, 2015; 08:24 AM
is there stonehenge in this ? i noticed you collect all those essenses but just forgot where you use them. Been so long.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Bryan on Nov 10, 2015; 10:48 AM
I vaguely recall that essences were added in anticipation of the addition of Stonehenge,which sadly never came to be.

Essences,at least in Global,would be used to enter the respective demon caste areas in Stonehenge.Those 4 areas would lead to a boss each,and the heads of said bosses would be used to gain access to Moloch's lair.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 10, 2015; 03:52 PM
I vaguely recall that essences were added in anticipation of the addition of Stonehenge,which sadly never came to be.

Essences,at least in Global,would be used to enter the respective demon caste areas in Stonehenge.Those 4 areas would lead to a boss each,and the heads of said bosses would be used to gain access to Moloch's lair.

I still say it was boring. Nothing really new there, other than Molly himself (one of the bosses was a Pimp my Shulgoth), and the whole process was just some areas with higher mob density, and a new final boss. Not much to be frank. I don't know if even any new tilesets were introduced. The best thing was the new quest hub, that one looked decent, at least.

Then again, those essences could at least be used in some new cube recipes (like rings, f.e.), because right now, all I use them for is to waste stash space, which isn't needed at all either - I did use it to dump food recipes, but it's a nightmare to clean it once it's full  :-\
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: snomann72 on Nov 10, 2015; 04:05 PM
BTW, I was looking at the reanimator files for the Test Center part, it look like the files are in place.  I do see Stonehenge in the Level.txt.  I'm not sure if those areas can be accessed or added to the current game.  It is in the TCv4 files.

I'm not good at scripting but just wanted to point out what I am looking at.

I have a request, but not sure if it can be added.  The Gambling NPC, is there a way for him to be removed, since those tokens are dead.  Also, can you make the shop vendors have auto refresh their inventory.  I installed that mod with Naga mod and it is useful.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 10, 2015; 05:34 PM
I'm still somewhat opposed to it though. Other than the quest hub (in terms of looks and layout), nothing new and interesting was added - with the exception of Molly. Believe me, I've ran through the SH content on Global hundreds of times in search of good loot (ofc, never found any, dammit). It's incredibly boring.

EDIT: vendors do auto-refresh - at least for me. And instead of removing the Gambler, it would be more constructive to implement it properly. He's in Holborn anyway, and I don't know about you guys, but I only go there to farm Rat Monkey Claws anyway.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 10, 2015; 05:46 PM
Also, can you make the shop vendors have auto refresh their inventory.
They do auto-refresh. Just close the shop inventory, wait a second and open it again.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 10, 2015; 06:34 PM
I can confirm the shops refresh too.

Close then wait a second and open again - if you open too fast you can actually see blank spaces then the new wares fill in, funny.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 10, 2015; 07:06 PM
I can confirm the shops refresh too.

Close then wait a second and open again - if you open too fast you can actually see blank spaces then the new wares fill in, funny.

And sometimes, when you're even faster, they don't refresh at all  :-[
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 11, 2015; 04:26 PM
Sorry for the double post!

Rafft, is unique items disappearing from the craftsmen's recipe lists your feature? Because since I installed it, I checked in with craftsmen, but didn't see any unique items besides the new ones, and I'm absolutely positive that Naga 3.0b had them in there.

If not, would it be possible to put them in? Sometimes, I'm just fed up with unique hunting Ancient Blood portals at 4 an hour speed, finding nothing worthy of note ...
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 11, 2015; 04:52 PM
Sorry for the double post!

Rafft, is unique items disappearing from the craftsmen's recipe lists your feature? Because since I installed it, I checked in with craftsmen, but didn't see any unique items besides the new ones, and I'm absolutely positive that Naga 3.0b had them in there.

If not, would it be possible to put them in? Sometimes, I'm just fed up with unique hunting Ancient Blood portals at 4 an hour speed, finding nothing worthy of note ...
The only thing I did to pre-existing uniques was to make some of them also available as randoms drops. Other than that I could add them to the merchant but I don't know if that would make them also available at the craftsmen.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 11, 2015; 05:21 PM
I've seen uniques at the crafter - VERY rare though.

You have to exit her ** and re-speak to her about 20 times before a unique appears.
Even legendary items take a dozen exit-return cycles.

(** I like Holloway, I'd be happy to be in a position to "exit her"..)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 11, 2015; 05:21 PM
The only thing I did to pre-existing uniques was to make some of them also available as randoms drops. Other than that I could add them to the merchant but I don't know if that would make them also available at the craftsmen.

Good question. It was originally possible to craft unique weapons and armor, also in the basic game. Wonder where that disappeared to ...

One more thing: I remember that the unique Gleamcarver had 3 sockets, and Very fast attack speed on Global. Is that a mismatch in your mod (2 sockets, slow attack speed), or is it because it was a later update on Global?

Okay, last question for now: ETA for ver. 2.3?  8)

I've seen uniques at the crafter - VERY rare though.

You have to exit her ** and re-speak to her about 20 times before a unique appears.
Even legendary items take a dozen exit-return cycles.

(** I like Holloway, I'd be happy to be in a position to "exit her"..)

Only the new uniques, and those that are added by the Naga Optionals 2.2 at that. Other than that: just mutant items. No original uniques at all.

This is after THOUSANDS of re-rolling their gallery (about 5 hours yesterday).



EDIT: just did a 50 shuffle at Holloway. Nothing popped up for me - no Uniques at all, and no Mythics at all. Those should've appeared at least once. Also, I was talking about the crafter NPCs, not the Vendor ones  ;D

Anyway, Crafters only have the new Uniques, and the Mutants (rarely). The new Uniques have a crazy droprate anyway - I'm level 50 with my Templar, and found maybe 300-400 Unique Cuirasses (Templar Chest), and about as many of the other new uniques. As for the older uniques, I was able to find FIVE. And only when they dropped.

Do you have "Diablo-style Inventory" checked? Though that shouldn't create a problem like this one ...

EDIT2: Just did some heavy farming (50.5 - 52) with my Templar. Bitch used as fodder: Shulgoth.

Killed all champion monsters on the run, and Shulgoth about 120 times and some, with a 105 Luck setup. Results are:

16 Unique items altogether.
- 1 Wargod Rifle
- 5 new Unique Templar Armors
- 2 Whatever's Considered Opinion Swarm Rifles
- 1 Maeyan's Sword
- 3 Shulgoth's Sword of Nightmares
- 4 Shulgoth's Breath guns

I think things are a bit ... well, how do I say it, screwed? I mean, 16 items, and one relatively useful (but for my Hunter, which can't procure it, whatever I do, so screw no shared stash). Also, one of the champs had a Fawkes' Flameguards, gee thanks.

Oh, and a mere 6 Mythic items. Am I just unlucky, perhaps?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 12, 2015; 07:50 PM
Yes... further experimentation show you're right - just the new uniques.

The crafters  - I've only seen a few uniques with them, VERY rare - mostly mutants and legendary.

Your ration is about right - it's random, and 1/100 doesn't guarantee 1 in every 100 crafter returns.

I DO agree - it would be nice to see some more unique items in crafters (I think they'd be too expensive in shops... when I can sell a unique for 2400, they'll sell it back at 240 000)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 12, 2015; 07:58 PM
Yes... further experimentation show you're right - just the new uniques.

The crafters  - I've only seen a few uniques with them, VERY rare - mostly mutants and legendary.

Your ration is about right - it's random, and 1/100 doesn't guarantee 1 in every 100 crafter returns.

I DO agree - it would be nice to see some more unique items in crafters (I think they'd be too expensive in shops... when I can sell a unique for 2400, they'll sell it back at 240 000)

Man, say that to my Evoker with 23.000.000 Palladium, and still no Veiled Threat. Imagine how many hours I've gamed using that character. Sell it for 240.000, or 2.400.000, frankly, I don't care :P
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 12, 2015; 10:57 PM
UPDATE:

After hundreds of rerolls on crafter inventory, I found an Uplifter (Unique Caster Belt).

Since it's the first time I've seen a Unique not from the new ones, I believe that they're not inexistent, just EXTREMELY rare (like 0.001% chance for crafters to have them). The basic game has loads more than that, so maybe Naga reduced their appearance and drop rates to 1/100, or something like that.

Or it might be because I installed the "All items level 1 requirement". Dunno, really.

EDIT: Rafft, by the way, how many times can the NanoForge upgrade an item? I think it should be 15.

If it's around there, can that be moved up to about 40? Once you hit the level limit, you can't improve it further anyway, so it shouldn't impact game balance that much. Also, it pushes my buttons to find a BiS gear at level 23, since it can't be upgraded to max level, carrying it with me. (Or maybe can, never kept lvl~20 gear at lvl60, hence the question  :P .)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 12:30 AM
One more thing: I remember that the unique Gleamcarver had 3 sockets, and Very fast attack speed on Global. Is that a mismatch in your mod (2 sockets, slow attack speed), or is it because it was a later update on Global?
That's the way Naga implemented that weapon and since he just imported them from the TC2.0 update it's how Flagship designed them. Hanbitsoft probably changed them for Global.

Okay, last question for now: ETA for ver. 2.3?  8)
I don't know yet. Probably this weekend. But since I'm a bit busy atm and also a little frustrated and burned out regarding modding of HG it's possible that I won't release it until next week. In the last weeks I spent pretty much all of my free time with modding. Now I just want to play it and relax. ;)

Only the new uniques, and those that are added by the Naga Optionals 2.2 at that. Other than that: just mutant items. No original uniques at all.

This is after THOUSANDS of re-rolling their gallery (about 5 hours yesterday).

EDIT: just did a 50 shuffle at Holloway. Nothing popped up for me - no Uniques at all, and no Mythics at all. Those should've appeared at least once. Also, I was talking about the crafter NPCs, not the Vendor ones  ;D

Anyway, Crafters only have the new Uniques, and the Mutants (rarely). The new Uniques have a crazy droprate anyway - I'm level 50 with my Templar, and found maybe 300-400 Unique Cuirasses (Templar Chest), and about as many of the other new uniques. As for the older uniques, I was able to find FIVE. And only when they dropped.

Do you have "Diablo-style Inventory" checked? Though that shouldn't create a problem like this one ...

EDIT2: Just did some heavy farming (50.5 - 52) with my Templar. Bitch used as fodder: Shulgoth.

Killed all champion monsters on the run, and Shulgoth about 120 times and some, with a 105 Luck setup. Results are:

16 Unique items altogether.
- 1 Wargod Rifle
- 5 new Unique Templar Armors
- 2 Whatever's Considered Opinion Swarm Rifles
- 1 Maeyan's Sword
- 3 Shulgoth's Sword of Nightmares
- 4 Shulgoth's Breath guns

I think things are a bit ... well, how do I say it, screwed? I mean, 16 items, and one relatively useful (but for my Hunter, which can't procure it, whatever I do, so screw no shared stash). Also, one of the champs had a Fawkes' Flameguards, gee thanks.

Oh, and a mere 6 Mythic items. Am I just unlucky, perhaps?
I could add an option which makes all uniques appear as random drops and available at the vendor. That should most of your issues regarding Naga's implementation of uniques. Besides that: why don't you use Reanimator to transfer the items between your characters?

EDIT: Rafft, by the way, how many times can the NanoForge upgrade an item? I think it should be 15.

If it's around there, can that be moved up to about 40? Once you hit the level limit, you can't improve it further anyway, so it shouldn't impact game balance that much. Also, it pushes my buttons to find a BiS gear at level 23, since it can't be upgraded to max level, carrying it with me. (Or maybe can, never kept lvl~20 gear at lvl60, hence the question  :P .)
I don't know. Never tested or tried to find it in Reanimator since I haven't cared.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 13, 2015; 08:32 AM
Thanks for the reply!

As for the burnout - welcome to the club, bro. I'm translating hardcore EU law documents 10+ hrs a day. I've been at it for more than a week now, so I can relate  8)

Well, that option about random drops - aren't they already random drops, just with a ridiculously low chance? Then again, I don't know how things work, since I don't really have time to learn HGL modding.

Reanimator ... never tried it, however, I might do so. I've decided to have some R&R time right now, so I'll try.  ;D

EDIT: Reanimator screwed me over. When I try to open the transfer window, it gives me a mile-long unhandled exception. On the second try, it opens properly, but when I want to open a character, it does the same, and won't display the cube.

I'll call it off for now.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 04:20 PM
Well, that option about random drops - aren't they already random drops, just with a ridiculously low chance? Then again, I don't know how things work, since I don't really have time to learn HGL modding.
Nope, most (resp. a lot of) unique items are assigned to specific (types) of enemies. That's why they drop way less often than those I've implemented or made available as random drops (like the new community items). Some items even have only one specific enemy (like a boss monster or something alike) they could drop off.

Reanimator ... never tried it, however, I might do so. I've decided to have some R&R time right now, so I'll try.  ;D

EDIT: Reanimator screwed me over. When I try to open the transfer window, it gives me a mile-long unhandled exception. On the second try, it opens properly, but when I want to open a character, it does the same, and won't display the cube.

I'll call it off for now.
Don't use r1135 for item trading. It won't work. Either go with 1.1.0 or 1.0.3. They are the most stable ones in terms of trading. 1.1.0 is great because automatically creates backups of your characters when trading and is more comfortable to use in general but has issues opening some savegames (AFAIK when you try to open a save with a character that died before). 1.0.3 should always work but doesn't create backups on its own.

BUT BE CAREFUL! Always remove all items from all three weapon slots (main- and off-hand) before trading items and always make a backup of the two saves you use for trading. Otherwise it could corrupt your save. I had to delete my oldest character because I forgot to remove all equipped weapons and after trading I was unable to switch between the three weapon sets. All weapons were stuck in the slots.

