Hellgate Revival :: Forums

Hellgate: London => Downloads => SP Modifications => Topic started by: Nagahaku on Apr 16, 2012; 05:11 PM

Title: Nagahaku MOD 3.0b Updated
Post by: Nagahaku on Apr 16, 2012; 05:11 PM
Second update released!

http://www.hellgateaus.info/files/Nagahaku3.0b.mod.zip (http://www.hellgateaus.info/files/Nagahaku3.0b.mod.zip)

Install this, you need Revival 1.5b launcher, you can find it here (http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/revival-sp-modification-1-5-b1/?action=dlattach;attach=6120).

You will need both Hellgate London 1.2 patch and Multiplayer TCv4 Patch (found here (http://www.hellgateaus.info/forum/hellgate-london-download-patches/)).

This is the 2nd update for Nagahaku 3.0, mostly bug fixing, with some delightful or "disapointing but nessessary and acceptable" changes.

Install Instructions

Download and install the SP 1.2 patch.
Make sure you run the game once after you've installed.
Download and install the MP 2.0 patch.
Make sure you run the mp version of the game once after you've installed.
Warning: This file is over 1,200 meg.
Download the new Launcher (found below). Unzip in any directory along with all of the dlls - important.
Download the revival 1.5b modification above.
Execute the launcher. In the main menu, select Utilities->Modifications->Install. Select the Nagahaku3.0b.mod.zip file you downloaded.
You will be presented with a installation dialog featuring patch notes and optional components. Select any optional modifications you want and press the install button.
Now launch Hellgate London!

New 3.0b Features:
(click to show/hide)

3.0a Features
(click to show/hide)
Nagahaku 3.0 Features (Edited on 25th April 2012):
(click to show/hide)

Attention: Features below are new created characters only.
* Non-Templar faction's holy radius.
* Drone's new statpoin bonus system.
Attention 2: Tip for some old characters.
* 10 statpoints per level, for leveled old characters, using a stat retrainer would bring you all the extra statpoints back.
* For items you get before installing Nagahaku MOD, affixes for proc skills or ralated to skills may messed or disappeared, if they suddenly became junks, i have to say sorry about that, maybe that is why even flagship made out new proc skill for charged bolts and so on, they did not use it, because it cannot automatically changed on old items, and is very unfair to old players :(


Edit by Bryan: Included links to the needed patches and copied over the install instructions.Included the mod's features in spoiler tags :)
Edit by NiteHawk: Now providing a local mirror, since the original download link became unavailable.
Title: Re: Nagahaku MOD 3.0 International
Post by: mrDreadlock on Apr 16, 2012; 06:33 PM
First of all, thanks for your hard work! :)

Could you post some basic installation instructions, as I'm not entirely sure which patches i need to apply before installing your mod. :-[
Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 16, 2012; 06:53 PM
Sorry i was in a hurry... instructions added, you can try it out :D
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 16, 2012; 07:03 PM
Downloading it right now ! Thx again for your hard work at keeping this game alive ! I ll leave a feedback in a couple of days when i ll have enough to say :)
Title: Re: Nagahaku MOD 3.0 International
Post by: lexsoOr on Apr 16, 2012; 08:18 PM
patch is now also hosted on the hellgateaus.info servers here (http://www.hellgateaus.info/files/Nagahaku3.0.mod.zip)
Title: Re: Nagahaku MOD 3.0 International
Post by: mrDreadlock on Apr 16, 2012; 09:00 PM
Thanks for instructions :)

Just some first things I spotted.
I started over with new character (blademaster/guardian) and I just hit level 9.
I already found nine mutant items, the only problem is, they are all XM55 20mm Rifles.
Title: Re: Nagahaku MOD 3.0 International
Post by: Vasshpit on Apr 17, 2012; 01:01 AM
Congratulations! Downloading now. Thanks you for all your hard work.
Title: Re: Nagahaku MOD 3.0 International
Post by: zart on Apr 17, 2012; 01:26 AM
Grats Naga! I shall check this out soon. Get some sleep now lol. :)

Edit: Grats to the mod team too. Now you guys get to let yourselves enjoy the fruits of someone elses labors. ;)
Title: Re: Nagahaku MOD 3.0 International
Post by: Vasshpit on Apr 17, 2012; 03:18 AM
 Ok so on 1st install I got this:

(http://i274.photobucket.com/albums/jj262/pupilplayer/hmmm.jpg)

On the 2nd install which was a totally clean install I got the infinite loading screen of doom...

Solutions?
Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 17, 2012; 03:24 AM
You might need to run MP once again before installation... This broken Models might be caused by mistakes when extracting TCv4 Model, you may need to run MP again to make sure the launcher will do the right thing.
Title: Re: Nagahaku MOD 3.0 International
Post by: zart on Apr 17, 2012; 04:33 AM
So far so good on my end. When my evoker confronted the new skill tree (installed with summ skills available too) it took me 20 minutes to decide how to apply 2 skill points. I went with your new spectral blast and your improved afterlife. I like how the spectral blast seeks targets aggressively as well as the little spectral effect when it hits.

Little changes mean a lot to me when it comes to modded hgl, but this is gonna be a 1000 new little changes and it has made the game seem really new already.

So many surprises just in russell square, tons of zombies to cut thru with my starter focus which shoots fire.

This is gonna be a blast! :D Thank you!

Title: Re: Nagahaku MOD 3.0 International
Post by: Vasshpit on Apr 17, 2012; 04:36 AM
Thanks for the swift reply Naga.
I tried running MP again before another install and I just keep getting the infinite loading screen.

I then tried another completely clean install:
 Hellgate, SP, run SP, MP, run MP, run launcher install Nag mod... Still infinite load screen right before char creation.
 I do have Global installed and I wonder if that is messing with it in some way... and maybe it's something small I keep overlooking perhaps.

I'll try again tomorrow as I am SUPER excited for your mod.
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 17, 2012; 05:11 AM
Heh, Naga...

So where did you set the 2.0 ultimate armor & weapons to drop? ;)

Edit: Out of curiosity, why'd you put the offensive prayers on the BM tree? Was it because you felt they were more befitting of the BM's "Offensive" nature?


Oh yeah... did you increase the damage & spectral strength scaling on Prayer of Retribution? If not, I'll have to do that myself. I'd argue that was one of the few Hanbitsoft "improvements" for Guardians that made a lot of sense.
Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 17, 2012; 06:12 AM
they are randomly dropping all over the world, when your level is higher than their starting levels, as i remembered it was about 50.
for spectral prayer, i greatly enhanced its phase strength, but not the damage, and you can phase shielded enemies with it, ignoring their shields just like you can knock stun shielded enemies with shield bash skill.
the other 2 offensive prayers have high damages, but effect strengths are not so good.
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 17, 2012; 06:16 AM
they are randomly dropping all over the world, when your level is higher than their starting levels, as i remembered it was about 50.
for spectral prayer, i greatly enhanced its phase strength, but not the damage, and you can phase shielded enemies with it, ignoring their shields just like you can knock stun shielded enemies with shield bash skill.
the other 2 offensive prayers have high damages, but effect strengths are not so good.

The shield ignoring effect is good... probably a fair compromise. The main problem PoR had was it didn't perform its main function - having a high chance to phase; although I still think the damage was too low. But at least most of the offensive prayers are now usable.


I'm still not crazy about the parameters on Smite Many. Hopefully I'll change my opinion when I actually get to use it.


And is it just me, or are the drop changes... worse than they were before? Maybe it's just because I've quickly out-leveled the starting areas thanks to the vastly increased monster population.
Title: Re: Nagahaku MOD 3.0 International
Post by: fehlerteufel on Apr 17, 2012; 07:12 AM
Incredible work - congratulations Nagahaku!

I have the mod to play late into the night up to level 11 (Guardian).
The new skills give me a kick and i have seen a few string error in the German version - Cool!

I think the increased amounts of mobs is perhaps a little bit too high. Depending on the opponent, it is a die through the level. At higher levels it might be a little bit annoying. I will see...  ;D
But it is a new game feeling! I thank you so much!

...ah... i forget... i play the mod without the slayer-option!

Do you see the possibility the integrate of the Stonehange-Levels later?  8)

Greetings from Germany
Fehlerteufel

PS: No Bugs found in the mod at this point! ;)

Edit: The drop-rate can be better (lots of whites)...

(Translation with the help of Google!!!)
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 17, 2012; 08:47 AM
The Slayer-Add-On seems OK in small doses. It gets pretty annoying when you go into an area with Ravagers. It's like... a rain of lizards covering up your screen.

It's even more silly when you go into an area full of imps. If you have a lot of "spray X on get hit" on your equipment, you'll fill up the room with novas about as fast as if you were using Dunbars.

After about an hour of two of it, I had to uninstall it. It just got to be too tedious having floods and floods of weak enemies coming at me when I only have 1-3 attacks at this point in the game.





The drops definitely seem borked. Having run into at least 20-30 champions, almost all of them have dropped nothing but palladium. The same went for a lot of the named monsters (Rat Monkey, etc.)

I don't know if it is because of one of the optionals or if it's the mod itself. I'll try it without slayer enabled and see if that changes anything.



I don't know if you did that on purpose, but if you did, good job sneaking in the mummy skin/texture for zombies.
Title: Re: Nagahaku MOD 3.0 International
Post by: guidovl on Apr 17, 2012; 10:08 AM
absolutely liking the mod, like the fact that we got multiple optionals..

however i ran in an odd bug.. gonna try to isolate the problem in evening tho...

with an BM the surge of restoration, i aint getting heals anymore, however i havent tried the other surges yet.
Title: Re: Nagahaku MOD 3.0 International
Post by: zart on Apr 17, 2012; 10:23 AM
Agreed the slayer add-on is kinda intense, not much room to breathe. I am good with lots of champs but slayer mode just feels like a wall of monsters and killing them doesn't feel meaningful in those numbers. But others will love this feature.

***

Agreed that the drops seem skimpy, lots of whites. Could be due to slayer add on? I did get a couple of blues during about 20 minutes of play at level 41. Saw a whole rainbow of champs.

***

I loaded a lvl 41 evoker just to see. I like the Embers new attack, the spiky floor attack with the glow holes is pretty cool. And i must say that this minion has never kicked so much ass.

Demonspine doesn't have an even spread when firing multiple bolts, dont know if this is intended but it is still plenty effective.

Skullsplitter works more like a grenade now. It has a delay that often does not kill the enemy in time or over-shoots the mob. I used to use this skill not just as an alt attack, but also as an anti-personnel when surrounded by little guys like firesnaps. The delay is to long to be effective in close quarters imo. I guess that is why Arcane shield is cranked eh?

The bone tree skills dont seem to be stunning anything, but i will continue to observe. My initial observations are generally mistaken. ::)

***

Afterlife's new protection effect turns me into a fountain of blood. Took me a minute to figure out what was going on and then i laughed. :P  Really cool to try these new takes on skills i wrote off years ago.

***

Its gonna take forever to explore the changes in this mod, and then some more forevers to explore all the potential new builds.
Title: Re: Nagahaku MOD 3.0 International
Post by: mrDreadlock on Apr 17, 2012; 11:52 AM
strange thing about those drops, maybe it has something to do with Elite mode settings?
As I've posted earlier I made a blademaster and (accidentally) uncheck Elite mode. As a result, beside some named mutant items, i got 12(?!) mutant XM55 20mm Rifles, and a bunch of blues, greens, and few cyans(?).
Later i made a summoner with Elite mode checked, right now he's lvl 6, and he's getting only whites so far.
Title: Re: Nagahaku MOD 3.0 International
Post by: Tarja on Apr 17, 2012; 12:17 PM
Hei guys, long time no seen and Thank You Naga for your hard work! I will try this out this week when I have time  8)
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 17, 2012; 01:22 PM
strange thing about those drops, maybe it has something to do with Elite mode settings?
As I've posted earlier I made a blademaster and (accidentally) uncheck Elite mode. As a result, beside some named mutant items, i got 12(?!) mutant XM55 20mm Rifles, and a bunch of blues, greens, and few cyans(?).
Later i made a summoner with Elite mode checked, right now he's lvl 6, and he's getting only whites so far.

Yeah, that sounds about like what I've run across ALL night in Act 1.



When I hit level 25+ on another character, I started to see some different stuff. The unique uber chest piece for the Cabalists dropped! Too bad I don't play Cabalists. :(  The affixes on it look kinda skimpy in comparison to what it had in 2.0 TC. Kinda disappointing, to be honest. Well, it did have an amazing +23AA on it, if anything.


I also found a pair of common/white seraphic gauntlets. Their only inherit affix was +3% damage. I'm almost 100% certain all of the seraphic armor also had +% movement speed and something else. Double bummer there... especially since I'm still used to, after what's been almost 3-4 years... those things supposed to be dropping as only legendary, unique and mythic. :-/


Overall though, I did start to see some actual variance in the drops. Still didn't feel completely right though... kinda what Zart experienced.



I hate sounding so negative Nagahaku. I'm just... really concerned about the drops.



Well, to be positive:

THANK YOU FOR BRINGING SHIELD THROW BACK TO WHAT IT WAS SUPPOSED TO BE!

Also, I like the bonus shield missile that you snuck in when the skill is at +5.

I don't know how much more effective that is going to make the skill in the long run, but it certainly is amusing to see the Guardian throw two shields.


And you're right... Smite Many is pretty powerful the way you set it up. I think you said this before, but it feels like I'm hitting my main target multiple times per attack swing, in addition to having an extra layer of splash damage.


One really odd thing I noticed: At higher levels, a rank 1 Shield of Faith provides far more shields than a rank 1 Shield Wall. Maybe it was just an odd point in the growth curve for the two skills? I don't have anyone who can actually use it yet... but still, I think you may want to look into it.
Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 17, 2012; 01:56 PM
looting... :( i have to say that it is really not so good, ever since i made the treasure table of revival 1.2.1 as basic instead of 1.5b's, seems that named bosses are dropping their named items in a double or nothing way, and mostly nothing, so bad. i really have to look into this, maybe i would fix it later after i get some rest.

Uber Armour's default properties ARE full, but it seems that SP cannot display all of them, only one would appear on discription texts, i donot know why but i might look into this, to make them display correctly.

I also know how to make them drop only higher than lengendary, but most people in my community are fond of augmenting white things with 3000 with Save&Load method to get a "perfect" item of their very own, they needed white things badly :o

As for Smite Many, yeah, for primary target, it is a double strike, which is another reason that made it is a very deadly skill...
Title: Re: Nagahaku MOD 3.0 International
Post by: Violet-n-Red on Apr 17, 2012; 06:52 PM
WOOHOO!! Nagahaku mod is out!!! We have to celebrate this! only if not two of my course projects... ::) ::) ::)

this is what we call YAAAAAAAZZZZZ here in runet
Title: Re: Nagahaku MOD 3.0 International
Post by: Jaknet on Apr 17, 2012; 07:06 PM
Amazing work Nagahaku... "bow"  8)

Many thanks for all your hours of hard work with this, just downloaded and off to start a new char and explore your world.

Enjoy some well earned rest after this and don't forget that you can never please everyone all time.

Thank you.
Title: Re: Nagahaku MOD 3.0 International
Post by: NiKKeZ on Apr 17, 2012; 08:04 PM
I really want to say thank you for all of your hard work.

I have this mod tucked up ready to play some time in the future. I came so close to installing it last night. But I am still madly playing Global and I don't want to do anything that might mess up the install and/or settings files for that game (I absolutely hate having to rebind keys for each class character when the settings file gets messed up or replaced).

It's so nice to know that I have this to play in the future. I'm pretty excited by that idea  :D

Thanks again.
Title: Re: Nagahaku MOD 3.0 International
Post by: mrDreadlock on Apr 17, 2012; 08:49 PM
with an BM the surge of restoration, i aint getting heals anymore,...

same happend to me, i was using dual sword setup, and after switching to sword+shield, SoR stopped working, switching back didn't help, although restarting game seems to do the trick.
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 18, 2012; 12:17 AM
Ok , after some crazy hours without sleep playing your mod, i want to start with a thank you of course ! It s a huge bowl of fresh air and i feel like i almost play a new game !

Here s a quick list of some random bug issues i encountered so far. I played a guardian till lvl 25 ish then i rolled an evoker for more AOE and discoveries. I don t know if some stuff on my list has been done on purpose or not but here is it :

Squire pet : When dismissed, there s still his empty HP bar on screen.
                   He can wear items even if he doesn t meet the level requirements.
                   He usues taunt but...he gets splat just after it ^^ Maybe removing this skill would help him ?

When there s too much corpses on the same spot, loots don t display properly ( i play on crazy killer ) I m glad i have afterlife to clean the mess and check the loots more easily, but maybe a global skill to make them disapear could help ?

When arcane shield ends, it reset the cooldown of the skill again. I cast it, i have 14 ish sec CD, he lasts around 10 secs then when it vanishes, i m back at 14 ish secs of cooldown...wich makes me die a lot :p Is it normal ?

Mutant items are only XM55 20mm rifles for me as someone already pointed out.

Imo, the overall runspeed is waaaay too low :(

I need some clarifications about focus items : I can t wear 2 melee focuses (like ripshards claws) at once as it seems they are listed as sword items and not focuses. I don t know the power and dps still buff my skills tbh.
An other issue with melee focuses is when i cast hellfire, the column can only be casted in front of me at like 2 meters max. I didn t tested other skills like spectral serpents that have the same targeting system as HF. The problem doesn t occur with regular ranged focuses tho.

It seems that ghostly mobs get a 100% physical immunity after they reach level 40+.

I use the cloud storm spell, and it seems to bug the ripper on the blood zones. The guy get stucked on the cloud an stop moving or attacking. Nothing goes wrong in his 2nd form tho.


It s only a quick list and nothing is game breaking so far.

To finish on a more positive note heres the thing i really enjoyed so far

Playing in crazy really make the zones CROWDED of demons <333 Sometimes it goes crazy like blood moon zones :p. The leveling is going at a good pace so far (i m lvl 46 iirc) As there s ton of mobs and they level at the same time as me.
The loots are pretty goods ! I often can replace with new gear i find everywhere. only 4/5 mythics so far but it make them really enjoyable to get. I m stuck with 150 ish dps focuses from a long time tho. Maybe i need to reach the next step of level to see better categories dropping. I still didn t find any trinklets neither. can t wait to see them dropping somewhere :).
 It s pretty much all i can say as first impressions. I really enjoy ever new skills so far. The boosted skullsplitter is simply amazing ! Demonspine feels a bit useless tho. Shaman missiles are awesome to. I wait to put at least 4/5 points into corpse explosion skill to make it large enough to be effective.
Kudos for the killable fog in the park to :p I noticed it only after seeing a berserk fog hehe

  Thx again for the hard work, it s by far the most fun moments i had with this game since a loooong time !
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 18, 2012; 02:10 AM
looting... :( i have to say that it is really not so good, ever since i made the treasure table of revival 1.2.1 as basic instead of 1.5b's, seems that named bosses are dropping their named items in a double or nothing way, and mostly nothing, so bad. i really have to look into this, maybe i would fix it later after i get some rest.

Yeah... double or nothing is about the best way to describe it. It seems like the "double" probability is really, really low.

I'm not going to blame you for wanting to take a break after having done so much. I still hope you can get a chance to fix the treasures sheet.

Quote from: Nagahaku

Uber Armour's default properties ARE full, but it seems that SP cannot display all of them, only one would appear on discription texts, i donot know why but i might look into this, to make them display correctly.

I also know how to make them drop only higher than lengendary, but most people in my community are fond of augmenting white things with 3000 with Save&Load method to get a "perfect" item of their very own, they needed white things badly :o


Hmm... I guess they're showing the same symptoms that the Spiked Guards are showing. The Spiked Guards have an extra +%TAV bonus on them, but they've never had them show up on them for the longest time. I don't know if Flagship ever fixed them in 2.0 TC so that they show up.

And to test it, I tried putting a +melee attack speed affix on the Seraphic Gauntlets with a hex editor. Surely enough, the +melee attack speed bonus was invisible.


I guess if the Chinese players want them to show up as white, leave them that way. It's probably too much to ask to have the 2.0 gear drop rules to be in an optional module.



Edit: It seems that "Rare Scrap" almost never shows up when you disassemble items. Up to act 2, and I have only garnered about 20 rare scraps while everything else is at least 100+.

Title: Re: Nagahaku MOD 3.0 International
Post by: spag on Apr 18, 2012; 02:40 AM
Dl the mod yesterday and found some bugs(mishaped characters and NPCs,character flying in Holborn station,invisible zombies in Tottenham Road,reinstalled everything and still ended up with this at Character creation .Any reason why :o
Title: Re: Nagahaku MOD 3.0 International
Post by: NiKKeZ on Apr 18, 2012; 07:29 AM
Dl the mod yesterday and found some bugs(mishaped characters and NPCs,character flying in Holborn station,invisible zombies in Tottenham Road,reinstalled everything and still ended up with this at Character creation .Any reason why :o

I love that picture  :)

I can just imagine a "roly poly" skill that allows the more rotund characters to squash their enemies. Perhaps it could be called "Sumo Tsunami"?  :D
Title: Re: Nagahaku MOD 3.0 International
Post by: spag on Apr 18, 2012; 08:26 AM
BANZAÏ,Squishh ;)
Title: Re: Nagahaku MOD 3.0 International
Post by: Maiorem on Apr 18, 2012; 09:57 AM
As someone from South East Asia (thus unable to play HGG) I still can't get used to seeing the "Zombies" now all turned into Mummies...
Title: Re: Nagahaku MOD 3.0 International
Post by: spag on Apr 18, 2012; 11:30 AM
Btw Naga great work on the mod.Just started checking it and I like the skill trees.It has some bugs but hey it is your first try at this.Take a long rest and see you later. 8)
Title: Re: Nagahaku MOD 3.0 International
Post by: mrDreadlock on Apr 18, 2012; 11:36 AM
I must say i really enjoy the new diablo-like monster system!
I like diversity it adds to fights. You really have to pay attention to monster color, and act accordingly or you'll end up like my blademaster - dying awful lot of times trying to cut through ghostly mobs with his muramasas ;)

As far as diversity is concerned I think monster density is a bit to high. In my short playtime i found that, no matter how powerfull single target skill is, it's still unefficient to use anything but massive AoE abilites. As a result single target oriented skills are mostly out of play, becasue who is going to spectral lash, or sniper stance  156 ravengers :)

As someone from South East Asia (thus unable to play HGG) I still can't get used to seeing the "Zombies" now all turned into Mummies...
Unfortunately not all :D I just love Mummies re-skin but, for me they tend to appear only around the first stations, later zombies all the way.
Title: Re: Nagahaku MOD 3.0 International
Post by: Tarja on Apr 18, 2012; 02:24 PM
I have to agree with mrDreadlock in monster density. I did not even take the slayer-mode and I find places to be too crowded. I had to make a new char, and my MM is in serious trouble (EliteMM here).

Others I have to say I havent seen a singel bug, and everything runs and looks swell. Awesome job, thank you so much!
Title: Re: Nagahaku MOD 3.0 International
Post by: mcarroll91 on Apr 19, 2012; 02:12 AM
Love the mod so far.  Maybe a small bug with bots.  Sometime when I summon inhibitor bots I get 5 of them and other times I get two.  Drone also does not seem to be getting its stat increases every level, so I have out leveled the weapons I can equip it with stat wise. 
Title: Re: Nagahaku MOD 3.0 International
Post by: sydewayz on Apr 19, 2012; 05:39 AM
Looks amazing how ever idk how any one survives non slayer mode with out massive shrapnel and a templar, still a fun new feel to a great game nice work
Title: Re: Nagahaku MOD 3.0 International
Post by: tubbie on Apr 19, 2012; 05:52 AM
Amazing mod, Nagahaku! Xiexie ni!

Just some ideas, not sure if possible:-
- Balance loot drops, now like a lot of whites even in elite mode.
- Hellgate global character creation, nice faces and nice hair, possible?
- Abyss stage :)

keke, thanks again, wonderful work
Title: Re: Nagahaku MOD 3.0 International
Post by: Maiorem on Apr 19, 2012; 07:20 AM
Sometimes when I use my Evoker's Energy Drain only one beam shoots out, sometimes up to five or six at a time. Occasionally when I equipped my Evoker with a Cricket Bat and I click to attack, she's not moving, but the enemies in range are getting damage; then when I switch to another weapon and back to the Cricket Bat the sword animation returns to normal.
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 19, 2012; 09:19 AM
Looks amazing how ever idk how any one survives non slayer mode with out massive shrapnel and a templar, still a fun new feel to a great game nice work

It has been really hard on the first 30 levels on my evoker ^^. But now i have enough shield, i m rarelly die. Skullsplitter 10 and out from grave 10 help me to clean around me so i take less hit. I have around 37K shield so it helps ^^
Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 19, 2012; 10:34 AM
Answer somthing...
If model breaks, perhaps you need to run MP once again before installation, i also have HGG installed, but i did not have a confused problem, perhaps it is because i do not run HGG often :o?
and i have to say sorry about importing HGG faces and hairstyles, the model version does not match, since other parts of the character are using TCv4 models, if i do that, the head would be hanging elsewhere in display. TCv4 is using a new model system but HGG still using old ones, luckily the change is only on player models, which means HGG weapons can be imported later in the day.
Drone's statpont may requires a dismiss and rebuild to get after your character leveled up.
I tested the squire skill again, and find that you still need to level up the skill to make it unlock related itemslots, perhaps i did not express it clearly enough, i meant to level up the skill... or, it IS a bug randomly happening during installation? :o
right now, most mutant items are original quest named bonuses, you can get them by finishing quests, like MacKenzie's. XM55B is a looting item easy to get, and also Fangsnort Sword and so on. i will fix the treasure table later and make most looting problems back to normal. :)
For mummy zombies, it is glad to see that there are two kinds of zombies ingame, i just changed one type of them into mummies, they are mostly spawn in early areas, the other type is just same as original ones.
i shall look into every other bugs you reported, and try my best to fix them :)
Title: Re: Nagahaku MOD 3.0 International
Post by: Maiorem on Apr 19, 2012; 01:42 PM
I just reached Green Park Station. Here are just a few things I encountered along the way...
I finally reached Green Park Station at Lv 20.


P.S. I love that you gave the Burning Dead immune to fire stats :D
P.P.S. Interestingly, when I use Drain Power the damage counts as every single element type, in terms of minigame fulfillment, i.e. physical, toxic, fire, electricity, spectral.
P.P.P.S. I also don't remember Drain Power ever actually dealing damage in the original Hellgate: London.
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 19, 2012; 03:29 PM
Hehe ripper is hard the first times but now he s really easy. Tempest cloud make him stand in place so you can easily ignite him with shaman fire missiles. I really think evoker shield is a bit OP now. Without super good stuff, i m at 41K shield with arcane resilience 1/5 and arcane shield 10. I can slay everything in ancient bloods without dying and in crazy slayer mode ^^'
Title: Re: Nagahaku MOD 3.0 International
Post by: Maiorem on Apr 19, 2012; 05:16 PM
Hehe ripper is hard the first times but now he s really easy. Tempest cloud make him stand in place so you can easily ignite him with shaman fire missiles. I really think evoker shield is a bit OP now. Without super good stuff, i m at 41K shield with arcane resilience 1/5 and arcane shield 10. I can slay everything in ancient bloods without dying and in crazy slayer mode ^^'
What level is your Evoker now?
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 19, 2012; 06:18 PM
I m level 70 atm. I had really hard times until i found the proper skills and have enough shield to survive. Slayer mode can help leveling fast or not...i tried a MM and i really have a huge lack of firepower and survavibility to level it :(
Evoker has a crazy aoe range and destruction power coupled with an insane amount of shield. The only problems are the zealots with their shield pen and the ghost mobs as i don t have a proper non physical aoe skill. I really wish hellfire would act like in HGG but here it really lacks cast speed/power/radius :(
Title: Re: Nagahaku MOD 3.0 International
Post by: sydewayz on Apr 19, 2012; 07:11 PM
Minor animation bug.... gylph/rune on ground doesn't fade when skill is over Prayer of encouragement ... and honestly im still trying to figure out how i would level a hunter in this mod... thier glass cannon status is amplified. Working on a gunidian.    About the only way i can imagine leveling a mm is with mass on hits. idk ill try it when im done being amused by a gundian with shrap ... that however may be never
 
Title: Re: Nagahaku MOD 3.0 International
Post by: Maiorem on Apr 19, 2012; 07:34 PM
I m level 70 atm. I had really hard times until i found the proper skills and have enough shield to survive. Slayer mode can help leveling fast or not...i tried a MM and i really have a huge lack of firepower and survavibility to level it :(
Evoker has a crazy aoe range and destruction power coupled with an insane amount of shield. The only problems are the zealots with their shield pen and the ghost mobs as i don t have a proper non physical aoe skill. I really wish hellfire would act like in HGG but here it really lacks cast speed/power/radius :(
Yeah...try bringing a level 17 Evoker to Ancient Blood :D
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 19, 2012; 09:14 PM
I m level 70 atm. I had really hard times until i found the proper skills and have enough shield to survive. Slayer mode can help leveling fast or not...i tried a MM and i really have a huge lack of firepower and survavibility to level it :(
Evoker has a crazy aoe range and destruction power coupled with an insane amount of shield. The only problems are the zealots with their shield pen and the ghost mobs as i don t have a proper non physical aoe skill. I really wish hellfire would act like in HGG but here it really lacks cast speed/power/radius :(
Yeah...try bringing a level 17 Evoker to Ancient Blood :D

Hehe don t worry i did pass throught that ^^. Die, respawn, try to cast something before you die again and repeat :p

I just tried firebolt and it s pretty awesome. I didn t know it does a small aoe on hit. Way better than demonspine, but high power cost tho :)
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 19, 2012; 10:03 PM
I encounter a strange bug now...Ripper has stop spawning in ancient blood :( Might be related to my level i guess has it stopped spawn the moment i reached lvl 73. No ripper at lvl 74 neither :(
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 20, 2012; 03:01 AM
Possibly another mistake:


It looks like you either made a typo on the actual intPTR script. It is listing the amount of critical chance increase per enemy that enters the aura radius as 0, regardless of Aura of Zeal's level.

So in other words, it doesn't do anything aside from granting a passive increase in crit chance when the aura is turned on.
Title: Re: Nagahaku MOD 3.0 International
Post by: sydewayz on Apr 20, 2012; 04:49 AM
when i have been using aoz i seen my crit jump to 60+... seems that it takes a second for it to take a affect and i have noticed it at 0 ... but when mobs in aura ... it says like 1xx% increase .... so it may just be a tool tip error idk... just what i have noticed if it helps
Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 20, 2012; 05:17 AM
Possibly another mistake:


It looks like you either made a typo on the actual intPTR script. It is listing the amount of critical chance increase per enemy that enters the aura radius as 0, regardless of Aura of Zeal's level.

So in other words, it doesn't do anything aside from granting a passive increase in crit chance when the aura is turned on.

it is a typo :) since it is always 2%, i just write a "2%" in chinese strings instead of picking up data from game, but forgot to modify the english string file, so the effect is still normal.

and for grim spectre stop spawning after lv 73, i may have to look into this, since i donot have a character with such high level. i will check and do some fix.

also i found some bugs not so pleasant...

if shield amount is more than about 40k, it would stop regenerating and becomes degenerating after 4 sec without taking damage, and i tried my best to fix this but nothing works, perhaps in next update i shall lower the shield amount of related skills :(

later today(timezone +8), i will edit the main topic and make a detail discription of this mod, about every features and bugs :)
Title: Re: Nagahaku MOD 3.0 International
Post by: fehlerteufel on Apr 20, 2012; 07:20 AM
Hi Nagahaku,

yesterday i played your mod with an Engineer (Level 10).
The inhibitor bots and the rocket bot are not indestructible as with Hellgate London and Hellgate Global. Is that true of you wanted?
Exemple: If individual bots are destroyed (2 by 3 inhibitor bots) they can not be replaced.
Since the bots are rapidly destroyed i missing the necessary support. :-\

What is your opinion on this?

Many greetings
Fehlerteufel
Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 20, 2012; 09:01 AM
inhibitor bots and the rocket bot are not indestructible as with Hellgate London and Hellgate Global. Is that true of you wanted?
Exemple: If individual bots are destroyed (2 by 3 inhibitor bots) they can not be replaced.
Since the bots are rapidly destroyed i missing the necessary support. :-\


yeah i made bots destructable.
i think this will bring more challenge to engineers, and in someway change the game. if one of 3 inhibitor bot is destroyed, you can immediately rebuild new 3, so no need to worry that much about lacking one beam.
if bots are too fragile right now, maybe i can enhance their armor of HP in next update :)
Title: Re: Nagahaku MOD 3.0 International
Post by: fehlerteufel on Apr 20, 2012; 09:09 AM
Hi Nagahaku,

thank you for the fast feedback!

How think you about another install option to activated indestructibility of the bots? ;)
But more armor for the bots would be great, they are definitely to fragile (They came, saw and died).
Immediate building of bots is not possible because the remaining must be destroyed. I think is a little uncomfortable... Is only my opinion, ok? :)

Greetings
Fehlerteufel
Title: Re: Nagahaku MOD 3.0 International
Post by: guidovl on Apr 20, 2012; 10:06 AM
in ancient blood or in places with alot imp snipers, those bots die as fast as you can built them :P
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 20, 2012; 10:51 AM
Possibly another mistake:


It looks like you either made a typo on the actual intPTR script. It is listing the amount of critical chance increase per enemy that enters the aura radius as 0, regardless of Aura of Zeal's level.