When trading you don't have to completely exit Hellgate. Just start Reanimator before you start Hellgate (I always do :D) and go to the main menu. There you'll be able to trade the items since the saves will be reloaded when you hit Single-Player Game in the main menu.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 13, 2015; 04:44 PM
Ah, thanksez, nice knowin'  8)
Also - I see, so the "random drop" means "randomly distributed across all monster types". Didn't know that.

Well, I just got an absolute sh*tload of work, so I might not be able to be of much use this weekend, so good luck with whatever you're doing, thanks for all the effort, and anxiously awaiting 2.3  :D
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 04:47 PM
Well, I just got an absolute sh*tload of work, so I might not be able to be of much use this weekend, so good luck with whatever you're doing, thanks for all the effort, and anxiously awaiting 2.3  :D
I'm currently completing and testing the biggest update for NagaOptionals. ;)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 13, 2015; 05:09 PM
I'm currently completing and testing the biggest update for NagaOptionals. ;)

Awesome, thanks for the work!

Also: "Error while parsing the character file!"
WHY, OH WHY won't you work, you damn reanimator?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 05:11 PM
Also: "Error while parsing the character file!"
WHY, OH WHY won't you work, you damn reanimator?
Is this with 1.1.0? If so, that's probably what I was talking about characters that died previously. Just try 1.0.3 and it should work.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 13, 2015; 05:19 PM
Is this with 1.1.0? If so, that's probably what I was talking about characters that died previously. Just try 1.0.3 and it should work.

Suprise. It's with 1.0.3 :D

EDIT: I have a Templar and an Evoker, I want to trade items from the former to the latter. Neither can open my Templar for some reason ...
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 05:41 PM
Is this with 1.1.0? If so, that's probably what I was talking about characters that died previously. Just try 1.0.3 and it should work.

Suprise. It's with 1.0.3 :D

EDIT: I have a Templar and an Evoker, I want to trade items from the former to the latter. Neither can open my Templar for some reason ...
That's weird and never happened to me. :(
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 13, 2015; 05:46 PM
Yes... further experimentation show you're right - just the new uniques.

The crafters  - I've only seen a few uniques with them, VERY rare - mostly mutants and legendary.

Your ration is about right - it's random, and 1/100 doesn't guarantee 1 in every 100 crafter returns.

I DO agree - it would be nice to see some more unique items in crafters (I think they'd be too expensive in shops... when I can sell a unique for 2400, they'll sell it back at 240 000)

Man, say that to my Evoker with 23.000.000 Palladium, and still no Veiled Threat. Imagine how many hours I've gamed using that character. Sell it for 240.000, or 2.400.000, frankly, I don't care :P

ROFL!

Have you ever look at your char screen and had a little internal pang, a wish that that 23 million was yours, real life currency? (unless you're in Zambia or wherever. 24 million is a loaf of bread)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Morphy on Nov 13, 2015; 06:04 PM
Thanks for the reply!

As for the burnout - welcome to the club, bro. I'm translating hardcore EU law documents 10+ hrs a day. I've been at it for more than a week now, so I can relate  8)

I'll play the "one up" game.

I've been looking after my wife, 24 hours a day, for the last 7 years (only the last 4 have been REALLY bad).

She has aggressive psychotic dementia - getting worse fast, gets violent (I've been bitten a few times, chunks taken out of my arm, kicked in the nuts, etc..etc..), and the dementia means she doesn't remember a thing of what she does.

Her short term memory ranges from 1 second to about 10 seconds. So we haven't watched a film for two years (she forgets what she's watching and starts talking and room-wandering, so it spoils it for me).

She stopped reading books about 2 years ago - it got to the stage where she'd read the same page... about 10 times. As soon as she got 1/2 way to near the end, she'd forgotten the top part and just didn't turn the page, started the same one all over again.

TV shows that change a lot - comedy panel shows, Russell Howard, QI, Mock the Week, etc - they're fine becasue she doesn't need to remember anything previously to enjoy the current laughter.
She has hyper-active fits (not fits as in spastic fits, but long term hyper activity) that can last 24-48 hours.

That means she stays AWAKE for 24-48 hours, constantly walking around the room, telling the person in the mirror (who she doesn't recognise as herself) what an arsehole and a bastard and a f-ing c-t I am.

And i have to stay awake all that time too or she'll piss or shit on the floor.

And when she's not hyper?  She's talking, babbling, a constant stream of barely connected words and semi-coherent sentences.. for HOURS at a time.

Brandy helps me, lorazepam helps her (but I'm restricted to how many I am allowed to give her)

Playing hellgate is a total escape for me (I also play Bioshock Infinite, Diablo 2, Dungeons Siege 2, looking forwards to Fallout 4, maybe (didn't really click woith F3 for some reason)

And I can't put her in a home - they want £498 per week for that and we just can't afford it.
And "help" - don;t make me laugh...  there are about 6 different "support" groups. Each one just sends someone around with a leaflet or "support guide" which lists all the thing the other support groups can do for you.
And when you seek help from them?  Yep - they send someone around with a leaflet or "support guide"...

All they REALLY are is just a way for "empty nest" women to be employed, get ££ wages, and pretend they are doing "good works"!

(No, I'm not angry over it - these quango groups are a part of our current society, like the scumbag thieving politicians.  If they weren't doing this, they'd be "active" in some other field where they might do more social damage, like campaigning to drop A1/Motorway speed limits or some such)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: RpRHUN on Nov 13, 2015; 07:33 PM
Woah, that's some serious overtime man. Pretty hardcore.

Eh ... my condolences. I don't really know what to say to such a thing. Do try to keep it up though.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.2 (5 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 07:58 PM
Thanks for the reply!

As for the burnout - welcome to the club, bro. I'm translating hardcore EU law documents 10+ hrs a day. I've been at it for more than a week now, so I can relate  8)

I'll play the "one up" game.

I've been looking after my wife, 24 hours a day, for the last 7 years (only the last 4 have been REALLY bad).

She has aggressive psychotic dementia - getting worse fast, gets violent (I've been bitten a few times, chunks taken out of my arm, kicked in the nuts, etc..etc..), and the dementia means she doesn't remember a thing of what she does.

Her short term memory ranges from 1 second to about 10 seconds. So we haven't watched a film for two years (she forgets what she's watching and starts talking and room-wandering, so it spoils it for me).

She stopped reading books about 2 years ago - it got to the stage where she'd read the same page... about 10 times. As soon as she got 1/2 way to near the end, she'd forgotten the top part and just didn't turn the page, started the same one all over again.

TV shows that change a lot - comedy panel shows, Russell Howard, QI, Mock the Week, etc - they're fine becasue she doesn't need to remember anything previously to enjoy the current laughter.
She has hyper-active fits (not fits as in spastic fits, but long term hyper activity) that can last 24-48 hours.

That means she stays AWAKE for 24-48 hours, constantly walking around the room, telling the person in the mirror (who she doesn't recognise as herself) what an arsehole and a bastard and a f-ing c-t I am.

And i have to stay awake all that time too or she'll piss or shit on the floor.

And when she's not hyper?  She's talking, babbling, a constant stream of barely connected words and semi-coherent sentences.. for HOURS at a time.

Brandy helps me, lorazepam helps her (but I'm restricted to how many I am allowed to give her)

Playing hellgate is a total escape for me (I also play Bioshock Infinite, Diablo 2, Dungeons Siege 2, looking forwards to Fallout 4, maybe (didn't really click woith F3 for some reason)

And I can't put her in a home - they want £498 per week for that and we just can't afford it.
And "help" - don;t make me laugh...  there are about 6 different "support" groups. Each one just sends someone around with a leaflet or "support guide" which lists all the thing the other support groups can do for you.
And when you seek help from them?  Yep - they send someone around with a leaflet or "support guide"...

All they REALLY are is just a way for "empty nest" women to be employed, get ££ wages, and pretend they are doing "good works"!

(No, I'm not angry over it - these quango groups are a part of our current society, like the scumbag thieving politicians.  If they weren't doing this, they'd be "active" in some other field where they might do more social damage, like campaigning to drop A1/Motorway speed limits or some such)
That sounds very painful. My grandma also had dementia and I looked after her from time to time so I know a little bit about it. I have the deepest respect for everyone who has to deal with that situation on a daily basis.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3 (13 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 09:29 PM
Update:
Quote
v2.3
----

- set some more options as recommended / preselected

- fixed an error in the skill description of Summon Fire Elemental
- made normal googles appear as random drops
- added unique goggles as random drop
- fixed Vanquish dye kit having two different/wrong color set
- removed all four essences

- added new unique weapons:
-- Krieg's Buzz Axe (XM666 Bladefrenzy close range weapon)
-- Lilith's Right Hand (Coreshredder claw) & Lilith's Left Hand (Arcane Core focus)
-- Ebony & Ivory (two Afflictor pistols for Cabalists, with unique design)
-- Luce & Ombre (two Afflictor pistols for Templars, with unique design)

- added option Faster Elementals
- added option Deactivate Halloween/Fawkes Event
- added option Slower Flying Grim Spectre
- added option All Uniques As Random Drops
- added option All Uniques At Vendors
- added option Afflictor Plague Spreader Missile Velocity
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3 (13 November 2015)
Post by: RpRHUN on Nov 13, 2015; 09:42 PM
Wohoo, thanks!

Well, let's get to it then ... DOWNLOAD!  8)

EDIT: Whoa, WHOA WHOA WHOA, the "Uniques in the shop" option is a bit (way) too much (though it makes them appear in the crafters ... then again, sometimes, all the crafter offers are uniques).
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3 (13 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 10:01 PM
EDIT: Whoa, WHOA WHOA WHOA, the "Uniques in the shop" option is a bit (way) too much (though it makes them appear in the crafters ... then again, sometimes, all the crafter offers are uniques).
Yeah, same with the more unique drops but I don't want to balance every unique's drop rate. It would be way too time consuming.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: Dank Rafft on Nov 13, 2015; 10:09 PM
Update:
Quote
v2.3.1
----

- fixed a minor error with two new item strings
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: Morphy on Nov 13, 2015; 11:12 PM
Quote
added option Slower Flying Grim Spectre

Hahaha - he is/was a speedy bugger, that's for sure!

Just had a play through with the new version

No problems found.

There does seem to be quite a lot of unique drops - but that's HANDY for getting nanoshards and some good wealth going.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: Dank Rafft on Nov 14, 2015; 10:44 AM
EDIT: Whoa, WHOA WHOA WHOA, the "Uniques in the shop" option is a bit (way) too much (though it makes them appear in the crafters ... then again, sometimes, all the crafter offers are uniques).
Yeah, same with the more unique drops but I don't want to balance every unique's drop rate. It would be way too time consuming.
An idea came to my mind this night: Maybe you don't have to activate the uniques in the shop option. Maybe it's enough to activate uniques as random drops.

Quote
added option Slower Flying Grim Spectre

Hahaha - he is/was a speedy bugger, that's for sure!

Just had a play through with the new version

No problems found.

There does seem to be quite a lot of unique drops - but that's HANDY for getting nanoshards and some good wealth going.
Exactly my thoughts. I just pick up what I need. :D
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: snomann72 on Nov 14, 2015; 11:30 AM
Nice idea about the uniques.  I can vouch that if you have both checked, it can get confusing.  I seen uniques drop from mobs, but have not seen anything from the vendors.  I checked a few times when playing and there are no uniques from them.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: Dank Rafft on Nov 14, 2015; 12:05 PM
Nice idea about the uniques.  I can vouch that if you have both checked, it can get confusing.  I seen uniques drop from mobs, but have not seen anything from the vendors.  I checked a few times when playing and there are no uniques from them.
It does affect the vendors but it seems only armors. I've only seen one unique weapon from time to time while I usually have ~3 unique armors in there at the same time.
If this isn't the case for you something isn't working as intended.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: snomann72 on Nov 14, 2015; 12:26 PM
I do see a few now from the vendor.  I didn't open and close to check.  I seen 1 on 1 of the page and 2 on another.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: Morphy on Nov 14, 2015; 04:51 PM
Nice idea about the uniques.  I can vouch that if you have both checked, it can get confusing.  I seen uniques drop from mobs, but have not seen anything from the vendors.  I checked a few times when playing and there are no uniques from them.
It does affect the vendors but it seems only armors. I've only seen one unique weapon from time to time while I usually have ~3 unique armors in there at the same time.
If this isn't the case for you something isn't working as intended.

That's exactly how it's working for me.

Almost every shop open has 2-3 armour uniques around 18 000 to 30 000 cost.
A few shop opens have a unique weapon.

Higher "rate" demons, rare, legendary, specific questies, and so on, tend to drop 3-5 unques.

Brilliant work - less grinding and more FUN.

Many thanks, mate, many, many thanks - now take a break, have a whisky, smoke a ...
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: RpRHUN on Nov 14, 2015; 05:53 PM
Well, I deactivated the random item version, only kept the shop one (I don't have to buy stuff from shops if I don't want to, and I don't have to loot only uniques in bulk, so at least the illusion of rarity is kept  8) ).

EDIT: Unless the drop function is installed, the uniques are about as rare in the shop as they were before at the crafter (like 1 every 500 tries). Is that only for me as well?

After some gaming time, I find it good. There are some suggestions:

- I was happy to find a goggle, but the flash effect is incredibly annoying (also, the outline of the goggles' light above the helmet can be seen, as in, there's a small area that's shaped like the goggles right above the helmet's surface which doesn't shine). Can that be removed?
- Also, though improving them isn't possible, enchanting them should be (at least, enchanting the one in the Naga version was). Can you add that later?
- Maybe an option for all unique drops for a 1/10 chance to drop? So as to keep the drops random, but a ... well, bit less chance. (Though if you have to set them one at a time, I didn't say anything.  8) )
- Finally, the crafting station doesn't display Cabalist melee weapons for me, since I installed the modification, so I had to run out to find a Lilith's Right Hand. Is that only for me?

Awesome work with everything else. New uniques also look quite awesome. Fixes work as intended, no trouble at all.
Now, all I need is the Melee Speed enchant, the Auto-pickup all function and the Rings, and I'll be perfectly content with the game  8)

Thanks again!
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.3.1 (13 November 2015)
Post by: Dank Rafft on Nov 15, 2015; 01:27 PM
- I was happy to find a goggle, but the flash effect is incredibly annoying (also, the outline of the goggles' light above the helmet can be seen, as in, there's a small area that's shaped like the goggles right above the helmet's surface which doesn't shine). Can that be removed?
That's weird because it's the exact same model as used by Naga and the model should completely disappear once you equip a helmet. Which flash effect? What helmet are you wearing?

- Also, though improving them isn't possible, enchanting them should be (at least, enchanting the one in the Naga version was). Can you add that later?
According to the items table (the original Naga one) none of the three available googles are enchantable, upgradable or dismantable. I just copied these characteristics. But I could change that. I just wanted to keep a little bit of balance for the unique ones since the inherent stats are already very powerful (there's a hidden crit chance bonus). What do you think?

- Maybe an option for all unique drops for a 1/10 chance to drop? So as to keep the drops random, but a ... well, bit less chance. (Though if you have to set them one at a time, I didn't say anything.  8) )
v2.4 with this feature is already finalized. I just need to run some tests to see if it works as intended.

- Finally, the crafting station doesn't display Cabalist melee weapons for me, since I installed the modification, so I had to run out to find a Lilith's Right Hand. Is that only for me?
I haven't had the time to test that sufficiently but I can very well imagine that this is the case for everyone since Naga made these weapons a new type and hasn't added them to some sort of index so they're able to appear at the craftsmen. Right now I have no idea how to change that but I'll take a look into it. Or was it my mod that changed that? If so, have you tried to craft some melee claws with original Naga?

Awesome work with everything else. New uniques also look quite awesome. Fixes work as intended, no trouble at all.
Now, all I need is the Melee Speed enchant, the Auto-pickup all function and the Rings, and I'll be perfectly content with the game  8)

Thanks again!
Thanks, I'm glad the most changes/fixes work as intended. The auto-pickup for all items will be included in v2.5, probably. Melee speed enchantment should be also in v2.5 or v2.6 at the latest. Rings are a tough one since I have to completely redo them. They, at least the basic entries, are in the items table but I haven't managed to make them appear in game yet. If possible I'll include them in v3.0 at the earliest.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: Dank Rafft on Nov 15, 2015; 02:12 PM
Update:
Quote
v2.4
----

added option Increase Rarity Of Uniques

This one is a rather simple workaround but I need your feedback. Is the drop rate still too high or is it now too low?
With this I set the rarity level to 1 (the highest one) and spawn chance to 10% for all uniques. They should appear way less often now but still drop at a decent rate from all types of enemies, not just fixed ones.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: RpRHUN on Nov 15, 2015; 05:07 PM
Well - the model DOES disappear, but the light it emits doesn't. It remains above the helmet. And its base is shaped like the surface of the goggle.

About the improvement of goggles - I'm not specifically referring to goggles, but their counterparts like gas masks and other stuff, which take the same slot. So yea, something like that. Also - balance issues usually disappear the moment you install Crazy Slayer and start an Elite character. No matter how many advantages you have, sometimes, it's just not enough ...

Normal Naga v3.0b sure did allow crafting melee claws. I found my late Evoker's Mythic Bloodshard or whatever there.

Everything else: I'd say I love you, were we not both healthy males ...  :-X
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: Morphy on Nov 15, 2015; 05:31 PM

Everything else: I'd say I love you, were we not both healthy males ...  :-X

It's called "man hug (with optional reach-around)"

*grins*
*runs*
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: RpRHUN on Nov 15, 2015; 11:04 PM
It's called "man hug (with optional reach-around)"

*grins*
*runs*

*cries*
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: Morphy on Nov 15, 2015; 11:49 PM
It's called "man hug (with optional reach-around)"

*grins*
*runs*

*cries*

*gives man-hug*
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: RpRHUN on Nov 16, 2015; 10:03 AM
Update:
Quote
v2.4
----

added option Increase Rarity Of Uniques

This one is a rather simple workaround but I need your feedback. Is the drop rate still too high or is it now too low?
With this I set the rarity level to 1 (the highest one) and spawn chance to 10% for all uniques. They should appear way less often now but still drop at a decent rate from all types of enemies, not just fixed ones.

My experience is:

Before this version was installed, I got about 30-34 Uniques for each full Shully clear (fully cleared Covent Garden Market + fully cleared Hellrift). Right now, I get between 4 - 7. I think it's working perfectly.

Also, I see less Uniques, and more of the other items at both the merchant and the crafter.

Awesome work.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: RpRHUN on Nov 16, 2015; 05:17 PM
Sorry for the double post!

By the way, I have two questions, if anyone can answer them, I'd probably thank them in return!

1. Do the old models of Unique items exist in the database? Can those be reapplied to the items in question?

2. https://www.youtube.com/watch?v=YXnCmGtvPV4 - What's with the demon tail at 0:56? IWANTIT!!!
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: Dank Rafft on Nov 16, 2015; 05:59 PM
Well - the model DOES disappear, but the light it emits doesn't. It remains above the helmet. And its base is shaped like the surface of the goggle.
Sorry, but I can't reproduce that issue. Could you make a screenshots of it?
Here's how it looks for me:
(http://i.imgur.com/Jx9HOe5.jpg)

About the improvement of goggles - I'm not specifically referring to goggles, but their counterparts like gas masks and other stuff, which take the same slot. So yea, something like that. Also - balance issues usually disappear the moment you install Crazy Slayer and start an Elite character. No matter how many advantages you have, sometimes, it's just not enough ...
You mean the gas mask from the quest (Protective Mask)? Yeah, that one can be augmented but it's the only one and I don't know why Flagship created them that way. But I'll change all googles so that they can be dismantled, upgraded and augmented with the next release.

Normal Naga v3.0b sure did allow crafting melee claws. I found my late Evoker's Mythic Bloodshard or whatever there.
I'm absolutely clueless but I think I remember them appearing alongside swords at the craftsmen. I've compared all my files with those of Naga and they're identical. The only thing that changes claws is the option Level 1 Items. If this option is causing it I'd guess that it would make too many items able to appear at the craftsmen so only a handful/the first ones will be displayed, excluding claws. You could try to deactivate it for testing purposes.

My experience is:

Before this version was installed, I got about 30-34 Uniques for each full Shully clear (fully cleared Covent Garden Market + fully cleared Hellrift). Right now, I get between 4 - 7. I think it's working perfectly.

Also, I see less Uniques, and more of the other items at both the merchant and the crafter.

Awesome work.
Great, now I can proceed to add other options. :)

Sorry for the double post!

By the way, I have two questions, if anyone can answer them, I'd probably thank them in return!

1. Do the old models of Unique items exist in the database? Can those be reapplied to the items in question?

2. What's with the demon tail at 0:56? IWANTIT!!!
1. What do you mean by old models?
2. That's how Dark Form (Zombie Form in Hanbitsofts version) looked like when they introduced that skill for Summoners in 2.0. Naga was unable to implement it, probably due to technical limitations.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: RpRHUN on Nov 16, 2015; 07:50 PM
Well, about the Goggles:

(http://s3.postimg.org/o1wmj5v5r/N_vtelen.jpg) (http://postimg.org/image/o1wmj5v5r/)

And about old models:

Actually, sorry about that. I was on GameBanshee, remembering some old model thing (from another game, I realised later), and thought that I was thinking of HGL due to different models there.

Never really came to me how they might be male models, as I only play female characters  8)

Also: Did you see that Focus items (Claws in particular) make the gauntlets disappear when you equip them? And not only gauntlets, the entire hand. It places a grey texture above the Focus item, up to maybe the elbow, and no hand at all. Can't see it under the Focus item either.
However, on the login screen, the Gauntlet appears, though mostly on one hand. The other remains a grey matte, with no hands.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: Dank Rafft on Nov 16, 2015; 08:07 PM
Well, about the Goggles:

(http://s3.postimg.org/o1wmj5v5r/N_vtelen.jpg) (http://postimg.org/image/o1wmj5v5r/)
Is this with every helmet or just the blast helmet you're wearing? And is this only with a specific goggle or all of them?

Also: Did you see that Focus items (Claws in particular) make the gauntlets disappear when you equip them? And not only gauntlets, the entire hand. It places a grey texture above the Focus item, up to maybe the elbow, and no hand at all. Can't see it under the Focus item either.
However, on the login screen, the Gauntlet appears, though mostly on one hand. The other remains a grey matte, with no hands.
Yes, I've seen that but I'm not sure I'll be able to fix that. I can't remember if that was already the case with original Hellgate/Revival or introduced by Naga. Do you remember?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: RpRHUN on Nov 16, 2015; 08:26 PM
The same happens with any helmet. Also with Guardian helmets, but I don't remember taking a look at it with my Guardian, so I can't be sure about that. Most Evoker helmets too - Feral Helm with Normal Goggles (from the quest) does that. The picture is Eyes of the Maverick with Unique Goggles.

Also, I made some tests about claws -

- Disabling the Level1 function doesn't do much with a lvl13 character (my new Evoker, replacing my departed one).
- I've made about 55 swords, until the slot disappeared, but no claws. Busted all my materials on a 60 char.
- While there were Sword lists with Claws, there were also Gun lists with Swords. Latter still exists, former doesn't.

Also, am I the only one who doesn't see Unique weapons at the merchant AT ALL? Never really looked at it before, but right now, 100 re-opens didn't generate a single one of them (Armors were quite common).

Gauntlets disappearing weren't caused by Revival or Naga. It's a base game bug, if I remember correctly.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.4 (15 November 2015)
Post by: Dank Rafft on Nov 16, 2015; 08:59 PM
The same happens with any helmet. Also with Guardian helmets, but I don't remember taking a look at it with my Guardian, so I can't be sure about that. Most Evoker helmets too - Feral Helm with Normal Goggles (from the quest) does that. The picture is Eyes of the Maverick with Unique Goggles.
I know why I can't see the ray of light and the reason is also a solution for you. Play with the DX10 client, it won't show the ray. :D

Also, I made some tests about claws -

- Disabling the Level1 function doesn't do much with a lvl13 character (my new Evoker, replacing my departed one).
- I've made about 55 swords, until the slot disappeared, but no claws. Busted all my materials on a 60 char.
- While there were Sword lists with Claws, there were also Gun lists with Swords. Latter still exists, former doesn't.
Well, it was the only option that changed anything on claws (in general). I tried it myself and talked to Mag a few times but nothing. Damn.

Also, am I the only one who doesn't see Unique weapons at the merchant AT ALL? Never really looked at it before, but right now, 100 re-opens didn't generate a single one of them (Armors were quite common).
You're not the only one. Even without the Increased Rarity option you will see unique weapons only from time to time. It's probably the way the vendor inventory was originally coded.

Gauntlets disappearing weren't caused by Revival or Naga. It's a base game bug, if I remember correctly.
In that case I doubt I'll be able to change that.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 16, 2015; 09:18 PM
Update:
Quote
v2.5
----

rearranged some options / added new category

added melee speed as an enchantment to the Augmentrex
from now on googles can be augmented, the unique one can also be dismantled and upgraded

added option Deactivate Pet Drops
added option Auto-Pickup All Items
added option Identified Items

changed bonuses for Grimace within the option Powerful Melee Uniques
The melee speed enchantment needs to be tested. It should be available for all sorts of weapons and armors.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: RpRHUN on Nov 16, 2015; 09:45 PM
Dude. I vuw you.  :P
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 16, 2015; 09:51 PM
Dude. I vuw you.  :P
You're welcome but what's "vuw"?  ???
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Morphy on Nov 16, 2015; 09:53 PM
Dude. I vuw you.  :P
You're welcome but what's "vuw"?  ???

"wuv" backwards... reach around incoming!!!!

Dude. I vuw you.  :P

"Whoop Whoop"

"Warning, MAN-HUG imminent!"

Haahahaha....  sorry.. very tired.... no sleep for about 40 hours, wife still talking to the mirror about me being a bastard.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 16, 2015; 09:56 PM
Dude. I vuw you.  :P
You're welcome but what's "vuw"?  ???

"wuv" backwards... reach around incoming!!!!

Dude. I vuw you.  :P

"Whoop Whoop"

"Warning, MAN-HUG imminent!"

Haahahaha....  sorry.. very tired.... no sleep for about 40 hours, wife still talking to the mirror about me being a bastard.
I still needed to ask what "wuv" means but I think I was succuessful. I love all of you, too!  8)

I hope you'll be able to find some sleep in the near future.  :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: RpRHUN on Nov 16, 2015; 09:57 PM
Omfg.

By the way, I can't play DX10, because things suffer a bit - most prominent whining done by FPS. Especially when I play my Evoker (#2 of the one that went AWOL), since Elemental Rage adds a lot of (unnecessary) effects  :'(

EDIT: And I still won't use Grimace, because it's slow :P
Does anyone else notice how there's two swords with Very Fast attackspeed, and Splash Damage?  :'(

EDIT2: Redundant, it's rare. Sorries.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Morphy on Nov 16, 2015; 10:04 PM
wuv - cutesie way of saying love.. it also removes any connotations of "gayness", man-to-man.

"I wuv you, mate" = safe way of expressing a deep man-affection.

I'll pass out from sheer exhaustion in about a hour or two - just hope she doesn't do any damage while I'm out (I had to clean up a large puddle last night...)



Thanks for all those inclusion, the auto pick-up is great and the auto ID is handy.