So in other words, it doesn't do anything aside from granting a passive increase in crit chance when the aura is turned on.

it is a typo :) since it is always 2%, i just write a "2%" in chinese strings instead of picking up data from game, but forgot to modify the english string file, so the effect is still normal.



Ahh ok. I should've guessed it was a string mistake. I thought I was landing way more crits than normal anyway.




I'm not sure if this is intended, but I've noticed that the game still has low-range armor dropping in levels where it shouldn't (34+). The low-range armor is also having "family" names show up on them that they never have had in the past. I.E. A "Prismatic Hauberk"; I should probably SS it...



On another note:


Quote
in ancient blood or in places with alot imp snipers, those bots die as fast as you can built them

A high level Tormentor or Vast Phanatsim could kill them off screen with his aura.
Title: Re: Nagahaku MOD 3.0 International
Post by: DreamsofFury on Apr 20, 2012; 12:22 PM
Realized the mod was out around 8pm....snaged it, and besides having work in 2 hours (7am) I haven't noticed any issues yet outside of the evoker/mm/bm just randomly dieing from full hp from a normal mob....then again those were with lvl 10-15 pre-mod chars so that could be the issue, making new ones after I get home from work if I dont pass out first.  The new guardian had no issues besides piles of bodies around him.  <3 crazy mode.
Title: Re: Nagahaku MOD 3.0 International
Post by: Maiorem on Apr 20, 2012; 08:54 PM
Nagahaku, is it possible to do an optional mod to return the mob density to what it was originally like? Each time I go into a Hellrift I'd get tired after clearing the place up, and that's without Ancient Blood.
On a different note, I've encountered yet another Passagewayception (Treasure Passageway -> Hidden Passageway -> Treasure Passageway) and this is the first time since 1.51b that I've seen a three-layered Passageway, where previously I've only encountered two-layered Passageways in 1.51b and never had any layered Passageway encounters in 1.2, so I'm wondering if this is a feature you enabled or was it actually in the original HGL?
Title: Re: Nagahaku MOD 3.0 International
Post by: Bryan on Apr 20, 2012; 09:16 PM
About successive passageways,unless memory fails me I have seldom encountered 3 in a row in HG:G.It may have existed in HG:L as well,but if so it must be/have been a pretty rare occurrence.
Title: Re: Nagahaku MOD 3.0 International
Post by: guidovl on Apr 20, 2012; 10:15 PM
i think it originally got added in lost london the three layered ones
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 21, 2012; 12:54 AM
Nagahaku, is it possible to do an optional mod to return the mob density to what it was originally like? Each time I go into a Hellrift I'd get tired after clearing the place up, and that's without Ancient Blood.
On a different note, I've encountered yet another Passagewayception (Treasure Passageway -> Hidden Passageway -> Treasure Passageway) and this is the first time since 1.51b that I've seen a three-layered Passageway, where previously I've only encountered two-layered Passageways in 1.51b and never had any layered Passageway encounters in 1.2, so I'm wondering if this is a feature you enabled or was it actually in the original HGL?

IIRC, there has always been a remote chance of having layered passageways. I've had it happen on the earlier and later MP clients. I think it can be manipulated by some setting in levels.txt.cooked.

Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 21, 2012; 01:52 AM
Yes, multi layer passage way can be set in the levels table :)
i have added more detail descriptions in the main topic, hoping that would help...
for enemy amount, i will test more and make some decisions later... :)
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 21, 2012; 04:35 AM
To clarify as to what I was talking about, stuff like t_tech1_normal and t_arcane1_normal series of items are dropping with "family" names like "Prismatic", "Artisan", etc (see attached picture for example of what I am talking about). You did intend for this to happen, correct?
Title: Re: Nagahaku MOD 3.0 International
Post by: Nagahaku on Apr 21, 2012; 05:31 AM
Oh, yes, but not all of them, only those with full light armor shapes, i can list them below:
light armors level scaling cap to 100:

(c/h/t)_(arcane/mystic/power/tech)1_normal_shouders
(c/h/t)_(arcane/mystic/power/tech)1_normal_boots
(c/h/t)_(arcane/mystic/power/tech)2_normal_belt
(c/h/t)_(arcane/mystic/power/tech)2_normal_torso
(c/h/t)_(arcane/mystic/power/tech)2_normal_head
(c/h/t)_(arcane/mystic/power/tech)3_normal_pants

this 7 parts of armor together would be a full light armor set, just like No.4 together is a complete heavy set :)

their levels cap at 100, and of course could have higher colorset affixes :)
Title: Re: Nagahaku MOD 3.0 International
Post by: mrDreadlock on Apr 21, 2012; 01:22 PM
for enemy amount, i will test more and make some decisions later... :)

I tried a few settings here, and of course it's a matter of personal preferences, but i found that for me, setting monsterRoomDensityMultiplier to 2 in most areas and 3 in ancient bloods, passageways etc. gives the most balanced experience.

Title: Re: Nagahaku MOD 3.0 International
Post by: Maiorem on Apr 21, 2012; 08:26 PM
Then again, with Arcane Shield I managed to at least survive Ancient Blood this time...Oh how I used to look down on Arcane Shield...Never again...
Title: Re: Nagahaku MOD 3.0 International
Post by: sydewayz on Apr 22, 2012; 01:32 AM
fond random unique with 53% shield pene templar helmet ... noticed that the shield pen isn't applying 100% of the time ... have to unequip and reequip to fix it ... idk if thats the over load from playing mass shrapnel ... or just a quirk with the mod
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 22, 2012; 04:23 AM
I presume that was the "Angelic Visage"?


And yeah, I noticed shield penetration doesn't work on everything. Specifically, "Ghostly" champions seem to be immune to shield penetration. Even the offensive prayers do not seem to damage their HP when they still have shields up.
Title: Re: Nagahaku MOD 3.0 International
Post by: spag on Apr 22, 2012; 04:32 AM
Love this mod.It is insane and I like it.I am at Charing Cross Station at the moment with my MM/Engineer Lvl 19.Tried other factions but I am sticking with my MM.Will keep playing and if I find other problems I will let you know.Also like the loading screen.
A few things that should be fixed or changed:
Inventory panel should be 3-4 times bigger cause it filles up pretty quickly.
Surge of Restoration seems to jam after you put a couple of points in it.
Vigilante gun image and maybe some others not showing(was the same with 1.5b).
And finally please fix THIS:
Title: Re: Nagahaku MOD 3.0 International
Post by: Hsinyu on Apr 22, 2012; 04:54 AM
Surge of Restoration seems to jam after you put a couple of points in it.

"* Surging skills may have some bugs that the effect do not appear, i will try my best to fix it in next update, but now, there is some temporary solutions: restart the game, switch weapons, or enter another area."

Vigilante gun image and maybe some others not showing(was the same with 1.5b).
And finally please fix THIS:

"You might need to run MP once again before installation... This broken Models might be caused by mistakes when extracting TCv4 Model, you may need to run MP again to make sure the launcher will do the right thing."
Title: Re: Nagahaku MOD 3.0 International
Post by: DreamsofFury on Apr 22, 2012; 05:50 AM
Anyone else notice playing Crazy/elite mode that the glass cannons do so much better than the tanking guardian?  Doing some testing after getting a VERY lucky weapon drop I have a very nice low level spectral blade thats roughly on par with the low level single target damage of an evoker or an MM.  I mean in 3 swings I have 90% of the time killed 2 "average" mobs while the whole kiting system in small areas takes forever and chances are I die a few times against anything as the squishys.

Just seems strange that the ones that shouldent be able to tank are better off at low levels than the class meant to soak up at least some extra damage.
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 22, 2012; 09:01 AM
Anyone else notice playing Crazy/elite mode that the glass cannons do so much better than the tanking guardian?  Doing some testing after getting a VERY lucky weapon drop I have a very nice low level spectral blade thats roughly on par with the low level single target damage of an evoker or an MM.  I mean in 3 swings I have 90% of the time killed 2 "average" mobs while the whole kiting system in small areas takes forever and chances are I die a few times against anything as the squishys.

Just seems strange that the ones that shouldent be able to tank are better off at low levels than the class meant to soak up at least some extra damage.


Try the "smite many" skill. It made a huge difference for me regarding my DD at low/mid levels.

@sydewayz : where do you farm your shrapnel mods ? My evo is level 80ish and my gundian around 50 and i still don t have any decent mod to fill any vorpal :(.
I heard a lot of good thing about gundians, and i always wanted to do one. The weapons seems to be a nightmare to get tho :s . And i wonder : why only shrapnels ? Don t fire or other fast spread nova as good as shrapnels ?
Title: Re: Nagahaku MOD 3.0 International
Post by: gravity on Apr 22, 2012; 10:15 AM
Thank you for the mod Nagahaku!

Game seems to reflect what it'd really be like if the world were overrun by a demonic dirge. they would be everywhere and difficult to kill, even with the advanced weapons that were't available to man at the beginning of the invasion. damage done in previous mods (revival) and vanilla could make you wonder how with weps like that, man lost in the first place.

Class: Hunter/Elite
Current lvl: 16
Stability of mod so far: pretty stable

Pros:
Full sockets on items
D2 colors/immunities
hybrid builds potential
monster level scaling; helps you level faster
cheap skill/attribute retrainers
droid falling over toasted instead of exploding. seems like it cold be a bug but seems more real to me.
replaced artwork on station walls; any way to vary this further?
hits and kills seem more bloody

Consider changing:
Re-spawn rate for 3.0 and 3a
Drop quality from monsters and boxes/chests; better in 3a from monsters b ut the drops from boxes and chests is still low
Drop rate; improved and is ok to me now in 3a
Quantity of palladium drops; still too low in 3a.
monster level scaling; where to go when your ass is being handed to you; persists in 3a
capacity in inventory and stash; fixed in 3a
bot longevity/resilience. i am no longer using bots; only MM skills seem to further me at this time (overshield and ammo perks); same persists in 3a except now overshield is worthless in elite mode
need help understanding proximity mine. possibly buggy?; 3a i still don't get it.
mini-game seems disabled?; same in 3a

Thoughts:
as mentioned by nagahaka, shields do play a bigger role at least for the MM. Investing in overshield like i never have before and it pays.; this has to be retracted in 3a.




Title: Re: Nagahaku MOD 3.0 International
Post by: spag on Apr 22, 2012; 10:45 AM
Dl the laucher again and it works.Thanks. :)
Title: Re: Nagahaku MOD 3.0 International
Post by: sydewayz on Apr 22, 2012; 10:54 AM
 
I presume that was the "Angelic Visage"?


And yeah, I noticed shield penetration doesn't work on everything. Specifically, "Ghostly" champions seem to be immune to shield penetration. Even the offensive prayers do not seem to damage their HP when they still have shields up.


yeah it was the angelic visage... like i dont expect the onhits to penetrate... but its not affecting the normal mobs. which makes spectrals (esp in this mod) insane to kill with vorps loaded with shrap .... yeah i'm taking advantage of the fact this doesn't have the korean edit..to shrap :D but still shield pen not working is a huge annoyance.
Title: Re: Nagahaku MOD 3.0 International
Post by: sydewayz on Apr 22, 2012; 10:55 AM
one more thing .. i find what naga has done with the zombot pet both amusing and annoying as it now acts like an elemental ... i do however miss the thriller dance animations .. :D
Title: Re: Nagahaku MOD 3.0 International
Post by: DreamsofFury on Apr 22, 2012; 11:56 AM
Any chance for extended storage or whatever it is to be impelmented....I miss that aspect.

Also when you have time...I like most people enjoy a challenge but this no good gear droping besides a mutant machine gun is really frustrating.  And I know if it gets on my nerves due to constant death by same level mobs due to being undergeared I can imagine what it causes the less diehards....at least for lowbies, I'm sure around level 10 or so it gets better but until that point its just a massive death spree that just eats at some people.  Gonna load up my 42 guardian and rework him with some new gear and see what happens from there while I calm down from my 4th rage-quit today.
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 22, 2012; 01:00 PM
A little precision regarding the ripper that don t spawn above lvl 73 ish. I can t find him neither in mark lane station. So maybe it s related to the monster itself ?

I admit that on the long term, loots could have a drop chance buff. Yellows and purples are RARE and i still haven t found any set piece. I do farm all of the bosses even gnip pong but no luck :(. I found a mythic fuel mod the first time i killed ancient blood ripper at lvl 15 ish but never found an other one :( They are amazing but a bit too rare i think ^^

edit : i just tested elemental rage skill and i must say it s one of the most powerful thing i ever tried :p . 2 things bother me tho :

  - the effect is great except that the fire from our body is way too bright and hide a lot of things i think.
  - the TAV malus isn t enough as a counter part imo. Such a powerfull buff should also have things like HP debuff or elemental resist putted to 0. We could say we drain our own elemental forces to unleash it back to the foes :)
Title: Re: Nagahaku MOD 3.0 International
Post by: sydewayz on Apr 22, 2012; 07:49 PM

I admit that on the long term, loots could have a drop chance buff. Yellows and purples are RARE and i still haven t found any set piece. 
as far as the "Set pieces" go ... the illustrations and models are there however base armors with those models kinda like the claws and cages....idk if that was what was intended or actual set was intended; just something i noticed
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 22, 2012; 11:52 PM
In fact, i don t even know what are the sets we re supposed to get. For exemple i wear all "feral" armor pieces except the head , but they re just regular colored armors. I d like to know if there s red set unique pieces like we had on HGG with set bonuses :)
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 23, 2012; 05:38 AM
Anyone else notice playing Crazy/elite mode that the glass cannons do so much better than the tanking guardian? 

I had that problem at first. Nothing like getting stun locked and torn to bits by Holborn Shaft full of friggen Felbores (Naga, you scoundrel for making them appear so early in the game!). But as soon as I had Aura of Defense up and running, things were much more manageable.

It also helps if you use the "all auras" option. It works out well with the much higher monster density. However, its still up for debate IMO as to whether or not it makes the Templars broken since this gives them the ability to use every single aura in the game... once they have the skill points to afford such a luxury.




OH! By the way Naga... major commendations to you for allowing shields to be used as regular weapons! That was something I was really hoping to have working in the Revival port. It always felt kinda strange that the Guardian couldn't include the shield in his attack rolls whenever he had his left/right click set to "use all weapons".

Especially nice when he has a multi-elemental shield such as the Banded/Domination shield.


I'd have to see the 2.0 TC numbers again... but it seems like the damage on Templar weapons isn't as high as it was in 2.0. Might just be a foggy memory. But I do like how you layered the physical/elemental damage on a lot of the swords that used to do only one kind of element.


The armor on the uber Templar armor seems kinda low. Did you convert the armor ratings on the uber 2.0 armors to the scale that 1.2 uses?
Title: Re: Nagahaku MOD 3.0 International
Post by: Mvc9 on Apr 23, 2012; 07:46 AM
I get A LOT of Frame Drops (sometimes even to zero) when using "More Monsters" mod combined with the new AWESOME skills.

I think the main reason is the amount of particles flying around, since the particles are HD and more complex than the original ones.

May I suggest a customizable "More Monsters" mod? I mean you can have a setting regarding their size. Normal, Heavy, Very heavey. Because At this rate I get stuck in levels and before I get to finish off every monster in the game the ones at the begining respawn and make the whole things a lot more complex. I think its fun, I mean i'm at level 20 and just reached Charin Cross Station. But its way too many monsters. Maybe an option for a little less crowded to avoid the lags.
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 23, 2012; 11:53 AM
I also have some frame rate drop but it s not the ones we had in early version of the game or in HGG. It simply lag because of the crazy load of mobs. Wehn an AOE kills 250 mobs at once in slayer mod, no game can run smooth i think ^^. I have a decent computer but i play with all settings to the max in slayer mod but frame rate has never been a gamebreaking problem for me so far. After nearly 1 year on HGG, nothing can be more laggy anyway ><
Title: Re: Nagahaku MOD 3.0 International
Post by: Butsutekkai on Apr 23, 2012; 01:43 PM
Ok i just have a huge problem here :( :( :(

I just hit level 100 and there s something really not fun...loots are only white now :( I noticed something strange at lvl 99 as nothing was above green color. Might be because of the item level that can t go higher than 100 maybe ?
Shops (when they even have something to sell at all like 1/5 times) are full white only to.
I think i ll just stop playing until Naga can help me  :'( :'( :'(
Title: Re: Nagahaku MOD 3.0 International
Post by: Kami0 on Apr 23, 2012; 02:27 PM
Very impressive Naga. Congratulations and thank you for this mod.

It's really a pleasure to play again at Hellgate, a new experience of this game.

The opportunity to learn and use the skills of the whole faction (Guardian-BM, MM-Engi, Summoner-Evok) is nice but quickly you reach the point where you don't have enough hotkeys for everything.  :P
I'm playing a templar right now. I don't even want to think about the other combis especially cabalist. Not enough hotkeys for skills + "potions".
Maybe a good idea to make some skills as passives? eg. Surge skills or "Ammo" skills. Sorry i don't know much about Cabalist skills.

At first, i thought the grappler is no more useful with the templars able to use hunter weapons. That was before i meet the Ripper, he's too fast in the air, i couldn't aim him properly and finally HGL crashed.

As the monsters can sense the player from very far away with this mod, i wonder if the taunt skills from the guardian are good to keep as it or they need a bit of turning?
Monsters run right to you now, you don't need a taunt but a fear skill  :P
Nah, the guardian taunt skills are still useful, especially with range mobs but it's a shame that this skill lost half of its purpose. It needs a bit tweaking, i don't know what but that's just my feeling about it...

If you start playing at Elite mode, you may need more incoming cash for your starting gear. Not all classes are equal at the beginning, the survival rate for each class depends on the class you play - i don't talk about people who know how to play difficult classes.  ;)

Just some of my thoughts but the very first is "THANK YOU FOR THIS MOD NAGA"  :D
Title: Re: Nagahaku MOD 3.0 International
Post by: thegreatcthulhu on Apr 24, 2012; 06:11 AM
In fact, i don t even know what are the sets we re supposed to get. For exemple i wear all "feral" armor pieces except the head , but they re just regular colored armors. I d like to know if there s red set unique pieces like we had on HGG with set bonuses :)

BEWARE! A HISTORY LESSON ON THE HELLGATE UBER SETS:

The sets sort of function(ed) like "set items" in Diablo 2.

In 2.0 TCV4, Flagship programmed in a new feature where if an item had a set bonus, it would show up when you had 2 or more of the set equipped.

For example, if you equipped the Angelic Visiage and the Heart of Heaven, a bonus augment would show up on the Visage and the Heart of Heaven. This continued with all of the set items, each one getting another bonus augment. If you equipped all of the items, you would get a full set bonus that only applied once. IIRC it was a +1 (may have been 2) all skills to each members of the particular armor's faction.***

It worked this way in Hellgate 1.5 (Korea only). Hanbitsoft went the extra mile and changed the set armors from unique to red (like in Global) and programmed in the UI feature that allowed you to see what the set bonuses where when you equipped them. They also made separate sets for each character in each faction. So the bonuses where curtailed to be more specific for each class. Unfortunately, the sets themselves use the same graphics as the ones in Resurrection. And they also don't feature a lot of the base affixes that you could find on the armor pieces in 2.0 TC. So they weren't as powerful.

I believe there was also a bug where you could "double" the amount of bonus you where getting by cycling through your weapon sets. Hitting F1 and switching to F2 and then going back to F1 would double the set bonuses as long as you where in a particular instance. You had to re-cycle whenever you switched to a new dungeon/station. Pretty easy to do and almost unavoidable unless you just refused to use the set items. I'm not sure if this bug was present in 2.0 TC.

In Hellgate: Resurrection/Global, Hanbitsoft significantly de-powered the sets. You only now receive one bonus per number of set items equipped. And the armors altogether are not as powerful as they where in 1.5 Korea or 2.0 TC.


And now:

Unless I am mistaken, I don't think Naga put all of the set bonuses as inherent affixes on the unique versions of the armor. I've "uncovered" all of the Seraphic uniques via some hexing. While the bonuses they provide are GREAT, none of the armor pieces have the +to all skills for any class.




***Edit: Actually, now that I think about it and look at the 1.5 Hellgate screen shots, the set bonuses may have been one per item. As such, each one only required you have at least one other set item equipped.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Nagahaku on Apr 24, 2012; 08:03 AM
 :( So, in TCv4, they did work like sets?
Sorry for that, but in reanimator i did not notice their set functions, i just copied their properties into SP affix table, and imported them...
and what is it like right now? missing a lot of inherent properties, or just revealed them without set requirement? :-[
I have released an update just now, fixed many bugs, you can check them back at the main topic :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 24, 2012; 09:29 AM
awesome work once again on the fixes Naga ! i m going to test this right now :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 24, 2012; 10:05 AM
I love you long time for your latest update Nagahaku~<3
Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on Apr 24, 2012; 12:08 PM
:( So, in TCv4, they did work like sets?
Sorry for that, but in reanimator i did not notice their set functions, i just copied their properties into SP affix table, and imported them...
and what is it like right now? missing a lot of inherent properties, or just revealed them without set requirement? :-[
I have released an update just now, fixed many bugs, you can check them back at the main topic :)


I'm under the slight impression that the set functionality may have been programmed into the 2.0 executable. I may be wrong on that one, but that's something I believe that Maeyan also was convinced.

So you might not be able to get the set affixes to show up by just copying the table rows related to the uber armors.

I think some of them are showing up without the set requirements (which is what you think it would do since the rules imposed by the 2.0 exe are not in place). But it seems to me that certain affixes are still missing.  For example, the huge +25 AA bonus is showing up on the chest piece but the +1 all [class] skills affix is not showing up.

It might require some more foot work. I gave myself the whole set on one character via hex editing/augmenting the plain white Seraphic items into uniques. I doubt it would make a difference if they are obtained via conventional means, but its any-ones guess.

I also noticed the augments that the sets received where more powerful than usual. I don't know if the augumatrix was making the missing set bonuses appear or if I was just getting lucky on legendary augments. I'll try and get some un-augmented ones and do some before and afters to see if the powerful augments where just a coincidence.



OH shoot. Something I keep forgetting....

IF you haven't, please remove level scaling for the Embankment Redoubt area. It makes that mini-game stupid hard since the monsters easily out-level "The Fist" characters for the RTS that you have to play in that area.

Something else could be done about the Exospecter  at "The Big Gundown".... if you haven't touched that guy, yet.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 24, 2012; 04:56 PM
I just remembered something; I recall having received an Amethyst Angel dye kit from killing The Brain in Chocolate Park, and it has +1 to all Summoner skills if I remember correctly. That was back in Revival 1.2.1, when certain pets were commonly dropped from boss monsters. I just received an Amethyst Angel in Nagahaku 3.0 but I don't see any affixes; it's just like any other normal dye kit instead of Mutant. I wonder if these Mutant Dye Kits are unique to the Revival mod? If so, are there any similar dye kits in Nagahaku 3.0?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 24, 2012; 05:13 PM
Amazing update Naga ! Shield is now way more balanced and loots to. Only issue now is with the ripper in ancient blood.
He s here. At least somewhere...everytime i clean an ancient blood i get his loots but it seems he s invisible :) . When i see his fire aoe on the ground i spam tempest and a bunch of loots ends up to appear on the ground hehe.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on Apr 24, 2012; 05:31 PM
I just remembered something; I recall having received an Amethyst Angel dye kit from killing The Brain in Chocolate Park, and it has +1 to all Summoner skills if I remember correctly. That was back in Revival 1.2.1, when certain pets were commonly dropped from boss monsters. I just received an Amethyst Angel in Nagahaku 3.0 but I don't see any affixes; it's just like any other normal dye kit instead of Mutant. I wonder if these Mutant Dye Kits are unique to the Revival mod? If so, are there any similar dye kits in Nagahaku 3.0?

One of the dyes in Nagahaku mod, I can't remember which one it is.... has +X to Guardian skills on it. What's odd (or probably not odd considering how often this seems to happen) is that the affixes are invisible.

Check and see if Amethyst Angel has the affixes on it by looking at all of your summoner skills. If they go up, then it indeed has the affix.




I just saw what you did to Hikida's Lamentation. About time we had an item mentioning the Demon King!

Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 24, 2012; 06:15 PM
I tried Jade, which used to have the +1 to all MM skills affix, but when I checked the MM skills they're not added.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: dgshimer on Apr 24, 2012; 06:46 PM
Thanks so much for the new mod.  I'm enjoying it a lot, but have a problem with my engineer.  I started him new when the 3.0 mod was released and he is currently 38th lvl.  My problem is that the drone has not acquired any stat points at all.  It's still stuck at 10 for each stat along with a some points given by the skills I've taken.

Other than that, really enjoying it.  Thanks for all your work
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Nagahaku on Apr 25, 2012; 01:49 AM
Uh... i will look more into the uber armors' unique/set functions, to find out what i have missed before, and also i shall check the drone again to find out its statpoint problem.
it is good that reaper "appear" again, at least it is determined by the last column of monster table, tricky but worth to try :)

Oh, about the Embankment Redoubt quest, i forgot to say, that the "blink token" 1.5b planed however also bugged has been fixed, check your inventory and you will find them, just blink out with them and do it yourself ;D

And, for dyes, i did not see any skill bonus stuff in 1.5b's items table, perhaps it was a modification made by 1.2.1 and now it is what they should be in original game, i will check again if any of them has that hidden property :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Malachor on Apr 25, 2012; 02:26 AM
And, for dyes, i did not see any skill bonus stuff in 1.5b's items table, perhaps it was a modification made by 1.2.1 and now it is what they should be in original game, i will check again if any of them has that hidden property :)
The skill bonuses were removed in Revival 1.5.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on Apr 25, 2012; 06:12 AM
And, for dyes, i did not see any skill bonus stuff in 1.5b's items table, perhaps it was a modification made by 1.2.1 and now it is what they should be in original game, i will check again if any of them has that hidden property :)
The skill bonuses were removed in Revival 1.5.

I must have glitched up the dye kit I was referring when I was using a hex editor. The +all Guardian skills seemed too high anyway.




Uh... i will look more into the uber armors' unique/set functions


Oh, about the Embankment Redoubt quest, i forgot to say, that the "blink token" 1.5b planed however also bugged has been fixed, check your inventory and you will find them, just blink out with them and do it yourself ;D

I'm not seeing anything you missed in TCv4's Affixes.txt.cooked. Like I might have said before, I'm not sure where they kept the data for the set bonuses stored.

Maybe I'm just being crazy/confused and just imagining that the sets where in 2.0 TC.  ???

 But I sincerely do remember them. Harrowing also talked about them...   :-\



Ah, ok. I noticed those appeared in my inventory for some reason. I was wondering where they came from... I thought they were just some random drop.



Title: Re: Nagahaku MOD 3.0a Updated
Post by: sydewayz on Apr 25, 2012; 07:37 AM
Something i noticed.... Has mainly to do a very specific area of things ...... on hit mods/augs and evo skills. Afetr playing the gundian ... And seeing how badly onhits were nerfed in HGG... decided to try out a nova storm Voker
... how ever

On hit doesnt proc for tempest... and it only procs on skull splitter if the initial skull hits but will not proc on the indivitual frags... with skill like spectral bolt and Shaman fire missle( btw love this thing great addition) it will proc for each projectile was wondering if this was intentional ... or a possible bug with skill that have residuial or secondary projectiles?

oh and the 3.0a mod is very nice work .... thanks so much for all the effort u have put in to this mod :D



jsut for grins and a lil testing ... i ran shrapnel on hit up to 100%: it will not trigger on tempest :( ... i did however test the elemental damage mods and it is working fine... i guess my question is was this turned of when u tied the ember to the foci .... or was this an unintentional issue?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 25, 2012; 08:35 AM
The skill bonuses were removed in Revival 1.5.
Does it mean that they were in the original game? I couldn't recall correctly if I got it in 1.2.1 or vanilla HGL.

Also, I just got a Cocomoko, and it friggin rocks!! I remember back in 1.2.1 that it was simply floating around looking pretty, but this time it acts like a summon and draws enemy fire and even shoots lasers at intervals!! And even though it doesn't have a health bar, it can be killed, but I can still summon it again! Wow!
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 25, 2012; 08:51 AM
@sydewayz : once again, nova evoker was something i would like to try since a long time, but on hit mod are way too rare for me ><
Seriously, the only relics i get are white one with only 2/3% on hit :(
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Mvc9 on Apr 25, 2012; 04:37 PM
I have not tried yet, but if I install the new version will I have to delete the old and reinstall new. or just install over?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 25, 2012; 06:42 PM
You can install over.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: sydewayz on Apr 25, 2012; 07:04 PM
@sydewayz : once again, nova evoker was something i would like to try since a long time, but on hit mod are way too rare for me ><
Seriously, the only relics i get are white one with only 2/3% on hit :(


I get that its why....but then im not above a little hexing for test purposes or to see what it was like to play it. the only logic Im using here is i have noticed tempest acts a lot like a minion, that being the case in order to have the ember tied to the foci but not proc on hits ... it may have been necessary to shut that function down intentionally. i mean after all its based on patch 1.2. so most of the adjusted item properties work ... and the new skills arent that bad to isolate considering the way they are addressed. XX  00 00 3a YY 00 00 00.

XX= the designator for the skill and YY = bonus to the skill the bonus for any single skill is always proceeded by 3a... but yeah beyond that ... Cheating/testing there is a fine line... but i have this idea that we play mods to relive the glory days of online play to a point and to see the game in a new way ..... might as well see exactly what every thing does :D
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 25, 2012; 07:47 PM
I dont even manage to use my saved data before i put my items at the augmentrex to save money so...hexing isn t for me at all i guess :(

The thing is, the more i try to play an other class than my evoker, the more fast i get bored when i see how slow things go. It take me less than a minute to make an ancient blood clean with my evo but my guardian currently having hard times staying alive against the reapper >< . I m just permanantly shocked/poisonned w/e if i m not in the middle of a thousand mobs. I have a crazy good unique sword with godly augs and really great mutant fuels x4 on it and i still do crappy damage :( that s why i doubt gundian could work for me unless i have 140%+ on them already :s
Title: Re: Nagahaku MOD 3.0a Updated
Post by: sydewayz on Apr 25, 2012; 08:54 PM
Eh give it a shot ... on hits still trigger from skills like Arc legion and Spec lash ... at a rather rapid rate ... u could always try those.... ik with my guardian i have the multi aura mod on... so she is a big ball of cant kill me ... well unless they crit ... still basically patch 1.2 so it ignores armor .... try to find u some armor with when hit stuffs ... may help ur guard out :D
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 25, 2012; 09:04 PM
The only thing that can kill me is the reapper notthing more. But the main problem is the snail pace action compared to other cranged class. I just rage quited crown office because i couldn t heal the templars due to mob respawning faster than i can kill them going melee ><
Title: Re: Nagahaku MOD 3.0a Updated
Post by: sydewayz on Apr 25, 2012; 09:43 PM
okies yeah that does blow ... u in CS mode on the mod?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 25, 2012; 10:28 PM
Yay, now I've got Mantawraith too! And it shoots fire!
Hey Nagahaku, were these pets modified? Because I don't remember them doing anything at all when I first played Revival 1.2.1; also, even with WoW inventory mod I still run out of space very quickly due to the fast filling rate of white items.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Malachor on Apr 25, 2012; 11:02 PM
The skill bonuses were removed in Revival 1.5.
Does it mean that they were in the original game? I couldn't recall correctly if I got it in 1.2.1 or vanilla HGL.
They were in Revival 1.2.1, not vanilla hgl.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 25, 2012; 11:34 PM
okies yeah that does blow ... u in CS mode on the mod?

Yes slayer mod for leveling purpose at first and it s way easier on templar due to the 256 mobs in aura new cap :p.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: mrmonsoon on Apr 25, 2012; 11:56 PM
I really did not notice much difference with 3.0.

When i applied 3.0a, I have noticed many changes!!!!

I am very excited to see spiders and other new things added, like inplacement guns and such..

Again than you for your hard work, but i do have a request...

The rocket launcher shoots too slowly...

I know in Lost London versions it was set to fire at a machinegun rate and was a great weapon.

I set all options when installing and it is much harder thyan stock and i do occationally die now.

Plenty of mobs spawning and spawning and spawning....
Title: Re: Nagahaku MOD 3.0a Updated
Post by: DreamsofFury on Apr 26, 2012; 12:06 AM
List of "things".  Note this is not a complaint, I love the mod, this is more a general list of possible bugs.

Skills general:
In 3.0 I could spend points in my other "class" of the faction, guardian spending points in BM for example, now I cant.  This with all the offensive skills of the guardian moved to BM this kinda kills the guardian.  And low levels this kills them completely and forces you to play more of a BM style instead of grabbing anchor and letting things come to you.  And my old pre-naga guard has shield throw max and basically only uses that and just 1 shots massive groups with little to no effort.  Shield throw so far seems to be the most superior skill since its a point and click and you mass kill everything in front of you with maybe a second throw needed for berserkers or unique mobs.  Leveling more chars at this point to test as I forgot to back up my high levels of other classes.

Squire:
Randomly eats items if a PRD is used to leave a station while he is up.