Quick question - how hard would it be to do something on the trans-cube?  Like having it ask how many you want when you combine health thingys.

Having to click and move item, click and move item, 20, 30, 40 times gets tedious.

if it's too hard then no worries... don;t burn out just for our sake!

RpRHUN:

I don't think you're missing much re DX10 - the flame effects are a nit nicer, see through waves of flame rather than a field of orangey texture.
but I've also noticed that the flame effect goes "odd"... REAL odd.. more often in DX10 than DX9.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 16, 2015; 10:23 PM
By the way, I can't play DX10, because things suffer a bit - most prominent whining done by FPS. Especially when I play my Evoker (#2 of the one that went AWOL), since Elemental Rage adds a lot of (unnecessary) effects  :'(
You don't have to use DX10, just the DX10 client and set the engine version to DX9 in case it isn't already.
The only other solution would be to completely remove the rays of light but that would affect all items and I really don't want to do that.

wuv - cutesie way of saying love.. it also removes any connotations of "gayness", man-to-man.

"I wuv you, mate" = safe way of expressing a deep man-affection.

I'll pass out from sheer exhaustion in about a hour or two - just hope she doesn't do any damage while I'm out (I had to clean up a large puddle last night...)



Thanks for all those inclusion, the auto pick-up is great and the auto ID is handy.

Quick question - how hard would it be to do something on the trans-cube?  Like having it ask how many you want when you combine health thingys.

Having to click and move item, click and move item, 20, 30, 40 times gets tedious.

if it's too hard then no worries... don;t burn out just for our sake!

RpRHUN:

I don't think you're missing much re DX10 - the flame effects are a nit nicer, see through waves of flame rather than a field of orangey texture.
but I've also noticed that the flame effect goes "odd"... REAL odd.. more often in DX10 than DX9.
Thanks for the extensive explanation. :D
Regarding your question: I'm not sure about that but my intuition says that this would be pretty much impossible to add/change. Because it's most likely hard coded. For the same reason I won't be able to remove confirmation windows when dismantling/destroying items.  :'(
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Morphy on Nov 16, 2015; 11:18 PM
Just had a play-through with 2.5, all working REAL fine, thanks.

I understand about the cube and the dialogues - they are part of the base game mechanics, not database files.

It's FUN to see things come flying towards me - caught me off guard at first, I thought tiny demons were coming at me!

Can the "gathering distance" be adjusted - not much, maybe to 2-3 m?

Again, not at the expense of you or your well being!
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: RpRHUN on Nov 16, 2015; 11:35 PM
By the way, I can't play DX10, because things suffer a bit - most prominent whining done by FPS. Especially when I play my Evoker (#2 of the one that went AWOL), since Elemental Rage adds a lot of (unnecessary) effects  :'(
You don't have to use DX10, just the DX10 client and set the engine version to DX9 in case it isn't already.
The only other solution would be to completely remove the rays of light but that would affect all items and I really don't want to do that.

DX10 Client freezes after 1-2 mins for me  :'(

Whatever. I'll roll with the headlights, if they can't be removed only from the Goggle items.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Morphy on Nov 17, 2015; 12:21 AM
Question:

Is there a WTF is this and post a screenshot part of the forum?

I found something odd - a glowing ball that can't be picked up or moved or does anything but shimmer and glow..

(http://i.imgbox.com/xytAQP5m.jpg)

Odd, huh!?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 17, 2015; 12:55 AM
Just had a play-through with 2.5, all working REAL fine, thanks.

I understand about the cube and the dialogues - they are part of the base game mechanics, not database files.

It's FUN to see things come flying towards me - caught me off guard at first, I thought tiny demons were coming at me!

Can the "gathering distance" be adjusted - not much, maybe to 2-3 m?

Again, not at the expense of you or your well being!
Adjusted in which direction? More or less? I try to find a sweet spot for such values. Otherwise I'd have to create several options for pretty much the same adjustment.

DX10 Client freezes after 1-2 mins for me  :'(

Whatever. I'll roll with the headlights, if they can't be removed only from the Goggle items.
OK, here's a possible solution. In the next release I'll make the unique googles a gas mask. They'll have the same purpose but just a different appearance (including no rays of light). In that case I don't have to change the googles. What do you think?

Question:

Is there a WTF is this and post a screenshot part of the forum?

I found something odd - a glowing ball that can't be picked up or moved or does anything but shimmer and glow..

(http://i.imgbox.com/xytAQP5m.jpg)

Odd, huh!?
I haven't seen such a thread yet but you could create one. On the other hand I doubt you'd have company.
What you can see on the screenshot is basically a particle effect which got stuck. The engine didn't know what to do with it.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: spag on Nov 17, 2015; 02:54 AM
If I remember there was a thread about funny screenshots(maybe too old) but like Dank said you could make your own.For the goggles you could put it in your stash or inventory and use it when needed.One favor I would ask if possible:get rid of the Naga mod minus attributes items(turquoise color).As for your mods,great work.Take some time off and come back soon. :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 17, 2015; 09:29 AM
One favor I would ask if possible:get rid of the Naga mod minus attributes items(turquoise color).
Double-edged were introduced by Flagship with patch 2.0. The Revival devs included them in 1.5 and Naga transferred them to his mod. If I'd remove negative attributes the items would be exactly the same as mythics (purple color rarity) and double-edged would become obsolete. But I try to increase the spawn chance for mythics slightly in the next release so they're more in line with uniques.

As for your mods,great work.Take some time off and come back soon. :)
Thanks. :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 17, 2015; 09:37 AM
If I remember there was a thread about funny screenshots(maybe too old) but like Dank said you could make your own.For the goggles you could put it in your stash or inventory and use it when needed.One favor I would ask if possible:get rid of the Naga mod minus attributes items(turquoise color).As for your mods,great work.Take some time off and come back soon. :)
Or do you mean to completely remove double-edged rarity? If so, that's an idea I ponder over since a few days.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: spag on Nov 17, 2015; 01:10 PM
The increase in spawn chance for mythics is a good idea.Thanks for the reply. :)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: snomann72 on Nov 17, 2015; 02:28 PM
Which gear and weapon is the best in game?  Mythic or Double Edged.  Never figured out which one is better, even in Hellgate Global.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: RpRHUN on Nov 17, 2015; 03:07 PM
Rafft - if you change the Goggles to Gas Masks, that would be perfect.

Also, the best weapon (and indeed the best class) is a Hunter with a Mastodon gatling gun augmented 5 times, and packed full of mythic +damage relics. :)

Anyway, Mythics are good, but I tend to use Unique weapons with inherent attributes and lots of sockets - sockets = +damage, and inherent attributes mean you can augment it some more. Results are often quite ridiculous.  8)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 17, 2015; 03:45 PM
Which gear and weapon is the best in game?  Mythic or Double Edged.  Never figured out which one is better, even in Hellgate Global.
Doubled-edged is basically an item with mythic affix and an additional negative attribute. So, mythics are definitely better.
In vanilla Hellgate mythics had the potential to be best in slot. But with Nagahaku and my mod there are a lot of new unique items which have huge inherent bonuses. Most of these bonuses count as one affix and therefore these items can be augmented another five times, like RpRHUN already mentioned.

When considering all weapons equally Mastodon (a unique Force Magnum) has the potential to be the "best weapon in the game". It's an excellent weapon for AoE damage (on hit mods required) or an extremely powerful gun for single targets. On the other hand I always cried about the minion damage bonus on it because it's redundant on a pure marksman. But changing that would make the gun even more powerful...
But when you only consider single target damage my modified Sydonai's Purview is easily able to beat the Mastadon.

In terms of armor: definitely the uber sets (http://www.hellgateaus.info/forum/hellgate-london-modification-guides/about-importing-tcv4-uber-armors/), even though they are no actual set items like they were in TC2.0. Their inherent bonuses are huge. Only a few uniques can surpass the sheer total amount of power of the uber ones (and only when you specialize your character).
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: RpRHUN on Nov 17, 2015; 03:54 PM
Something like that.

By the way, the names of these two are rather descriptive - Mythic is mythic, because it's a high quality, rare item.

Double-edged is more descriptive though - it has two edges, one to hit the enemy with, and one that serves as the recoil hitting you.  ;D
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Morphy on Nov 17, 2015; 07:03 PM

Adjusted in which direction? More or less? I try to find a sweet spot for such values. Otherwise I'd have to create several options for pretty much the same adjustment.

What you can see on the screenshot is basically a particle effect which got stuck. The engine didn't know what to do with it.

Slightly further out - it seem to be a little close at the moment.
It's not a big issue - I'm perhaps being a little lazy and pedantic.

Re: the particle - good call.

Engine: "Mow where did this come from... was it a gun, an explosion, a daemon..?"
Engine: "WTF.. just leave it where it is, it looks pretty."

LOL
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 17, 2015; 10:00 PM

Adjusted in which direction? More or less? I try to find a sweet spot for such values. Otherwise I'd have to create several options for pretty much the same adjustment.

What you can see on the screenshot is basically a particle effect which got stuck. The engine didn't know what to do with it.

Slightly further out - it seem to be a little close at the moment.
It's not a big issue - I'm perhaps being a little lazy and pedantic.
Yeah, you're probably a little lazy.  :P
The radius is exactly the same as with every other auto-collectible item: 4 [whatever scale unit].
I really don't want to make it bigger since it would streamline the game a bit too much for my likings. But if you want to change it for yourself do the following:
- extract the archive
- open the install.xml in Notepad (Notepad++ would be ideal)
- go to line 237
- right before the </attribute> there's a 4, it's the radius
- change it to whatever you like and save the file
- compress it again as a zip file and load it with the Revival launcher

Re: the particle - good call.

Engine: "Mow where did this come from... was it a gun, an explosion, a daemon..?"
Engine: "WTF.. just leave it where it is, it looks pretty."

LOL
:D
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Morphy on Nov 17, 2015; 10:18 PM

Adjusted in which direction? More or less? I try to find a sweet spot for such values. Otherwise I'd have to create several options for pretty much the same adjustment.

What you can see on the screenshot is basically a particle effect which got stuck. The engine didn't know what to do with it.

Slightly further out - it seem to be a little close at the moment.
It's not a big issue - I'm perhaps being a little lazy and pedantic.
Yeah, you're probably a little lazy.  :P
The radius is exactly the same as with every other auto-collectible item: 4 [whatever scale unit].
I really don't want to make it bigger since it would streamline the game a bit too much for my likings. But if you want to change it for yourself do the following:
- extract the archive
- open the install.xml in Notepad (Notepad++ would be ideal)
- go to line 237
- right before the </attribute> there's a 4, it's the radius
- change it to whatever you like and save the file
- compress it again as a zip file and load it with the Revival launcher

In hindsight, I think you're right.

It's kinda fun to long-range-blast something, see a unique drop... and rush in to see what it is and get jumped by a mob around the corner - paaaaniiiic!!!

Nah - leave it alone, mate..  Just me being a lazy bugger..
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: RpRHUN on Nov 17, 2015; 10:44 PM
Just did some enchants (controlled with alt + f4 skillz), and did a trial run with my lowbie Guardian.

AWESOME. Finally, I'm seeing an extremely rare phenomenon in the game - my tank kills Shulgoth in less than a minute. Also, kudos for being allowed to use Marlowe's Shadow without being penalized to watch every monster's HP crawling towards zero, while being overtaken by half-frozen fat zombies with diabetes and a peg leg.  8)
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 18, 2015; 12:22 AM
Just did some enchants (controlled with alt + f4 skillz), and did a trial run with my lowbie Guardian.

AWESOME. Finally, I'm seeing an extremely rare phenomenon in the game - my tank kills Shulgoth in less than a minute. Also, kudos for being allowed to use Marlowe's Shadow without being penalized to watch every monster's HP crawling towards zero, while being overtaken by half-frozen fat zombies with diabetes and a peg leg.  8)
Does that mean the melee enchantment is working as intended?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: RpRHUN on Nov 18, 2015; 01:09 PM
Most likely. At least, it does enchance melee speed, though it's a rare enchant, neither normal, neither legendary. That should be noted.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 18, 2015; 01:15 PM
Most likely. At least, it does enchance melee speed, though it's a rare enchant, neither normal, neither legendary. That should be noted.
Awesome. Yeah, I made it a rare one.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: RpRHUN on Nov 18, 2015; 03:16 PM
By the way - do quest rewards (specifically thinking about Master Cell right now) gain in bonuses, the higher the level?

Right now, my Guardian is lvl27. The Master Cell quest reward is 26, and it looks like it gives 45 Attack Strength at most. Will it give like 120 Attack Strength at lvl60, with an ilvl of 63?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.5 (16 November 2015)
Post by: Dank Rafft on Nov 18, 2015; 04:20 PM
Update:
Quote
v2.6
----

the unique laser sight is now a gas mask
added two more variations of the melee speed augment (common, rare, legendary)


By the way - do quest rewards (specifically thinking about Master Cell right now) gain in bonuses, the higher the level?