Items:
Drop rate is still stupid low but you said you were gonna work on that.  Main issue being Tottenham Road NOTHING drops except for Tantarus and thats only if you have the quest up.  With this issue your still in level 1 gear unless you get enough money to buy stuff and or got a lucky drop from Tantarus, and that KILLS you once you move into the steam tunnels at level 5, your doing no damage and take very little before death.  As of now the 40-50 range seems to have the best general drop range also so far the best things being gotten from those Elite chests like the one at the end of millennium battle.

Elemental status effects:
Not sure if this is intentional or not but things like fire, shock, and poison almost never happen even with low resists, but things like stun and phase ALWAYS happen regardless, tested with a high and low level, the high level I managed to farm enough resist gear to get 5000+ of both stun and phase resist, both happened constantly about every 2 or 3 hits at most even from a single felboar/ravager or pain leech (spectral flying brain thingy) and having almost no ignite resist I stood in the path of 10+ stalkers letting them hit me with fire and got ignited maybe 3 times in a 10 minute period.  Same goes for low level, stuns eat me alive, being phased usually means I'm dead if under attack and the other statuses almost never bother me.  (High level testing done with less than 300 shield so it was not affecting the testing, low level had minimal shielding as well though most of its "testing" was done while playing and from general observation)

Spawns:
Spawns themselves are not an issue, but something that HAS become an excessive pain and not sure if intentional or not but I will use a low level as an example.  Going through Charing Cross Approach your level 9 in lvl 4-5 gear struggleing to get to the end, the portal to the station is in sight, suddenly your surrounded by a bunch of felboars that you didnt notice spawn and you die, back to town you go and once you go back out....oh wait, your level 10 now....the whole place is respawned at level 10 now as well....
Not sure if the respawning when leaving is a bug or unintended feature but its REALLY annoying at low levels, I made a BM and it was level 23 before even getting to the second station due to deaths around the halfway point and things respawning, as a note, the things at the very end were still level 9 while the stuff up to it of various random levels depending on how far I got before I died.


Keep up the good work Naga, I will list more things as I find them.
Title: Re: Nagahaku MOD 3.0 International
Post by: Rams on Apr 26, 2012; 07:50 AM
Where and how did you change this, because it would help me immensly. I really want to play the game with this mod, but at the current position and level of my character in the game, it's far too intense right now.

Also, I want to change the respawn rate, because it's annoying that just as I think I'm about to finish a level, all the monsters are running at me again, and I haven't even gon into Ancient Blood with the mod yet.

Actually meant this part below... sry
I tried a few settings here, and of course it's a matter of personal preferences, but i found that for me, setting monsterRoomDensityMultiplier to 2 in most areas and 3 in ancient bloods, passageways etc. gives the most balanced experience. Posted by Mrdreadlock on Apr 21

Title: Re: Nagahaku MOD 3.0a Updated
Post by: DreamsofFury on Apr 26, 2012; 08:19 AM
To above.

The intense density is awesome, just wish we had the drops to keep up with damage output/input to deal with it, I'm sure most players even the less die hard like a few of us here would love it in that case.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Rams on Apr 26, 2012; 08:36 AM
Don't get me wrong, it's an amazing slaughter fest, but my level 15 guardian is not doing so well atm. I finished picadilly circus before installing any mod, when the game felt a little boring. So I started looking at the revival mod first, and had just started downloading it when I saw this mod. It's an amazing accomplishment in making the game more interesting and fun, but afer being slaughtered myself a couple hundred times in Millenium battle, it's just a little too much. I also tried starting a new character, and it's a little better, but still a bit intense. I love the fact that leveling up so quickly does help a lot, after a while at least.

I do however love the rest of the mod, especially the inventory space.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 26, 2012; 08:50 AM
Shared class skill is an option to activate when you instal the mod itself. It s on the same list as crazy slayer, no faction items, wow inventory etc etc.

Now you noticed that you seems to get the best loots around level 40/50 i feel less sic. My guardian is around 50 and he s swimming into loots while my level 100 evo is starving for a little colored something.

An other AWESOME thing is the new mods without level locks !! I finally can use and test my mods even if i forged the weapon :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 26, 2012; 09:42 AM
Nagahaku, I just tried out the new Teleportation Devices at the Embankment Redoubt mission; sad to say, only my minions got out. Am I doing something wrong? I'm down to my last one so I'm hoping to resolve this issue before I finish the mission :P
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Rams on Apr 26, 2012; 10:07 AM
I found a post in Lost London that explain how to change the monsterroomdensitymultiplier by changing it in Level.txt.*with the reanimator, but would it work with this mod, or not.

Also, is there any way to change the respawn rate in the same way.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: spag on Apr 26, 2012; 11:05 AM
Noticed a few things while playing your mod:
When you activate the oracle in Green Park it does not show up but the quest is a success.Has this happened to anyone?
Noticed the token vendor in Holborn Station but they're no recipes with tokens in the cube.In 1.5b1 some of the recipes did not work.Will anything be done with that?
Really like Mantawraith's and Cocomoko's new skills.Found 4 passageways in a row in Death City,NICE.Found Rift Warriors in one of them,clever.
When I try to raise via hexing the % of some of the novas(shrapnel,charged bolts and maybe others I have not tried)HxD does not find the address of those novas and if I try to change an attribute with those novas it does not show up even when I exit  to the game menu and re-enter.The novas I usually use work fine.Also could somebody e-mail me the hex addresses of the new skills.Would be of great help for me.
This is about it for the time being and if I forgot to say it well "THANK YOU"for the great mod you made.Bye now.

Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 26, 2012; 11:52 AM
When you activate the oracle in Green Park it does not show up but the quest is a success.Has this happened to anyone?
Same here.

Really like Mantawraith's and Cocomoko's new skills.Found 4 passageways in a row in Death City,NICE.Found Rift Warriors in one of them,clever.
Does the 4th lead back to the 2nd in your case?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 26, 2012; 12:42 PM
The teleportation devices worked well for me each time. Be aware that they just act like blink skill, so you have to move in the direction you want to be warped.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: spag on Apr 26, 2012; 02:01 PM
@Maiorem:I think it did.Not sure. :o
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 26, 2012; 07:34 PM
I did it! The Teleportation Device WORKED!! Not sure why they didn't work at all at first; abandoned the mission, received 10 more :D
And from Craven Street to Embankment Redoubt I got Dreamcatcher and Baron's Duellos! Two uniqes in a short span of time!!
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 26, 2012; 11:33 PM
If any of you find a Balbi's ring let me know where you get it pls :p

I reroilled an other evoker as i forgot to put elite mode on...don t know if it changes something in this version but in any doubt it can only be better i guess.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Hsinyu on Apr 27, 2012; 01:27 AM
I found a post in Lost London that explain how to change the monsterroomdensitymultiplier by changing it in Level.txt.*with the reanimator, but would it work with this mod, or not.
It works.

Or you could simply add script in "Nagahaku 3.0a.mod.zip\install.xml" like this:
Code: [Select]
<script type="optional">
<title>"LAG" Slayer</title>
<description>Enemies x1 in all maps</description>
<table id="LEVEL">
<entity id="*">
<attribute id="monsterRoomDensityMultiplier">1</attribute>
</entity>
</table>
</script>
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 27, 2012; 05:59 AM
If any of you find a Balbi's ring let me know where you get it pls :p

I reroilled an other evoker as i forgot to put elite mode on...don t know if it changes something in this version but in any doubt it can only be better i guess.
From previous posts (like the one on page 2), I can only deduce that putting Elite mode on would very severely reduce drop rate of non-whites. Not sure if this is fixed in the update.

Beelzebub from the Embankment Redoubt mission now feels very, very weak, at only around 2k+ HP and no shields, I took him out in about 5 seconds with my Evoker without even having to summon Pit Baron/Mini Moloch.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Rams on Apr 27, 2012; 06:19 AM
I found a post in Lost London that explain how to change the monsterroomdensitymultiplier by changing it in Level.txt.*with the reanimator, but would it work with this mod, or not.
It works.

Or you could simply add script in "Nagahaku 3.0a.mod.zip\install.xml" like this:
Code: [Select]
<script type="optional">
<title>"LAG" Slayer</title>
<description>Enemies x1 in all maps</description>
<table id="LEVEL">
<entity id="*">
<attribute id="monsterRoomDensityMultiplier">1</attribute>
</entity>
</table>
</script>

Thanks a million. This helps immensely. However, I didn't make it 1, I made it 2 so I don't have to run around looking for the monsters.

Thanks again for your help.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on Apr 27, 2012; 06:28 AM
Noticed a few things while playing your mod:
When you activate the oracle in Green Park it does not show up but the quest is a success.Has this happened to anyone?

When I try to raise via hexing the % of some of the novas(shrapnel,charged bolts and maybe others I have not tried)HxD does not find the address of those novas and if I try to change an attribute with those novas it does not show up even when I exit  to the game menu and re-enter.

Yeah, I had that happen too. The Oracle monster didn't show up and hug 314's face when I used the little bugger in my inventory. The quest proceeded as normal however.


The token vendor is currently a WIP. If you read the Psych-Mon description for him (the magnifying glass icon that appears in the option wheel when you talk to an NPC), it explains that the stuff he sells currently doesn't do anything.


Heh, did you notice that Naga also snuck in NORMAL Reaper monsters in the passageways?

That's odd. The memory addresses of all the nova procs worked for me; I don't think they changed at all. Are you sure you didn't put in the wrong hex value for the proc rates?

I'm not sure if anyone is going to bother finding the memory addresses for the new skills. IMO it'd be easier to either:
 A) Just use the memory address for skill points (which hasn't changed) in the event of you wanting more skill points to test the new skills
or
B) If you just want to  make changes to the skills themselves, change the parameters of the skills via Reanimator. That however does require a little bit of knowledge of the game's intPTR scripts. This IMO would also be safer since you won't have to corrupt memory.



From previous posts (like the one on page 2), I can only deduce that putting Elite mode on would very severely reduce drop rate of non-whites. Not sure if this is fixed in the update.

Beelzebub from the Embankment Redoubt mission now feels very, very weak, at only around 2k+ HP and no shields, I took him out in about 5 seconds with my Evoker without even having to summon Pit Baron/Mini Moloch.

I'm not sure if that's true anymore since Naga supposedly fixed some of the drop rates. Normal mode feels closer to what it should. I don't have a character to test out Elite mode. :(

As for Beelzebub, I agree. But then again, I think he always has been pretty weak when you consider the fact that the only reason he ever posed a challenge in the first place was because you had to use the presumably weak to-begin-with characters in the RTS.

He always felt pretty weak to me when we finally got to fight him face-to-face in Hellgate 1.5/Resurrection/Global.

Still, you think a demon with a name like Beelzebub would be... well, deserving of such a name.

It'd be nice if we could beef him up...
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 27, 2012; 10:03 AM
Ok, just went into the Mind of 314, and all the enemies in there are...set at Lv15 D:
By the end of Act 1 I was already Lv36, and by the time I reached Temple Station I am now at Lv38...
Mind of 314 needs to be significantly leveled up, more than double at least.
Also, I think the drop rate for normal dye kits should be a lot lower since every time I open a spiked chest I get one.
By the way, what's more annoying than Ancient Blood full of Fellbores? Ancient Blood full of Screechers! My ears...
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 27, 2012; 12:10 PM
As Naga explained, he can t make some quests monsters to level up. 314, Sydonnai, occulis wurm for exemple.

You can kill some bosses again at any level tho, check mods description for their location ;)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: spag on Apr 27, 2012; 12:33 PM
@THEGREATCTHULHU:
Have you encountered Riftcoils in the passageways?I did.Nice surprise.
For the shrapnel nova I did try again to get the address but failed.Anyway I saw the effect it does and I didn't like it so I'm sticking with my 4 novas(electric,fire,spectral,toxic).They work.
As for the rest it was only for information.Thanks for the reply. :)
@Maiorem:
Especially when a flock of screechers and seraphs are coming at you. :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Kami0 on Apr 27, 2012; 02:43 PM
* Same thing for me about the oracle quest in Green park station.

* When i got a passageway it's 3 depths minimum and the max for me is 6 depths, really 6 depths.
Often, i got reapers in passageways but they hardly move. Mostly they stand there "stuck" in walls or btw floor and ceiling because of their sizes.

* Monsters too big, seem to be stuck, they hardly move around or attack except for yellow monsters.

* About nova (from mod or from item) :
I used to crash a lot with my gundian or my MM spe nova with HGL standard or LL but with Naga mod, no crash at all. Maybe it's because nova (generally speaking) is now from monsters and not anymore from your character.
** I need to check it again with shrapnel (no luck with shrapnel mods or shrapnel from gear/weapon so far)
** I need to check with MM skills too (ammo skills).

* I noticed that better gears come from craft vendors. I got some purple items from a craft vendor.
Standard vendors give lot of white items, green and blue amounts are correct. Legendary stuffs are very rare. Mods from standard vendors are most of the time white, sometimes green ones show up, blue ones are rare. Yellow or better, never seen one from a standard vendor.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: sydewayz on Apr 27, 2012; 05:26 PM
Have you encountered Riftcoils in the passageways?I did.Nice surprise.
For the shrapnel nova I did try again to get the address but failed.

addy for shrap 20 00 C0 61 xx 00 00 00 ...xx= % shrap on hit .... hope it helps
Title: Re: Nagahaku MOD 3.0a Updated
Post by: spag on Apr 27, 2012; 05:38 PM
@Kami0:
For the oracle thing,in Charing Cross 314's face carries the oracle after the quest.
For the passageways there are 2 exits in the last one,one trap door and the ladder.Use the ladders to get back to the 1st.
Passageways should have specific monsters that fit in it IMO.
About the novas you might be right.If after a while your novas changes to another one(as it did with me(fire to shrapnel)) just swith your weapons to another slot(f1,f2,f3).
For the gear sold by vendor you are right but you could also make them thru the cube.
Salut. ;D
@sydewayz:will chech it out.Thanks.
@sidewayz:Tried it with on kill and it works.
Just change the first 2 digits (16)of the address to 20 for all shrapnel novas(I hope).I will check some other novas later and see if that works.Thanks again. ;D
After some testing the shrapnel novas that work with the new address are attack(first digit 15),on hit and kill.The other 2(get hit,get killed )work normally.Test to see if it works and let me know. :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: mortaug on Apr 27, 2012; 09:40 PM
Just saw this and was wondering how to install. I have the revival 1.2.1 running, do i need to delete anything or just run the nagahaku mod thru the revival launcher?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 27, 2012; 09:48 PM
Uh...read first post please...
Install this, you need Revival 1.5b launcher, you can find it here:
http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/revival-sp-modification-1-5-b1/?action=dlattach;attach=6120
you will need both Hellgate London 1.2 patch and Multiplayer TCv4 Patch installed to make it functional, the way of installing is just the same as Revival 1.5b1 :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: mortaug on Apr 27, 2012; 09:57 PM
Yeah I saw that, what I was wondering was(its been a while since I loaded revival) Did I already load the MP DL when I installed 1.2.1? If so, than is all I need to do now is use the 1.5 launcher to load the nagahaku mod or do I need to start fresh from a clean DL.

My Computer Fu is old and rusty(just like me :) )


PS Not that any of this is gonna help me right now, I'm at work for at least 2&1/2 more hrs :-[ fridays suck!!!
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 27, 2012; 10:21 PM
Yeah I saw that, what I was wondering was(its been a while since I loaded revival) Did I already load the MP DL when I installed 1.2.1? If so, than is all I need to do now is use the 1.5 launcher to load the nagahaku mod or do I need to start fresh from a clean DL.

My Computer Fu is old and rusty(just like me :) )


PS Not that any of this is gonna help me right now, I'm at work for at least 2&1/2 more hrs :-[ fridays suck!!!
If you've managed to install Revival 1.2.1 then I guess you've already installed the MP patch so all you need now is the new launcher and the mod. Please don't start fresh from a clean DL.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: mortaug on Apr 27, 2012; 10:27 PM
TY for the timely answers :).
Yeah I could not remember what patches I had installed(geez, it was like, almost a year ago! I do good to remember last week! lol)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on Apr 27, 2012; 11:06 PM
TY for the timely answers :).
Yeah I could not remember what patches I had installed(geez, it was like, almost a year ago! I do good to remember last week! lol)
You're welcome.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Kami0 on Apr 28, 2012; 12:55 AM
2 items : interesting ones but not really useful as they are. They haven't been augmented yet.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: mortaug on Apr 28, 2012; 02:21 AM
Ok I forked it all up.
So i uninstalled everything,
did a fresh install
installed 1.2
ran a sp game
installed mp2.0
ran a mp game well let it go to the screen
unzipped 1.5 launcher
opened
tried to utility - mod - install
click on the nagahaku3.0a mod file zip
Gat a missing mp_hellgate_1.10.1803416_1.0.86.4580

So where do i get the mp_hellgate thingy. Thanks in advance

Ok had a bad mp DL apparently so reDl it hope this works :))

Yep fixed mit great mod :)))
Title: Re: Nagahaku MOD 3.0a Updated
Post by: zart on Apr 28, 2012; 07:59 AM
I am very casual about this mod due to the fact i have overplayed this fecking game, but i do enjoy shield bashing as an evoker. I seem to have comparatively bad-ass gear with a new char and yet still get my ass kicked. Everytime i look at the skill tree i glaze over in long periods of indecision. Kudos on all that, i find myself thinking about this mod even when not playing it.

My old chars skills are.. rearranged. This was of course expected with such a massive overhaul but it just means each one will have to be re-invented. Thanks so much for easy access retrainers.

A little sad that word of fear removed from the summoner. Imo the summoner needs it more than the evoker. And i guess i expected darkform implemented. I dont know why i had that impression...but i hold out hope as usual. :(

I am still wow-ing about this mod and wondering what your buddies in china are thinking.

Also, naga, do you have plans for the future of this mod or are you pretty much in bug fixing mode now?. With a new reanimator what new things might be possible?




In the name of the Eternal Wait I summon Nagahaku MP port! Maeyan?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: mortaug on Apr 28, 2012; 08:39 PM
Got to play for about an hour last night and the old altholism kicked in.
ENG to 5 or 6, "oh try the EVO!" get to 6 or so than "Oh try a SUM" !

So far the mod is really really nice, Thanks to all involved. Now if the next 2hrs will hurry up so that I can leave work and go home and play some more :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Nagahaku on Apr 29, 2012; 10:31 AM
i think my next movements would be focused on debugging and balancing work for a while, since i might be a little busy in a couple of months :)
after recent bugs fixed, i will carry on with some detail fix, like recorrecting animations: as i said, right now, if you are a hunter, when you activate the tactical stance but wielding a sword, the animation is so terrible, it should be same as a templar digging in, this would requres much boring work, i would fix them maybe in 3.0c or 3.1 :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: spag on Apr 30, 2012; 06:23 AM
Heard so much about this armour that I had to post it.Taken from Reaper in Ancient Blood(Temple Approach):








Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on Apr 30, 2012; 09:36 AM
I don t understand why veiled threat and face of the crusader now have this crazy 110% ish ccm stats on them now, but maverick is still the same. Without putting any effort into crit chance i stand at 50% ish on my evo and hard crit cap on my templar with the aura ^^  . Is the CCM intented to be that high ?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: chrischn on Apr 30, 2012; 10:59 AM
amazing work u my god modder

I have the mod downloaded and installed. It all works great. I've looked at all the skill trees and I am absolutely thrilled. I have no time to play this week but next week I'm starting to test everything.

Incredible how much stuff you've put into this mod.

I will contact you!

cu chrischN



Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on May 01, 2012; 11:19 AM
Out of curiosity, but have others found the game to be almost unplayable with:

1) Crazy Slayer Enabled

2) Skeletons

3) Aura of Vengeance and/or Deflection

?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on May 01, 2012; 11:28 AM
Out of curiosity, but have others found the game to be almost unplayable with:

1) Crazy Slayer Enabled

2) Skeletons

3) Aura of Vengeance and/or Deflection

?

Not enjoying the fireworks from the Black Skulls?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on May 01, 2012; 01:18 PM
By unplayable you are mentionning FPS drops ? If yes, i don t. I must say that i never had a better stability on HG than with this mod. I obviously have fps drop when an aoe kills 250+ mobs at once but it never lasts more than 1 second.

The only problem i have is for exemple when you come back on your feet and the dead animation of the enemies appear again but once again, nothing game breaking.
I have every options set up to the max and it run pretty smooth i must say. I only played in crazy slayer and never had any issues even with every aura turned on at once :) I maybe had 10 game crashes so far during my long game sessions but no more crashes when you check shops.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on May 03, 2012; 01:39 AM
By unplayable you are mentionning FPS drops ? If yes, i don t. I must say that i never had a better stability on HG than with this mod. I obviously have fps drop when an aoe kills 250+ mobs at once but it never lasts more than 1 second.

The only problem i have is for exemple when you come back on your feet and the dead animation of the enemies appear again but once again, nothing game breaking.
I have every options set up to the max and it run pretty smooth i must say. I only played in crazy slayer and never had any issues even with every aura turned on at once :) I maybe had 10 game crashes so far during my long game sessions but no more crashes when you check shops.


It might be my hardware can't handle the absurd number of skeleton bones and other particle effects flying around on the screen. I am playing it on DX10, but even disabling the extreme shader doesn't seem to stop the the FPS lag.





Title: Re: Nagahaku MOD 3.0a Updated
Post by: Bryan on May 03, 2012; 02:45 AM
the absurd number of skeleton bones and other particle effects flying around on the screen
This one made me sigh in grief and bitter memory,
I am playing it on DX10
and this one made me sigh in nostalgia of the glorious past.

But yeah,black skulls dying in epic slow-mo is one of those experiences one cannot forget.And if that was the case with the original mob density,I can only imagine what must be going on in cases of entire rooms of these buggers exploding all over.

There was one such thread with an awesome lengthy title,now where could that be...

Edit: Aha!There it is (http://www.hellgateaus.info/forum/support/extreme-hardcore-manstyle-lag-when-a-skeleton-is-killed/msg34868/#msg34868),perhaps it'd be of some help?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Nagahaku on May 03, 2012; 10:49 AM
 :( :( :(
i have tried every method to fix quest monster leveling problem, even with Alex's help and every new tools, but nothing worked, and also, i found that when your level is much too high (about 73), most certain bosses would become invisionable, i also tried every method i can imagine to solve this but all of them failed...
so, perhaps in next update, i have to make the character's level cap back to 50, and make every wanted quest have skillpoint bonus, so we can still have 100 skilpoint as well... :(
this is a really bad news, but i can do nothing more now, really sorry about that, i really like the exciting hell level, but with 5 lies and Sydonai with fixed levels much lower than you, nothing would be exciting there any more...
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on May 03, 2012; 01:13 PM
Mhhhh it s indeed an issue. If you plan to pu the max level back to 50, i d highly prefer to get 2 skill points each level instead of having to do all the side quests honestly. One of the good thing about your mod and having 10 attribute points per level, is that i don t need to do side quests to be able to equip items.
It s a personnal taste but i really dislike those WoW like quests where we have to gather X items, kill X monsters find X blablabla.

Having 50 levels, would also give more challenge i guess, as we can easily reach lvl 50 way before the end of normal mode and then, every mobs in NM will be high level all the time <3. But once again, it s a personnal taste as every thing that can reduce XP grind is highly welcomed for me :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: fadedknight on May 03, 2012; 02:26 PM
great mod was wondering if you or someone else can let me know how to add music to the game of my choice
Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on May 03, 2012; 03:48 PM


There was one such thread with an awesome lengthy title,now where could that be...

Edit: Aha!There it is (http://www.hellgateaus.info/forum/support/extreme-hardcore-manstyle-lag-when-a-skeleton-is-killed/msg34868/#msg34868),perhaps it'd be of some help?
HAHAHA.... Thanks for linking that post Bryan. I never read that one, myself.

I recently went back through with nVidia Inspector and disabled "Ambient Occulsion" for Hellgate DX10. I have a feeling that may have been having something to do with the game freaking out during the Black Skull Parliament Wrestling of Graphics Card Destruction.

But I'll also try disabling the dynamic weather/lights and see if that helps in situations of skeleton fun.


(I swear, the 2.0 TC client had all of those strange slow down problems fixed.... sigh... if only there where some way to hack that executable and change it to single player...)

:( :( :(
i have tried every method to fix quest monster leveling problem, even with Alex's help and every new tools, but nothing worked, and also, i found that when your level is much too high (about 73), most certain bosses would become invisionable, i also tried every method i can imagine to solve this but all of them failed...
so, perhaps in next update, i have to make the character's level cap back to 50, and make every wanted quest have skillpoint bonus, so we can still have 100 skilpoint as well... :(
this is a really bad news, but i can do nothing more now, really sorry about that, i really like the exciting hell level, but with 5 lies and Sydonai with fixed levels much lower than you, nothing would be exciting there any more...

I'd suggest having the level cap be 55 instead of 50; unless you want to adjust the level difference penalties for damage reduction and damage dealt. That was always one of the biggest causes of end-game Nightmare's brick wall syndrome.


Will you be spreading out the extra 500 attribute points (that we would have been normally getting from the other 50 levels) amongst quests?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: mrmonsoon on May 05, 2012; 02:41 AM
Loving the sentry guns and spider bots!!!!

If the sentry bots could actually follow you around, that would be interesting.

I will say, since i checked every option on m od 3a, it is a REAL frag fest.

I am truely impressed with what you did!!!

 :) :) :) :) :) :) :) :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: tubbie on May 06, 2012; 05:45 PM
Hi, thanks for the hard work. I have to voice my views here, my opinion only, so not representing anyone else.

- The new mod changes the leveling too much. While changes to monsters are fine, you change the level cap to 100 and give 10 points per level. This is very different from the original game we know so much about and strategize our characters around. It no longer feels like HGL.

- Giving out too much stat points also devalue items such as black knight dye kit, which + to all stats. I no longer need to think what stat to add, just randomly add, there are enough points to go about, plus a stat respec item is too cheap now. In short, no more strategy to leveling.

- Too much skill points to level 100, I can learn skills as I like, again, no need to think, ended up killing the leveling fun, killing the joy in making good builds, since a build can have so many skills now. And so many skills, limited shortcut keys, skill trees look so messy (nitpicking here).

Just my thoughts, I like mods to the monsters though.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on May 06, 2012; 06:11 PM
- Giving out too much stat points also devalue items such as black knight dye kit, which + to all stats. I no longer need to think what stat to add, just randomly add, there are enough points to go about, plus a stat respec item is too cheap now. In short, no more strategy to leveling.
Hm...I'm not too sure about that if you're planning on putting on a ton of unique/mythic equips...:P
Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on May 06, 2012; 06:47 PM
Yep. The stat feeds on the new equipment are pretty high. You'll definitely be needing the extra stat points if you want to deck yourself out in all of the new unique armor and mythics. Also, as item levels go up, so do the stat feeds.

 I see the justifications of your complaints.  Needless to say though, this is Naga's modification, alone. So I shouldn't be the one to speak for him.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on May 06, 2012; 08:33 PM
Yep. The stat feeds on the new equipment are pretty high. You'll definitely be needing the extra stat points if you want to deck yourself out in all of the new unique armor and mythics. Also, as item levels go up, so do the stat feeds.

 I see the justifications of your complaints.  Needless to say though, this is Naga's modification, alone. So I shouldn't be the one to speak for him.

I don t really agree on that i must say. Taking my evoker as an exemple, i have WAAAAAYYYY to much points left :) From level 1 to 100, i NEVER had any problems. I spent all my points at every level without even thinking what i was doing.
At level 100 : i don t have ANY +AA on my stuff, i didn t do ANY side quests for additionnal points, i have 6 mutant relics with around 40/50 will feed each equipped, pretty much every  feral armor at item level 100 + a veiled threat wich somes are augged and failed to add a bunch of feed cost.

With this kind if stuff, i don t have any attributes at the exact amount, i have way to much points in strenght, stam and accuracy and A LOT in willpower for nano regen purpose. I have like 200 points left to be spent still ^^


The issue with this, is that i only consider 1 thing when i choose an armor piece : is it a feral piece for added damage. I could eventually try to get +AA and +acc to add a crazy amount of crit damage, but everything already die so fast that i don t really need more :(

Maybe it s an other story on templars or hunters, but from what i ve seen on my 60ish guardians, it s not really a problem neither. If Naga put back the max level cap back to 50 or 55, i think we don t need to have the 450 ish points somewhere else.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: zart on May 07, 2012; 03:37 AM
After respeccing my skills it took me some time to figure out why i couldn't wear my shield and focus item for my weird evoker i am dinking around with.  Turns out you cant use a shield and focus unless you have a point in dual focus.  ;D

+++

Is there a way to get a shorter summon on elementals? or perhaps a "summon all" with cooldown. Hopefully elementals keep up in this version but i honestly haven't checked. HGG spoiled me here.

+++

Gotta agree that the amount of attribute points seems excessive. My personal attitude about HGL in SP is as a survival game where hard choices must be made. Heaps of attribute points clouds that feeling for me, as does the lack of level restriction for mods. I dont see these issues as being a big deal, but they do diminish some of the aspects I like about the game.
 

Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on May 07, 2012; 05:38 AM
Yep. The stat feeds on the new equipment are pretty high. You'll definitely be needing the extra stat points if you want to deck yourself out in all of the new unique armor and mythics. Also, as item levels go up, so do the stat feeds.

 I see the justifications of your complaints.  Needless to say though, this is Naga's modification, alone. So I shouldn't be the one to speak for him.

I don t really agree on that i must say. Taking my evoker as an exemple, i have WAAAAAYYYY to much points left :) From level 1 to 100, i NEVER had any problems. I spent all my points at every level without even thinking what i was doing.
At level 100 : i don t have ANY +AA on my stuff, i didn t do ANY side quests for additionnal points, i have 6 mutant relics with around 40/50 will feed each equipped, pretty much every  feral armor at item level 100 + a veiled threat wich somes are augged and failed to add a bunch of feed cost.

With this kind if stuff, i don t have any attributes at the exact amount, i have way to much points in strenght, stam and accuracy and A LOT in willpower for nano regen purpose. I have like 200 points left to be spent still ^^


The issue with this, is that i only consider 1 thing when i choose an armor piece : is it a feral piece for added damage. I could eventually try to get +AA and +acc to add a crazy amount of crit damage, but everything already die so fast that i don t really need more :(

Maybe it s an other story on templars or hunters, but from what i ve seen on my 60ish guardians, it s not really a problem neither. If Naga put back the max level cap back to 50 or 55, i think we don t need to have the 450 ish points somewhere else.

Point taken. I haven't gotten a character up past ~35, but so far I've been running into problems being able to equip certain sword and shield combinations due to willpower feeds.

But if what you are saying is true, then perhaps the item levels and feeds do not scale up high enough in order to "justify" the greatly increased stat points.

Thus, I should probably expect results similar to yourself. If that ends up being the case, then I too will agree that:

A) The stat point growth right now is excessive.

and

B) There probably won't be anything lost by losing out on the 450-500 stat points from levels ~51-56+.


Something else to consider - Naga increased the stat point bonuses from quests as well. From 1 point to 5 points per applicable quest reward.

Hmm... I guess its all nothing to worry about.





Gotta agree that the amount of attribute points seems excessive. My personal attitude about HGL in SP is as a survival game where hard choices must be made. Heaps of attribute points clouds that feeling for me, as does the lack of level restriction for mods. I dont see these issues as being a big deal, but they do diminish some of the aspects I like about the game.




Again... I see what you mean.

It has felt liberating when I compare it to my unpleasant fun with the more restrictive feeds in HG:G. But lately (with the exception of my willpower feed problems), it has almost felt like... cheating. For example, I haven't had to put any points whatsoever into Spiritual Strength.


Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on May 07, 2012; 08:04 AM
Ah, but I need lots of stat points for Stamina or else I might inexplicably die in one hit at what seems like random intervals D:
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maxunit on May 08, 2012; 02:22 AM
Nagahaku, this is the greatest mod ever for Hellgate: London. This brought me back to playing the SP activly and hopefully finally finishing the game.

I have 2 problems with the mod tho:

1. During the Loading Screens, it happened once or twice, that it showed no Info Tip, instead of something along the lines of "Data for String 2000 missing."

2. The most common problem I have, is, that the game likes to crash after a certain time either with a plain and simple "hellgate_sp_dx10_x64.exe has stopped responding" error, sometimes with a Memory Allocation Error, that Process 0x0something wanted to write memory to 0x000000, but couldn't.

As you noticed from the exe name, I'm playing Hellgate: London in 64Bit Mode and with DirectX10.

I installed Hellgate: London the normal way, patched it with SP Patch 1.2, launched it, installed MP TCv4 2.0 Patch, launched Multiplayer, installed Nagahaku MOD 3.0a with the latest Loader and pressed "Unleash Hell". Since then I only use the original desktop shortcut to launch the game. Do I really really need to use the Hellgate Revival Launcher or can I launch the game the usual way? (In case if I did it wrong).

Generally the game runs fine, some slowdowns here and there when I approach a Hellgate (usual DX10 slowdown) or if a lot of enemies spawn.

Crashes only happen during combat. I noticed, that they mostly appear, if a Monster dies and is dropping items. Seems like some kind of Item might be the issue, but I am not sure. I'm still trying to track it down.