Right now, my Guardian is lvl27. The Master Cell quest reward is 26, and it looks like it gives 45 Attack Strength at most. Will it give like 120 Attack Strength at lvl60, with an ilvl of 63?
This always depends on the formula used for an affix (including inherent bonuses). The Master Cell's affixes scale with your level. The formula for this one is:
Code: [Select]
x * ilevel / 50
where x is a random number between 10-15

Btw: I reinstalled Naga to try to find the issue regarding crafting claws but I wasn't able to find claws at the craftsmen. This game slowly but surely drives me insane.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.6 (18 November 2015)
Post by: RpRHUN on Nov 18, 2015; 05:16 PM
And does it extremely well, it seems :D

By the way, thanks for ver2.6.
Title: Re: NagaOptionals - v3.0 (21 November 2015)
Post by: Dank Rafft on Nov 21, 2015; 03:35 PM
Update:
Quote
v3.0
----

rearranged some options / added new category

added new unique items:
   Dank's Vengeance (Triton sniper rifle)
   Hell's Bane (MAG sniper pistol)
   Supernova Caster (XM909 Thunderclash)

added Thunderclash to option Missile Velocity
removed option All Uniques At Vendors, All Uniques As Random Drops
   and Increase Rarity Of Uniques and incorporated them into
   All Uniques Random due to technical issues

added option All Uniques Random - High Drop Chance
added option Increase Mythic Chance
added option Remove Double-Edged Quality
added option Auto-Pickup Uniques
added option Auto-Pickup Mutant
added option Auto-Pickup Mods
added option Auto-Pickup Templar Items
added option Auto-Pickup Hunter Items
added option Auto-Pickup Cabalist Items
This is the last version of NagaOptionals for now since I want to do another version for Revival.
Title: Re: NagaOptionals - v3.0 (21 November 2015)
Post by: bleedingapathy on Nov 21, 2015; 08:39 PM
thanks for all the hard work you do.
Title: Re: NagaOptionals - v3.0 (21 November 2015)
Post by: spag on Nov 21, 2015; 09:42 PM
Thank you for your hard work. :)
Title: Re: NagaOptionals - v3.0 (21 November 2015)
Post by: gosainthan on Nov 22, 2015; 07:55 AM
Thank for the good work.  A small problem,  the weapan can't  add  Shield Penetration property.
Title: Re: NagaOptionals - v3.0 (21 November 2015)
Post by: RpRHUN on Nov 22, 2015; 10:14 AM
Thanksez.

Though Rings never did make it into the finals ...

 :'( :'( :'(
Title: Re: NagaOptionals - v3.0 (21 November 2015)
Post by: Dank Rafft on Nov 22, 2015; 02:42 PM
You're welcome. :)

A small problem,  the weapan can't  add  Shield Penetration property.
Oh, you're right. I forgot to include this option since Naga deactivated Shield Penetration. Seems like I'll release v3.1 today or tomorrow.

Thanksez.

Though Rings never did make it into the finals ...

 :'( :'( :'(
Yeah, rings are restive pieces of items. I never got them to appear in game. So I decided to leave them as they are until I have a better understanding of Reanimator and the loot system.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 22, 2015; 03:49 PM
And here it is, faster than expected.

Update:
Quote
v3.1
----

added option Return of Shield Penetration by Nagahaku
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: snomann72 on Nov 23, 2015; 01:15 AM
Wish there was a rep feature, I would give ya a bunch of rep for making Hellgate London at its best.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 23, 2015; 01:18 AM
Wish there was a rep feature, I would give ya a bunch of rep for making Hellgate London at its best.
What do you mean by "rep feature"?
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 23, 2015; 01:44 AM
Wish there was a rep feature, I would give ya a bunch of rep for making Hellgate London at its best.
What do you mean by "rep feature"?

"reputation" - akin to a [Thanks] button or forum [Like].

He's just saying what we all feel:

THANKS
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 23, 2015; 02:00 AM
Wish there was a rep feature, I would give ya a bunch of rep for making Hellgate London at its best.
What do you mean by "rep feature"?

"reputation" - akin to a [Thanks] button or forum [Like].

He's just saying what we all feel:

THANKS
Oh, I see. You're welcome. :)
There is a reputation system in the forums. Right under the nickname of a user and the portrait there's [applaud] [smite]. AFAIK [applaud] basically is +1 and [smite] is -1. But there's no need to use it. I know you love me.  ;D
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: snomann72 on Nov 23, 2015; 04:21 PM
Unfortunately, the +1, smile and -1 feature isn't there for me for some reason.  Just looked and don't see anything.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 23, 2015; 08:43 PM
Unfortunately, the +1, smile and -1 feature isn't there for me for some reason.  Just looked and don't see anything.

(http://i.imgbox.com/6IrPENnA.jpg)
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: bleedingapathy on Nov 23, 2015; 11:40 PM
It dose not show up for me -.- or I would have did a few pluses.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 24, 2015; 12:31 AM
It dose not show up for me -.- or I would have did a few pluses.

That's odd.  You need to be logged in to see them.. but you need to be logged in to post anyway.

I dunno why you don't have them - mind you, I didn't notice them before now either.

I don't think people really care all that much about reps..
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 24, 2015; 12:35 AM
It dose not show up for me -.- or I would have did a few pluses.
AFAIK you need to have a certain amount of posts before you can see/use them. But I don't how much.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: snomann72 on Nov 24, 2015; 03:51 AM
Still yet, I give rep to ya, for keeping Hellgate London active.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: bleedingapathy on Nov 24, 2015; 11:47 AM
yep the more rep the better.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 25, 2015; 12:45 PM
In case you're wondering what I'm currently doing:
I wasn't able to have a break. Instead I continued working on this mod. The next update, which will be out in the next few days, will be huge. :)
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 25, 2015; 05:52 PM
In case you're wondering what I'm currently doing:
I wasn't able to have a break. Instead I continued working on this mod. The next update, which will be out in the next few days, will be huge. :)

I mean this nicely... but.. YOU NUT!

Don't burn out!

*grins*

Don't get "Mod-itis", an inflammation of the game-playing centres of the brain... they get inflamed becasue you're not gaming, you're working!

Hahaha.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 25, 2015; 07:36 PM
In case you're wondering what I'm currently doing:
I wasn't able to have a break. Instead I continued working on this mod. The next update, which will be out in the next few days, will be huge. :)

I mean this nicely... but.. YOU NUT!

Don't burn out!

*grins*

Don't get "Mod-itis", an inflammation of the game-playing centres of the brain... they get inflamed becasue you're not gaming, you're working!

Hahaha.
Don't worry, I've some spare Antivenom Injectors and Fire Extinguishers. ;)

Besides that, a question to all my friends, fans and admirer: What do you think would be a great location/level/zone in the game for a big and bad general of hell?
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 25, 2015; 08:43 PM
Somewhere that you don't get stuck if you have trouble with it - nowhere on the game pathway, so to speak. Unless it appears as an extra, after the quest has been fulfilled.

Maybe an add-on section of Upper Thames or similar - an outdoor area, maybe even chocolate park and he appears AFTER you've killed the big brain thing (the quest).

The tower area - it's fun running in circles around the tower blasting that face dino-demon.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: snomann72 on Nov 25, 2015; 09:56 PM
Have a Happy Thanksgiving all.  I will be out of town tomorrow and Sunday.  Stay safe and keep slaughtering the demons of hell.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 25, 2015; 10:50 PM
Somewhere that you don't get stuck if you have trouble with it - nowhere on the game pathway, so to speak. Unless it appears as an extra, after the quest has been fulfilled.

Maybe an add-on section of Upper Thames or similar - an outdoor area, maybe even chocolate park and he appears AFTER you've killed the big brain thing (the quest).

The tower area - it's fun running in circles around the tower blasting that face dino-demon.
Hm, I don't it's possible for me to add additional areas but I'll try my best. Right now I can only offer to directly add the monster to a level but I can't add conditions (something like "when quest is complete/boss is dead").

Have a Happy Thanksgiving all.  I will be out of town tomorrow and Sunday.  Stay safe and keep slaughtering the demons of hell.
Happy thanksgiving. :)
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: RpRHUN on Nov 25, 2015; 10:57 PM
In case you're wondering what I'm currently doing:
I wasn't able to have a break. Instead I continued working on this mod. The next update, which will be out in the next few days, will be huge. :)

God shave the queen ...  :P

BTW, honestly. Put "big bad demon" in Ancient Blood. And remove that damned scarecrow, it bugs the hell out of me. Really.

Just don't forget to make it drop dyes xD
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 26, 2015; 12:52 AM
In case you're wondering what I'm currently doing:
I wasn't able to have a break. Instead I continued working on this mod. The next update, which will be out in the next few days, will be huge. :)

God shave the queen ...  :P

BTW, honestly. Put "big bad demon" in Ancient Blood. And remove that damned scarecrow, it bugs the hell out of me. Really.

Just don't forget to make it drop dyes xD
It'll have the same loot and be about as strong as Grim Spectre. I'll provide an option to replace Grim Spectre with it.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 26, 2015; 02:26 PM
Somewhere that you don't get stuck if you have trouble with it - nowhere on the game pathway, so to speak. Unless it appears as an extra, after the quest has been fulfilled.

Maybe an add-on section of Upper Thames or similar - an outdoor area, maybe even chocolate park and he appears AFTER you've killed the big brain thing (the quest).

The tower area - it's fun running in circles around the tower blasting that face dino-demon.
Hm, I don't it's possible for me to add additional areas but I'll try my best. Right now I can only offer to directly add the monster to a level but I can't add conditions (something like "when quest is complete/boss is dead").

I can see that adding areas will be problematic. As can conditionals.

Maybe one of the "Ancient Blood" areas, how about an upper level dead end - like Upper Thames. a huge 200 ft demon stomping around upper Thames would be scary

Or even the lowest level of necropolis.
Chocolate park?

Somewhere large enough to get away from it so it doesn't interfere with the quest for that area.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Malachor on Nov 27, 2015; 12:24 AM
I can see that adding areas will be problematic. As can conditionals.

Maybe one of the "Ancient Blood" areas, how about an upper level dead end - like Upper Thames. a huge 200 ft demon stomping around upper Thames would be scary

Or even the lowest level of necropolis.
Chocolate park?

Somewhere large enough to get away from it so it doesn't interfere with the quest for that area.
I don't know that Chocolate park would be a good choice with Chocolate fog roaming around.
Ravager mastodons are pretty big and they're not scary. How about an extra fast, partially transparent riftcoil?
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: RpRHUN on Nov 27, 2015; 10:56 AM
How about an extra fast, partially transparent riftcoil?

Dude.

That, THAT ... would make me curse you every time I go to bed. Really.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 27, 2015; 06:46 PM
I can see that adding areas will be problematic. As can conditionals.

Maybe one of the "Ancient Blood" areas, how about an upper level dead end - like Upper Thames. a huge 200 ft demon stomping around upper Thames would be scary

Or even the lowest level of necropolis.
Chocolate park?

Somewhere large enough to get away from it so it doesn't interfere with the quest for that area.
I don't know that Chocolate park would be a good choice with Chocolate fog roaming around.
Ravager mastodons are pretty big and they're not scary. How about an extra fast, partially transparent riftcoil?

OOOhh... those go rings are annoying... beat up 100s of zombies and demons only to find your health dropping like crazy... and you have to run far away from the fog ring... to find yourself in another mob of zombos!

A fast transparent riftcoil?   GGGGGrrrrRRRRRRRRRRRRR.
*grins*
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 27, 2015; 10:16 PM
How about an extra fast, partially transparent riftcoil?
What a wonderful idea when "fast" means "at least one charge per second".
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: RpRHUN on Nov 28, 2015; 10:07 AM
What a wonderful idea when "fast" means "at least one charge per second".

I beg to differ ... I'd rather stock up Thorns damage, and just stay still until it's done ...
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 28, 2015; 05:41 PM
What a wonderful idea when "fast" means "at least one charge per second".

I beg to differ ... I'd rather stock up Thorns damage, and just stay still until it's done ...

with an Evoker, have the blood-to-health drain and the  enemy-to-power-drain things..

Set them on 1 and 2 and alternate them, suck up the power then suck up the health they deplete while you suck the power... and back and forth.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 28, 2015; 05:47 PM
What a wonderful idea when "fast" means "at least one charge per second".

I beg to differ ... I'd rather stock up Thorns damage, and just stay still until it's done ...
In that case you'd have to stay still a very very long time.  :P
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: RpRHUN on Nov 28, 2015; 09:29 PM
I'm playing my Guardian currently ... believe me, I'm stacked up. Ordinary champions fall pretty quickly :D
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Dank Rafft on Nov 28, 2015; 09:45 PM
I'm playing my Guardian currently ... believe me, I'm stacked up. Ordinary champions fall pretty quickly :D
How fast does the Grim Spectre die?
Also, keep an mind to augment/have only one elemental thorns type per item.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: RpRHUN on Nov 28, 2015; 10:25 PM
Skills blast quite a lot of thorns damage though ...
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: snomann72 on Nov 29, 2015; 12:41 PM
I noticed in the game, each zone has a hellrift open.  By chance, can there be a way to fix it where not as many are open?  Kind of pointless to fight the same boss over many times.
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: Morphy on Nov 29, 2015; 04:50 PM
I noticed in the game, each zone has a hellrift open.  By chance, can there be a way to fix it where not as many are open?  Kind of pointless to fight the same boss over many times.

With respect to your idea - I disagree.

You don't have to go into the hellrift if you chose not to... but they are a good source of experience points for us level-whores..
Title: Re: NagaOptionals - v3.1 (22 November 2015)
Post by: RpRHUN on Nov 30, 2015; 11:01 AM
Not to mention, they're the only source of dyes if you use overpowered dyes addon, which means that you HAVE to go into any Hellrifts to find better ones, and a ridiculous amount of various items, which yield either materials or money, depending on what you do with them.
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: Dank Rafft on Nov 30, 2015; 05:48 PM
Update:
Quote
v4.0
----

CAUTION! WHEN UPGRADING FROM VERSION 3.0 OR 3.1 BEFORE INSTALLING YOU SHOULD MAKE
A BACKUP OF YOUR SAVES AND REMOVE ALL SUPERNOVA CASTERS FROM YOUR WEAPON SLOTS.
OTHERWISE YOUR SAVEGAME WILL BECOME CORRUPTED. THE SAFEST APPROACH WOULD BE TO
DISMANTLE, DESTROY OR SELL THE ITEMS.

finally Moloch spawns again, now in Waterman's Walk
fixed the Moloch treasure table (previously Grim Spectre), he now drops the helmets
dye kits now drop off of Moloch
most new items introduced by this mod now drop off Grim Spectre
new unique weapon mods and new dye kit drop off of Moloch
uniques now have a very low chance of appearing at vendors by default
Gleamcarver swords are now "fast"

added new unique dye kit: Dank's Favourite
added new unique weapon mods:
   Blademaster's Relic
   Guardian's Relic
   Evoker's Relic
   Summoner's Relic
   Marksman's Tech
   Engineer's Tech
added new unique weapon: Sledge's Shotgun
reworked unique items:
   Grimace: has additional thorns damage
   Hurricane: all attributes are now one inherent affix
   Dank's Vengeance: changed a stat and its firing behavior
   Hell's Bane: new name, stats and firing behavior
removed unique items:
   Supernova Caster (XM909 Thunderclash)
   
added option Auto-Pickup Mutant Mods
added option Auto-Pickup Dyes
added option All Uniques Same Rarity
added option Increase Unique Chance
added option Hide Weapon Mods
added option Powerful Grimace (Gleamcarver)
added option Powerful Dissector Uniques - Templar Version
added option Powerful Dissector Uniques - Cabalist Version
added option Swap Grim Spectre And Moloch
added option (Experimental) Remove Low Qualities

removed both All Uniques Random options
removed option Dual-Wield Melee For All Classes
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: Acidfreak on Dec 01, 2015; 11:39 AM
Great Work =]  big thanks for all Efforts!!
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: RpRHUN on Dec 01, 2015; 06:52 PM
MOOOOOOOOOOOOOOLLLLLLLLLLLLLLLYYYYYYYYYYYYYYYYYY!!!!!!!!!!!!!!!

(Thanksez for the version!)

EDIT: Uhm ... I'm not completely content with this version, so to speak.

1. Even with more uniques option, a full WoW inventory (more than 140 items) only yields 2-3 Uniques, but Mythic boom is boomin', I tell ya. 37 in the last run.
2. Shops and Crafters also barely have any Uniques (1 for every 7 full inventory for me, and 1 every 50 rerolls at Crafter).
3. Also, Molly is ridiculous, to be honest. He heals 45.000 HP with a single hit for me (has 70.000 altogether), so I had to dance around him with my Templar to finally kill him, took like 15 minutes. And he's immune to fire, un-stunnable (107k resi), un-phaseable (107k resi), heals during poisoned state, and DIDN'T DROP A SINGLE DAMNED UNIQUE ITEM, NOT TO MENTION DYE OR MOD, OR WHATEVER HE'S SUPPOSED TO.

If this isn't "working as intended", I suggest you take a look.
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: Morphy on Dec 01, 2015; 09:38 PM
I'll second the rather extreme drop in uniques at vendors (and, as far as I can see, in normal loot drops from rare and above monsters?)

If we saw too may uniques before.. there are too few now.

I haven't tried Molly in AB yet... but if he's that tough, I'll stay away from ABlood levels!
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: RpRHUN on Dec 01, 2015; 09:46 PM
I'll second the rather extreme drop in uniques at vendors (and, as far as I can see, in normal loot drops from rare and above monsters?)

If we saw too may uniques before.. there are too few now.

I haven't tried Molly in AB yet... but if he's that tough, I'll stay away from ABlood levels!

Depending on your class, it might be fun. I thought "maybe he wouldn't play me like this, if it was my Hunter" ...

I think the lifesteal results from melee attacks (or more likely the fireball attack he does, in any way, melee), so ranged DPS might take him down easier.
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: OldEd on Dec 02, 2015; 12:04 AM
Thanks Dank! Great shopping mod! lol
All you have to do is select only the class player you want to shop for and check the box to get rid of the whites, greens and blues. Then select only the type item you want to pickup then the vendors have them.
I guess all you thought this was for playing the game! lol
Have fun shopping!
PS Thanks Dank for making all these mods I've been having a blast!
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: Morphy on Dec 02, 2015; 12:37 AM
I'll second the rather extreme drop in uniques at vendors (and, as far as I can see, in normal loot drops from rare and above monsters?)

If we saw too may uniques before.. there are too few now.

I haven't tried Molly in AB yet... but if he's that tough, I'll stay away from ABlood levels!

Depending on your class, it might be fun. I thought "maybe he wouldn't play me like this, if it was my Hunter" ...

I think the lifesteal results from melee attacks (or more likely the fireball attack he does, in any way, melee), so ranged DPS might take him down easier.

What I used to do was clear the area near the portal to ABlood.
Then go find Moloch, "entice " him back (yeah... strip down naked and do a little bum-wiggle dance) to near the portal.

Then pound him with ranged area attacks and bots and etc... and when my health dropped low and the health jabs were on time-out and..

I'd skip back through the portal, wait, heal up, and then dive back in and repeat the whole process.

Took a while.
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: bleedingapathy on Dec 02, 2015; 12:53 AM
its a tedious fight to say the least takes no time at all if you can ignite him since he is pretty much immune to everything else -.-
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: Morphy on Dec 02, 2015; 02:54 PM
Really?????

Damn.. i's gots a gun that ignites with around 400 ignite value...  I should try that.
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: RpRHUN on Dec 02, 2015; 03:12 PM
You can't ignite him, he's immune to fire.
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: t341 on Dec 02, 2015; 06:19 PM
Thanks for your great mod.  I have a question, I saw the warning about
supernova casters in the inventory, does this apply to engineer drones too?
(My drone has a nova caster).
Title: Re: NagaOptionals - v4.0 (30 November 2015)
Post by: Dank Rafft on Dec 02, 2015; 06:59 PM
1. Even with more uniques option, a full WoW inventory (more than 140 items) only yields 2-3 Uniques, but Mythic boom is boomin', I tell ya. 37 in the last run.
If you don't check Increase Unique Chance the chances for a unique is vanilla Nagahaku. With the option active the chances are way higher. I increased the rarity by 10 (higher means higher chances). Without the option it's 10, with it it's 100. In case of the latter the rarity is twice as much as the one of legendaries. I really don't want to raise it any higher because it would be extremely imbalanced.

2. Shops and Crafters also barely have any Uniques (1 for every 7 full inventory for me, and 1 every 50 rerolls at Crafter).
That seems perefect. When you have Increase Unique Chance and Increase Mythic Chance active at the same time they might compete with each other because in that case both qualities have a rarity of 100. Crafters have a very low chance but that's just because I wasn't able to fix that yet. Actually, according to Malachor they shouldn't have uniques at all.

3. Also, Molly is ridiculous, to be honest. He heals 45.000 HP with a single hit for me (has 70.000 altogether), so I had to dance around him with my Templar to finally kill him, took like 15 minutes. And he's immune to fire, un-stunnable (107k resi), un-phaseable (107k resi), heals during poisoned state, and DIDN'T DROP A SINGLE DAMNED UNIQUE ITEM, NOT TO MENTION DYE OR MOD, OR WHATEVER HE'S SUPPOSED TO.
He's meant to be the biggest challenge in the game. I fixed an error in the loot table, even though he should drop some uniques right now, just not the correct ones. Everything else is intended. 15 minutes is fine. My fastest kill was about one minute but I had to experiment about five hours to be able to achieve that.

I haven't tried Molly in AB yet... but if he's that tough, I'll stay away from ABlood levels!
Moloch isn't in Ancient Blood unless you activate the swap option.

Thanks Dank! Great shopping mod! lol
All you have to do is select only the class player you want to shop for and check the box to get rid of the whites, greens and blues. Then select only the type item you want to pickup then the vendors have them.
I guess all you thought this was for playing the game! lol
Have fun shopping!
PS Thanks Dank for making all these mods I've been having a blast!
The auto-pickup option doesn't have any affect on that. The only necessary thing to achieve that is the new experimental option. No, it was also meant to shop like crazy (if you can afford it and want to have everything really fast). It somewhat defeats the purpose of the game but I wanted to include it regardless.

its a tedious fight to say the least takes no time at all if you can ignite him since he is pretty much immune to everything else -.-
Elemental effects work fine against him. You just need a proper weapon set. I was able to even stun and phase him, not consistently but pretty often.

Thanks for your great mod.  I have a question, I saw the warning about
supernova casters in the inventory, does this apply to engineer drones too?
(My drone has a nova caster).
This warning is specifically for the Supernova Caster and also applies to the drone.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Dank Rafft on Dec 03, 2015; 04:14 PM
Update:
Quote
v4.1
----

fixed Moloch treasure table, he should now drop the correct items

added option Increase Unique Chance - Very High
added option Weaker Moloch

made some adjustments to (Experimental) Remove Low Qualities
   white/common items are excluded to prevent issues with quests
   there still might be issues with this option
   use with caution to prevent corrupt savegames
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Morphy on Dec 03, 2015; 08:27 PM
Update:
Quote
v4.1
----

fixed Moloch treasure table, he should now drop the correct items

added option Increase Unique Chance - Very High
added option Weaker Moloch

made some adjustments to (Experimental) Remove Low Qualities
   white/common items are excluded to prevent issues with quests
   there still might be issues with this option
   use with caution to prevent corrupt savegames

*Goes weak at the knees and wibbles with excitement*

"Wibble"
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Dank Rafft on Dec 04, 2015; 12:29 AM
I consider to remove the newly added Increase Unique Chance - Very High in the next release because I found that activating (Experimental) Remove Low Qualities in combination with the standard Increase Unique Chance has pretty much the same effect. Except you won't get greens and blues at all anymore. But that shouldn't be an issue since with Increase Unique Chance - Very High active uniques are more common than blues anyway.
Any opinions in that regard?
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: RpRHUN on Dec 04, 2015; 04:25 PM
It should be fine the way it is ...

At least, I think so.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Morphy on Dec 04, 2015; 04:38 PM
I consider to remove the newly added Increase Unique Chance - Very High in the next release because I found that activating (Experimental) Remove Low Qualities in combination with the standard Increase Unique Chance has pretty much the same effect. Except you won't get greens and blues at all anymore. But that shouldn't be an issue since with Increase Unique Chance - Very High active uniques are more common than blues anyway.
Any opinions in that regard?

I opt to leave both in - didn't you mention that removing the lower items also removes health and mana injectors?

As it is, the extra unique does fill in the white and blue.. but there are still health and mana drops.

IF I have it wrong and you've fixed the drops for the injectors... then it won't matter eitehr way.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: RpRHUN on Dec 04, 2015; 05:04 PM
Something to add:

Moloch isn't a problem because he can't be ignited.

Instant Full Lifesteal + 97% Damage Reduction + 100k resists + Heal during poison + Ignites + Ton of damage + Uses skills while electrified.

Now THAT makes him a problem.

This time, I wasn't even able to kill him (with the Ignite option on). I closed the game, because it was ridiculous.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Dank Rafft on Dec 04, 2015; 06:09 PM
Yeah, I think I'll leave the drop options as is so everyone can mix and match them to their liking.

I opt to leave both in - didn't you mention that removing the lower items also removes health and mana injectors?

As it is, the extra unique does fill in the white and blue.. but there are still health and mana drops.

IF I have it wrong and you've fixed the drops for the injectors... then it won't matter eitehr way.
I fixed that by excluding white quality from that option in v4.1. It only removes green and blue quality now.

Something to add:

Moloch isn't a problem because he can't be ignited.

Instant Full Lifesteal + 97% Damage Reduction + 100k resists + Heal during poison + Ignites + Ton of damage + Uses skills while electrified.

Now THAT makes him a problem.

This time, I wasn't even able to kill him (with the Ignite option on). I closed the game, because it was ridiculous.
I made the ignite immunity removal option because it was the easiest one to do. I wasn't able to test his heal but according to the game's data he should only heal 20% per application. AFAIK poison only works against health regeneration. And it might be possible that shock doesn't work vs. monsters unless they're flying. Other than that it's the same Moloch used in Revival 1.5. He should have the same amount of armor (damage reduction) as Grim Spectre. I'll need to do more testing with him.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: RpRHUN on Dec 04, 2015; 08:01 PM
Uhm ... maybe it's just a random guess, but isn't the reason the non-fixed stats?

When he had ~87% Damred, I killed him easily. More Ignite ticks too. If I'm right, then I officially see the errors of my ways.  ;D
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Dank Rafft on Dec 04, 2015; 08:43 PM
Uhm ... maybe it's just a random guess, but isn't the reason the non-fixed stats?

When he had ~87% Damred, I killed him easily. More Ignite ticks too. If I'm right, then I officially see the errors of my ways.  ;D
Ignite always does the same amount of damage regardless of the damage reduction. Damage reduction only affects direct damage. And the stats are never fixed. They always scale with level.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Dank Rafft on Dec 04, 2015; 09:27 PM
Something to add:

Moloch isn't a problem because he can't be ignited.

Instant Full Lifesteal + 97% Damage Reduction + 100k resists + Heal during poison + Ignites + Ton of damage + Uses skills while electrified.

Now THAT makes him a problem.

This time, I wasn't even able to kill him (with the Ignite option on). I closed the game, because it was ridiculous.
I think I know what you're referring to when talking about the heal. He has a 20% heal by himself and summons fiend priests which heal him - no wonder the poison has no effect. You have to kill them. There shouldn't be any kind of lifesteal unless I'm missing something. With my MM I killed him in ~20 seconds without ignite immunity and in ~1 min with ignite immunity but only because he had the teleport affix and I was running around looking for him constantly.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: RpRHUN on Dec 04, 2015; 10:36 PM
Dank, I came up with the one thing I need! Hurray!