Otherwise, as stated above...BEST! MOD! EVER! (I do not dare to activate the MORE MONSTERS checkbox tho...)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: gravity on May 08, 2012; 05:02 AM
you're missing out by not checking the more monsters, friend. for a real challenge be sure to make an elite character.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on May 08, 2012; 06:27 AM
2. The most common problem I have, is, that the game likes to crash after a certain time either with a plain and simple "hellgate_sp_dx10_x64.exe has stopped responding" error, sometimes with a Memory Allocation Error, that Process 0x0something wanted to write memory to 0x000000, but couldn't.

As you noticed from the exe name, I'm playing Hellgate: London in 64Bit Mode and with DirectX10.
Funny; I, too, am playing HG:L in 64-bit DX10, but have never encountered the above problem except while I was playing 1.5b1, and ever since installing Nagahaku 3.0 never again.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Butsutekkai on May 08, 2012; 06:09 PM
  Hey ! I just want to know if you really plan to make an update soon decreasing max lvl to 50 ? I don t really want to grind my next 50 levels for nothing hehe.

I believe some of us mentionned it somewhere but i d like to know if it s possible to add the auto dismantling function like we have in HGG ? I m sure we spoke about this feature somewhere but can t remember how it ended :)
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Blindeye1971 on May 08, 2012; 10:28 PM
I've been lurking here for a while now so, time to say hello and say thank you for the mod : )

I find it a very fast paced mod with tons of neat features and I'm loving it immensely. Playing this, has spoiled  HG:G for me because there is no comparison. I love online but, 'Nagahaku MOD' is the gift for my sacrifice!!! lol. I would also like to see the auto disassembler, if it was possible to add it. Here is some things I noticed while playing.

Leveling speed feels right.
It seemed like I had far too many skill choices at the start of the game and I was a little overwhelmed, but the skill retrainer helps one make sense of it, and I believe the greater scope of skills offers more chances for deploying different  strategies.
This one is weird, it feels as though I am getting far to many attribute points, and yet, I still find at level 35 Engineer, that I go toe to toe with rooms full of teeth gnashing madness and escape with just the skin on my scrotum!
I don't like the fact that my bots have a lifespan now. It gets repetitive sometimes just jabbing the hot key to summon them again.
Having all weapon mods at level one is a great feature.
I would like to see more space in the players inventory; it just seems like I am going around with a 1/3 full inventory as my default... small things... other than that it's great : )

Title: Re: Nagahaku MOD 3.0a Updated
Post by: Rams on May 11, 2012; 08:44 AM
Can anyone tell me how to put the "Shield Overload" back onto melee weapons. I've found a couple of legendary and unique swords, but even with the option selected that puts shield penetration on the weapons, not a single one of them has either one of the attributes.

And I don't want to hex-edit them. I'm trying to play the game as normal as possible with the mod (without editing). But wasting a mod-slot to get shield penetration/overload is frustrating.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Malachor on May 12, 2012; 03:29 AM
I believe some of us mentionned it somewhere but i d like to know if it s possible to add the auto dismantling function like we have in HGG ? I m sure we spoke about this feature somewhere but can t remember how it ended :)
It requires access to the source code to add, so it's not possible.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: gravity on May 12, 2012; 07:53 PM
Has anyone had any success with a character that uses the mind control type weapons?
Do the mods pertaining to minion dmg/ac/health pertain to the hunter summons?

I was thinking this morning about the comment above asking for access to all skills for all chars. I don't think that is what the intent is here, though if it could be added to the options during install, along with the option to use any armor, that'd be cool. Anyone know if there's a mod out there closer to that idea? It'd be fun to see what you could come up with. It'd be neat if there were constraints though..like if you chose one skill, it prohibited the gaining of others..the jenga mod if you will.

Title: Re: Nagahaku MOD 3.0a Updated
Post by: Maiorem on May 12, 2012; 10:30 PM
I've used the mind control field gun, it works. Puppet Master worked for me too.
Title: Re: Nagahaku MOD 3.0a Updated
Post by: kumose on May 15, 2012; 04:07 AM
first off, thank you very very much for this great mod.

ever since the tcv4 weapons were added from the previous mods,
I was looking for a core magnum to drop for me in the game.
I finally found one from st paul station item makers using nagahaku 2.0a mod,
but the weapon lacks sound as I suspected.
It seems the tcv4 weapon sounds are missing altogether as there are
no sound for gleam carver and etc.

I'd like to know if anyone can located the weapon sound file and incorporate
it with tcv4 weapons? 
Title: Re: Nagahaku MOD 3.0a Updated
Post by: maeyan on May 16, 2012; 01:55 PM
Nagahaku, did Alex fix the SOUNDS table? Hows it going?
Title: Re: Nagahaku MOD 3.0a Updated
Post by: thegreatcthulhu on May 18, 2012; 06:56 AM
Nagahaku, did Alex fix the SOUNDS table? Hows it going?

You might want to email him. He hasn't posted in about 2 weeks. IDK much more than that. :-/
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Kyon on May 19, 2012; 08:21 PM
Nagahaku could you fix them ?

http://www.hellgateaus.info/forum/hellgate-london-general/seven-hellgate-london-graphic-glitches/msg47750/#msg47750
Title: Re: Nagahaku MOD 3.0a Updated
Post by: Nagahaku on May 24, 2012; 11:19 PM
Thanks to Maeyan and Alex's help, sounds are mostly imported, and with some other debug work, Nagahaku 3.0b update released. ;)
Check back to the main topic and you will see :P

Sorry for disapearing this days, but Diablo 3 took me most time, i have just complete its story line and felt a little disapoint... perhaps i should come back to HGL, HOHOHO :D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on May 25, 2012; 05:15 AM
Diablo 3 has sucked you in as well?!


 I don't know how much longer I can withstand this terrible peer pressure!


Edit: Glad to see the update Naga. I'll toy around with it later...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on May 25, 2012; 06:25 AM
Hello, I wanted to try this MOD out cus I am plenty bored of Global.

I am confused as to which files I need to DL to make this work.

It says I need this TCv4 MP Patch, but all the links to DL it are for the MP 2.0 Patch, and in another thread it says that MP 2.0 patch is old. Sooo which one do I grab?

Also, I got the Revival Patch 1.2.1, is this correct? Or do I need a different version?

Side question: Should the optional contents contained in the 1.2.1 patch be installed or left alone? And does the installer that comes with the .zip file install everything in it except the optional stuff?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on May 25, 2012; 07:40 AM
It says I need this TCv4 MP Patch, but all the links to DL it are for the MP 2.0 Patch, and in another thread it says that MP 2.0 patch is old. Sooo which one do I grab?

Also, I got the Revival Patch 1.2.1, is this correct? Or do I need a different version?
What you need is the official hgl 1.2 patch, not Revival 1.2.1.
TCv4 and MP 2.0 are the same patch.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on May 25, 2012; 08:20 AM
Ah ok, thanks for the response.

Crud, I already have Revival in there, do I need to remove that, or can it stay there?

Scratch that, did a fresh install instead.

New problem, the characters are showing up all boated or super tall and skinny.

I have gone through this thread a few times and tried everything that was listed as a solution and nothing is working. I, obviously, have HG:G installed, I really hope that is not interferring with this MOD...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on May 26, 2012; 02:16 AM
HG:G shouldn't interfere, as long as you remember to keep the settings folders found in  C:\Users\USER_NAME\Documents\My Games\ separate.  Just rename one of them before you try playing the other version.  However, even then, the interference shouldn't cause the problems your experiencing.

I presume you ran the MP 2.0 client found in the original Hellgate: London's directory at least ONCE before you tried running Hellgate: London Singleplayer client?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on May 26, 2012; 03:49 AM
I did a fresh install, ran the 1.2 patch, ran the MP 2.0 patch, re-downloaded the Revival.1.5b1launcher and put it in the HG:L directory. Ran the launcher and installed the mod. Then I ran the game.

Is there a particular order that this needs to be done in? If so, I would like to know, and possbily have the order of steps posted on the 1st post in case some poor soul deals with what I am currenty experiencing... :-(

EDIT: Ok, I did ALOT of tinkering with the install methods. All of which bring me to 2 conclusions, 1, there is something up with that launcher and it installing the MOD, or 2, this MOD hates my graphics card.

One thing I did find wierd was this screen shot of the launcher, the line that says "Applying TCv4 Character Script" is still loading while it says installation is complete. However, if you let it sit for a min, and then click ok after it is supposedly done installing the MOD, it keeps going with other functions.

I think it is discarding some of the MP 2.0 Patch content and telling you it is installed successfuly. After I install the MOD, and then run the patch, it repatches everything again. A couple of times it stayed patched after I installed the MOD, but once the game was ran, it needed repatching again. I would assume this MOD is overwriting it's vanilla files with it's new ones, so it leads me to believe, the launcher is on drugs.


Title: Re: Nagahaku MOD 3.0b Updated
Post by: maeyan on May 26, 2012; 03:50 PM
I did a fresh install, ran the 1.2 patch, ran the MP 2.0 patch, re-downloaded the Revival.1.5b1launcher and put it in the HG:L directory. Ran the launcher and installed the mod. Then I ran the game.

Is there a particular order that this needs to be done in? If so, I would like to know, and possbily have the order of steps posted on the 1st post in case some poor soul deals with what I am currenty experiencing... :-(

EDIT: Ok, I did ALOT of tinkering with the install methods. All of which bring me to 2 conclusions, 1, there is something up with that launcher and it installing the MOD, or 2, this MOD hates my graphics card.

One thing I did find wierd was this screen shot of the launcher, the line that says "Applying TCv4 Character Script" is still loading while it says installation is complete. However, if you let it sit for a min, and then click ok after it is supposedly done installing the MOD, it keeps going with other functions.

I think it is discarding some of the MP 2.0 Patch content and telling you it is installed successfuly. After I install the MOD, and then run the patch, it repatches everything again. A couple of times it stayed patched after I installed the MOD, but once the game was ran, it needed repatching again. I would assume this MOD is overwriting it's vanilla files with it's new ones, so it leads me to believe, the launcher is on drugs.
Not likely Nagahaku's patches fault.. that Launcher hasn't been worked on since it was first released and needs fixes for those quirky behaviours. It would be great if a new C# developer from the community could emerge and work on it

Awesome work Nagahaku & thanks for the community representation Cthulhu
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on May 27, 2012; 02:19 AM
Would the other launcher work with this? Or does it have to be that one?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on May 28, 2012; 02:21 AM
Would the other launcher work with this? Or does it have to be that one?
It has to be that one.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Huskie on May 28, 2012; 11:37 AM
I have noticed that although Nagahaku is in the dev team for the revival mod, some of the content from the revival mod is not present in the Nagahaku mod, such as Moloch spawning in Ancient Blood, Gambler tokens, new cube recipes (not 100% sure about the recipes, but still).

Is there any way to "merge" the mods? For those who have played and modded the latest Elder Scrolls or Fallout franchises games, they'll know what I mean. Like, installing the mods in a way that the files they changed aren't simply overwritten, but have their references added, so that you can have access to the content of both (and have the one installed last overwrite the parts in which the mods would have conflicted with each other).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on May 28, 2012; 03:07 PM
Many thanks for this mod... made me reinstall the game once again :d

I have a problem though, I was able to buy once from Gheed but afterwards I can't buy anymore. I click on him but no trade menu or any dialogue.

How do I make use of these gambling tokens? Please explain. Thanks once again.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on May 28, 2012; 07:57 PM
Many thanks for this mod... made me reinstall the game once again :d

I have a problem though, I was able to buy once from Gheed but afterwards I can't buy anymore. I click on him but no trade menu or any dialogue.

How do I make use of these gambling tokens? Please explain. Thanks once again.

If you inspect him (when you click on him, release your cursor on the magnifying glass) and read the psych-mon description, you will learn that he doesn't do anything ATM.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on May 29, 2012; 02:29 AM
Got it.

So the tokens I bought from him are pretty much useless then, right?
How does Skill Synergy work?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Huskie on May 29, 2012; 02:39 AM
Back again, I hope this mod is still being worked on, because I have played the mod for a bit and have some suggestions for changes/additions I'd like to see based on my experience in HG:L vanilla SP, HG:L MP and HGG.

Before I start, though, let me just clarify that this mod is amazing, it goes without saying that it is infinitely more fun playing it modded with this than vanilla and that you should assume anything I do not mention below is great and I enjoy it.

So let's get to it:


Problem 1) Rookie and weak versions of items dropping all the way until end-game. I understand it can be interesting to have an uber set of recruit armor while dual wielding monster SRACs and kick Nightmare Sydonai's ass with that, however the rate at which these items drop is way too high, to the point I have much trouble finding higher "tier" items and I'm also under the heavy impression that items that have only one version barely drop at all. As an example, I had dozens of mythics drop from lvl 30 all the way to 55, yet only TWO Nanodyne Ballistic Cannon drops of any rarity in that whole time. Another problem with this is that, imagine you FINALLY kill that really annoying boss, you watch the purple effects of a mythic item drop in the distance, you get your hopes up that it might be something potentially useful, but upon closer inspection... nope, just another lvl 55 Dart Pistol.

Solution: Please add an optional pack to revert that change so that item "tier" corresponds to the level they are dropped in (or at least reduce the likelihood of lower tier items a LOT).




Problem 2) Mythic items are weak. Double-edged items even worse. There are very few situations where the benefit of one mythic property on an item ends up being better than simply picking the base white item of your choice from a merchant and augmenting it 6 times. Since all non white items can have 4-5 properties tops (sometimes even less since some properties now count as two, such as thorns), and very rarely come out with all legendary or better properties, augmenting white items, while expensive, yields generally much better results.

Solution: A decent way to fix this would be by making it so all items green or above can be augmented 3 times regardless of how many properties it already has, just like you can in HGG.  I'm not sure if this is feasible with the current tools, however when white items are potentially the most powerful items in the game (without getting absurdly unbelievably lucky), something is very wrong.




Problem 3) Mutant items desperately need more variety. They drop too often and always are the same base item (one per faction).

Solution:  Make mutant items much more interesting by, say, making 3 or 4 (or more if you feel like it, the more the merrier I say) mutant item general templates, then have them be applied to whichever base item the mutant item happens to be (of course, respecting the item type, so you don't get mutant armor with weapon properties and so on). Which brings me to the fact that mutant armor is extremely rare, I only got one or two drops of it, of rookie armor while I was very low level, plus only very few quests reward you with them. And also, it would be great if there were 3 other mini-bosses somewhere in the game that dropped mutant ammo, mutant batteries and mutant rockets, respectively.




Problem 4) Skill properties cannot be obtained from augmenting. While I understand this was made intentionally, the mod's feature of letting you use skills from other classes obtained via items is very interesting, and the disabling of augmented skill-giving properties kills a lot of the potential from this feature.

Solution: Please make the disabling of skill augments an optional pack. Also, if possible, make it so skill augments are as likely to be picked as other augments (I think they have a higher probability of being picked, by default, due to the sheer amount of different skill augments there are, I could be mistaken, however).




Problem 5) General scaling issues. While this is in fact interesting to level up quicker, there are several drawbacks to this. The first being that the pace of the game becomes completely unbalanced. You end up leveling up way too quickly, especially with the increased spawn rates (and even more when using the crazy slayer optional pack). Also, the game becomes a tad monotone after a while, since there is no longer a best place to farm for this or that item, or farm exp, every single location feels the same, the only difference is the combination of monsters inside and you can't get as clear a feeling of character growth as when you go back to an area you previously had trouble clearing a couple levels earlier, but now can do it much more easily (a personal matter I'm sure, but still takes away some of the enjoyment for me). Another issue is vendor items scaling. I've found myself in situations where, like in the old vanilla HG:L I could look for a particular lower lvl base item in vendors, and augment them cheaper, before I got a good result and then nano'd it to better suit my level. Now this is no longer possible (also the fact that you can still get high ilvl rookie base items in late-game station vendors).

Solution: Please make the scaling an optional package. If possible make a third package where only a few select areas have scaling, while most others don't, for example, have Ancient Blood, passageways and boss instances scale.




Problem 6) Passageways and hell rifts present in every single instance. Some passageways stretching for over half a dozen different instances. Finding passageways and hell rifts is no longer exciting or rewarding.

Solution: Please make them rarer (about 1/10 or what they are now), but more rewarding and challenging. For example, make all enemies in Passageways be champion/unique monsters, increase palladium stack size/amount in treasure passageways and double/triple the amount of champion/unique monsters in hell rifts.




Problem 7) Well, not as much a problem, as a mere suggestion, but an additional package for tweaked cross-class skill picking would be very nice.

Solution: What I had in mind was an optional mod package that allows you to pick skills from the other class in your faction, however at doubled skill point cost and perhaps a cap to only let you put up to half the amount of ranks in it, that a character of that class would be able to put in. So for example, make it so an evoker could pick Fire Elemental ranks, at a cost of 2 skill points per rank, and only up until rank 5/10 of the skill.

------------------------------------------------------------------------------------------------------------------------

I believe I have covered all of my suggestions for the mod. I hope none of them are too demanding or unreasonable.

Once again, thank you for the brilliant mod, I'm certainly looking forward to it's future developments.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on May 29, 2012; 10:56 PM
Good post, I agree with most of that, I have my own thoughts as well:

Along with what Huskie is saying, this MOD also needs an increase of paladium drops from monsters and crates. I am level 25 in Charring Cross, and I am still picking up only 2-7 paladium each. This is not enough to fund buying things from the ever scaling vendors, and auging equipment. I recommend you scale the paladium drop amount to the player's level.

Another thing is the Crazy Slaver addon, this is virtualy unplayable. Mainly due to the mobs constantly scaling to you, you will come to a screeching halt in progression when you have to run Shulgoth. I recommend disabling the scaler for this addon when it is present.

Due this dreadfuly annoying model glitches with the launcher screwing up the MOD install, melee characters are not even playable. I really hope something can be done with it soon, as I would like to try out every class in the game.

@Huskie: Problem 5 wasn't intended. IIRC, the level cap before was 99 or 100. But due to some issues with the game, it was temporarily set back to 50-60.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: gravity on May 30, 2012; 01:45 AM
I also second Huskie's post.

I'd like to say though counter to the post about gold- a couple things - you can sell the cube. you can also sell everything else. Gold wasn't a problem before lvl 30 since i'd sold my cube (250K), and after that as long as you are selling items you found, you're fine. In the latest version of the mod, drops are very much fixed if you ask me and as long as you are willing to take the time to sell, the game provides. On top of that, health/mana injectors and all those other consumables continually add to your sell pool. I dunno, perhaps we play differently but without a lot of effort I look up and find myself pushing 400K reserved and that is with disassembling anything blue and selling everything else.

I'd also like to emphasize that i'd love to see the ability to pick up skills from other classes from the augmentrex, or just as existing mods on items of my class. i enjoyed d2 the most playing mods where i could really hybridize classes and builds (pleeeeeeeeeeease!!??!!??)

Question for the revival modders/launcher artists: any intent remaining on providing item swaps between characters? i find some sick loot for non cabalists and i'm also a big MM fan..just wonder if it's worth holding on to this stuff.

@naga - thank you! 
@everyone else - thanks for all your hgl insights; this is a great crowd.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on May 30, 2012; 04:17 AM
Okay, I'm seriously having a tough time dealing with the mission "The Wall", you know, that quest where you command a team of four weaklings. I did beat this quest when I first played the game with the Revival Mod though.

Any tips on that?

@Naga can you perhaps make that particular quest easier? ;D

P.S. Well, this is not really a Nagahaku mod problem but I might as well put it in here. Did anyone else notice that the DX9 version eats much more memory than that of the DX10 version?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on May 30, 2012; 04:31 AM
Okay, I'm seriously having a tough time dealing with the mission "The Wall", you know, that quest where you command a team of four weaklings. I did beat this quest when I first played the game with the Revival Mod though.

Any tips on that?

@Naga can you perhaps make that particular quest easier? ;D

P.S. Well, this is not really a Nagahaku mod problem but I might as well put it in here. Did anyone else notice that the DX9 version eats much more memory than that of the DX10 version?

I had this problem too... till Naga pointed something out:

Lord Aruphan(SP?) should put a "teleportation device" in your inventory when you accept "The Wall". It functions much like the Evoker/Guardian/Blademaster skills that let your character teleport. You can use it to teleport behind the impassable wall of junk to kill Beelzebub by yourself instead of having to use The Fist.

After that, you can just go back to the entrance of the dungeon via either teleporting through the junk again or using the /stuck command. Run up the stairs, and move "The Fist" to the warp that shows up where Beelezebub died.





I've always had problems with the DX9 version of Hellgate. Yes, the "Extreme Shader" is poorly implemented and causes massive frame rate drops (a shame they fixed the frame rate problems in 2.0 TCv4). But it at least runs a lot better as a whole versus DX9 on my system.




Question for the revival modders/launcher artists: any intent remaining on providing item swaps between characters? i find some sick loot for non cabalists and i'm also a big MM fan..just wonder if it's worth holding on to this stuff.

@naga - thank you! 
@everyone else - thanks for all your hgl insights; this is a great crowd.


Reanimator has a somewhat working feature where you could swap items between characters inventories. Unfortunately, it doesn't seem to want to work with save files generated by Naga's mod$. Also, I am under the impression that there won't be much more work being put into Reanimator*.

$It might also just not be functioning anymore. It worked OK about a year ago.

*I'd try to fix it myself, but I have no idea as to where to begin or end. My C# skills are too inadequate.






Problem 1) Rookie and weak versions of items dropping all the way until end-game. I understand it can be interesting to have an uber set of recruit armor while dual wielding monster SRACs and kick Nightmare Sydonai's ass with that, however the rate at which these items drop is way too high, to the point I have much trouble finding higher "tier" items and I'm also under the heavy impression that items that have only one version barely drop at all. As an example, I had dozens of mythics drop from lvl 30 all the way to 55, yet only TWO Nanodyne Ballistic Cannon drops of any rarity in that whole time. Another problem with this is that, imagine you FINALLY kill that really annoying boss, you watch the purple effects of a mythic item drop in the distance, you get your hopes up that it might be something potentially useful, but upon closer inspection... nope, just another lvl 55 Dart Pistol.

Solution: Please add an optional pack to revert that change so that item "tier" corresponds to the level they are dropped in (or at least reduce the likelihood of lower tier items a LOT).


I second this. I thought this was neat at first, but lately I've been starting to loath seeing mark1 and higher quality versions of the lowbie/mid-range armor, dropping when I'm way past their appropriate level. I feel like that stuff is clogging up the drop pools where more appropriate stuff could be dropping.




Quote
Problem 4) Skill properties cannot be obtained from augmenting. While I understand this was made intentionally, the mod's feature of letting you use skills from other classes obtained via items is very interesting, and the disabling of augmented skill-giving properties kills a lot of the potential from this feature.

Solution: Please make the disabling of skill augments an optional pack. Also, if possible, make it so skill augments are as likely to be picked as other augments (I think they have a higher probability of being picked, by default, due to the sheer amount of different skill augments there are, I could be mistaken, however).

I may be wrong, but I believe that this is a result of Naga using some of the changes from 2.0 TCv4.

History Lesson:
In 2.0 TCv4, +skills where severely curved back. This was partially because of Flagship having a new idea about how items would play out in the future for Hellgate (presuming they where going to stay in business).

This was also to combat the problem of "useless +skill items". Quite often, you would find legendary weapons clogged up by +skill affixes that where completely useless (I.E. All Evoker skills on a gun when you're playing as a Summoner*) or just skills you didn't have any intention of using. You would then try to redeem the item by using the augumatrix*... but it would just give you more useless +skill affixes.

Needless to say, this pissed a lot of players off. Flagship buckled and changed the way the augumatrix worked. Of course, it also bummed out the other players who liked having lots of +skills on their weapons and likewise, drove up the value on pre-existing items that already had lots of +skills already. I imagine if 2.0 ever went live, the value on those pre-existing items would've fetched a LOT of palladium on the consignment house.

Fast forward to now... Hellgate: Resurrection & Global kept the old rules. Hanbitsoft figured out that the old rules kept people playing because it increased the chances of players having to search longer for the weapon of their dreams.


Needless to say, they're both seemingly extreme variations on the rules. I think there could've been better programing algorithms for how the game decides on +skills.


*YES, I know there are a few oddball Evokers who do use guns.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on May 30, 2012; 04:38 AM
Thank you!!!

I've been wondering myself what those teleporters were for. I guess that's what I get when I don't read the mission briefings.



What are your settings in DX10 when playing?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on May 30, 2012; 04:56 AM
Thank you!!!

I've been wondering myself what those teleporters were for. I guess that's what I get when I don't read the mission briefings.



What are your settings in DX10 when playing?


No problem. As I said in my edit, I was having that problem too. I didn't even notice the teleporter items until Naga pointed them out to me.



I have everything turned up to the highest setting except for Shadows (never cared for them and they eat up a lot of graphics memory).

I sometimes however will have to turn the shader back down from Extreme to Very High. Also, if my frame rates become abysmal, I'll also turn off Dynamic Weather. That setting itself can cause some of the biggest frame rate drops.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: maeyan on May 30, 2012; 06:54 AM
I have noticed that although Nagahaku is in the dev team for the revival mod, some of the content from the revival mod is not present in the Nagahaku mod, such as Moloch spawning in Ancient Blood, Gambler tokens, new cube recipes (not 100% sure about the recipes, but still).

Is there any way to "merge" the mods? For those who have played and modded the latest Elder Scrolls or Fallout franchises games, they'll know what I mean. Like, installing the mods in a way that the files they changed aren't simply overwritten, but have their references added, so that you can have access to the content of both (and have the one installed last overwrite the parts in which the mods would have conflicted with each other).

That was the dream. We require a C# developer to extend the modification manager and add this functionality.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: gravity on May 30, 2012; 07:06 AM
could +skills be set to spawn on relics/tech etc.?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Butsutekkai on May 30, 2012; 07:10 AM
I see more and more people complaining about slayer mod, but please Naga, don t remove it !

Yes it is hard when you start the game, you get chain farmed when entering ancient bloods etc. But it s only until you reach a certain level with some decent gear. There s a point where everything die so fast that you don t even notice there is more mobs hehe.

I had a strange feeling lately : I remember my 3.0a chars they start to really explode everything at level 50+ i d say. It was like the ennemies stats wasn t scaling high enough with ours. It s way more balanced now with a level 50/60 versus 60 mobs !


On an other note, the 3.0b is AWESOME !!! Especially for the loots ! I actually hear a loot melody after each AoE :p There's maybe a bit too much of double edged compared to oranges but it s ok as i love them :).
The only down side for me is having to do all the boring side quests of the game twice to get those skill points :(.

Great work once again Naga, always a pleasure to play each updates you bring :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on May 30, 2012; 07:56 AM
Finally managed to create the zombot.

It's like a meat shield attracting monsters to himself, real funny. Question is, does it die? What's its stats?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on May 30, 2012; 09:01 AM
Finally managed to create the zombot.

It's like a meat shield attracting monsters to himself, real funny. Question is, does it die? What's its stats?
I'm not sure as I've instantly upgraded it to Fester, but like all pets in Naga's mod, it does die.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on May 30, 2012; 02:09 PM
Where did you get the needed parts for Fester aside from the zombot itself?

Is the miniboss in Ancient blood supposed to split in two?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on May 30, 2012; 03:41 PM
All the bosses in Ancient Blood spawn with random attributes. Vivacious, IMO, should be illegal for those guys...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on May 30, 2012; 05:05 PM
Here's what I meant,

Grim Specter Flying Form > Grim Specter Ground based form (usually I finish him here) but then sometimes instead, of falling over and dropping his loots all over, it becomes two Grim Specters.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on May 30, 2012; 07:05 PM
Where did you get the needed parts for Fester aside from the zombot itself?

Is the miniboss in Ancient blood supposed to split in two?
Fawkes' Elixir and Fawkes' Black Elixir? Totally random as far as I could tell.

Grim normally does not split into two upon death, but since Nagahaku's latest update includes giving all named enemies the ability to spawn with an extra random affix, it is possible. And it means you're screwed :P
But don't worry, the chances of encountering a Grim with Cascading, Diminishing or Regressing again is a lot less when you account for the fact that there are more than 70 different affixes in the game :D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on May 31, 2012; 12:53 AM
So where do I learn about these affixes? any links?

Oh yeah, what are those monster essences(beast, demon, necro, etc.) I've been picking up for?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on May 31, 2012; 02:05 AM
Here's (http://www.hellgateaus.info/wiki/Affixes_(Monster)) the wiki's list of monster affixes and their descriptions.

In MP,essences are used in Stonehenge to grant access to areas crowded with the same type of mobs as the essences offered.Each such area leads to a second map where a boss of the same monster type can be found.

Now in SP,if they're not utilized in some other way that eludes me,essences should be useless.Unless Stonehenge is eventually imported,in which case they should serve the same purpose as in MP.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on May 31, 2012; 02:50 AM
I know what you meant, and that is a random chance it will happen. That one in particular I think is called "Unyielding"? I am probly off on that, but it's there.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: gravity on May 31, 2012; 06:49 AM
i wonder if only certain item classes could be made to spawn +skills. as previously mentioned, double edged items need a persuasive feature.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Butsutekkai on May 31, 2012; 07:06 AM
i wonder if only certain item classes could be made to spawn +skills. as previously mentioned, double edged items need a persuasive feature.

Don t worry you ll eventually get some crasy double edge items. I ve found a crasy +108% splash radius gun for my evo for exemple :). They sometimes have the big stat without any negative one.


I have 2 problems tho: Mutants ennemies can t be beaconned for me (engi or MM one ). Not really a problem as they ten to die fast compared to ghost or zealots but more annoying at really low level.

I don t think my 2nd problem is Naga's mod relative but i need to know. In some area, my engi strikes don t hit mobs. They stand on any of the 3 strikes but they don t take any damage. Most of the times, if i strikes at the start of a playfield and don t hit anything, i k,now they won t get hit at all in the entire zone.

If i can t hit in a zone, it generally doesn t work in the related hll rift neither in the linked ancient blood ( wich is pretty problematic to survive then :p ) I don t really see any relation between the kind of the zone and if it hit but i would say that churches like king william zone are maybe more often "bugged" than others.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on May 31, 2012; 09:19 AM
I don t think my 2nd problem is Naga's mod relative but i need to know. In some area, my engi strikes don t hit mobs. They stand on any of the 3 strikes but they don t take any damage. Most of the times, if i strikes at the start of a playfield and don t hit anything, i k,now they won t get hit at all in the entire zone.

If i can t hit in a zone, it generally doesn t work in the related hll rift neither in the linked ancient blood ( wich is pretty problematic to survive then :p ) I don t really see any relation between the kind of the zone and if it hit but i would say that churches like king william zone are maybe more often "bugged" than others.
Yeah, I used to get this bug even since vanilla HG:L.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Nagahaku on May 31, 2012; 09:27 AM
Some answers~ :)

1.Mutant Monsters: i suppose they are "Possessed" ones with purple text? accroding to Diablo II, i gave them a property that they are immune to debuffs, so they cannot be beaconed, cursed, or effected by elemental attacks, the only debuff skill working on them would be Hamper.

2.Strike Skills: i think this is an old bug, with original 0.6 or 1.2 version HGL it happens as well, really sucks but i really have no idea how to fix it. :-[

3. Skill Affixes: in affix table, they are set to be only spawn on items with faction requirements, i removed some, but not all of them, it need to be rebalanced, since in higher level, they have an extra high spawning rate, i have seen lots of items above lv 40 full of Skill granting affixes, nothing else, really sucks. :-\ so i may need to find some way to make their rarity higher.

4. Lower MK Weapons and Early Form Armors: MK1 version weapons are universal, so i have to keep them spawning with your level, but i will find some way to make their rarity higher than later versions, and also, for armors, i will do it in this way, i believe somebody would love the earlier form, so lower the spawning rate, but keep spawning ;)

5. Revival Features: i will bring them back, now Grim Spectre is doing Moloch's job in Acient Blood, he is looting Moloch's stuffs, i do have a plan for Moloch, maybe in later update, perhaps 3.1 version? ;) Also, Gambling Tokens and new cube recipes will be back, but needs more time to fix their issues right now.

Diablo 3 failed me a lot, so i back to work now, i will keep on with the modding ;)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Huskie on May 31, 2012; 10:22 AM
i wonder if only certain item classes could be made to spawn +skills. as previously mentioned, double edged items need a persuasive feature.

Don t worry you ll eventually get some crasy double edge items. I ve found a crasy +108% splash radius gun for my evo for exemple :). They sometimes have the big stat without any negative one.


Splash guns only increase radius of spells and strikes in multiplayer. I tested a "global" weapon (over +100% increased splash radius) on my striker engi and evoker and it didn't make a difference at all.

----------------


Thanks for the answers, Nagahaku. While it's sad that Diablo3 didnt work out for you, I'm very glad you're back to work on this outstanding mod. That being said, could I nag you for a couple more answers to my other suggestions from my previous post that you didn't mention?  ;)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on May 31, 2012; 10:16 PM
Okay, just started a Blademaster and encountered the surge bug which has already been mentioned before. I'm running Nagahaku mod 3.0b and here are the things I did:
At the start, from Holborn Station, and before I have Matched Blades, I'm already encountering the bug where Surge of Restoration won't activate most of the time even though it has been eating up my power for each connected hit. Switching weapons does not solve the problem, and neither does quitting the game (I have not tested if exiting to desktop works). Adding Matched Blades made no difference, and Surge of Wrath also suffers from the same issue. I noted that it does activate on occasion, though not often enough to keep me alive.
I also could not activate the Guardian's Aura of Renewal even when it was provided as a skill in one of my Proficient weapons, though I could activate Anchor, which is also supposed to be a Guardian-only skill.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on Jun 02, 2012; 12:13 AM
Got a problem with the Construct Drone. I can't seem to summon it anymore after I did a skill reset.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: polkaman on Jun 02, 2012; 01:45 AM
Is this mod compatible with the Revival mod, or do they have to be installed separately?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 02, 2012; 05:12 AM
Is this mod compatible with the Revival mod, or do they have to be installed separately?

Incompatible. Uninstall Revival if you want to use this or vice/versa.


Edit: You may also want to avoid using other mods, since Nagahaku's effects a LOT of stuff within the game.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on Jun 02, 2012; 12:57 PM
Got a problem with the Construct Drone. I can't seem to summon it anymore after I did a skill reset.

The bots do that sometimes too.

I got it to allow me to summon 12 Rocket Bots by using a Retrainer over and over. LOL
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Berendey on Jun 02, 2012; 02:39 PM
What is a token, why do I need and how to use
Title: Re: Nagahaku MOD 3.0b Updated
Post by: spag on Jun 02, 2012; 06:04 PM
@Berendey:Tokens and essences can't be use right now, maybe in future updates. ;)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dønteatme on Jun 03, 2012; 11:48 PM
Hello.
My name is Dønteatme, and i love this mod! :)
First, thx for your work !
Im playing a guardian, lvl 53, elite mode from beginning and now on second difficulty with sword of justice, anchor, 21% crit chance (without aura) and 346% crit dmg and ist awesome!! :)
i love the monster intansity and surrounding me (ancient blood^^) and killing all in a few seconds :) this is hack´n slay, this is hell! not so other games who comes 1 monster all few meters. my way trough london i have noticed some bugs.
i dont know its soon posted here, i dont have read all 16 sites, but there is a electric sword thats makes all tooltip window light blue/disappear. i dont now the name, i playing german version and its hav the missing string name. it drops at lvl 30 or higher and when i have it in my bag or the salesman has it in his shop all tooltip are light blue and i cant read anything.
the other thing is, is it normal that 3 dark golden weapons ( a poison sword, fokus weapon and a x 55 weapon) drops so often from maybe everey seond or third monster?
i woundering about this.
the blademaster surges doesnt works, i have tested and i have the feeling that when i hit the monster one time and it dies i become no surge, when i hit 2 times or more to kill him the chance to get a surge is higher, but its just my feeling when ive playes the game.
to the end i have a question. is it pissible with items to get the cooldowns from skills to 0 or 1 second? i have irems with all togehter +87% " improve the swordsman skill frequency of use" .
and my skill has 15 seconds without it, but with this 87% just stopps at 8 seconds.

i wish you all the best.
sincerly Dønteatme
Title: Re: Nagahaku MOD 3.0b Updated
Post by: rafaelf on Jun 04, 2012; 12:27 AM
Okay, just started a Blademaster and encountered the surge bug which has already been mentioned before. I'm running Nagahaku mod 3.0b and here are the things I did:
At the start, from Holborn Station, and before I have Matched Blades, I'm already encountering the bug where Surge of Restoration won't activate most of the time even though it has been eating up my power for each connected hit. Switching weapons does not solve the problem, and neither does quitting the game (I have not tested if exiting to desktop works). Adding Matched Blades made no difference, and Surge of Wrath also suffers from the same issue. I noted that it does activate on occasion, though not often enough to keep me alive.
Hm, I found the same problem, any tips on this ?




edit:Tested more, dual weiding or sword+grapper, and the skill hardly activates, sword + shield seems to work perfectly, so I can use the sword+shield combo, bring it up to level 3, then use 2 swords to continue attacking, the 2 swords don't activate the surge but does keep the timer renewing as you kill.
I think this was like this on the vanilla game too, if I remember correctly.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 04, 2012; 08:00 PM
Okay, just started a Blademaster and encountered the surge bug which has already been mentioned before. I'm running Nagahaku mod 3.0b and here are the things I did:
At the start, from Holborn Station, and before I have Matched Blades, I'm already encountering the bug where Surge of Restoration won't activate most of the time even though it has been eating up my power for each connected hit. Switching weapons does not solve the problem, and neither does quitting the game (I have not tested if exiting to desktop works). Adding Matched Blades made no difference, and Surge of Wrath also suffers from the same issue. I noted that it does activate on occasion, though not often enough to keep me alive.
edit:Tested more, dual weiding or sword+grapper, and the skill hardly activates, sword + shield seems to work perfectly, so I can use the sword+shield combo, bring it up to level 3, then use 2 swords to continue attacking, the 2 swords don't activate the surge but does keep the timer renewing as you kill.
I think this was like this on the vanilla game too, if I remember correctly.
Vanilla never had such problems. Often times the Grappler+Sword combo activated surges, so I use it once and then switch to dual wield and continue surging from there. Most interestingly, there are times when I never had time to switch weapon sets so I kept using dual wield despite having no surges, until I kill one enemy and immediately have Lv3 surge activate.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: KaneHarkonnen on Jun 04, 2012; 10:15 PM
Got a problem with the Construct Drone. I can't seem to summon it anymore after I did a skill reset.

The bots do that sometimes too.

I got it to allow me to summon 12 Rocket Bots by using a Retrainer over and over. LOL
So how did you get it back to normal? I still can't summon the drone.

Oh, yah. Just finished sydonai off and supposedly unlocked nightmare mode. How do I play that mode?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 05, 2012; 12:48 AM
Just finished sydonai off and supposedly unlocked nightmare mode. How do I play that mode?
Unless the mod has changed the default way to,there should be a box that activates/deactivates it at the lower left of your screen once you highlight a character in the selection screen.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on Jun 05, 2012; 06:45 AM
Got a problem with the Construct Drone. I can't seem to summon it anymore after I did a skill reset.

The bots do that sometimes too.

I got it to allow me to summon 12 Rocket Bots by using a Retrainer over and over. LOL
So how did you get it back to normal? I still can't summon the drone.

Oh, yah. Just finished sydonai off and supposedly unlocked nightmare mode. How do I play that mode?

I think I used a retrainer and then restarted the game to get it back.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 05, 2012; 11:42 PM
I still haven't tried out the mod myself,but a buddy of mine took interest in it and had me install it in her computer yesterday.
She's "absolutely thrilled" so far,and going by what little I've seen I found it most interesting as well.Needless to say,I'm even tempted to reinstall SP and give it a try.Somehow,a Summoner with the poison tree AND a poisoned blade sounds like a mighty fun character to play. ^^

That aside,major kudos on mob diversity.Red,purple and grey mobs as early as on the way to Covent Garden,and Shard who kept reflecting Spectral Blasts was quite the sight.
I'll most likely give it a go sometime this week,all the positive feedback I get so far helps motivation along too.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: al1500 on Jun 06, 2012; 07:43 PM
Its fun and all, but just one thing. I am a level 22 marksman and i still dont have enough AOE to kill the mobs. I have to spam nades just to kill everything. I tried going back to the launcher and taking off the option for lots of mobs but it didn't seem to work. There is waaaaay to many things to kill and i spend 30 mins to clear a room hahaa
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on Jun 07, 2012; 10:00 AM
Sounds like you have Slaver enabled, that isn't really legit to us. lol
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Butsutekkai on Jun 07, 2012; 07:17 PM
Marksmen have a tough start i admit. But you ll soon get way enough possibilities to erradicate a whole ancient blood in less than 2 minutes. I used dual faction skills at start tho, as engi's strikes really help until you get enough nova on hit (wich is for sure a MUST have to clear things fast enough).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jun 07, 2012; 09:51 PM
splash damage + retargeting bullets + nova = mobile firework station
(also wanna find some more onhit mods to make disco drone <3 )
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 07, 2012; 10:07 PM
Marksmen have a tough start i admit. But you ll soon get way enough possibilities to erradicate a whole ancient blood in less than 2 minutes. I used dual faction skills at start tho, as engi's strikes really help until you get enough nova on hit (wich is for sure a MUST have to clear things fast enough).
(https://fbcdn_sphotos_d-a.akamaihd.net/hphotos-ak-ash4/420194_325464084177454_661906148_n.jpg)
Try going against Grim Spectre as a Lv 25 Blademaster.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Butsutekkai on Jun 07, 2012; 10:44 PM
Hehe my guard get molested by grim before lvl 40 ^^
Title: Re: Nagahaku MOD 3.0b Updated
Post by: rafaelf on Jun 09, 2012; 02:54 AM
Hm played some more and surge of restoration is definitely broken for some reason...

At some point in the game it completely stops working, other surges work perfectly but the restoration one refuses to activate, and no matter what combo of items I use, it simply stops working :(
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on Jun 09, 2012; 08:14 AM
I took out the Grim Spectre as a level 20 Engineer, do I get a reward?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: lotloren on Jun 09, 2012; 09:30 AM
Is it possible to have revival 1.5b1 revival and this mod at once if not what exactly is the difference. Import/revamp vs Import/total revamp or what?(Especialy intereseted in the diference of added items). Ty.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 09, 2012; 03:37 PM
The two mods are incompatible,as they modify many of the same files.

In short,yes,that would be the analogy.Most notable difference being,Nagahaku's mod also adds new skills and tampers with mob density/quality in a larger scale than Revival.There have been mentions of mobs being "too many" at times,even without the Slayer add-on (which further increases mob density),but I suppose that's individual taste and you'll have to judge for yourself.

Regarding stability,Revival 1.5 may crash on occasion due to specific drops.Going by reports on Nagahaku's mod (as I haven't even reinstalled SP in a while) seen no notable amount of crashes thus far but issues may always emerge in this thread,such as the recent issue with Surge of Restoration.

As I haven't tried out this mod myself,I can't go in depth regarding added items though.
For more details on the two mods' differences you could look through 1.5b's release notes (http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/revival-sp-modification-1-5-b1/) and,of course,the first post in this thread :)


Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jun 13, 2012; 04:17 PM
any use for essences right now?

also, i think there's too much loot - no use for anything with less that three stars(except whites for auging purpose).
made it only to Shulgoth, it was easier to kill him rather than a buffed imp trooper.
also, some old and new skill builds would be viable only with lower monster density(like stealthy sniper/melee hunter)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maxunit on Jun 13, 2012; 05:23 PM
Is there a way to increase the timer for monster respawns somehow?

I mean, it ownz ass to have a shitload of enemies to fight, but i clean like on small area of the level, try to continue with the next part and before i have that one cleaned, the monsters i killed before already respawned behind me -.-

This can be VERY frustrating...at least for me.

I'm checking with Reanimator the files right now.

EDIT:

I think I found it. enableRoomReset is ticked and the delay is set to 600.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 13, 2012; 06:11 PM
Is there a way to increase the timer for monster respawns somehow?

I mean, it ownz ass to have a shitload of enemies to fight, but i clean like on small area of the level, try to continue with the next part and before i have that one cleaned, the monsters i killed before already respawned behind me -.-

This can be VERY frustrating...at least for me.

I'm checking with Reanimator the files right now.

EDIT:

I think I found it. enableRoomReset is ticked and the delay is set to 600.
Is it possible for you to create a small fix to untick enableRoomReset? I'm not altogether familiar with using Reanimator...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: EnkerZan on Jun 13, 2012; 11:42 PM
lol, I said something about that earlier too, it would be more balanced to have them NOT scale when Slaver is enabled.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 14, 2012; 10:09 PM
Playing as a BM on Elite Mode until the activation of the Oracle; reached LV31 from LV27 starting at Green Park Station, in just about 3 hours.
A few comments:
It seemed to me that leveling is easier in Elite Mode. Much faster than when I started with an Evoker without Elite Mode (at the time it was due to having heard that there is simply too much white loot with Elite Mode on).

I also managed to beat 4 Grim Specters (first one died and split into two tiny Grims; good thing I managed to finally know how to deal with Grim as a BM just before then); my mistake in my earlier rendezvous  with Grims is that I completely forgotten about the new stun skill (the one before Earthquake) and how easy to stun Grim is. Balance of Power also helped a LOT since I have set my right click to Surge of Restoration and my left click to that stun skill. Also, spectral Cocomoko helped to distract Grim's attacks away from me too. Prayer of Conflagration helped speed up Grim's dying process as he keeps getting burned (except for the last one which was Blistering, I think.

Concerning loot in Elite Mode, I keep getting lots of great non-white and non-green loot, to the point where each run between stations would cost me at least 40 analyzers! I suppose having high luck helps a lot too, especially now that I have Dark Vengeance from Grim ^^

On a less positive note, Path of Righteousness is sometimes stuck on the same place, like, it activates, but my BM never moved even 1m from her spot. Not sure if this is a bug or something I did wrong.

By the way, I find it interesting that Nagahaku has decided to replace the flavor text (e.g. quotes from famous figures, etc.) of most, if not all, of the unique weapons with Nagahaku's hints about the weapons, especially the guesses as to where the weapons get their names.

EDIT: One last thing; Treasure Passageways appear to give a lot more Palladium in Elite Mode compared to non-Elite. Or perhaps this was a change between Nagahaku 3.0a and 3.0b.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 15, 2012; 06:02 AM
Quote
On a less positive note, Path of Righteousness is sometimes stuck on the same place, like, it activates, but my BM never moved even 1m from her spot. Not sure if this is a bug or something I did wrong.

That's a bug that is present in the Guardian's Stampede as well. It was pretty much fixed in 2.0 TCv4. I don't know if it was due to an adjustment in the game's executable or the script the skill uses. If it was a script adjustment, then there must be some way to apply it via Reanimator.

Also, IF it is a script fix, then I am surprised that Naga didn't try to implement it.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maxunit on Jun 15, 2012; 12:15 PM
Is it possible for you to create a small fix to untick enableRoomReset? I'm not altogether familiar with using Reanimator...

Here's a modded levels.txt for Nagahaku3.0b, which unticks all enableRoomReset.

http://www.vgunetwork.com/levels.zip

Just open the Nagahaku3.0b.mod.zip and replace the levels.txt under data/excel or extract the mod.zip, replace the levels.txt and pack the mod again properly.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 15, 2012; 06:25 PM
Is it possible for you to create a small fix to untick enableRoomReset? I'm not altogether familiar with using Reanimator...

Here's a modded levels.txt for Nagahaku3.0b, which unticks all enableRoomReset.

http://www.vgunetwork.com/levels.zip

Just open the Nagahaku3.0b.mod.zip and replace the levels.txt under data/excel or extract the mod.zip, replace the levels.txt and pack the mod again properly.
Thanks...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maxunit on Jun 15, 2012; 07:14 PM
And...re-install the mod :/

Forgot to add that, but just as a proper informational post. Not, that someone just re-packs the mod file and thinks, that's it :D

I tested it out and the mobs no longer respawn.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 15, 2012; 11:01 PM
I currently have in my inventory:
Bottomless Prism
Ol' Sparky
Vulcan Bolter X2
Arashi's Spider-Shot
Shulgoth's Infernal Storm
Gulkar's Demonic Shredder
Cosgrove's Carnage
Jung's Windstorm
Glenn's Polluting Rotfire
Derek's Divine Equalizer
Amol's Arclight Destroyer
Fisher's Fiery Cast

Undeniable Trews
Temet Clasps
Northrop's Guru
Mantle of Sydonai

Trouble is, I'm a Blademaster D:
The only Uniques that are of use to me are:
Falchion of the Fiend
Kikou of the Lion's Spirit
Tolby's Destroyer
Gaulle's Word

Is it normal to get so many Uniques that are not relevant to one's class?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 15, 2012; 11:29 PM
On that note,I was browsing through a buddy's stash just now and found she had a "Zart's Considered Opinion" lying around.I recall 6 community items had made it in the game,would be interested to know which the other 5 ones are :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: zart on Jun 16, 2012; 02:21 AM

On that note,I was browsing through a buddy's stash just now and found she had a "Zart's Considered Opinion" lying around.I recall 6 community items had made it in the game,would be interested to know which the other 5 ones are :)

Holy Crap!  :o I had no idea. I remember hitting that old thread with my 2 cents but really I didn't expect to make it in. Mayean you are so sweet. That really makes my day.

I would love to see a screenie of that Bryan. I expect its a wasp hive, something no one but i would probably use.  :P

So cool that they got those items in. You just never know till it drops. I wanna know what the other 5 are too.

The answer might be guessed from the thread. http://www.hellgateaus.info/forum/talk/design-your-own-unique-item/
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 16, 2012; 03:14 AM
Yeah it's a unique wasp hive,and one that packs a punch I might add ^^ Though sadly it's in a friend's comp,and I'll be out of town for a few days so it might take a bit.But sure,I'll get one as soon as I'm back :)

Kinda wishing I could change mine,since I've seen mutentacles now and I'm quite sure that's not what I want my namesake item to be.But oh wells,unless there's plans to work on those still it's a tad too late to have second thoughts now.
The answer might be guessed from the thread. http://www.hellgateaus.info/forum/talk/design-your-own-unique-item/
Well going from the pictures,the ones that should have been ready at the time are:
-Cthulhu's "The Merkabah" shield
-Wildman's "Wild Retribution" sword
-Tirex's "Grace's Lucky Garb" caster torso
-Jeremiah's "Johny's Mecha-Slicer 3000" cricket bat
-Leitner's "Leitner's Legacy" templar torso

Makes 6 with yours.
Then again,Jeremiah's turned out to not function as intended,and Maeyan mentioned at some point that he had added 2 mutentacles that were suggested as well.Bah,I'll just go ahead and ask :P
Title: Re: Nagahaku MOD 3.0b Updated
Post by: zart on Jun 16, 2012; 04:58 AM
now that you mention these, I honestly think leitners legacy dropped for me. I searched my stashes and couldn't find it which means i broke it which means i am an ass.

I would be terribly surprised if you didn't get one in there Bryan. I saw your mutentacle plans in the thread so heres hoping.  ;D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 16, 2012; 11:33 AM
Oh! My Evoker definitely received Grace's Lucky Garb!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 16, 2012; 01:16 PM
So wait, The Merkabah drops in Naga's mod? I thought that and the other community uniques only drop in Revival 1.5b?



Well shoot... now that Dissector shields are working... it'd be kinda tempting to add in that overpowered Dissector I left in the "Design your own Item" thread.




Odd thing I noticed - when I was playing around with a hex editor and tried to turn a normal Gleamcarver into Grimace, it didn't do so when I threw it in the augumatrix.


Makes me wonder if Naga didn't completely put Grimace into the game.

Because if it wasn't there at all, the Gleamcarver should have become LEGENDARY. Instead, it became a "unique Gleamcarver" with the same stats that it possessed when I had it as a white item. 

I guess I can check through Naga's mod via Reanimator and see what's going on...




Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 16, 2012; 10:12 PM
Here's three more Uniques I just picked up in the last hour:
Plantagenet Helm
Scrapper Slants
Techa Bladeguards
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 17, 2012; 12:51 AM
The Plantagent Helm is an old one. It was a decent spawn helmet but it also kinda "sux0red" in comparison to what you could get out of legendary spawn helms.

I think the same goes for the Scrapper Slants... in the sense that it's old. I don't recall ever using it on my Engineer.


Techa Bladeguards.... I THINK those are some of the new 2.0 unique gauntlets for Hunters.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 17, 2012; 01:28 AM
The Plantagent Helm is an old one. It was a decent spawn helmet but it also kinda "sux0red" in comparison to what you could get out of legendary spawn helms.

I think the same goes for the Scrapper Slants... in the sense that it's old. I don't recall ever using it on my Engineer.


Techa Bladeguards.... I THINK those are some of the new 2.0 unique gauntlets for Hunters.
Actually, it's a Hunter class Shoulder Armor. At Lv43, here are its stats: 27 Armor, 428 Shields; Adds 4% Damage; Adds 5% Physical Damage; +43% Damage to Necros; +266 Shields; Stun Attack Strength: 45; Equip Cost: 12 Accu, 21 Stam
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Butsutekkai on Jun 17, 2012; 07:25 AM
Techa set has some amazing pieces for sure. Here s some of the good pieces i ve found for my marksman so far :


(http://i.imgur.com/ASQjC.png)



I m really afraid to aug my items to get +boost skill even if i have several free stat points :(
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 17, 2012; 01:08 PM
From my recent shopping trip to The Mind of 314:

Techsmith's Gyrozooka X2
Techsmith's Odd Glove
Techsmith's Protector
Shell of the Void
Ceremonial Shard

Unfortunately they're all at Lv17 due to the level of the demons being fixed at 15...
Interestingly, Nagahaku assures us that Shell of the Void is "A named weapon of Occulus the All Seeing"...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 17, 2012; 07:28 PM
So wait, The Merkabah drops in Naga's mod? I thought that and the other community uniques only drop in Revival 1.5b?



Well shoot... now that Dissector shields are working... it'd be kinda tempting to add in that overpowered Dissector I left in the "Design your own Item" thread.
Not sure which ones were even made,let alone which ones drop in Naga's mod.Though apparently some do :)
Yeah on that note,I'd be more than tempted to remake my freaky mutentacle into a Glyph or Claw now that they've become common,maybe tweak the properties a bit too.Not sure if anyone's willing to pick those up and revamp them though =/
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 17, 2012; 10:05 PM
I'm pretty sure the Merkabah drops in 1.5b. Maeyan sent me a screen shot of it at some point.


I'm fine with it being a Zenith shield. I always hated it how there never was a unique Zenith to top Keeper of the North Star. Although if "The Keeper" was indeed a Fist of the North Star reference, then I suppose I can see why Flagship had a hard time wanting to let it be succeeded by any other pre-Abyss shields.






I'm sure someone would be interested in revamping the 1.5b items....
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jun 18, 2012; 12:18 AM
are double-edged items bugged? 'coz i've seen much with no negative affix or with affixes missing their description.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: zart on Jun 18, 2012; 12:51 AM
are double-edged items bugged? 'coz i've seen much with no negative affix or with affixes missing their description.

I think double edged items are intended to have a high chance of both positive and negative affixes, but that chance is not 100%. I have seen doub edge items with no positive affix as well.

I have never felt like they were bugged so much as the program generates some crappy examples of what mayean intended. To be sure there are some great examples of double edged items.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 18, 2012; 06:41 AM
are double-edged items bugged? 'coz i've seen much with no negative affix or with affixes missing their description.
In Nagahaku 3.0b I think the Dreadful negative attribute (+1AA but increases feeds by a motherload) is changed so that there is no more +1AA but it still hurts feeds, like requiring 58 Willpower, etc.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Butsutekkai on Jun 18, 2012; 08:14 AM
I also guess that the drawback effect can be the feeds. The gloves i posted above need 117 stats points hehe.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 18, 2012; 09:53 AM
The double edged items still need some work. Flagship admitted this as much since there were a lot of them that dropped with stupid affixes that canceled each other out. I still see examples of this in Naga's mod, as well as the Revival patch that tried to incorporate them.

I
I have never felt like they were bugged so much as the program generates some crappy examples of what mayean intended. To be sure there are some great examples of double edged items.

Exactly. But in all fairness, the way they're set up to be generated is also cumbersome to work with, so its understandable, IMO, as to why so many crappy ones exist.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 18, 2012; 10:06 AM
Bah still remember a particular cabal helm that dropped for me once...A "+20ish hp/27ish hp regen" (supposedly) mythic property,then +25% power costs for evoker/summoner skills.
So yeah,their scaling seemed off at the time.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: drogon on Jun 18, 2012; 12:09 PM
Hi

I enjoy this great mod but I noticed the squire (when you upgrade the levels) can't be modified (like the drones for example) as
when I right click on it there is no window allowing me to equip him.
Does it happen to others too or is it me only??

If this is a generalized issue then it means the whole skill tree is useless
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Jun 19, 2012; 05:55 AM
OK, I have  problem.

I hit the cap at level 60 but with all the crazy mobs, I need more points to get better armor.....

I know you imposed the cap due to issues, but is there a way around it???
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 19, 2012; 07:38 AM
Hi

I enjoy this great mod but I noticed the squire (when you upgrade the levels) can't be modified (like the drones for example) as
when I right click on it there is no window allowing me to equip him.
Does it happen to others too or is it me only??

If this is a generalized issue then it means the whole skill tree is useless

I've never used the Squire skill, but supposedly his equipment menus only come up when his skills reach certain levels.

Naga made a comment a few pages back in this thread about there being some random occurrence during installation where the Squire skills would get screwed up. You could try uninstalling the mod and reinstalling it to see if that fixes the problem.

OK, I have  problem.

I hit the cap at level 60 but with all the crazy mobs, I need more points to get better armor.....

I know you imposed the cap due to issues, but is there a way around it???

You should be able to get more attribute points from the optional quests found throughout the game. Try doing some of them if they have been ignored/skipped.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 21, 2012; 02:01 PM
In today's run from Charing Cross Station to Temple Station I've received the following:
Deshpande's Diseased Devotion
Voltaic Eel Vat
Scaper-X-Flexers
Chakl's Kabuto

Man, is Chakl's Kabuto the best Templar helm I've ever seen! Nagahaku is still wondering where the name "Chakl" came about. On a side note, has the Nightblade ever been Hunter-only swords?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 21, 2012; 05:02 PM
Chakl's is indeed one of the best... unique Templar helms. I've never been able to figure out where the "Chakl" name originated.* I always thought it sounded pretty cool, but others think its stupid (I.E. They see it and think "Chuckle's Kabuto".)

It can still be outdone by legendary or mythic helmets. Especially the ones that can luck out and have the +1 all Guardian / Blademaster skill affix.


The Angelic Visage should be better, but for some reason it doesn't seem to be as good as it was in 2.0 TC. I might be wrong but I think it is missing some affixes because the set bonuses are not showing up on it when you equip all the other unique Seraphic armor pieces.


So unfortunately, the Angelic Visage is marginally better than the Plantagent Helm, IMO. 



*It's possible that its a nickname for one of the Flagship employees. Several of the unique items are named after them. A couple examples would be Shenk's Shank, Scrapper's X-Flexers and Somberg's Guise.

In fact, some of them are also named after lucky Hellgate community members (after Flagship had a "community day" a long, long time ago.) One example would be Sol's Invictus.



Nightblades have always been Templar-only swords in all "official" versions of HG. The only melee weapon Hunters can use in regular Hellgate are those weird chain-saw weapons.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 21, 2012; 05:07 PM
Nightblades have always been Templar-only swords in all "official" versions of HG. The only melee weapon Hunters can use in regular Hellgate are those weird chain-saw weapons.
Yet somehow every Nightblade I get in Nagahaku's mod is designated as a Hunter weapon. I don't think this was mentioned in the changelog for Nagahaku's mod, so it may have been unintended?
Even Shenk's Shank, a unique Nightblade, is Hunter-only in Nagahaku's mod, so I, a Blademaster, cannot even use it. Swarm Edge is also another weapon that suffers from this miscategorization; it is a Cabalist weapon in Nagahaku's mod.

Edit:
Today's foray from Temple Station to Charing Cross Station and back has yielded me some interesting things:
Demolishman's Spaulders
Susnova's Shynbalds
Olivia's Revelation
Gunny's Mistress
Heart of Darkness

Wow, it's like I'm getting 4-5 uniques an hour.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 23, 2012; 12:24 AM
Finally got a screenie of Zart's unique item,and also one of a mighty interesting Claw for Summies.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jun 23, 2012; 01:14 AM
WOW, now that's a reason to complete the game with Nagahaku mod O_O

c'ya, gotta catch 'em all!  ;D :) :D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: zart on Jun 23, 2012; 05:27 AM
Awesome! Thanks for posting that Bryan. :) :D



Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 23, 2012; 01:06 PM
Today's foray into Temple Access Ducts, Forgotten Ducts, and Aldwych, has given me the following:
Megan's Fury
Shortcutter
Megalodon
Face of the Crusader

Interestingly, Face of the Crusader does not have any sounds played when picked up in the inventory, like when you want to rearrange stuff and each item: equipment, mods, injectors, etc has its own "chime", but this one is muted. Perhaps an error? I do remember getting Face of the Crusader back when Moloch was reigning Ancient Bloods in Revival 1.51b, but I don't recall if it was similarly silent.

Edit: Okay, did a Barge House run with my Evoker; gained the following items:
Hestia's Vision
Wurm's Multitude
Veiled Threat (for the second time)
Mantle of Sydonai
Temet Clasps

Never have I been so disappointed at a unique equip as when I saw Temet Clasps...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: riverless on Jun 23, 2012; 06:51 PM
Hello everyone!
Do goggles still function well in 3.0b?
I remember in 3.0a's character page goggles actually beam light.
It isn't the same case in 3.0b, at least in my game.
Anything wrong?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 23, 2012; 08:04 PM
Goggles worked fine for me in Aldwych.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 23, 2012; 08:07 PM
A buddy of mine has those equipped all the time,and they did seem to work for her even in character selection.
Try switching from DX9 to 10 or vice-versa,I recall them not working correctly in one but showing fine in the other.

Edit: Oh got me to it.Maiorem,which DX of the two are you running the game in?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 23, 2012; 08:31 PM
I'm running on DX10.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 23, 2012; 09:44 PM
That settles it then,try switching to DX10 Riverless.
If that still doesn't fix the issue,I'd guess it's something else on your end such as graphics settings.Not positive they do affect it,but would be my best guess if it persists.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: riverless on Jun 24, 2012; 06:40 AM
Thank you Bryan.
I did switch to DX10 when updated to 3.0b.
So this might be the cause.
I'll try to figure out other settings which will work.
Thanks again.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: riverless on Jun 24, 2012; 04:36 PM
Tested for nearly half an hour tonight.
The goggles worked fine  for me on Dx9, but not on Dx10, no matter what graphic settings I tried.
This makes me really upset, because graphic quality on Dx10 is much much better than that on Dx9.
So is there any solution?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Butsutekkai on Jun 24, 2012; 06:04 PM
Tested for nearly half an hour tonight.
The goggles worked fine  for me on Dx9, but not on Dx10, no matter what graphic settings I tried.
This makes me really upset, because graphic quality on Dx10 is much much better than that on Dx9.
So is there any solution?

It s really dark for me too but i use spells to do the light i need ^^
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jun 24, 2012; 08:31 PM
Well yeah,a makeshift workaround for cabals/hunters is to produce the light needed through spells/autofire and skip the goggles entirely.
Not sure what a Templar could do to that end though.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 25, 2012; 12:50 PM
Well yeah,a makeshift workaround for cabals/hunters is to produce the light needed through spells/autofire and skip the goggles entirely.
Not sure what a Templar could do to that end though.


Prayers, Nova Guns... jacking up the Gamma settings....
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jun 25, 2012; 01:19 PM
radar + targeted monster's  frame is all i need to complete that quest while running melee character.

Prayers, Nova Guns... jacking up the Gamma settings....
or buy two fast firing pistols preferably with chance of shrapnel shot. always nice to try something new for a change. maybe u'll enjoy it enough to run the rest of the game with pistols
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 28, 2012; 01:32 AM
radar + targeted monster's  frame is all i need to complete that quest while running melee character.

Prayers, Nova Guns... jacking up the Gamma settings....
or buy two fast firing pistols preferably with chance of shrapnel shot. always nice to try something new for a change. maybe u'll enjoy it enough to run the rest of the game with pistols

Done that with Machine Pistols and/or Vorpals... about 5 years ago.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Krokenoster on Jun 28, 2012; 09:01 AM
I liked it when the level cap was at 100 it was more fun that way even if you didnt get to fight the grimm spectre after level 73 to me it was still enjoyable.

Just a question has anyone found a Blood moon. Or any of the heaven or darkness unique items
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 28, 2012; 02:31 PM
Went to Barge House with my BM, looted the following:
Mantle of Sulfuric Guru
Wust's Dependable Sollerets
Vivian's Gleaming Gauntlets

Quite disappointed with the stats of the gauntlets...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrhbln on Jun 28, 2012; 05:50 PM
Thx for the mod. Just best of the best. Shadows low to high give 300 to 75 FPS!!!!
MSAA off to 8 give 300 to 150 FPS. Keep Shadows Low! For minimal lag
Smoke and fire and 100% action all the time.  Do not need shadows.
100% Stable. DX9 64bit. 120Hz monitor.
So much fun. So nice.
Thx again
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jun 28, 2012; 07:43 PM
radar + targeted monster's  frame is all i need to complete that quest while running melee character.

Prayers, Nova Guns... jacking up the Gamma settings....
or buy two fast firing pistols preferably with chance of shrapnel shot. always nice to try something new for a change. maybe u'll enjoy it enough to run the rest of the game with pistols

Done that with Machine Pistols and/or Vorpals... about 5 years ago.

sorry for my vewy vewy bad english, i was misunderstood, were trying to reply to riverless

and what's so special in Heaven and Darkness sets?  ??? ??? ???
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jun 28, 2012; 07:49 PM
My trip to the Exospector has yielded the following:
Wolverine
Darkray's Devastation
The Agitator
Techsmith's Protector

Nice to battle Techsmith again in the Exospector, where he's now at the same level as my character...

Rift Ripper, in Nagahaku's mod, is now a Cabalist sword, as is Swarm Edge...