Other than the Rings ( :'( :'( :'( :'( :'( ), I could use an inventory double this size. Elite Mode + Crazy Slayer puts too much of a burden, and a full AB clear alone goes over the limit  :'(

Pwetty pwease?  :)

Also, another thing I came up with:
I don't know if it's hardcoded, but might work. We miss Global's Auto-disassemblers, I believe (I'm sure it's not only me). However, those can't be put into the SP.
You can use the menu configured for consoles to sell items at shops, but you can also use the Shift + Right click to do the same. Do you think it would be possible to f.e. Ctrl + Right click to be assigned to Destroy, and Alt + Right click to Disassemble an item, similarly to how Shift + Right click sells them?
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Dank Rafft on Dec 04, 2015; 11:58 PM
Dank, I came up with the one thing I need! Hurray!

Other than the Rings ( :'( :'( :'( :'( :'( ), I could use an inventory double this size. Elite Mode + Crazy Slayer puts too much of a burden, and a full AB clear alone goes over the limit  :'(

Pwetty pwease?  :)
I'll try to do it but I can't promise anything.

Also, another thing I came up with:
I don't know if it's hardcoded, but might work. We miss Global's Auto-disassemblers, I believe (I'm sure it's not only me). However, those can't be put into the SP.
You can use the menu configured for consoles to sell items at shops, but you can also use the Shift + Right click to do the same. Do you think it would be possible to f.e. Ctrl + Right click to be assigned to Destroy, and Alt + Right click to Disassemble an item, similarly to how Shift + Right click sells them?
AFAIK this isn't possible because the hotkey function needs to be hardcoded. If I'd be able to set a hotkey in Reanimator it would work.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: RpRHUN on Dec 05, 2015; 10:40 AM
Thanks! If only you could also put the rings in, I could send you for an early retirement ...

So, it can't be done. That's a shame ... that was my best idea for making disassembly and destruction of items easier. It seems we have to suffer through the console menu for an eternity in SP  :'(
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: mrhbln on Dec 15, 2015; 09:34 AM
Well Done
Thank you
/mrhbln
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Ravenhawk on Dec 20, 2015; 06:47 PM
In your last iteration of the NagaOptionals mod you tried to get it where everyone could dual wield swords and it didn't work, so I got to thinking.  What if you took both the evoker and blademaster skills and combined them into a part of the Global skill set?  With the willpower upgrades in it too.  even I have trouble sometimes keeping willpower up on my Hunter's and Engi's to try and equip weapons with the mods that I want.

Also was wondering if it would be possible to put small perks on the regular color set mods, things like a + to poison on the green ones, or maybe like an immunity to stun, electrical damage, etcetera.

Am really enjoying this mod a lot, and keep coming across things like the two mentioned above where the game could be improved upon or made more fun.  I don't know if either thing is possible, but it would be a blast to try out  :D  Thanks a lot for your hard work and diligence on this mod, you and Naga both have done a marvelous job you can both be proud of!
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Dank Rafft on Dec 21, 2015; 03:42 PM
In your last iteration of the NagaOptionals mod you tried to get it where everyone could dual wield swords and it didn't work, so I got to thinking.  What if you took both the evoker and blademaster skills and combined them into a part of the Global skill set?  With the willpower upgrades in it too.  even I have trouble sometimes keeping willpower up on my Hunter's and Engi's to try and equip weapons with the mods that I want.

Also was wondering if it would be possible to put small perks on the regular color set mods, things like a + to poison on the green ones, or maybe like an immunity to stun, electrical damage, etcetera.

Am really enjoying this mod a lot, and keep coming across things like the two mentioned above where the game could be improved upon or made more fun.  I don't know if either thing is possible, but it would be a blast to try out  :D  Thanks a lot for your hard work and diligence on this mod, you and Naga both have done a marvelous job you can both be proud of!
Both is definitely possible but I have very little free time atm. I've put both ideas on my list. :)
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Ravenhawk on Dec 21, 2015; 11:20 PM
AND.....also add in the old Show some skin mod possibly?  Makes them girls easy on the eyes...*grin*.  One other thing I noticed that made for a very fun and laughter filled good time was seeing any of the open faced helmets with the protective mask sticking out of it, with one of the Cabalists helms and the pink color set I swear she looked just like Miss Piggy!

Also, not sure if anyone else has mentioned it yet, but the secondary skill that is supposed to work off the critical surge has never worked for me.  Howsomeever, I can proc the one off the speed surge with 3 crit surges going, so basically that one works off of both.

Really enjoying the game a lot more and love the Dank weapons you put in for us.  Having the options has added a whole new dimension to the game, can't thank you enough for that.
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Dank Rafft on Dec 22, 2015; 09:40 AM
AND.....also add in the old Show some skin mod possibly?  Makes them girls easy on the eyes...*grin*.  One other thing I noticed that made for a very fun and laughter filled good time was seeing any of the open faced helmets with the protective mask sticking out of it, with one of the Cabalists helms and the pink color set I swear she looked just like Miss Piggy!
I won't do that, not because I can't but these are texture and model changes and those can only be added as fixed changes. As far as I know there's no way to make them optional. And I doubt the majority would want to make use of these changes.

Also, not sure if anyone else has mentioned it yet, but the secondary skill that is supposed to work off the critical surge has never worked for me.  Howsomeever, I can proc the one off the speed surge with 3 crit surges going, so basically that one works off of both.
I'll look into it.

Really enjoying the game a lot more and love the Dank weapons you put in for us.  Having the options has added a whole new dimension to the game, can't thank you enough for that.
I'm glad you like them. :)
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: Krokenoster on Dec 22, 2015; 03:10 PM
Really great job making this mod Dank.  It has added in so many of the things we have been looking for in a mod.  The Sniper Rifle is amazing to say the least. 

One thought though.  I see that RpRHUN asked about those achievements i was looking at being added to Lost London.  Would you be able to implement any of these and fix some of those which have been bugged since the start like the assassins bug hive achievement?

One thing i still have a little problem with is the size of Ancient Blood's.  To me with my Engineer or Blademaster they seem too small.  Can clear the entire thing in like 5 minutes. 

Really like the option to reduce cooldowns.  Its a bit buggy sometimes but really has made the game fun again. 

And back to the question i have asked so many times.  Is there a way to make the level cap something ridiculously high like 1000? I don't really care if it breaks the balancing of mobs being overpowered or anything but i just want to be able to continue killing and getting rewarded.  Already have a Engineer and Blademaster that can kill almost anything in seconds on Nightmare Elite Difficulty. 

But again real good job getting us all excited to play Hellgate London again.  Well done and i hope you get all the praise you deserve!!!
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: RpRHUN on Dec 22, 2015; 05:09 PM
My idea would be to make items like 1/30 chance to drop altogether, and instead of items, most mobs would drop components (Scrap, Shard, Fragment, Component, Nanoshard a bit rarer). It's more in line with usual RPG drop lists, unlike now, when the most basic zombie has something for you.

At least, that's what I prefer. It would also solve the bag space shortage.

Also, items crafted could be made to cost ten times more materials, and upgrading them could cost five times more, which would make them fast-moving goods.

This is also one way to make the drops more logical.

EDIT: Yeah, after quite a long gametime, I can confirm it. And that's also a reply for the bigger Ancient Blood areas.

I just had a run in Ancient Blood. WoW style inventory activated, only 5 slots were taken up permanently (for quest items and cube). Once AB was cleared, I had to leave, empty my full inventory, then go back, and what I left on the floor filled my inventory a second time (7 slots remained). This with no Crazy Slayer.

For players like me, CS is not feasible, as I tend to pick up everything that drops. Though my new char has 1kk money after 10 hours of gameplay (and the disassemble 1000 items achievement), I either leave things on the ground (I'd rather not), or something has to be done. Otherwise, I can forget CS (as much as I enjoy it).

I think normal monsters should at most drop consumables and various fragments, whereas non-normal (Berserker, Ghostly, Champion, Zealot, Named, Unique, Mutant, Boss) monsters should be the only ones that drop whole items, and maybe chests (destructibles like boxes and containers should also only drop fragments). It would make much more sense. As for drop chances, that's fine with me - I don't use the remove lower item qualities, but I do use Unique Extra and Mythic Boost. Also, making costs of crafting and forging items higher would balance out the high amount of materials nicely, giving it more reason to exist.

Of course, this would impact Palladium rates (items sell for way more than components), but people would be able to spend more time grinding thousands of mobs (=fun), and less time gawking at the merchant (=chore), and there's way too much Palladium to spend, and way too few things to spend it on anyway.

Dank, is that option feasible? I don't know how much tuning should go into that, but it might be easy to implement as an option for all I know ...
Title: Re: NagaOptionals - v4.1 (3 December 2015)
Post by: RpRHUN on Dec 24, 2015; 01:03 PM
Also, about the unkillable Moloch:
The problem is the 'Unyielding' attribute. Since Moloch can have affixes (he shouldn't, by the way), sometimes, he gets 'Unyielding', which makes him virtually unkillable, no matter what you do. I happened to finally understand after I read his attributes carefully - Unyielding makes him refill his full HP from scratch multiple times (up to 11 is confirmed, during my last AB run - had to leave him because he was totally invincible), no matter what you do. Also, toxic effects don't prevent it, his damage is high enough to negate 30k shields with ease under 10 seconds, and Ignite is waaaaay less useful in this scenario. Not to mention he spawned with 97% damage reduction.

Well, the problem is solved if I just leave him if he has Unyielding ...

EDIT: OK, F*CK that. Regenerating is even worse.
I'm dishing out ridiculous damage with a 10/10 Sword of Justice and every Elemental damage, using Overpowered Dyes, in full enchanted Unique gear, with 1k+ Stun power. 8k all resist, 3.5k armor, and I get stunned twice every time he blows his stupid stun field, he doesn't get stunned once within thousands of hits. One hit gets his HP back to full from less than half, and he blasts 30k shields in three hits. And I'm on Normal (Elite though).

EDIT2: meh, I don't care. I'll just leave him be if he's ridiculously OP.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Dank Rafft on Jan 09, 2016; 11:13 PM
Update:
Quote
v4.2.beta
----

continued working on option No / Lower Cooldowns (Incomplete)

added option Loot Piñata

With this it should be easier to get the loot from Moloch since Loot Piñata is a weak low-level Moloch. And this update will mot likely be the last update for NagaOptionals. Keep in mind that it's a beta release which means I wasn't able to test every addition and change. If it isn't working as intended I'm sorry. I won't be able to fix any issues with it anytime soon.

Thanks for following this project and giving all the feedback. It was a great and fun experience and I hope you enjoyed the time with it as I did.

Farewell!


P.S.: RpRHUN, the Unyielding prefix increases "just" the armor which leads to a higher damage reduction. But the difference between 90% and 97% shouldn't be that big of a deal. I assume the other stats are overtuned. I haven't had any issues with him with my marksman and that's why I just transferred all his stats from the Resurrection mod. I'm sorry I won't be able to change him. Maybe somebody else is able and willing to continue my work. :)
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: OldEd on Jan 10, 2016; 12:42 AM
Dank
I thank you for your time and mods and we'll  miss you!
On my TeamSpeak server I have a screenshot of my hunter with the Mastodon rifle and many players have seen it and now want to play this great game.
I sent the game and your mods to a long time friend and also some saved files to get him going.
We used the TeamSpeak server to get him setup and play the game. He had a Mastodon rifle and all I could hear from him was G_d D_m this gun kicks ass. I'm sure others will be amazed  when they play your mods also.

Afvedersen
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Blaster3k on Jan 23, 2016; 04:05 AM
Awesome Brutal mod
Why can I not equip shoulder Armour?
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: aarnold1000 on Jan 23, 2016; 07:18 PM
Sad to see you go  :(

Good luck with the rest of your life!
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Dank Rafft on Jan 29, 2016; 05:02 PM
Dank
I thank you for your time and mods and we'll  miss you!
On my TeamSpeak server I have a screenshot of my hunter with the Mastodon rifle and many players have seen it and now want to play this great game.
I sent the game and your mods to a long time friend and also some saved files to get him going.
We used the TeamSpeak server to get him setup and play the game. He had a Mastodon rifle and all I could hear from him was G_d D_m this gun kicks ass. I'm sure others will be amazed  when they play your mods also.

Afvedersen
I'm glad to hear that. Thanks. :)

Awesome Brutal mod
Why can I not equip shoulder Armour?
I don't know. Could you provide a screenshot?

Sad to see you go  :(

Good luck with the rest of your life!
Thanks. I'm still reading new topics and replies from time to time, especially when somebody needs help with the mods.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Dragonflight on Feb 09, 2016; 09:43 PM
Hi! First off, I'm loving the new updates! I've been revisiting this game every year or so, and it's awesome to see still more stuff for it than I've ever seen before.

A quick question about the Crazy Slayer mode. First off, I love the extra challenge, but is it all or nothing? I'm asking because I'm on a first-playthrough with a new character, with Crazy Slayer active, and naturally, the hellrifts are so packed with demons you'd have to start stacking them vertically to add more. That makes it impossible to survive inside them, which is a problem with the oracle fetch quest. Are there graded levels of Crazy, or is it Crazy or Normal, with nothing in between?

While I'll revert out of Crazy if I have to, I'm thinking the maps will seem awfully empty after wading through hordes of demons up to now.  :D
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Dank Rafft on Feb 10, 2016; 03:13 AM
A quick question about the Crazy Slayer mode. First off, I love the extra challenge, but is it all or nothing? I'm asking because I'm on a first-playthrough with a new character, with Crazy Slayer active, and naturally, the hellrifts are so packed with demons you'd have to start stacking them vertically to add more. That makes it impossible to survive inside them, which is a problem with the oracle fetch quest. Are there graded levels of Crazy, or is it Crazy or Normal, with nothing in between?