Bug report: When a Gleam Carver is in the inventory or the shop, there is a minor bug with the cursor and tooltip graphics in that they are surrounded and shaded in white so it's like they have had their brightness settings set to maximum, but it does not affect the rest of the game.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: archon on Jul 02, 2012; 07:49 AM
Hey Nagahaku, I need to congratulate you good mod!
But I have problems with missing strings, especially under name of most monsters(yellow text) and that guy which sells new items in first station, every item have missing strings, btw I have polish language. Also on some skills the text is missing, is there any way to fix this?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mpakart on Jul 05, 2012; 08:52 AM
Have a very big trouble with   texture of models ..  when i  use  Naga MOd  you can see in  picture  whats happen with chars and NPC with weapons.. looks like they want to hug something .. :/  this problem  work and after  rePatch  MP..  :/ If i  reinstal NAGA MOD  all problems  is solved..  but still i want to play it .. pls help .. You can see in picture what i mean .. my weapon not in my hand  all the time ..he just flying around me .. Weapons to NPC too ..:/

Sorry For My Bad English ..

Pics:
http://i49.tinypic.com/1125s9d.jpg
http://i50.tinypic.com/2ebzrjp.jpg
http://i50.tinypic.com/2620eih.jpg
http://i48.tinypic.com/11idf0p.jpg
Title: Re: Nagahaku MOD 3.0b Updated
Post by: t341 on Jul 06, 2012; 02:20 AM
Have a very big trouble with   texture of models ..  when i  use  Naga MOd  you can see in  picture  whats happen with chars and NPC with weapons.. looks like they want to hug something .. :/  this problem  work and after  rePatch  MP..  :/ If i  reinstal NAGA MOD  all problems  is solved..  but still i want to play it .. pls help .. You can see in picture what i mean .. my weapon not in my hand  all the time ..he just flying around me .. Weapons to NPC too ..:/

Sorry For My Bad English ..

Pics:
http://i49.tinypic.com/1125s9d.jpg
http://i50.tinypic.com/2ebzrjp.jpg
http://i50.tinypic.com/2620eih.jpg
http://i48.tinypic.com/11idf0p.jpg


I had the same problem, I found out that after installing
MP patch 2.0 you have to select multiplayer in the launcher
and run that once.  Even though you cannot connect, you
need to run multiplayer to successfully install the MP 2.0 patch.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: nvrsbr on Jul 06, 2012; 07:21 PM
Do you need to install Revival mod for this to work or is this completely seperate from the Revival Mod ?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Nagahaku on Jul 06, 2012; 07:55 PM
Hey Nagahaku, I need to congratulate you good mod!
But I have problems with missing strings, especially under name of most monsters(yellow text) and that guy which sells new items in first station, every item have missing strings, btw I have polish language. Also on some skills the text is missing, is there any way to fix this?

i think the only way is to switch the game language into english...
right now some extra strings for this mod only capable with english and chinese, russian or japanese may also be supported if i have much extra time and energy in the future, but i am really busy looking for a job recently, so... everything about the MOD would be delayed for a couple of months :(

to switch languages, you can open "HGL ROOT\Data\language.dat" with notepad, and modify "Polish" into "English", save and it will be fine.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: archon on Jul 07, 2012; 01:27 PM
Hey Nagahaku, I need to congratulate you good mod!
But I have problems with missing strings, especially under name of most monsters(yellow text) and that guy which sells new items in first station, every item have missing strings, btw I have polish language. Also on some skills the text is missing, is there any way to fix this?

i think the only way is to switch the game language into english...
right now some extra strings for this mod only capable with english and chinese, russian or japanese may also be supported if i have much extra time and energy in the future, but i am really busy looking for a job recently, so... everything about the MOD would be delayed for a couple of months :(

to switch languages, you can open "HGL ROOT\Data\language.dat" with notepad, and modify "Polish" into "English", save and it will be fine.

Damn, I reinstalled game earlier to switch the language, what a shame lol :D
Anyways thanks for help and good luck in finding good job :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jul 08, 2012; 12:10 AM


sorry for my vewy vewy bad english, i was misunderstood, were trying to reply to riverless


It's alright.



Just a question has anyone found a Blood moon. Or any of the heaven or darkness unique items

Blood Moon* was taken out of game long before the 1.2 single player (which is what Naga's mod runs off of in conjunction with the assets found in the 2.0 TCv4 patch). For whatever reason, Flagship left the achievement and tool tips for the Blood Moon in the game.


Heaven or Darkness unique items? If you're talking about the Templar and Cabalist unique armors, I've had them dropping here and there.



My trip to the Exospector has yielded the following:
Wolverine
Darkray's Devastation
The Agitator
Techsmith's Protector

Nice to battle Techsmith again in the Exospector, where he's now at the same level as my character...

Rift Ripper, in Nagahaku's mod, is now a Cabalist sword, as is Swarm Edge...

Bug report: When a Gleam Carver is in the inventory or the shop, there is a minor bug with the cursor and tooltip graphics in that they are surrounded and shaded in white so it's like they have had their brightness settings set to maximum, but it does not affect the rest of the game.



Yep, the Gleam Carvers have had that problem in 2.0 TCv4 as well. I'm pretty sure it can be fixed by correcting an unclosed XML element in one of its files. To exemplify how easy of a fix it actually is, look no further than Hellgate: Global! Even T3/Handbitsoft managed to fix the problem!!!

Sorry... I shouldn't knock them as often as I do...




*It was a randomly occurring level that you'd find when you'd try to enter a station from a dungeon. It was kind of lame based on what other players have told me... you'd meet a female Templar who would need to be guided to the entrance of the station you where trying to reach. So you'd have to protect her from monsters all the while navigating a city maze with a blood red sky. And if she survived, you didn't get much of anything for a reward. 
Title: Re: Nagahaku MOD 3.0b Updated
Post by: t341 on Jul 08, 2012; 04:42 PM
I like this mod very much, thanks for all the hard work you put into it.
I do have one problem I am facing,  I am trying to kill Abbadon but I
can't seem to kill him before he turns invulnerable for some reason.
(other bosses like shulgoth or the grim spectre I can kill very quickly)
After Abbadon goes invulnerable after the turrets, he will stand there
and attack the npc's relentlessly without killing them and I cannot make
him go back to his routine so I can have another shot at him.
What kind of weapon should I be looking for to kill Abbadon in one try?
I'm using a legendary electropulse rifle with 12 fire damage, 12 spectral
damage, 400 ignite, 300 phase, 41% shield penetration, 65% critical
damage.   I am at level 40 now, an engineer with maxed haste bot,
molotov and smackdown, and I use these strikes as well on him.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jul 08, 2012; 06:01 PM
I like this mod very much, thanks for all the hard work you put into it.
I do have one problem I am facing,  I am trying to kill Abbadon but I
can't seem to kill him before he turns invulnerable for some reason.
(other bosses like shulgoth or the grim spectre I can kill very quickly)
After Abbadon goes invulnerable after the turrets, he will stand there
and attack the npc's relentlessly without killing them and I cannot make
him go back to his routine so I can have another shot at him.
What kind of weapon should I be looking for to kill Abbadon in one try?
I'm using a legendary electropulse rifle with 12 fire damage, 12 spectral
damage, 400 ignite, 300 phase, 41% shield penetration, 65% critical
damage.   I am at level 40 now, an engineer with maxed haste bot,
molotov and smackdown, and I use these strikes as well on him.
Can't you lure him away from the NPCs?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: t341 on Jul 09, 2012; 08:28 AM
I tried to lure him away with no success.  I found one of
those rifles that look like a z-38 gatling and I can finally
kill abbadon with it.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Tisaku on Jul 22, 2012; 09:39 PM
I am loving the changes, but I am having problems with the optional 'more monsters' bit.
I am getting swarmed from behind or trapped between two large hordes of enemies with disturbing regularity, while it makes gameplay interesting and realistic I HATE having to leave loot behind. So what do I need to change to tweak the spawn rate/repopulate delay?

Also of note; Gheed, the gamble-merchant in the first station is coming up as gossipable, which frequently makes it impossible to access his store.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Jul 23, 2012; 08:55 AM
hi im new in forum so i like it your mods but i have a problem with mod icant install properyly ithink icant miss any step- clean install hgl after ins 1.2 s.player patch after run game single player -after install mp 2.0 and run the mp game- and launch new 1.51 launcher then install  naga mod 3.0b everthing is fine no error after finish installing- start the game but nothing come no mods just normal single player starting the launcher
anyone tell me whats wrong(btw im using cracked version i cant found orj. in my country its make any difference if tihis is the problem any solutions?)
my regards and thanks for any help
Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Jul 23, 2012; 09:26 AM
btw forget the mention revival 1.2 mods work perfecltly any help greatly app.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Jul 23, 2012; 10:04 AM
carnos, what is the language of your copy of Hellgate?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Jul 23, 2012; 12:06 PM
eng make any difference im applying 1.2 sg. eu no problem at all and i playing lost lonodon and revival 1.2.1  just fine  i think problem releated new launcher or something like that i use cracked copy this make any difference
Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Jul 24, 2012; 10:56 AM
i think i found this forum 2 late o one here desolated :'(
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Mvc9 on Jul 25, 2012; 11:25 PM
This is an amazing mod . . . cant wait for the Demon Form :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: fihnakis on Jul 29, 2012; 03:27 PM
So after many years after Hellgates release I decided to give it another go and found that it still going strong, which is great. So then I learned about revival and then Naga's mod. So I searched the forum and couldn't find an answer to this so here it is. Since this is really my first time playing (couldn't play on release so I gave up on the game) which if any mods should I install and can revival 1.51b and Naga's 3.0b both be installed together or do they somewhat cancel eachother out?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jul 29, 2012; 03:42 PM
Greetings,welcome aboard and welcome back to Hellgate :)

Revival 1.5 and Nagahaku's mod modify many of the same files,so they cannot be installed at once.
Now,since you're new to the game I wouldn't suggest Nagahaku's mod as a first experience.It's a very well fleshed out mod and a very fun one to play,but the mob density and the overall difficulty may not be an ideal start.
I would suggest at the very least installing the official 1.2 patch (http://www.hellgateaus.info/forum/hellgate-london-download-patches/sp-1-2/).Then Revival 1.2.1 or 1.5 would most likely enhance your experience with Hellgate as well,but I'd recommend looking into the change logs of each to decide for yourself if the mods' features appeal to you.Seen people want as few modifications on the original as possible,is why I'm mentioning this.

When you get the hang of the game I'd definitely suggest trying out Nagahaku's mod,as it's the most in-depth and recent modification Revival has to offer right now.The community's feedback can attest to the mod's quality as well :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Advocate on Jul 30, 2012; 09:16 PM
Incredible mod Nagahaku, thank you for all your hard work. I enjoyed some of the communities Sp mods before D3 and was pleasantly surprised to come here post-D3 and be able to try out this amazing mod. Thanks again! 
Title: Re: Nagahaku MOD 3.0b Updated
Post by: barghest13 on Aug 04, 2012; 07:13 PM
I'm not sure this is the right place to post this.  I like the bigger mobs, but really don't like the respawn rate.  Everything respawns too quickly.

Is there a workaround for this?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Aug 05, 2012; 01:06 PM
Here's a modded levels.txt for Nagahaku3.0b, which unticks all enableRoomReset.

http://www.vgunetwork.com/levels.zip

Just open the Nagahaku3.0b.mod.zip and replace the levels.txt under data/excel or extract the mod.zip, replace the levels.txt and pack the mod again properly.

this file will remove respawning completely. if you want something different, try to search "respawn tick"
Title: Re: Nagahaku MOD 3.0b Updated
Post by: t341 on Aug 10, 2012; 05:57 PM
This is a great mod, but I am having an issue with engineer characters I have created with
this mod (this has happened to all 3 engineers I created since installing this mod.)
At some time when my character gets around level 58-60 the drone will start becoming invisible
when summoned.  There is no hud display for it, I cannot see it, but enemies will still attack it
and be attacked by it. (I tested this by going to some enemies, going into escape mode then
summoning my now invisible drone.)  I also cannot use the drones healing ability.
I have tried using the skill retrainer, exiting the game then re-enabling my drone.  This does
not work for any of my engineer characters.
Thanks again to Nagahaku for giving us this mod.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Aug 13, 2012; 08:05 AM
hi im new this forum i played nagas mod but game some time too lagy icant even move respawn 2 quickly
reduced the graphics but not working i played 1.5b full graphic 60-70 fps anyone know how to deal with that i see above the post monster respawn mod but i dont able to do it(noob me) some one tell me step by step how to do it respawn rate(this mod cancel the spawning or reduced?) (by the way my spec 2x2 gib dual drr3 512 mb hd 256 bit graph card dual core) this game have any tweak options? im not saying game options games files tweak option like half life 2 or oblivion style

i found this forum too late i assume any reply greatly app.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: D2 MOD Player on Aug 15, 2012; 09:24 PM
Carnos, a single-player game can't be laggy as lag refers to a poor connection with a host computer.  A low frame-rate is a natural cause to larger amounts of detailed animated objects on the computer screen.  I have a 6 core system and can easily tell you that the high framerate you had in the game with 1.5 is simply not enough to keep it that way with this mod.  I haven't played it yet (intend to subject myself to it's madness some day) but DX10 can tax my system a bit at times as I see slight slowdowns with all that lighting and such.  My system is far newer than yours and far faster.  I heard if you don't install all the mods that are optional you can reduce the mob rate.  At some point even reducing detail settings won't help if it is indeed as choppy as you say it is.  Play 1.5b elite mode until you upgrade your whole system.  It will make a huge difference.  Having a 256 bit video card means nothing because those have been around for at least 5 years.  Often the card itself is 256 bit but the memory is 128 or 64.  Even if it is a true 256 bit card it is still too slow.  If you just bought a new video card, the old CPU is going to slow it down.  I doubt Hellgate uses multiple cores but I could be wrong, even so individual cores these days are much faster if you get a good one. 

You are now seeing why the developers didn't make it this way from the start, it might be really exciting but it increases hardware requirements quite a bit.  This mod is not alone in the modding arena for taxing your system. 
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Detail on Aug 16, 2012; 04:27 PM
the mission control 4 guys and lead em  to the victory is much harder. the monsters are enchanted and much more than before, but the 4 poor guys and the skills in the skill bar... nothing changed... :'(
BUT this is main quest so can't skip it :(
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Aug 16, 2012; 08:29 PM
the mission control 4 guys and lead em  to the victory is much harder. the monsters are enchanted and much more than before, but the 4 poor guys and the skills in the skill bar... nothing changed... :'(
BUT this is main quest so can't skip it :(

Have you tried using the new items to teleport out into the battlefield?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Aug 17, 2012; 02:32 AM
hi im new this forum i played nagas mod but game some time too lagy icant even move respawn 2 quickly
reduced the graphics but not working i played 1.5b full graphic 60-70 fps anyone know how to deal with that i see above the post monster respawn mod but i dont able to do it(noob me) some one tell me step by step how to do it respawn rate(this mod cancel the spawning or reduced?) (by the way my spec 2x2 gib dual drr3 512 mb hd 256 bit graph card dual core) this game have any tweak options? im not saying game options games files tweak option like half life 2 or oblivion style

i found this forum too late i assume any reply greatly app.

OK, so 4X 512 ram=2gigs
Ok, 256 bit graphics card, from who and what model???

If it makes you feel any better, my computer has:
24 gigs ram
Intel I7 960
xonar d2x soundcard
275gtx videocard-my eah6950 died and will be replaced by 7850.

And I get low frame rates at times due to huge numbers of spawn and respawn's.

Don't feel bad.

For the most part, more ram and a much stronger video card are what you really need.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Detail on Aug 17, 2012; 02:44 AM
the mission control 4 guys and lead em  to the victory is much harder. the monsters are enchanted and much more than before, but the 4 poor guys and the skills in the skill bar... nothing changed... :'(
BUT this is main quest so can't skip it :(

Have you tried using the new items to teleport out into the battlefield?

Wahh~~~Do U mean the 10 teleporters ? these R use for this mission???  :o
absolutely I dunno how/when/where to use em... :o
thanks so much! :D I will try it again :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Jaknet on Aug 17, 2012; 12:18 PM
If it makes you feel any better, my computer has:
24 gigs ram
Intel I7 960
xonar d2x soundcard
275gtx videocard-my eah6950 died and will be replaced by 7850.

And I get low frame rates at times due to huge numbers of spawn and respawn's.

Don't feel bad.

For the most part, more ram and a much stronger video card are what you really need.

Just to add hellgate and dx10 have not always worked very well together, even on systems that can play far more demanding games, running hellgate in dx10 can be an instant serious loss of fps. Some people seem to be lucky, but generally if you want good fps then use dx9.... Just my view
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Aug 17, 2012; 10:34 PM
The link one page one of this release has a link to the zip file, but it won't download for me-doing full reinstall.

Could you please post a valid link to the latest nagahaku3.0b patch???

Please note the link on the main page is for 3.0a not 3.0b or 3.0b1
Thank You for your assistance 8)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Aug 17, 2012; 10:47 PM
It downloads just fine on my end... hm.

Try this (http://sdrv.ms/S5gKUe).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Aug 17, 2012; 11:15 PM
Thank you very much, really!

It seems as if it is an issue with a specific computer.

I could not download from your other link either.

However...there is always a however....

On another computer, I am downloading from the orginal link :o


And yes, I will be archieving this mod like all the rest, honestly, I was shocked to see i did not have it on my backup drive.

Really, the only honest complaint on the mod is the time involved to get "your squad" through part-sorry, forget name.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Aug 19, 2012; 09:29 AM
ok let me tell something i changed my card 1 gib ati hd radeon 512 bit 4x4 ddr 3 8 gb dual kingston i played mass effect 3 full setting im still problem with nagas mod still too lagy playing 1.5b not problem full settings 70-80 fps but nagas mot has to something different then 1.5b nagas mod still too lagy still monster spawn 2 quickly i dont understand my comp spec not the problem here i think my os or some programs make diffirence  im using heavily modified win 7 ultimate 64 bit 
i think this my bad luck   :-X
 forget the mention but something wrong about nagas mod mutant-mythic-unique items not good white wepaon full nano+aug always better idont understand this items must be powerfull isnt it
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Aug 19, 2012; 04:38 PM
ok let me tell something i changed my card 1 gib ati hd radeon 512 bit 4x4 ddr 3 8 gb dual kingston i played mass effect 3 full setting im still problem with nagas mod still too lagy playing 1.5b not problem full settings 70-80 fps but nagas mot has to something different then 1.5b nagas mod still too lagy still monster spawn 2 quickly i dont understand my comp spec not the problem here i think my os or some programs make diffirence  im using heavily modified win 7 ultimate 64 bit 
i think this my bad luck   :-X
 forget the mention but something wrong about nagas mod mutant-mythic-unique items not good white wepaon full nano+aug always better idont understand this items must be powerfull isnt it

1) we need exact brand model of your video card.
2) with nag's mod, there are so many spawns and creatures onscreen at once, it REALLY tax's video cards...yes, a 1 gig card may NOT be enough to run nag's mod and everything turned up.  This is why people needs sli's for online play as there are usully so many more things to draw at once onscreen, it really tax's video systems.
3) what are your setting of aa/as... on ccc, yes, this can also be slowing you down.
4) I can get slow downs with my 2 gig nvidia 275 gtx due to high spawn rates and so amny creatures onscreen at once.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Aug 20, 2012; 10:18 AM
ok ı solve the problem my problem my os switch xp 32 bit two os at once dx9 played nagas mod full setting no slow down i think os and dx 10 setting make difference  hellgate not quite graphic game im playing mass effect 3 full settings i think games bad programming dx 10 graphics far better then dx9 but slow

one last question 1.5b i craft ring nagas mod have ring slot but i dont find any ring or recipe yet im 48 hunter
i find new weapons and armor but not ring

(but im not happy about mythic-mutant-uniqe items they are so weak)

have a nice days everyone
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Aug 20, 2012; 05:18 PM
Naga hinted that he may (some day) try to do some more work on the mod. But he's also taking a break from modding for the time being.

IIRC, his original target audience were his fellow Chinese Hellgate players. Apparently they prefer white items over even unique and mythic weapons due to their increased customization potential. So that's probably why white items can end up dwarfing the other items.

IMO there are things with the mod that should have been done to make the higher grade items preferable to the "garbage white items". One obvious way around this would have been for him to simply raise the augment cap on all items up to 3-5, even for legendary/unique/mythic weapons.

Furthermore, I think he should have kept with the rules of 2.0 TC and made it so that the ultimate 2.0 TC weapons and armors could only drop as legendary or above. But alas, it is his mod so he can do what he wants with it.



As for rings, I do not think Naga got around to putting rings/trinkets into the game. So those slots are better left ignored for the time being.


Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Aug 21, 2012; 11:23 AM
ultimate wepaons legendary and above you say but i found hunters 2.0 armor cybernet set and core magnum(correct me if im wrong) and they are white not leg or better(if any one know the complete name of new items please write here)and i make a perfect set for hunter max out aug+nano no melee fighters hurt me anymore even they are limitless
anyone know 1.5b best sides mixing nagas mod best sides is that possible?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Aug 21, 2012; 12:16 PM
ultimate wepaons legendary and above you say but i found hunters 2.0 armor cybernet set and core magnum(correct me if im wrong) and they are white not leg or better(if any one know the complete name of new items please write here)and i make a perfect set for hunter max out aug+nano no melee fighters hurt me anymore even they are limitless
anyone know 1.5b best sides mixing nagas mod best sides is that possible?

Sorry, but I think this is a language barrier issue we're having. thegreatcthulhu said that he thinks Naga should have kept to the rules of 2.0 TC and made all ultimate weapons and armors only drop as legendary and above, but because Naga did not, they don't.
Did you mean the best parts of 1.5b?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: carnos on Aug 22, 2012; 11:12 AM
sry if im not clear i was in hurry  i say  may i play  1.5b with nagas items?( i think this very clear)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Nagahaku on Aug 23, 2012; 01:37 PM
 :(
sorry for being away so long...
but i think i might be busy for the whole coming year until Nov. 2013, i will back to the modding work after i pass the exam of my medical doctor license... it will be very, very difficult...
maybe i can release a small update this year: Nagahaku 3.0c, it will fix more bugs and find a final solution for the Engineer's Drone, monster experience rebalance to fit the increased enemy density, and an optional pack to bring back the ultimate item spawning quality: lengendary or higher :)

for cthulhu:
i have already set augment cap into max, 6 times for white ones, because every item can only have 6 affixes at most, so for those have higher qualities, their affix slots are already occupied, so it is not possible to aug them 6 times as well.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Aug 23, 2012; 04:30 PM
Hey Naga, thanks for all your hard work! Mind making an optional 'reduce monster density/remove monster respawn' pack as well?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Egon on Aug 24, 2012; 03:18 AM
Awesome mod Naga! is it too much to ask for an optional pack for indestructible bots? :'( :'( :'(
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Aug 24, 2012; 12:55 PM

for cthulhu:
i have already set augment cap into max, 6 times for white ones, because every item can only have 6 affixes at most, so for those have higher qualities, their affix slots are already occupied, so it is not possible to aug them 6 times as well.

I could have sworn Maeyan & the others found a way around this with one of the earlier Revival mods. You could augment anything up to 3-5 (I cannot remember the exact number) times, even if it had all of the slots filled up. Maybe I'm just remembering things incorrectly.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Nagahaku on Aug 26, 2012; 05:45 AM
I could have sworn Maeyan & the others found a way around this with one of the earlier Revival mods. You could augment anything up to 3-5 (I cannot remember the exact number) times, even if it had all of the slots filled up. Maybe I'm just remembering things incorrectly.

i am afraid perhaps it happens on armors? they have some default properties which do not take affix slots, also, colorset affixes such as "onslaught" or "omniponent" dose not fill in the 6 slots as well.

anyway, i will work into this when i have time :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Aug 26, 2012; 01:17 PM
I could have sworn Maeyan & the others found a way around this with one of the earlier Revival mods. You could augment anything up to 3-5 (I cannot remember the exact number) times, even if it had all of the slots filled up. Maybe I'm just remembering things incorrectly.

i am afraid perhaps it happens on armors? they have some default properties which do not take affix slots, also, colorset affixes such as "onslaught" or "omniponent" dose not fill in the 6 slots as well.

anyway, i will work into this when i have time :)

Hmm, that's possible. Well, don't worry about it. I suppose if we're that determined, we could think of some other way to make the higher quality items more desirable versus common grade items.


Title: Re: Nagahaku MOD 3.0b Updated
Post by: Kyon on Aug 27, 2012; 10:31 AM
It seems v3.0b is really awesome :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dalverth on Aug 29, 2012; 04:21 PM
I like this mod very much, thanks for all the hard work you put into it.
I do have one problem I am facing,  I am trying to kill Abbadon but I
can't seem to kill him before he turns invulnerable for some reason.
(other bosses like shulgoth or the grim spectre I can kill very quickly)
After Abbadon goes invulnerable after the turrets, he will stand there
and attack the npc's relentlessly without killing them and I cannot make
him go back to his routine so I can have another shot at him.
I thought you need to fix those gun turrets to kill Abadonn. Those turrets are the ones affecting Aabadon's health.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Aug 31, 2012; 04:22 PM
I have finally recieved and installed my 7870 card.

It easily handles all mob densities and spawns.

For best image I override appliction settings with ccc.

I found aa/as @8X with triple buffering makes for a real nice clean image with no slowdowns.  (AA @4X with edge detect won't work, too low a frame rate).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dalverth on Sep 05, 2012; 11:38 AM
Finally after so many weeks, I got the MP 2.0 downloaded and installed. Now I can play around with Nagahaku MOD. Too bad the Increased Rate of Fire is not included in this mod, the slayer will make sniper rifles and generally any other  direct (non splash, non field) damage weapons with low rate of fire useless in this mod. Because of the heavier monster density, there is no way any low rate of fire gun can deal with the mob before you're surrounded.

So far the only ranged weapon I find most useful is the rebounder.

Great mod, Nagahaku.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: John01 on Sep 07, 2012; 06:28 AM
Seems after installing this mod the animations for a lot of Cabalist/Evoker spells are broken. When casting Firestorm for example, he just stands there using the default animation as if I had used a standard attack.

Is this intentional? A known bug? Or possibly an installation error on my end?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: csh4324 on Sep 08, 2012; 11:23 AM
Thanks for the patch!

but there is some bugs. Im playing with engi, when I use Strike skills with using 'splash damage increase items' , it doesn't work sometimes. Monsters didn't take damage. Is engi affected by 'splash damage increase' option? or not?

and summoner's Brom Curse is not working on minoins. Just only works summoner.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Lord_wolf3 on Oct 09, 2012; 04:14 AM
anyone can say me how i can put  a sword to the templar sidekick?? :P
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Oct 09, 2012; 05:03 AM
Thanks for the patch!

but there is some bugs. Im playing with engi, when I use Strike skills with using 'splash damage increase items' , it doesn't work sometimes. Monsters didn't take damage. Is engi affected by 'splash damage increase' option? or not?

and summoner's Brom Curse is not working on minoins. Just only works summoner.
I believe in the original HGL,strikes were not affected by +radius weapons in the first place.Regardless,since Flagship wanted to "fix" the enormous radius of strikes and cut that influence off,I would consider that to be normal.

And Brom's is supposed to only heal the Summoner,not the minions themselves.Damage dealt by minions heals the Summoner instead :)

anyone can say me how i can put  a sword to the templar sidekick?? :P
I believe that by upgrading the knight's skill itself,one can equip various types of weapons to him.So you'll need to be permitted to equip swords,then it should be equipped in the same manner as Drones. :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Lord_wolf3 on Oct 10, 2012; 03:18 AM
anyone can say me how i can put  a sword to the templar sidekick?? :P
I believe that by upgrading the knight's skill itself,one can equip various types of weapons to him.So you'll need to be permitted to equip swords,then it should be equipped in the same manner as Drones. :)


thats the problem i have put six skill points and i haven´t encountered a way to open inventory for that character to put the sword. any idea of what im doing wrong. (i newer have played as enginner so i dont know how to equip a drone  :P)
PS. sorry for mi bad english.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Oct 10, 2012; 03:55 AM
Hold Alt to bring up the cursor, point the cursor at your sidekick, right-click for your sidekick's inventory.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: riem on Oct 10, 2012; 07:10 AM
I was wondering for a while why Surge of wrath wasn't working properly (Added crit but would overwrite Surge of speed) and then I realized yesterday that my setup was not supposed to work (Basically last Revival patch 1.5 with Naga instead of 1.2) so I guess this might explain why.

I'm level 45 blademaster and I'm steamrolling everything in my path. I'm afraid of leveling because of the level cap. I don't want to reach 60 before finishing normal but at the rate I'm going, this will prove unavoidable. I don't really have a problem with the mob density of Crazy slayer and while I can't outlevel the content, I sure as hell outgeared it. I'm dying for a challenge here. (Note that I managed to disable the respawn of mobs, thanks to a file posted in this thread)

Right now if it was possible to disable monster scaling and let me finish normal and then keep progressing at a normal pace, it would be awesome.

Also, I know that auto salvage is impossible, but is it possible to assign salvage to a key, similar to how you can put Analyzer in your skill bar?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Oct 13, 2012; 08:39 AM
There appears to be a bug preventing me from completing the quest Have Gun, Will Win. It requires me to kill Fleshrender in Liverpool Tunnels, but no matter how many times I've killed it, the quest remains not complete.

EDIT: Never mind. Restarting the game removed the bug, somehow.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Lord_wolf3 on Oct 16, 2012; 06:17 AM
thanks for the info maiorem  :D but it only sends me a message saying inventory dismiss :'( its just me o its a bug any other templar check please.
thanks
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Oct 16, 2012; 08:41 AM
thanks for the info maiorem  :D but it only sends me a message saying inventory dismiss :'( its just me o its a bug any other templar check please.
thanks

You should be selecting inventory.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Jet on Oct 22, 2012; 11:33 PM
I want to like this mod but there are way too many monsters in certain areas and it generates a lot of lag not to mention that it makes killing the lot of them practically impossible since i'm taking damage faster than I can heal. I don't even have the crazy slayer addon enabled so i'm guessing its the mod's intention to have that many adds I guess ?

Well other than that, this mod has a lot of interesting features but sadly I won't be trying it out anymore do to the ridiculous amount of adds in certain areas. You're still a great modder though and looking foward to your 2.0 release of Hellgate Revival.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Oct 23, 2012; 05:55 AM
I want to like this mod but there are way too many monsters in certain areas and it generates a lot of lag not to mention that it makes killing the lot of them practically impossible since i'm taking damage faster than I can heal. I don't even have the crazy slayer addon enabled so i'm guessing its the mod's intention to have that many adds I guess ?

Well other than that, this mod has a lot of interesting features but sadly I won't be trying it out anymore do to the ridiculous amount of adds in certain areas. You're still a great modder though and looking foward to your 2.0 release of Hellgate Revival.

I think someone posted a mod that you can install on top of Naga's to bring the monster spawns back in line with the original game.

Edit: My mistake, it was a mod that just disables the respawns.
 
Title: Re: Nagahaku MOD 3.0b Updated
Post by: OldEd on Oct 24, 2012; 02:03 AM
Hi Jet
I had the same problems back when the mod first came out. I uncheck box three  "Crazy Slayer" and that reduced lots of monsters.  Just reinstall the mod again and don't check box 3.
Hope this helps!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Oct 24, 2012; 05:44 AM
Hi Jet
I had the same problems back when the mod first came out. I uncheck box three  "Crazy Slayer" and that reduced lots of monsters.  Just reinstall the mod again and don't check box 3.
Hope this helps!
He's already playing the game without Crazy Slayer. It's still a pain for some of us.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: D2 MOD Player on Nov 02, 2012; 07:26 PM
To anybody playing this mod or the Revival 1.5.  I remember this game not working well in full screen mode.  I went to windowed mode to match my desktop resolution and it seems much faster.  I mention this because one of my previous posts was explaining framerate issues but failed to mention the full screen problem.  It is likely because it was the first DX10 title and the drivers still weren't perfect.  This game was super cutting edge. 
Title: Re: Nagahaku MOD 3.0b Updated
Post by: profeetta on Dec 02, 2012; 07:15 AM
How I use Tesseras nude mod with this? I can't play SP without it.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Dec 25, 2012; 05:09 PM
The mod is great.

My  request is to be able to get past the level 60 cap.

Also, to speed up some of the weapons to make them usable-rocket launchers are what I am refering to.

In slayer mode, you hit this 1/2 way through the game and can't level up to complete the game.

You should show game maufactures the orginal game and with your mod so they can see your work!!! :D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Nontes on Jan 01, 2013; 10:21 PM
Maybe someone can help me. HGL I own, but I have only one voice, this is German. This way I get a lot: "missing string index" ads. Is there a way that I can install and play my version in English and?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Harrowing on Jan 02, 2013; 09:09 AM
The mod is great.

My  request is to be able to get past the level 60 cap.

Also, to speed up some of the weapons to make them usable-rocket launchers are what I am refering to.

In slayer mode, you hit this 1/2 way through the game and can't level up to complete the game.

You should show game maufactures the orginal game and with your mod so they can see your work!!! :D

Normally I am for buff's on inferior weapons, problem is demon imp snipers use them too and they would get even stronger in naga's mod.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: maxina on Mar 05, 2013; 03:39 PM
First i want to thank all the people who made these mods possible, this game is still, as today, one of my favorite ones, i never thought there was mods like this for the game and was very disappointed when multi servers disapeared, i hoped someone could make some kind of emulator or something but nothing came out, hell, i miss it so much...

I don't understand how this game wasn't much more popular as it was fast paced, had a very unique feel in it with it's revolutionnary ARPG gameplay, and it's a shame, and a terrible waste that we may not see a hellgate 2 with next gen graphics (as the game have pretty good armor designs all over the place, looks like Warframe is copying a bit of it here and there for their own game )

Hellgate london was very unique, and by playing your mods (i begun with 1.2.1, then i tried lost london 2.0 and 3.0 / VI beta, and now tried 1.5b1 and last but not least, nagahaku that mixes altogether great improvements on the game, making things possible on multiplayer (mainly loot and item systems / monster and spawn systems and not only that but reworking all the skills and such, even inventing new items FTW ! ) for single player modes you basically "almost" remade the entire game !

Damn, even reading the forums gave me the info about hellgate global and i missed it all these years ! Hopefully i begun a week ago and have a lvl 23 engineer at this time ^^ it's your mods and your forum that got me interested much more in the game (even if i liked it before, but that was years ago), so for this i can only thank you guys for doing this.

The only problem i met with nagahaku is that i cannot even defeat grim spectre with a templar in a melee situation, he just hits too hard for about 5/ 6K on my face and i don't even last 2 seconds ^^ (shame on me, i will never see any items / ultimate loots from him ^^ )

Anyway, i wanted at least to thank you for what you've been for this game, the long and hard work you put into it, all these years with little thanks here and there, but you surely deserve it, not even wanting to lick your boots, i played all of them these past weeks and i had the freaking blast of my life with the endless posibilities this game offers, well, when you guys played it so much so much years and put your nose in it's every codes, it has no more "endless" possibities, you have searched and decomposed every inch and line of code so the game has no secret for u anymore, sadly, and can understand the lassitude killing the envy to get further into next development of these mods. (especially when the online game is out and you already played it so much u burned urself out :p )

Great job, i hope u will keep improving these mods, i also hope there would be someday, a game as interesting in the same "genre" / style of this that can catch your interest again, with what editors try to do with their online only game is a shame, and destroying that kind of dedication / love for games.

That was my enthusiastic cheer up and congratulations for your work, sorry for my english, some french idiot.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: florin2010 on Mar 22, 2013; 01:46 PM
Is it possible to make the nano forge like in Hellgate Global? I mean make it add +'s to item or so.
And is it possible to add that killcount which spawned a purple named boss at a X kills?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Harrowing on Mar 22, 2013; 10:05 PM
Is it possible to make the nano forge like in Hellgate Global? I mean make it add +'s to item or so.
And is it possible to add that killcount which spawned a purple named boss at a X kills?

Yes, raise the maximum item level on all items to 200 (200 = damage value of a +15 item base from i level 3)

raise the maximum  number of forge's to 80+
Title: Re: Nagahaku MOD 3.0b Updated
Post by: florin2010 on Mar 23, 2013; 04:03 PM
I'm not very good at editing plus Reanimator breaks the game so idk...anyone make a mod like that and post it?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: florin2010 on Mar 25, 2013; 02:20 PM
Also, it is mentioned that there are some issues when using the lvl 60 cap mod, could someone tell me the issues?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: florin2010 on Mar 30, 2013; 08:41 PM
One more thing- I have a bug with the engineer, my construct drone ins't working.
When I spawn it it only has a smoke animation and I also hear the spark sound (the one when the drone dies) when I use the skill. Anyone know what it is?
 
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Apr 11, 2013; 03:06 AM
One more thing- I have a bug with the engineer, my construct drone ins't working.
When I spawn it it only has a smoke animation and I also hear the spark sound (the one when the drone dies) when I use the skill. Anyone know what it is?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Rattpack on Jul 08, 2013; 11:53 PM
First off, great mods everyone here has made to this game :)

Nagahaku, I have a small favor to ask, I love everything else you have done in your mods, but in 3.0b the bots being destructible is driving me to the point of slicing my wrists. It seems I spend more time reactivating them anything else anymore.

Would it be possible to place a check box next to this item when installing the mod to either let them be destructible or not?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: tuftyfella on Jul 31, 2013; 02:55 PM
where do I find the "Multiplayer TCv4 Patch" ?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Jul 31, 2013; 06:50 PM
Heya Tufty :)

You can find both the 1.2 SP and the 2.0 MP patch in Legacy Patches (http://www.hellgateaus.info/forum/hellgate-london-download-patches/).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: tuftyfella on Aug 01, 2013; 10:14 AM
Heya Tufty :)

You can find both the 1.2 SP and the 2.0 MP patch in Legacy Patches (http://www.hellgateaus.info/forum/hellgate-london-download-patches/).

awesome, ty :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: tuftyfella on Aug 01, 2013; 12:50 PM
ok next question, how do I install the nagahaku mod? lol

I have the 1.5b1 mod and nagahaku downloaded but cant seem to figure it out how to use the 1.5b1 to install nagahaku.

thx again. :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Aug 01, 2013; 05:02 PM
No trouble at all :)
You'll need to follow the install instructions of 1.5b,essentially.Difference being,after installing the legacy patches you'll need to use the 1.5b's launcher (http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/revival-sp-modification-1-5-b1/?action=dlattach;attach=6120) to install the Nagahaku mod file (https://dl.dropbox.com/u/54510640/Nagahaku3.0b.mod.zip) in the same way you'd otherwise install 1.5.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: tuftyfella on Aug 02, 2013; 10:43 AM
No trouble at all :)
You'll need to follow the install instructions of 1.5b,essentially.Difference being,after installing the legacy patches you'll need to use the 1.5b's launcher (http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/revival-sp-modification-1-5-b1/?action=dlattach;attach=6120) to install the Nagahaku mod file (https://dl.dropbox.com/u/54510640/Nagahaku3.0b.mod.zip) in the same way you'd otherwise install 1.5.

so what do I do? drag the launcher from the 1.5b1 folder to the nagahaku folder? because that's giving me an "unhandled exception"
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Aug 02, 2013; 11:41 AM
I don't believe it's necessary to drag the files in the same folder.You'll just need to launch the 1.5 installer,then go to utilities>modifications>install and select the Nagahaku mod,of course after you've installed the legacy patches.
Speaking of which,note that after you have installed the 2.0 MP patch you'll need to run the game once so it can finish updating some files.Not quite sure why that works that way,but it's been an oddity to take note of.

Since you mention "unhandled exceptions",a prominent one was related to an outdated Microsoft .NET framework.If you happen to get one of these,make sure you update yours and that should solve it.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: tuftyfella on Aug 02, 2013; 01:29 PM
I don't believe it's necessary to drag the files in the same folder.You'll just need to launch the 1.5 installer,then go to utilities>modifications>install and select the Nagahaku mod,of course after you've installed the legacy patches.
Speaking of which,note that after you have installed the 2.0 MP patch you'll need to run the game once so it can finish updating some files.Not quite sure why that works that way,but it's been an oddity to take note of.

Since you mention "unhandled exceptions",a prominent one was related to an outdated Microsoft .NET framework.If you happen to get one of these,make sure you update yours and that should solve it.

ahh, ive tried the utilities>modifications>install and select the Nagahaku mod, however only 3 folders show when I go there, data, data_common and optional. so theres nothing it'll let me open.  its asking for a file name but there isn't one I can "open". >.<

edit, I have .net framework 4 too. :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Aug 02, 2013; 01:42 PM
Unless memory fails me,it should accept the file as long as it's still a .zip.
I'll have to reinstall HG:L myself it seems,the exact installation steps and errors have become too blurry on me  >:(
Title: Re: Nagahaku MOD 3.0b Updated
Post by: tuftyfella on Aug 02, 2013; 02:09 PM
Unless memory fails me,it should accept the file as long as it's still a .zip.
I'll have to reinstall HG:L myself it seems,the exact installation steps and errors have become too blurry on me  >:(

yarrr, got it working, re-downloaded and kept it zipped, then it installed without a hitch, thx a lot.  :D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Aug 02, 2013; 02:21 PM
Ah,glad to hear it worked out for you :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: tuftyfella on Aug 02, 2013; 02:45 PM
bah, getting "Hellgate: London has stopped working" window popping up now.  windows cant find a solution. :(

edit, just tried it on my laptop and the same thing happens there too. hmm  :(

edit 2, finally got it working, had to run multiplayer after installing the legacy patches instead of single player before installing nagahaku. :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: freesid on Sep 02, 2013; 08:29 AM
Hello everyone and sorry for my bad english i'am french;)
Following the installation of mods nagahaku 3.0b, I have little problems in the class values ​​(the new object classes appear in string instead of the name of the class, for certain values ​​of skills and objects, the instead of 7% it appears [string1]% and tips ...
Well, I deduce that the values ​​of tables french do not correspond to the English
Wanting to put a day compared with those of mod nagahaku I can not read a (cooked) :(
How to remove the attribute cooked for read and edit the files french ?
Thanks you in advance
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Kunzer on Oct 08, 2013; 05:37 AM
Hey guys. I recently installed Naga's 3.0b mod.
Diablo 3 took up a huge chunk of my time over the last year, and I just recently found some time for Hellgate again.

3.0b is fantastic, thank you for all your great work Nagahaku!

I'd also like to say a big "Thank You" for the levels.txt that allowed me to deactivate zone respawns. I read through the entire thread and was thrilled when I found that!

I also very much like that the crafting NPC lists refresh every single time you speak to them. I've always loved crafting and in the Hellgate:London I would literally zone in and out of temple station just to craft an upgrade.

On that note, I was wondering if it is possible to modify the crafting NPC in any way. Specifically, my dream has always been to completely remove certain lists from the crafting NPC.

For example: I personally play as a Marksman and nothing else. Therefore, it would be fantastic if I could prevent the crafting NPC from presenting me with a list of shields or melee weapons.

If anyone has any suggestion on how to do this, let me know. I poked around through the mod files and I wasn't able to figure it out.

Keep killing those demons
  8)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Ninaran on Nov 03, 2013; 02:54 PM
Hey everyone,

first of, thanks for the mod!

However, I'm having a small issue with the nameplates. There is an error in the nameplate when I target an enemy. Below the name of the target, there is "Missing String     Unknown String" displayed for some reason. [Screenshot (http://i.imgur.com/CTXgJbZ.jpg)]. How can I fix this?

Also, just out of curiosity, can I change the language ingame with the mod somehow? I bought the German HGL version back in the day, but now I'd prefer the English one.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Maiorem on Nov 03, 2013; 04:59 PM
Hey everyone,

first of, thanks for the mod!

However, I'm having a small issue with the nameplates. There is an error in the nameplate when I target an enemy. Below the name of the target, there is "Missing String     Unknown String" displayed for some reason. [Screenshot (http://i.imgur.com/CTXgJbZ.jpg)]. How can I fix this?

Also, just out of curiosity, can I change the language ingame with the mod somehow? I bought the German HGL version back in the day, but now I'd prefer the English one.
I highly suspect that the problem has to do with the fact that you're playing the German version of HGL since this mod is based on the English version which may have different names for its folders resulting in missing strings. And no, you can't change the language ingame with the mod because the language is fixed according to the game version that you bought *ahem* so you'll need to get a separate English copy of the game.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Ninaran on Nov 03, 2013; 05:04 PM
Ah well, that makes sense. Thanks for the reply!

And as long as that is the only problem the mod is causing.. I don't mind it at all! :3
Title: Re: Nagahaku MOD 3.0b Updated
Post by: jorlen on Nov 05, 2013; 03:53 AM
I have to say, this mod and the tools that accompany it are amazing.

I've played a TON of vanilla 1.2 hellgate and the Nagahaku mod definitely makes it super-interesting!

Thanks everyone for all the hard work.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: dakdragon28 on Dec 05, 2013; 02:20 AM
Hellgate london is great and this mod made it even better :D thank you for your hard work
Title: Re: Nagahaku MOD 3.0b Updated
Post by: micropanther on Dec 06, 2013; 12:12 PM
I don't believe it's necessary to drag the files in the same folder.You'll just need to launch the 1.5 installer,then go to utilities>modifications>install and select the Nagahaku mod,of course after you've installed the legacy patches.
Speaking of which,note that after you have installed the 2.0 MP patch you'll need to run the game once so it can finish updating some files.Not quite sure why that works that way,but it's been an oddity to take note of.

Since you mention "unhandled exceptions",a prominent one was related to an outdated Microsoft .NET framework.If you happen to get one of these,make sure you update yours and that should solve it.
Sorry for the noob question, but how can you run multiplayer if there's no server to connect to? Oo

Edited to add:  Nevermind, realised I just had to go into the log-in screen!  Thanks for a great mod Nagahaku, I loved the skill selections, was able to create a poison summoner.  And thanks for all your hard work.

One suggestion I would like to make though, even on non-slayer mode, the amount of mobs and respawn rate is still a bit too much, (I ended up uninstalling the mod because gameplay was just too frustrating), is to maybe add optional files for even more of a reduced monster amount/respawn rate?

Whilst I found it fun, at some point it became just a tedious grind just to get from point A to point B.  This is the only real quibble I found, but it's a bit of a deal breaker for me!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: SKolomiets on Jan 06, 2014; 05:00 AM
That all so good... BUT WHY?! WHY NOBODY MODIFIES THAT ALL FOR RUSSIAN?!  :'(
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Krokenoster on Jan 30, 2014; 01:56 PM
Hey guys i was wondering if anyone could help me...

Ive been playing the Nagahaku 3.0b and was wondering if there was a way to return the level cap to level 100 as it was in 3.0a.  Because i play on crazy slayer and im at monument station on elite mode and im already at level 50
Title: WARNING!!!
Post by: Nostalgion on Feb 05, 2014; 01:38 PM
Christ, what a Mod. Hard to believe for a longterm HG:L player like myself ^^. Just wanted to warn other players: If you played 1.51b before you have tabs for armor, weapons and misc. The tabs armor and weapons vanish after installing the Nagahaku Mod!!
I just lost some nice items. But it seems it won´t take as long to find them again as it would have before installing this freakish mod.

THX FOR THE WORK, MAN!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Feb 05, 2014; 11:51 PM
I've had items randomly vanish while playing Naga's mod.  I don't know what causes it... they will come back if I quit my character and then reload them without quitting the game.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Nostalgion on Feb 06, 2014; 09:03 AM
I´ve been farming Occu in this mod all the way from level 40 to 43 now. He drops uniques maybe every fifth time - but only four different kinds of them over and over again (a grappler, a lens, a void rifle and boots). No Hikis :(. Can anybody confirm that Occu can still drop Hikidas in Nagahaku´s mod?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Alex Mertie on Feb 18, 2014; 01:45 PM
Hi, guys. I have a problem. Fatal error arises when identifying templar "unidentified seraph belt" (with "adds 3% damage) and hunter "Unidentified cybernet belt".
I don't know how translate it from russian to english, there figures "0x006374db", adress "0x00000012" Cannot be read.  :(

I think it is a trouble with new uniques.

How can I fix this?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Feb 20, 2014; 09:18 PM
Hi, guys. I have a problem. Fatal error arises when identifying templar "unidentified seraph belt" (with "adds 3% damage) and hunter "Unidentified cybernet belt".
I don't know how translate it from russian to english, there figures "0x006374db", adress "0x00000012" Cannot be read.  :(

I think it is a trouble with new uniques.

How can I fix this?

I am going to guess you are playing the game in Russian.  I believe others have had problems when playing the mods with localizations other than English.

I would be curious to know if anyone else has the game abort when identifying any of the unique variants of the 2.0 armors.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Nostalgion on Feb 26, 2014; 10:43 AM
No problems with that in the German version.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: LegendaryU2K on Mar 20, 2014; 12:07 PM

do i need to start over once i install this?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: sabytango on May 05, 2014; 02:17 AM
So not to be an ass or anything but i just want to ask a simple question.

If i were to pick one of those 2 mods revival or this mod....what should i go with in regards to:
1- stability
2- more items and loot that was originally for the MP version of the game
3- more options in general like more quests and better rewards "600 exp for a level 24 character isn't ok"

To put it simply.....is every thing in revival included in Nagahaku's mod?

And thank you Nagahaku for creating the mod wither i use it or not. :D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Yandor on May 05, 2014; 05:37 AM
So not to be an ass or anything but i just want to ask a simple question.

If i were to pick one of those 2 mods revival or this mod....what should i go with in regards to:
1- stability
2- more items and loot that was originally for the MP version of the game
3- more options in general like more quests and better rewards "600 exp for a level 24 character isn't ok"

To put it simply.....is every thing in revival included in Nagahaku's mod?

And thank you Nagahaku for creating the mod wither i use it or not. :D
Play both, Naga reverts easily, both are steps forward from the past.
Both seem stable, the engine itself has never been 100% stable.
Both have more loot than in the past, Naga has more loot and mobs and experimenting with skills etc.
Experiments are just that. Opportunity for insights and for trip ups.
If anything Naga has a problem with gaining levels very rapidly due to the high mob count.

Higher mob counts mean higher map completion time.
Ranged classes can use hexed items to match their damage output to mob count and maintain map completion times. Summoners and swords get left behind. In Naga all classes can use ranged weapons but Hunters skill sets are still not available to them. Strikes are probably the only option when mobbed big time at an entrance and that is a pity perhaps.

I use hexed mods in Hunter weapons in order to maintain map completion times.
After doing so I find vanilla HG deadly tedious.

Naga has very slow player movement speed, there are hexed speed boots for each of the three classes in my old hexing and save game threads. Also dye kits for armor and mods for weapons so all of these can be matched to mob size and completion time and your come and go preferences. These will meet many needs, not all. Like you, I come late to Naga/1.5b so I am still thinking about what if anything might need to be added to them for Naga. It looks like many people may have been let down needlessly by a lack of awareness of existing remedies in older threads.

You may need Reanimator 1_1_0 beta 3b to Item Trade that stuff via the cube.

The quests are largely vanilla.
We are talking apples, pairs and apricots here.
Try them all.
Have some fun.
There has to be some rewards for 28 pages of posts... and counting.

I will repackage boots, mods and dyes into a couple of Naga3 HG1 save files and link to them from here. Once I can track those boots down. Also some starter Hunter guns for all classes in Naga.

http://www.hellgateaus.info/forum/hellgate-london-save-files/speed-boots-armor-dyes-and-hexed-mods-for-naga3b/
Title: Re: Nagahaku MOD 3.0b Updated
Post by: sabytango on May 06, 2014; 02:48 AM
So i started to play and my god the monsters are way way too many.
And that without the slayer option......

Isn't there anything to remove that many monsters and make it some how vanila like?

BTW thankx alot Yandor for the replay.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Yandor on May 06, 2014; 04:33 AM
So i started to play and my god the monsters are way way too many.
And that without the slayer option......

Isn't there anything to remove that many monsters and make it some how vanila like?

BTW thankx alot Yandor for the replay.
There are some posts on page 9 that mention two ways.

I found a post in Lost London that explain how to change the monsterroomdensitymultiplier by changing it in Level.txt.*with the reanimator, but would it work with this mod, or not.
It works.

Or you could simply add script in "Nagahaku 3.0a.mod.zip\install.xml" like this:
Code: [Select]
<script type="optional">
<title>"LAG" Slayer</title>
<description>Enemies x1 in all maps</description>
<table id="LEVEL">
<entity id="*">
<attribute id="monsterRoomDensityMultiplier">1</attribute>
</entity>
</table>
</script>

Thanks a million. This helps immensely. However, I didn't make it 1, I made it 2 so I don't have to run around looking for the monsters.

Thanks again for your help.

If you navigate to where you put the Nagahaku3.0b.mod.zip file when you installed it, that might be the better place to start.

You would have to unzip Nagahaku3.0b.mod.zip, replace install.xml with the unzipped version from install.zip attached below and zip the bundle (3 folders and 2 files) up again. You can use a name other than Nagahaku3.0b.mod.zip provided you keep the .mod.zip part at the end.

It will only take effect when you install Naga so you first have to revert Naga3 and reinstall using the new Whatever.mod.zip you just made. There will be an extra check box to select during the install called "LAG" Slayer, meaning it also helps reduce lag problems :).

The 1.5b launcher uses the zipped mod file package, it will fail to install if you use an unzipped version (no checkboxes to select and gives a "no index.xml" message).
For regular gaming you might want to use a shortcut on the desktop to the HG executable (dx9 or dx10, x86 or 64 bit) rather than using the launcher to start games. The older launchers tended to slow the game down, this one seems sweet but overheads are still best avoided.

If you dont have a zip utiilty try www.7-zip.org/

Apparently it also reduces mobs in passages that are good for loot from special mobs, the instructions for keeping those numbers up were a bit more complicated.

Here you go, density=2, change it to 1 in install.xml using Notepad if you need to but that makes it too quiet.
Had to zip it, can't attach an xml.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: sabytango on May 07, 2014; 03:27 PM
Again thanx Yandor for the help...only problem is that every time i add the install.xml to the pack and zip the whole thing again when i try to extract it with the 1.5 launcher it says that the pack doesn't contain an install.xml.
Don't know what's the problem though.
And when i tried using the 1.2.1 it didn't show me any of the installation options....just told me that the mod was extracted but without any options.

 PS:
i tried the file Yandor Sent me and i tried editing the install.xml myself both with the same result.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Yandor on May 07, 2014; 03:51 PM
Again thanx Yandor for the help...only problem is that every time i add the install.xml to the pack and zip the whole thing again when i try to extract it with the 1.5 launcher it says that the pack doesn't contain an install.xml.
Don't know what's the problem though.
And when i tried using the 1.2.1 it didn't show me any of the installation options....just told me that the mod was extracted but without any options.

 
The message about "doesn't contain an install.xml" can mean that you selected an unzipped version of a mod pack for the 1.5b launcher to use. You must select a zipped modpack for 1.5b launcher (Name.mod.zip).

It could also mean that you put install.zip in the bundle instead of install.xml.This sounds unlikely though. I think the first suggestion is more likely to be what happened.

Just work through the steps again and it should work.
I did test all the steps before I posted install.zip.
It sounds like you have both .mod.zip and .mod versions in same folder and chose the wrong one when starting 1.5b launcher.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Yandor on May 08, 2014; 03:41 PM
Things you might try to confirm your new Whatever.mod.zip is ok.

Navigate to where you keep the new file.
Double click on it to look inside.
It should be a big file about 24M to 26M if all 5 items are inside.

There should be 3 folders and 2 files inside.

Double click on the bottom file (install.xml), it should open in Internet Explorer.
Scroll down to the bottom, you should see the new block of script.

Close Internet Explorer (it's only a viewer, it can't edit xml files).

Before you install the mod, make sure you revert to a clean version.
When you start to install the mod using 1.5b Launcher, select your new Whatever.mod.zip file.

If all went well you will see the check boxes you can select, with the new check box at the bottom.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: sabytango on May 09, 2014; 01:03 AM
It works.....it fucking works.

Thanx alot Yandor for the great help now i've 2 great mods to play and i'm loving it.

BTW the problem was that when i repacked the mod i did repack it from the outer folder named Nagahaku3.0b.mod which made the zip file have another sub folder named Nagahaku3.0b.mod.....that's why the launcher couldn't find the install.xml.

Again thanks alot for the help couldn't have done it without your help. ;D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Yandor on May 09, 2014; 02:47 AM
:) enjoy
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on May 30, 2014; 07:06 PM
I "thought" there was a word about a mod 3.c or 4, but I have not read anything about it since.

Is there any word on this???
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on May 31, 2014; 06:02 PM
As far as I know, there hasn't been any word from Nagahaku as to if there is going to be another version of the mod.

I know there was talk of Nagahaku working on something else Hellgate mod related, but I'm not sure what became of that either.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Adcox on Jun 03, 2014; 10:56 PM
Hi !

I have a pretty big problem with nagahaku mod, when I start the game, I click solo,and then the game crash while loading, is there anyone can help me please?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 05, 2014; 01:33 AM
 
Hi !

I have a pretty big problem with nagahaku mod, when I start the game, I click solo,and then the game crash while loading, is there anyone can help me please?

What steps did you use to install it?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Adcox on Jun 05, 2014; 02:46 PM
i downloaded the nagahaku mod, without unzip it, i used the 1.5b revival launcher and install the mod via the nagahaku.zip
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Jun 06, 2014; 01:38 AM
Did you download and install the 2.0 TC patch for Hellgate and run the game in multiplayer mode at least once for the patch to 'integrate' before you tried installing Naga's mod?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Adcox on Jun 06, 2014; 01:53 PM
Yes i have install 1.2 SP patch run HG, install 2.0 TCv4 MP patch, run HG, and then install 1.5b revival launcher, install 3.0 Nagahaku mod, but it still doesn't work.
The game crash at the first loading screen ( just before the character selection )
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Yandor on Jun 07, 2014; 08:57 AM
Hi Adcox

Try running the MP executable once again to generate the localized files.
Just get to the MP main menu then exit.

You could also try reverting the Nagahaku3b and try running 1.5b version of the game to see if that runs ok.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Adcox on Jun 10, 2014; 10:58 AM
Hi !
Yes, before playing as 3.0 i was playing as 1.5b and it was working great, and it still working, but when i try to play as nagahaku 3.0 the game's crash
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Yandor on Jun 10, 2014; 07:04 PM
Sounds like you did everything right.
It maybe just a bad download.

Try downloading Nagahaku3 again.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: mrmonsoon on Jun 10, 2014; 07:33 PM
Hi Adcox

Try running the MP executable once again to generate the localized files.
Just get to the MP main menu then exit.

You could also try reverting the Nagahaku3b and try running 1.5b version of the game to see if that runs ok.

Just to be clear, did you attempt to actually log in on a server on the online portion???

Of course, you will not be logged in and will get a notice saying so, but I believe this is required to import items from the multiplayer version.

I am attaching a set of instructions that worked for me. :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Adcox on Jun 12, 2014; 04:42 PM
Really thanks for the instructions ! i'll try to reinstall the game by folling all these instructions. And no i've never tried to connect to MP serv', i thought it was enough the Mp Hellgate. I'll try !
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Adcox on Jun 19, 2014; 03:27 PM
It works great, thank you all for your help !
Title: Re: Nagahaku MOD 3.0b Updated
Post by: GOWAN on Jul 13, 2014; 11:00 PM
3.o is awsome but a few things I have found out so far that need fixed  , I am running the mod in full use checking off everthing , I have made an engi and am attempting to use the mm skilltree , I have found that oversheild does not function when going into tactical stance and the cannon will not shoot anything on the ground, these are a few things so far I am only at lvl 13 so I will report further as I progress if anything else is not working as it should I hope this helps .again the 3.0 mod is freaking awsome and thanx for all your hard work GOWAN !!!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Kammikazze on Jul 18, 2014; 02:17 PM
Oh, my head. Crazy Slayer + MM = Mindblower  :D Thanks you for the mod!

A question; i set it up on a HG:L with Revival mod. What kind of problems can occur? Until now, it's fine (I'm around the Templar Base, but because of tons of mobs i'm lvl 47.). Thanks!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: CKHellgate on Aug 15, 2014; 11:09 AM
Hey,

just wanted to play HG:L once again. I've been looking for SP patches with 2.0 test server content and found this mod. Awesome job! It's really fun to play.

Though, one of the reasons I was seeking 2.0 content were skills, especially the summoners "darkform" (was this the correct name? The one where the summoner transformed into a evil-looking demon thing with cool melee-abilities). That's actually the first thing I've checked. I cannot find it in the skill tree.

Is there a way to use darkform? If not, are there going to be future releases with darkform available?

Thank you for your answers.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Aug 16, 2014; 03:48 AM
I'm not sure if Nagahaku ever got Darkform to work with the 1.2 SP database and executable.  I am guessing it never got implemented due to either difficulty or infeasibility.  Regardless, I do not know if Nagahaku is going to do any more updates for the mod.

 The last post Naga made was in October of last year where they said they were going to try taking another stab at modding, but unfortunately there hasn't been any news since.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: zart on Aug 16, 2014; 08:27 AM
When i recall playing with darkform on test server i imagine that it is the same feeling i would have had if i had seen Bigfoot 6 years ago. Did it really even exist? It was a pretty good dream if that all it was. Also dreamt of functioning glyph shards...



Title: Re: Nagahaku MOD 3.0b Updated
Post by: aesirjtn on Sep 11, 2014; 09:16 PM
I find the mod fun but  some zones are insanely overpopulated by brutal damaging mobs.  Tried a summoner..  carnagor dies instantly in some places. 
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Sep 12, 2014; 06:34 AM
I find the mod fun but  some zones are insanely overpopulated by brutal damaging mobs.  Tried a summoner..  carnagor dies instantly in some places.

I think if you look around in this thread, there are some posts on how to get the monster density back down to the original values.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: ikoiko on Oct 25, 2014; 06:37 PM
Hi, I am new here and I would like first to give a big thanks to Nagahaku for his amazing mod :)


I played the vanilla version few years ago when it came out and I have just decided to give it another try but this time modded.


As a newbie, I consider the installation very easy and straightforward.


However, I have a question/remark concerning the early part of the game (Upper Kingsway sewers )
I can't clean this instance since monsters I have killed respawn behind me just after few minutes (while I'm still in the instance).
I mean I know I am not a good player since I am taking my time to clean the level, so my progress is certainly slower than most players.
When sometimes I encounter a boss/mini boss I have to retreat a little bit and backtrack to places I have just cleaned few minutes before and BAM all the monsters are here again to welcome me !!
You can easily guess the outcome  :-[  ...

So my question are :

-Is that normal that monsters respawn even when the player is still inside the level/ instance ?
-If so, is there "a way" to increase the timer/delay between each respawn ?

Another remark which is more like a wish is that I think it would be great if Nagahaku could implement the tabbed inventory from the revival mod while keeping his awesome 1 inventory cell size.



Thanks






Title: Re: Nagahaku MOD 3.0b Updated
Post by: EchoingZen on Nov 22, 2014; 06:09 PM
I've decided to try out this mod and I think I have it installed correctly, but what causes me to question that is the fact my drone is getting 2 stat points per level.  The original post shows I should be getting 5 points per level.

Is there any other way of telling if I have it installed correctly?


EDIT:  Ugh... Figured it out.  I was using the wrong launcher.  Problem solved!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: nvrsbr on Feb 11, 2015; 03:50 PM
Where can I get the Multiplayer TCv4 Patch ?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: NiteHawk on Feb 11, 2015; 04:08 PM
Where can I get the Multiplayer TCv4 Patch ?

try http://www.hellgateaus.info/forum/hellgate-london-download-patches/mp-2-0-tcv4/ ...

Regards, NiteHawk
Title: Re: Nagahaku MOD 3.0b Updated
Post by: nvrsbr on Feb 11, 2015; 04:40 PM
So its just the regular MP 2.0 patch?
I thought it was something different?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: NiteHawk on Feb 11, 2015; 04:53 PM
MP 2.0 always was "testcenter only", it never went 'full' public. Before they got to the point where that would have become the regular multiplayer client, FSS had to close business.

Regards, NiteHawk
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Vanes on Mar 03, 2015; 08:16 AM
Hi everyone  :)
Follow the instructions I downloaded and installed all the patches and mod but when trying to start it gives me a black screen and the message "Program has stopped working" and three points: 1)to look for reasons on the Internet, 2)to close the program, 3) debug the program.
I did something wrong?
P.S.: game with the mod version 1.5b run properly.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Voiddweller on Mar 19, 2015; 11:35 PM
* Each faction has a starter set of armors scaling their level with you, I believe some of you would love this early style...
Well... Where exactly?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: LordKas on Mar 23, 2015; 05:04 AM
Feedback:

1~ With my BM level 31, in Technocrat Mind i've found level 15 monsters and bosses, intesta level 31 monsters;
2~ In Savoy i've found "infinite" passageway: an usual passageway into passageway for over 50 times :o i left it (exit game) after 54th passageway :o
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Mar 23, 2015; 11:31 PM


Feedback:

1~ With my BM level 31, in Technocrat Mind i've found level 15 monsters and bosses, intesta level 31 monsters;
2~ In Savoy i've found "infinite" passageway: an usual passageway into passageway for over 50 times :o i left it (exit game) after 54th passageway :o

1 - I believe Naga said that there are certain areas of the game that he couldn't get to scale with the character's level.  I've found those areas are typically the 'boss' areas like Mind of 314 (as you observed) and Hell.


2 - I've noticed the 'infinite passageways' as well.  In my experience though, they usually end up looping back into themselves after the 4th or 5th level.  When they start looping, you have to start going backwards to get out of them.  I'm not sure if you actually had a fresh level with each passageway or if you were noticing that they were just repeats of previous floors that you were on before and there were no monsters or money to pick up.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: LordKas on Mar 24, 2015; 02:05 PM
1~ Error mine, i readed about too later. Forgive me.
2~ Usualy i found 4-5 passageway into passageway and last connect with first (to easy leave i think). But this time i really found 50+ passageway into passageway: in each of this i found monsters and coloured name (Elite, blue, red, green, purple, etc) monsters :o I dismantled all my inventory 6 times (and i'm using WOW mod) before exit the game. For this i reported ;D

Yesterday i've found another "strange" thing: In Exospector i've meet Mind 314 (and his 3 part). After killed he opened usual Act End portal but i haven't passed (fear to corrupt my savegame).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Morphy on Sep 10, 2015; 11:36 PM
Quick question:

Can you re-install the Nag mod (after the initial installation) and set enemy numbers low then re-install it a third time to reset them to normal - or will that bork up files and gamesaves?