While I'll revert out of Crazy if I have to, I'm thinking the maps will seem awfully empty after wading through hordes of demons up to now.  :D
It's all or nothing but you don't have to completely abandon it. If you find yourself in trouble in certain areas just install NagaOptionals again and leave Crazy Slayer unchecked. When you've completed the specific area/quest install NagaOptionals another time and check Crazy Slayer again. :)
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Atmosk on Mar 31, 2016; 12:40 AM
I must apologize ahead ah time if this has already been said, but ive googled and looked through as much as i could on the forums.  When using this mod my paper doll does not update when i put on new armor or take it off.  It still looks like im wearing the piece I had on before hand.  How do i fix this or is this something that can be fixed.
My PC is top notch and i have no issues running this game other wise

Ive also noticed my drone loses its sword graphic as well and there are a lot of just blank weapons and armor that i pick up.  Ive not tryed wearing any of the armor but if i put on one of them blank weapons i get really screwy animations.

The "new" tech tree (online tree) has the new ability's but there no tool tips for them do they work?
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Krokenoster on Apr 06, 2016; 11:10 AM
Have to say thanks Dank.  You have done so much of the stuff we all have been wanting. 

Some More Suggestions:

Im working on increasing the level cap (might need some help later XD)

I was wondering if you were gonna add a auto pickup for Legendaries and Mythics?

More Achievements (Most of the killing "type of enemy" achievements are easily attainable.  Ive tried adding more achievements but i cant seem to get around the strings files) - i have posted a list of achievements ive been wanting to add to the game a few months ago. 

Set Armors (Techa and Heaven/Archangel) are we able to make them into a new item type (SET) Red? i know the double edged was added, maybe we can make these into set items? If its possible maybe making them rare and one of each drop from different bosses scattered all over the game so that its not super easy to attain them in lets say a week. 

Has the item "Assassins Bug Hive" been removed from the game?

Testing the Loot Pinata tonight.  Really nice extra feature you added
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Fruska on Sep 03, 2016; 12:12 PM
Hallo
Entschuldigung das ich nicht english schreibe

Ich spiele NagaOptional 4.2Mod.Beta dieser mod ist einfach geil aber

Wäre es möglich bei dem Hüter/BM das eine schwert ( Beamcover ) zu fixen siehe bild

(http://img5.fotos-hochladen.net/thumbnail/screenshot0000kyf1u35dnv_thumb.jpg) (http://www.fotos-hochladen.net/view/screenshot0000kyf1u35dnv.jpg)

Sobald ich dieses schwert bekomme werden bzw zum erstellen oder vom Händler, werden alle ITEMS absolut alle so glassig

Und kann man auch dieses missing String auch evtl fixen ???
Achja noch ne frage

Bei den DayKits
der Hüter/BM gefallen mir die farben von Items könnte man evtl die farben von items selbst aussuchen anstatt vom daykit ???

Mfg Fruska
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Morphy on Sep 03, 2016; 03:35 PM
Ich kann nicht mit dem Rest helfen, aber Übersetzungs erwähnt auch die Transparenz

Ich habe foudn dass raqndomly auf alle Dinge passiert, für mich. Ich kann das Inventar zu schließen und es könnte wieder perfekt oder mit den ungeraden Transparenz opne.

Öffnen Sie schließen ein paar Mal öffnen und es ist wieder weg. Schwer zu tatsächlich machen es möglich - vielleicht, warum es ist schwer zu beheben.

(Google translate)
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Fruska on Sep 03, 2016; 05:18 PM
Das schwert und gesammter inventar wird transparent ( auch heilungs injektoren )
Auch wenn mit ich der maus auf meine Items drauf gehe die ich trage alles wird transparent

wenn ich das Schwert im schrank hab
und ich den Schrank auf mache wird dann wieder alles transparent

ich finds schade denn ich würde gern so ne schwert tragen wollen aber wenn immer alles transparent wird, kann ich es nicht tragen
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Fruska on Sep 06, 2016; 11:02 PM
Hallo
Was ist das
Das kenn ich nicht

(http://img5.fotos-hochladen.net/thumbnail/screenshot0000kmwq27fv39_thumb.jpg) (http://www.fotos-hochladen.net/view/screenshot0000kmwq27fv39.jpg)

Mfg  Fruska
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: kumose on Sep 17, 2016; 04:54 PM
hi guys. I have a question regarding a loot drop behavior after nagaoptionals patch 4.2
I have characters that are created in pre-nagahaku 3.0b era and successfully patched and enjoyed naga 3.0b for a couple of years. I've had Force magnum dropped, created and purchased from the vendor in naga 3.0b, but have not seen force magnum anywhere since the optional patch 4.2.

The previously obtained force magnums still load without a problem. Of course they still have the movement penalty on them. My characters are progressed upto monument station in nightmare. I wonder if force magnum only drops after a certain point of the game now. If anyone have a piece of knowledge regarding this, please share it with me.

Also, I've seen someone mentioned about an unique version of force magnum. Does it really exist?
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Keighn on Oct 01, 2016; 05:31 AM
Last time I played a modded hellgate was the revival 1.2 patch.  Are there still those crazy pets in that version on the Naga4.2?  I just installed 1.5b2 and wasn't sure if this version had it either.  Its been a long time.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: t341 on Oct 01, 2016; 05:20 PM
hi guys. I have a question regarding a loot drop behavior after nagaoptionals patch 4.2
I have characters that are created in pre-nagahaku 3.0b era and successfully patched and enjoyed naga 3.0b for a couple of years. I've had Force magnum dropped, created and purchased from the vendor in naga 3.0b, but have not seen force magnum anywhere since the optional patch 4.2.

The previously obtained force magnums still load without a problem. Of course they still have the movement penalty on them. My characters are progressed upto monument station in nightmare. I wonder if force magnum only drops after a certain point of the game now. If anyone have a piece of knowledge regarding this, please share it with me.

Also, I've seen someone mentioned about an unique version of force magnum. Does it really exist?


With patch 4.2, force magnums usually start dropping for me when I get to monument station.
If I farm the crafter by opening up the crafters inventory and closing out over and over, I can come
up with a force magnum after several minutes.
The unique force magnum is the "mastodon", two of my engineer toons have them.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: kumose on Oct 02, 2016; 04:40 PM
t341, thank you for the replay.
I have since obtained a rare version of force magnum in 4.2, so I figure it is there but much more rare than it was in 3.0 naga.

If you don't mind, you would be able to upload your character with unique force magnum?

I hope you're having a wonderful weekend
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: t341 on Oct 02, 2016; 05:41 PM
t341, thank you for the replay.
I have since obtained a rare version of force magnum in 4.2, so I figure it is there but much more rare than it was in 3.0 naga.

If you don't mind, you would be able to upload your character with unique force magnum?

I hope you're having a wonderful weekend

I can upload it, but there would be a few issues:
I was mistaken about the version of NagaOptionals I have installed.
I have version 4.1, not 4.2.
My character is level 60 and has the game glitch where the drone can
no longer be summoned.  Also, this character has no active quests
available.  If you still want, I can upload this character save.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: kumose on Oct 03, 2016; 06:50 PM
t341, thank you for the replay.
I have since obtained a rare version of force magnum in 4.2, so I figure it is there but much more rare than it was in 3.0 naga.

If you don't mind, you would be able to upload your character with unique force magnum?

I hope you're having a wonderful weekend

I can upload it, but there would be a few issues:
I was mistaken about the version of NagaOptionals I have installed.
I have version 4.1, not 4.2.
My character is level 60 and has the game glitch where the drone can
no longer be summoned.  Also, this character has no active quests
available.  If you still want, I can upload this character save.

yup, not a problem. I've finished the game maybe more than a couple dozen times myself.
Just wanted to check out the unique magnum force.
It seems HxD only works in 32 bit windows so I can't Hex plain items to make them unique ones anymore.
Again, thanks for your attention.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: t341 on Oct 03, 2016; 07:24 PM
t341, thank you for the replay.
I have since obtained a rare version of force magnum in 4.2, so I figure it is there but much more rare than it was in 3.0 naga.

If you don't mind, you would be able to upload your character with unique force magnum?

I hope you're having a wonderful weekend

I can upload it, but there would be a few issues:
I was mistaken about the version of NagaOptionals I have installed.
I have version 4.1, not 4.2.
My character is level 60 and has the game glitch where the drone can
no longer be summoned.  Also, this character has no active quests
available.  If you still want, I can upload this character save.

yup, not a problem. I've finished the game maybe more than a couple dozen times myself.
Just wanted to check out the unique magnum force.
It seems HxD only works in 32 bit windows so I can't Hex plain items to make them unique ones anymore.
Again, thanks for your attention.


I will upload this save to the "save files" subforum.  This character is named "sorceress",
level 60 engineer with unique force magnum, all quests completed, nagaoptionals ver. 4.1
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Zabotuer on Oct 04, 2016; 07:59 PM
how do we install the mod from scratch  if we cant run multiplayer anymore..
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Zabotuer on Oct 04, 2016; 08:02 PM
To refresh memories:Install game then Hellgate  1.2 patch,create character,play a bit in Russel Square,exit game.Install MP 2.0 patch then click on the multiplayer buttons.You should see a login screen.Exit game.Install Revival launcher then 1.5b launcher.Install Revival 1.5b2 or Naga mod with 1.5b launcher.Other mods should be installed with Revival launcher.Hope this helps. ;)


^^^ is this tyhe way even tho we cant connect to a server?
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: spag on Oct 04, 2016; 11:50 PM
Should be. :)
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: arhangelzx on Oct 18, 2016; 12:50 PM
HELLO ALL!!! Help me with infinity loading loadscreen in game.
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.0 (2 November 2015)
Post by: Violet-n-Red on Jan 21, 2017; 02:33 PM
- added Reduced Monster Density option
by how much does it reduce monster density?
Title: Re: [Mod] NagaOptionals - More options for Nagahaku - v2.0 (2 November 2015)
Post by: Malachor on Jan 22, 2017; 02:14 AM
- added Reduced Monster Density option
by how much does it reduce monster density?
Crazy Slayer changes the monster density to 5, whereas this is only 1.5. Vanilla hgl is somewhere between 1.1 to 1.2 depending in the map.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Violet-n-Red on Jan 24, 2017; 08:55 PM
these optionals makes Nagahaku mod a lot less crazy. me likey  :D b
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Esmeradin on Apr 02, 2017; 01:32 AM
I just wanted to say a very big thank you for this. I've been seeking some good revival mods for Hellgate over the last few years, and this one seems to be the most complete for revising and reviving a game that needed some serious love. Thank you, from a long time hellgate fan from 2008.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Morphy on Jun 14, 2017; 05:29 PM
Just a quick question...

How are you supposed to kill the Loot Piñata?

He's Level 1... 7500 health... regenerates any time he teleports.

With him there I can't do the Wart's leg quest (2 seconds do die..)

so I went off to get levels - level 10 now, 400 health, a weapon that does 214 damage, and a"squire" with a sword that does 192 damage...

So - now I don't get killed in 2 secs... but I get the LP's health down from 7500 to 6200 and the ba$tard teleports and zips back to 7500 again...over and over and over...

EDIT - His stats are rather random

Sometimes he has 15 000 health and full immunities to anything but direct "smack him down"..

Other times he has 7000 health and is vulnerable to various effects, and no regenerate.

End result - he's finally gone down!, YAY!!

for a "Loot Piñata", he was a tough bugger..
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: zagor466 on Jul 23, 2017; 08:50 AM
I have a questions

How to open hell gate to start area (russell square) and all area please help..
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: kumose on Jul 25, 2017; 03:18 AM
I have a questions

How to open hell gate to start area (russell square) and all area please help..

Not sure if this is the mod-specific question.
But generally, you need to create a character to start the game, assuming that you don't have one saved.
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: joachim726 on Sep 08, 2017; 01:55 AM
Hi all can anyone upload the 4.2 version? or send me the file? the link up there is 4.1 and doesn't have the loot pinata :(
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Morphy on Sep 08, 2017; 07:25 PM
Hi all can anyone upload the 4.2 version? or send me the file? the link up there is 4.1 and doesn't have the loot pinata :(

The Google drive link (labelled DOWNLOAD) needs permission to access... and Google FUBARS on sending a message.
Stupid system.

I thought I had 4.2 here - I have it installed - but I've lost the zip file, sorry.

EDIT - no, wait, I found the bugger!!

Tiny Upload, about 4.2 megabytes, all ready to install with the launcher.

http://s000.tinyupload.com/index.php?file_id=00245076963265354158 (http://s000.tinyupload.com/index.php?file_id=00245076963265354158)
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Bryan on Sep 09, 2017; 05:02 AM
Added 4.2 to the OP for easier access. Many thanks Morphy :)
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Dabbler_77 on Sep 12, 2017; 08:35 PM
This mod is probably inactive now but I'll request it anyway.  Is it possible to convert the Blademaster's Surge skills to be "on hit" instead of "on kill"?  Hellgate Global had it so that all of the Surge kills are passive and are activated based on a percentage when doing a melee hit (i.e. Surge of Restoration lvl. 10 can have %20 chance of become a surge on any melee hit).

This was the main modificaiton that I love from Hellgate Global.  Alternatively is it possible to fix the Surge skill bug where it will stop working completely?

Either way thanks for the Mod!  Love the increased chances of Uniques and Mythics dropping as well as the Loot Pinata.  ^_^
Title: Re: NagaOptionals - v4.2.beta (9 January 2016)
Post by: Choubby on Sep 19, 2017; 12:04 AM
Hello Guys !

Firstly, I'd like to thanks Naga and Optional settings ! Very nice mod with sweets optional settings to help to drop in solo. I like the system of bosses (rares, red, purpuls ...). Density is good, Sydo lvl60 is very cool to test your build on lvl50 ...

But, only 1 sad thing for me : I play MM, no combined skills table and where THE HELL can I drop TPJ gantlets ?? I have drop only 1 Sue soulders and not a single one TPJ (and i've put the option for all uniques on the same rarity). That make me very sad :-(

Any clue plz to drop TPJ ?

Thx by advance for answer.