I ask becasue I'm stuck at the C.I.S becasue I have mobs and mobs of enemy and the CIS level is impossible with so many (the 5 little guys last about 5 seconds!)

I don't want to ruin anything, just want to set the mobs to off for that level, play it, then set them back to mob-chunky... without FUBAR the game or the saves.

What do you think - possible?

Or... can anyone make a teeny mod to set only that CIS level back to normal?

EDIT - yes, you can - re-install without mobs then play CIS then re-install with mobs and party ON!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dank Rafft on Oct 04, 2015; 06:42 PM
Is the Naga mod the most advanced mod in terms of items and skills appropriate to the MP 2.0 update?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Oct 08, 2015; 01:02 AM
Is the Naga mod the most advanced mod in terms of items and skills appropriate to the MP 2.0 update?

I would say yes.  It has all of the 2.0 TC armors and weapons and most of the skills. I think the only skills missing are the dark form skills for the summoner and the aura stability skill for the Guardian (which you can simulate with the all auras option). There may have been some other skills for the Hunters that are missing, but I am not sure which ones. But it works out in the end since Naga also included some unimplemented skills such as the Exemplar class's skills for the Templar.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dank Rafft on Oct 10, 2015; 10:03 PM
Is the Naga mod the most advanced mod in terms of items and skills appropriate to the MP 2.0 update?

I would say yes.  It has all of the 2.0 TC armors and weapons and most of the skills. I think the only skills missing are the dark form skills for the summoner and the aura stability skill for the Guardian (which you can simulate with the all auras option). There may have been some other skills for the Hunters that are missing, but I am not sure which ones. But it works out in the end since Naga also included some unimplemented skills such as the Exemplar class's skills for the Templar.
Great. Thanks.

I have another two questions:
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dank Rafft on Oct 11, 2015; 12:48 PM
And another question:
Is it possible to buy standard versions of the uber armors (non-uniques) at the vendor? They drop from enemies but I haven't seen a single one in the shop.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on Oct 12, 2015; 05:14 AM

I have another two questions:
  • Is there only one "uber unique set" per faction (templar, hunter, cabalist) or is it one per class (marksman, engineer, evoker, etc.)?
  • Do the Claw type weapons count as focii or are they standard melee weapons which don't alter Evoker's skill damage?
1. Yes, there's only one per faction. And no, you can't buy them.
2. They are standard melee weapons.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dank Rafft on Oct 13, 2015; 05:02 PM
I see, thanks for your reply.

I've seen some new weapons in the Revival 1.5 b1 patch notes I've never seen in Naga, namely:
Quote
Templar items added:
Sunblade
Sunshield
Moonblade
Dissector
Dissector Shield
Gleamcarver
Starburst

Marksmans items added:
Core Magnum
Stringray
Discombobulator
Thumper
Thunderclash

Cabalist items added:
Fire Seeds
Vampire PistolMK3
Negatron
Singularity Node
Purification Ray
Mutentacle
I can remember a green Stingray in the shop inventory and I found a Gleam Carver. But I haven't seen any of the other items. Where/How can I acquire them?

Edit: I found a few of them, they dropped (Thunderclash, Dissector, Moon Blade, Sun Blade and Deathray [probably an upgrade to the Stingray]). Is it possible there isn't a unique version of them, contrary to the statement in the patchnotes? And another weird thing is that Dissector is a sword for Cabbalists. ??? I'd love to use this sword on my templars. :(
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on Oct 14, 2015; 03:21 AM
It looks like only some of them have unique versions, namely: Moon blade (The Unyielding Moon), Dissector (Moorgoth's Hand), Dissector Shield (Moorgoth's Hold), Gleamcarver (Grimace), Core Magnum (Mastodon), Thumper (Doompulse), and Thunderclash (XM9x Thundergod). The Dissector Shield is also for cabalist. Though they aren't in Revival, they're both templar items. Perhaps he liked them better as cabalist items.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: thegreatcthulhu on Oct 14, 2015; 04:25 AM
Odd, I never had the problem your describing equipping the Dissector gear on my Templars. Probably had something to do with one of the mod options.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dank Rafft on Oct 14, 2015; 04:04 PM
Good to know there are unique versions for most of these items. I should farm harder it sems.

thegreatcthulhu, yeah, now you're talking about it I remember a mod option which removes faction restrictions. I have to test that when I come home. On the other hand the standard non-unique versions which provide a skill bonus would be pretty much worthless for a templar. How about the unique one? Do you have a screenshot of it?

Btw, is it possible to get non-unique versions of all of them at the shop? I've never seen a Core/Force Magnum or Discombobulator in there.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on Oct 15, 2015; 02:09 AM
The unique dissector looks the same as a nonunique version.
The Core Magnum can't be bought, but the others can.
On a side note regarding names; Core Magnum for example is the file name, while the ingame name is F-S Force Magnum. Huh, Flagship Force Magnum. This, and it's unique version, are both 45th level.
The Discombobulator is the Nanodyne Ballistic Cannon. Which isn't a new weapon type. Although there is a new unique version, The Exterminator which is level 1, so you may have found that without realising it. The base version and Olo's Rest are 31st level.
Vigilante is Vigilante.
VigilanteMk2 is Executioner.
Hellbore is XM17 Stingray.
HellboreMk2 is XM18 Deathray.
Fry Baby is Hellbore. Which makes a lot of sense, not.
Thunderclash is XM909 Thunderclash.
Cracker is Starburst.
Fire Seeds is Pyrocaster.
Fire SeedsMk2 is Pyrosmasher.
Negatron is Negatron. I wonder if it's related to a Transformer.
Singularity Node is Inferni.
Purification Ray is Charger.
The other new weapons I haven't mentioned, namely the swords and shields, have the same file/ingame name.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dank Rafft on Oct 15, 2015; 03:01 PM
That's very helpful. Seems like all the items are in Naga but I haven't realised it because of the different names. I've taken a look into the Reanimator and I think I understand the basic mechanics. I managed to alter your sniper rifle improvements standalone mod so the Force Magnum can be bought at the shop. Now I'm happy. Thanks again.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Ged1s on Nov 04, 2015; 02:42 PM
so I install hellgate  according to that one guide posted, except at the end i install mp patch and then nagataku mod ?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dank Rafft on Nov 04, 2015; 02:57 PM
so I install hellgate  according to that one guide posted, except at the end i install mp patch and then nagataku mod ?

Just follow the instructions for the Revival pach:
here are the instructions from Maeyan & Kite:

You must download the new launcher.
This modification does not install with the old version.


Install Instructions

Download and install the SP 1.2 patch. (not the Revival patch)
Make sure you run the game once after you've installed.
Download and install the MP 2.0 patch. torrent version
Make sure you run the mp version of the game once after you've installed.
Warning: This file is over 1,200 meg.
Download the new Launcher (found below). Unzip in any directory along with all of the dlls - important.
Download the revival 1.5b modification above.
Execute the launcher. In the main menu, select Utilities->Modifications->Install. Select the revival 1.5b.mod.zip file you downloaded.
You will be presented with a installation dialog featuring patch notes and optional components. Select any optional modifications you want and press the install button.
You do not need to revert previous modifications, the launcher will take case of this for you automatically. Watch the progress bar for installation progress. You will be informed via a dialog message box when the modification has been successfully installed - unless you cancel.
Now launch Hellgate London!
Instead of Revival 1.5b you download and install Nagahaku 3.0b. You can find the necessary launcher here: http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/revival-sp-modification-1-5-b1/?action=dlattach;attach=6120
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Ged1s on Nov 05, 2015; 05:04 AM
so I install hellgate  according to that one guide posted, except at the end i install mp patch and then nagataku mod ?

Just follow the instructions for the Revival pach:
here are the instructions from Maeyan & Kite:

You must download the new launcher.
This modification does not install with the old version.


Install Instructions

Download and install the SP 1.2 patch. (not the Revival patch)
Make sure you run the game once after you've installed.
Download and install the MP 2.0 patch. torrent version
Make sure you run the mp version of the game once after you've installed.
Warning: This file is over 1,200 meg.
Download the new Launcher (found below). Unzip in any directory along with all of the dlls - important.
Download the revival 1.5b modification above.
Execute the launcher. In the main menu, select Utilities->Modifications->Install. Select the revival 1.5b.mod.zip file you downloaded.
You will be presented with a installation dialog featuring patch notes and optional components. Select any optional modifications you want and press the install button.
You do not need to revert previous modifications, the launcher will take case of this for you automatically. Watch the progress bar for installation progress. You will be informed via a dialog message box when the modification has been successfully installed - unless you cancel.
Now launch Hellgate London!
Instead of Revival 1.5b you download and install Nagahaku 3.0b. You can find the necessary launcher here: http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/revival-sp-modification-1-5-b1/?action=dlattach;attach=6120

so SP "run" , MP "run" 1.5 launcher and nagahaku mod... thats all ? lol just trying to make everything perfect and find all latest mod updates needed so i dont have to reinstall game etc. lol thanks
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Dank Rafft on Nov 05, 2015; 11:59 AM
so SP "run" , MP "run" 1.5 launcher and nagahaku mod... thats all ? lol just trying to make everything perfect and find all latest mod updates needed so i dont have to reinstall game etc. lol thanks
Yes, basically that's all. You can find extensive installation instructions in my mod thread in case you're doubtful about it: http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/(mod)-nagaoptionals-more-options-for-nagahaku-including-indestructible-bots/
Title: Re: Nagahaku MOD 3.0b Updated
Post by: killer995 on Apr 21, 2016; 01:39 PM
i have question , this mod says inc new items what are these items ? global items like beamcarver or just new yellow items created by users ? im quitting global because there are a few players & i think game soon dead like 2017.if purple or set items have in this mod i play this.


edit: wow global is dead :/
Title: Re: Nagahaku MOD 3.0b Updated
Post by: snomann72 on Apr 21, 2016; 03:51 PM
INC New Items are items from Hellgate London Online version, which was TCv4.  Anything past the TCv4 version doesn't exist in Hellgate London, only off the PTR before the game died the 1st time.  There are Purple items in the game, as well as uniques.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: killer995 on Apr 21, 2016; 08:50 PM
INC New Items are items from Hellgate London Online version, which was TCv4.  Anything past the TCv4 version doesn't exist in Hellgate London, only off the PTR before the game died the 1st time.  There are Purple items in the game, as well as uniques.

purple i mean mystic items like beamcarver ?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: snomann72 on Apr 21, 2016; 09:41 PM
As I recall, they do have Mythic gear in this mod.  Not sure how many tho.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: DeSoLaToRpk on Apr 22, 2016; 02:54 PM
Hello!
I install game, patches, start sp then mp - ok
I install mod and game close after i click on "Individual game" (or Start the game).
No error messages appear on screen, just game is closing.
What can i do?

Win8.1 x64

it's my fault.
I don't run SP & MP before install mod.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: killer995 on Apr 25, 2016; 10:25 PM
well is there any way we can make this mod like global i want help.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: snomann72 on Apr 26, 2016; 01:40 AM
Hellgate Global uses a different format and nobody can update Hellgate London.  There is a post somewhere on the forums here that someone mentioned that we can't get it to work.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: jany2six on Apr 28, 2016; 07:00 PM
installed the 1.5b1 mod, when i play on single player the game crashes with no reason. also, when clicking on unleash hell it says i'm lacking of power (kinda impossible ).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: DeSoLaToRpk on May 21, 2016; 10:17 AM
installed the 1.5b1 mod, when i play on single player the game crashes with no reason. also, when clicking on unleash hell it says i'm lacking of power (kinda impossible ).

U must run MP & SP before install mod. (and create player in SP).

Also i whant to see a new features in this mode:
1. Auto loot;
2. Auto break loot some quality (lv1: grey, white; lv2: lv1+green; lv3: lv2+blue; lv4: all).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: snomann72 on May 21, 2016; 01:04 PM
There is a mod that someone made that does Auto Loot, however, there is no way we can do a Auto Break Loot mod.

You can pick up the Optional NagaMod from http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/%28mod%29-nagaoptionals-more-options-for-nagahaku-including-indestructible-bots/ (http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/%28mod%29-nagaoptionals-more-options-for-nagahaku-including-indestructible-bots/).
Title: Re: Nagahaku MOD 3.0b Updated
Post by: darkimura on Jun 23, 2016; 05:18 PM
can someone help me out. . I install this mode and then all the model of character is messed up. Char got Real fat and twice the height of a normal Char.. I ran win10 by the way.
 
Title: Re: Nagahaku MOD 3.0b Updated
Post by: guidovl on Jun 24, 2016; 01:45 PM
@ Darkimura..

as far as i remember (been a long while) it had to do with regional settings..

quote from Harrowing on other topic
Quote
Install HGR 1.5b in English regional settings.  The    ","   is used in a lot of European Regional settings instead of the "."  Like in the Usa.  This is a big deal when installing as the "." is used in a ton of stuff by the game...
..

But im not 100% sure.. but i think this was it...
Title: Re: Nagahaku MOD 3.0b Updated
Post by: bleedingapathy on Jun 24, 2016; 09:59 PM
when you installed the game did you enter the game and exit then add the next patch and do the same. every time you upgrade the game patchwise you had to enter the game once even the multiplayer. if you didnt it bugs the game.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Devastus on Aug 28, 2016; 02:32 AM
Why did i get on all new items and even on every monster  the message missing string?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Razhel on Sep 04, 2016; 10:27 PM
This mods install and run the game by giving click the button to play the game breaks
Title: Re: Nagahaku MOD 3.0b Updated
Post by: DerikTI on Sep 10, 2016; 02:50 AM
Hey really great Mod, everything works fine for me so far. Just one Quick Question i seem to get an extreme Mass of Attribute Points, is this normal? All Guides i find always tells the Player to keep all Attribute Points while leveling, because they are so rare :/
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Keran on Sep 19, 2016; 09:00 AM
Hey ;)
I have one question, is it possible to make all minions of summoner be in one time?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Oct 19, 2016; 12:25 AM
Hey really great Mod, everything works fine for me so far. Just one Quick Question i seem to get an extreme Mass of Attribute Points, is this normal? All Guides i find always tells the Player to keep all Attribute Points while leveling, because they are so rare :/

I'm probably very late here,but hopefully I may still be of help.
Going by distant memory,SP shouldn't impose the need to stockpile stat points.Are you referring to guides for Global,by any chance?Because Global did have massive feeds on endgame gear,thus creating the need to save stat points.
Unless Nagahaku is so drastically different from,say,Revival 1.2.1,you should be allowed to go with traditional "build" approaches while levelling.Say,3 Will/2 Stamina,and so forth.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Demoreus on Nov 07, 2016; 07:40 AM
I just want to say my thanks to Nagahaku for all the hard work you put in this patch. I picked up HGL again after a few years and was impressed with the update.

I seem to be stuck at the embankment redoubt mission where you control soldiers. Clicking on the teleport provided in the quest just blinks me back into the same spot. I have tried using the teleport item 20 times, abandoning and redoing the quest just to see if it was a fluke. I cant get outside to kill mobs myself to finish the quest. Hopefully someone has a solution for this. I also have the latest NagaOptionals mod installed.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on Nov 07, 2016; 11:59 PM
From memory, you need to use it at the right side of the entrance on the ground floor, in front of the van. And even then it's not particularly easy  to get.
Failing that, you can always take over the soldiers as usual.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: kumose on Nov 08, 2016; 01:50 AM
I just want to say my thanks to Nagahaku for all the hard work you put in this patch. I picked up HGL again after a few years and was impressed with the update.

I seem to be stuck at the embankment redoubt mission where you control soldiers. Clicking on the teleport provided in the quest just blinks me back into the same spot. I have tried using the teleport item 20 times, abandoning and redoing the quest just to see if it was a fluke. I cant get outside to kill mobs myself to finish the quest. Hopefully someone has a solution for this. I also have the latest NagaOptionals mod installed.

from the ground floor, back up the stairways and run towards the 'blocked' entrance (from the second floor that is) I've had some problems with 3.0b as welll, but since installing naga optional 4.2, I've been experiencing 100% success rate so far.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: hildos on Dec 05, 2016; 05:31 PM
Sooo Badass!

Big big thanks, Nagahaku mod, hope you will be Multiplayer one day.  :D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: zuranorb on Dec 12, 2016; 01:18 AM
I just found this mod a few days ago,playing now with naga3.0b + optionals4.2 and i realy enjoy it.
I recommend everyone who has not tried it yet to do so.
It's so much fun, thanks for making this awesome Mod.
:)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: cyb3r on Dec 12, 2016; 05:03 PM
so is surge of restoration bugged? at level 1 it's working fine after that it pretty much stops working at all making bm pretty much unplayable and if i can't play bm well that's the mod to the garbage bin (i'm literally not interested in playing other classes)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Dec 13, 2016; 12:06 AM
so is surge of restoration bugged? at level 1 it's working fine after that it pretty much stops working at all making bm pretty much unplayable and if i can't play bm well that's the mod to the garbage bin (i'm literally not interested in playing other classes)

Heya,welcome :)

I don't quite recall if SoR is bugged,but I do recall that the mob density is pretty unfriendly towards classes that lack minions.So if your intent is making a BM with viable survivability,I'd suggest using the "Global skills" option and getting yourself the "Squire" skill.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: cyb3r on Dec 13, 2016; 05:21 AM
sor literally stopped proccing at all even after swapping weapons without sor i'm dead meat with sor i'm steamrolling shit
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Dec 13, 2016; 06:18 AM
It does seem to work for me,even though it drains power to use,unlike Global...

It's a hefty loss when a BM is locked out of SoR,for certain.Though,again,the Nagahaku mod does provide other means of survivability,such as Aura of Renewal and,more notably,Squire.I,for one,never dare leave town without my Squire :P
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Korosukuma on Dec 18, 2016; 11:54 PM
Hi after years i installed Hellgate with the mod.
Everything is finde but the Slayer mod(massive enemys) is sometimes a bid hard and if i have imps my litle blademaster is f*ckt.
So how do you play the Mod? with Slayer? And if what you do, some tips?

Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Dec 19, 2016; 12:08 AM
Heya :)

I tend to avoid Crazy Slayer,myself,especially with melee characters.
Now,if you intend to keep it and be melee,the best suggestion that comes to mind is to 1) go for as much mobility as possible by all means,and 2) to ensure 100% shield penetration before all else.
The latter will most likely be of much help with the Imps you mention,too.

A safe alternative is to go for guns,of course.Especially with the combined faction skills option,your BMs and Guardians both have the assets to be massive nova-inducing gunslingers  ;D

All that aside,I strongly encourage you to try out Dank's NagaOptionals:
http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/(mod)-nagaoptionals-more-options-for-nagahaku-including-indestructible-bots/

It goes a long way towards enriching the experience :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Korosukuma on Dec 19, 2016; 12:32 AM
Ahh thx and i use  Dank's NagaOptionals already.
I think i shut the slayer mod off.
Any tips for Farming lvling? Places i have to know with these mods?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: hildos on Dec 19, 2016; 06:10 AM
Welcome Korosukuma.

I can give you one tip to lvl fast.
Naga helped us a lot by giving to certain mobs a 100% chance to drop very special mods on death:

- Rat-monkey:Relics (Holborn access shafts from Holborn station).
- Sleestak: Fuels (Upper Kingsway sewers from Covent Garden Station).
- Mini Dynamo: Techs (Green Park approach from Charing Cross Station or Green Park Station).

These mods are very powerfull and can Boost your clear speed significantly.

Rat monkey relic is particulary godlike. It's a "divine" relic ( 12/14% increased Damage) with random augs.

By the way, if  you or someone else have any clues on where I can find the 3 other types (Ammos, rockets, batteries) , please let me know.

Hope it helped.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: cyb3r on Dec 20, 2016; 08:48 AM
is elite mode worth playing in nagahaku? since i just made a lowbie evoker on elite but if it's not worth it i'm rerolling her to normal mode
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Korosukuma on Dec 21, 2016; 04:51 PM
Elite mode is more fun, better loot more good enemys.
Normal mode is just faceroll. And with evoker you will play elite mode or it gets boring for you.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: cyb3r on Dec 22, 2016; 06:47 AM
yeah i'm just doing a normal run for now till i finish the game then i might speedrun / reroll a new evoker for elite
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jan 25, 2017; 04:34 PM
Elite mode, merged subclasses option. never had so much fun with a Blademaster before! if only surges were not broken...

//edit: actually, Marksman became a lot more fun too!

cleared my first Ancient Blood today, got two copies of Sledge's Hammer unique shotguns. now i'm enjoying my temporary easymode while i can :D

actually, boss was kind of an easymode too - found a spot where it would teleport to three specific spots in front of me and with enough DPS i was able to keep it teleporting away from me fast and often enough to let the Tactical Shield hold those few attacks that the Specter managed to land.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jan 27, 2017; 07:36 PM
can anybody do something with the surges? they are flat out unusable in their current state - sometimes i get two in one hit, sometimes - most of the time - i get none after killing several enemies.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Jan 29, 2017; 03:06 PM
turned out this mod isn't for me - i'm either too powerful or die all the time :/ back to the Lost London - even though it doesn't have nearly as many fun new things :/
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Kukish on Feb 19, 2017; 10:11 AM
I know I just registered and all but as someone who has played HGL since the day it was born can I just say OMG is this fun.

Pleeeeeeeease tell me this mod also allows for Stonehenge, the Wild and all the Tokyo stuff.

Please tell me its true. D:
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Phenominon on Feb 19, 2017; 10:41 AM
I know I just registered and all but as someone who has played HGL since the day it was born can I just say OMG is this fun.

Pleeeeeeeease tell me this mod also allows for Stonehenge, the Wild and all the Tokyo stuff.

Please tell me its true. D:

Do not know this, but 5 unsleeping nights could tell much more.....
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Feb 19, 2017; 10:50 AM
currently there are no mods that fully restores Stonehenge or Tokyo content. the best we got is Moloch in this mod and Moloch plus (i think) weaker Dessicator in Kikina's. and there are no SH or Tokyo locations, as far as i know.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Omerta on Feb 19, 2017; 11:08 AM
Hello Kukish :D Currently no mods support any content/areas past what was available in single player already (no SH, no Abyss, no Tokyo). However, the multiplayer reboot we have in progress right now, London 2038, has Stonehenge and the Abyss already functioning. We may at some point contribute to getting those expansions in SP mods but right now the focus is the MP reboot. Hopefully that makes sense, glad you came by!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Kukish on Feb 19, 2017; 11:10 AM
Yes please :3

I want all of the Hellgate back in my life :D
Title: Re: Nagahaku MOD 3.0b Updated
Post by: sataricon on Feb 19, 2017; 11:41 PM
I was wondering is there is any way to revert lightning Orb to it's original form?
I love the rest but this was a good spell to setup an important killing field along with Swarm.

Title: Re: Nagahaku MOD 3.0b Updated
Post by: Kukish on Feb 22, 2017; 11:50 PM
Does this finish at the "Hellgate" quest where emmera should speak?

No Sydonai and that last station (Pauls, I think?) , that is?

Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on Feb 24, 2017; 12:00 AM
This is based on single player so you should still be able to defeat Sydonai, and get to St. Paul's station.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: HiaHia on Mar 06, 2017; 04:47 PM
Hello, i use this Mod. And its realy nice. But in the first time i have sell accidentally the Transmogrifying Cube, how can i get back? i leave the game so i cant buy it back.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Kyon on Mar 13, 2017; 12:55 AM
My dream is one day someone could come up and http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/unofficial-revival-sp-modification-2-3/ merge this mod's TCv4 features with Revival mod and add remaining TCv4 features .
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Ahmellyria on Mar 18, 2017; 10:02 AM
Hello, seems download link isnt active anymore, is there another link ?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: NiteHawk on Mar 18, 2017; 11:17 AM
Here you go! :)
http://www.hellgateaus.info/files/Nagahaku3.0b.mod.zip (http://www.hellgateaus.info/files/Nagahaku3.0b.mod.zip)

Regards, NiteHawk
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Ahmellyria on Mar 18, 2017; 07:51 PM
Oh awesome :D Thank you very very much :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: 8bitter on Mar 25, 2017; 02:26 PM
Thank you very much for this mod. Are the install instructions correct with this line:

Quote
Execute the launcher. In the main menu, select Utilities->Modifications->Install. Select the revival 1.5b.mod.zip file you downloaded.

Shouldn't it be this:

Quote
Execute the launcher. In the main menu, select Utilities->Modifications->Install. Select Nagahaku3.0b.mod.zip file you downloaded.
 

Installing Revival.1.5b1launcher.7z from it's own launcher and installing it to itself doesn't make sense to me.

So far it plays very well.  I did find a possible dupe bug. I somehow have two 'rat monkey claw' relics.

Is there a website or moddb page for Nagahaku mod? Page 1 of this thread doesn't give a synopsis or description of the mod. 

Thank you again. Having great fun playing it.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Bryan on Mar 25, 2017; 04:05 PM
Thank you very much for this mod. Are the install instructions correct with this line:

Quote
Execute the launcher. In the main menu, select Utilities->Modifications->Install. Select the revival 1.5b.mod.zip file you downloaded.

Shouldn't it be this:

Quote
Execute the launcher. In the main menu, select Utilities->Modifications->Install. Select Nagahaku3.0b.mod.zip file you downloaded.
 

Installing Revival.1.5b1launcher.7z from it's own launcher and installing it to itself doesn't make sense to me.

Oops, fixed that. Many thanks for pointing it out :)
Title: Re: Nagahaku MOD 3.0b Updated
Post by: michaelbp on Apr 14, 2017; 06:14 AM
sry if i am repepating someone, but i can't seem to find info on how to or figure out myself how Gheed in Holborn station works regarding upgrading mods and such :3 Love the mod tho' amazing work
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Apr 14, 2017; 10:15 AM
sry if i am repepating someone, but i can't seem to find info on how to or figure out myself how Gheed in Holborn station works regarding upgrading mods and such :3 Love the mod tho' amazing work
he doesn't. not in this mod, at least. but he does work in Revival mod.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Farkasakraf on Apr 21, 2017; 01:23 PM
Hi.
This mod has the Zombie Form for the Summoner?
I want to play ZF again.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Violet-n-Red on Apr 22, 2017; 01:21 PM
Hi.
This mod has the Zombie Form for the Summoner?
I want to play ZF again.
no, it doesn't, and there isn't any that does.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Korosukuma on May 10, 2017; 03:58 PM
Hi everyone,

I got a gamecrash every 10-30min with this massage:

"Die Anweisung in 0x000000000247E3F5 verwies auf Arbeitsspeicher bei 0x000000000134. Der Vorgang read konnte im Arbeitsspeicher nicht durchgeführt werden."

I think its a memory leak, any idea?

My PC is a Beast, so its not the PC.

Tried to play on lowest graph option, didnt work.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: NiteHawk on May 11, 2017; 09:59 AM
Hi Korosukuma!

I got a gamecrash every 10-30min with this massage:

"Die Anweisung in 0x000000000247E3F5 verwies auf Arbeitsspeicher bei 0x000000000134. Der Vorgang read konnte im Arbeitsspeicher nicht durchgeführt werden."

You're getting this crash on the modded SP (1.2) version? It looks hauntingly similar to something a few people have been encountering with the multiplayer client too. If that's the case, the (access violation) crash would be related to sound, namely the fmodex64.dll library. Some have speculated that it might have to do with certain skill sounds.

Unfortunately, we haven't got a solution for this so far :(. You could try running without sound ("-nosound" command line parameter) to see if the crash goes away, but that of course is far from optimal...

Regards, NiteHawk
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Korosukuma on May 11, 2017; 12:49 PM
Hi, ty very much.
I can try it with the "-nosound" but how?
Where i have to put it in? *giggle*
Title: Re: Nagahaku MOD 3.0b Updated
Post by: NiteHawk on May 11, 2017; 05:54 PM
Sorry I got that mixed up, it's "-disablesound".

Create a shortcut to the singleplayer .exe on your desktop, then right-click and edit properties. Add the "-disablesound" option (without the quotes) at the end of the target command. If it works, you will have sound during the intro video, but Hellgate will be mute as soon as you reach the main menu.

Regards, NiteHawk
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Korosukuma on May 12, 2017; 05:12 PM
Ok i played 3hours and dont got a crach.
Bit anoying without sound but with a bit music in the background its fine.

Ty very much.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: RegNasty187 on May 16, 2017; 03:25 PM
Sorry for noob question but I have a 50 evoker that is in nightmare elite and I cannot level past 50.  Is it possible to get to 60 in this mod?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: boqnpavlov on May 16, 2017; 06:22 PM
first I wanna tell you all big sorry for my bad english :)
and second I got a problem with this mod.I do every step for instalation several times , I download all files several times , reinstal game every time I try to instal the mod and I cant play becouse I got infinity loading screen right before character creation.
My girlfriend play the game with the mod next to me and her laptop is on 7 years my pc is 1 year old. I really dont get it why I cant. Pleace help me.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Korosukuma on May 16, 2017; 06:37 PM
@boqnp hi,

Do this: http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/(mod)-nagaoptionals-more-options-for-nagahaku-including-indestructible-bots/

after doing that use the dx10 client.

I recommend playing the game in english or you will get wierd text.
If you need the english datas: http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/(mod)-nagaoptionals-more-options-for-nagahaku-including-indestructible-bots/
There you will find it and how to install.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Korosukuma on May 16, 2017; 06:40 PM
@ RegNasty187 hi,

If you installed the game with this instructions: http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/(mod)-nagaoptionals-more-options-for-nagahaku-including-indestructible-bots/

Then you get during that the option to Lvl higher then 50.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: boqnpavlov on May 16, 2017; 06:49 PM
I use this steps for instalation even instal nagaoptionals v4.2 but the infinity loading screen is not gone.
I read allmost all of  the posts but I dont see how to fix that problem :( only Vasshpit say that he have the infinity loading screen but he dont say how he fix it.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: RegNasty187 on May 16, 2017; 06:59 PM
Thank you much.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: dwarfer66 on May 17, 2017; 04:25 PM
Every time I go to use this mod, I don't get any options to activate in the base OR add-on mod, what is happening?

It just comes up with a blank option screen and says "activated".
Title: Re: Nagahaku MOD 3.0b Updated
Post by: boqnpavlov on May 17, 2017; 05:05 PM
Every time I go to use this mod, I don't get any options to activate in the base OR add-on mod, what is happening?

It just comes up with a blank option screen and says "activated".

If I understand you right (or not) you dont use the proper luncher for this mod you must use this one http://www.hellgateaus.info/forum/hellgate-london-modification-downloads/the-'new'-launcher-(for-revival-1-5-and-up)/
Title: Re: Nagahaku MOD 3.0b Updated
Post by: dwarfer66 on May 18, 2017; 06:12 AM
Ok I know now, I was using the revival 1.5b1.mod, sorry had a duh moment. lol.

As soon as I use the add-on, start the game and pick single player the game crashes to desktop.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Hunewearl on May 18, 2017; 03:03 PM
I love this mod 8) ty!
Title: Re: Nagahaku MOD 3.0b Updated
Post by: dwarfer66 on May 24, 2017; 06:56 AM
No matter what I do, whenever I click on single player the game crashes.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on May 24, 2017; 10:56 PM
How did you install the game and the mod?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: dwarfer66 on May 25, 2017; 08:07 AM
Used revival 1.5b1.mod.zip
then used nagahaku3.0b.mod.zip
then used nagahaku4.1.mod.zip (also tries 4.2beta)

chose options (window did not close after it saying installed, closed it myself with "X")

Hellgate loads up with the mod name in the lower left corner, press single player the get the crash to desktop.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on May 26, 2017; 01:34 AM
Okay, you didn't need to install Revival 1.5b1, though installing Nagahaku should remove it. So that shouldn't be a problem. Perhaps it is though.
Have you tried uninstalling the mods, then install just Nagahaku and try running that.
If that works then install the Nagahaku Optional mod.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: dwarfer66 on May 26, 2017; 04:03 AM
Yeah sorry I meant to say Revival 1.5b1 Launcher.

Have tried with both basic mod and optionals, both give a loading screen for about 2 secs then crash with a error in the hellgate.exe files, with no other explanations.

The launcher works with revival un2.5 (with some items invisible) but not with Nagahaku.
Title: Re: Nagahaku MOD 3.0b Updated
Post by: Malachor on May 27, 2017; 02:27 AM
You're not using the same instance of the game as the london2038 alpha test are you?
Title: Re: Nagahaku MOD 3.0b Updated
Post by: pr3dator217 on Jul 28, 2017; 01:21 PM
Hey I was just wondering if anyone could help me, it seems like everythings working fine except I no longer have rapid fire as a skill? Like its not even in the skill tree anymore, and god only knows if anything else is missing
Title: Re: Nagahaku MOD 3.0b Updated
Post by: xlw00tlx on Aug 03, 2017; 05:46 PM
error
loading screen then crash
my log in "my games /hellgate"
EDIT: nvm works now
had to run launcher as admin