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Hellgate: London => Downloads => SP Modifications => Topic started by: Kikina the templar on Dec 21, 2016; 11:17 AM

Title: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Dec 21, 2016; 11:17 AM
Welcome to unofficial Revival patch version 2.1

"My heart stays in Hellgate."
                            Kikina the templar


This unofficial patch is based on Revival version 2.0, all characters from foregoing version is
(theoretically) compatible, but is strongly recommended to backup your save games before instalation.

Only few fixes + czech localization.


Happy Christmas to all hellgaters !
 :)


2.1 Patch Notes
---------------

- czech language support has been added

- function of "item gamble token - pants" has been fixed

- event consumables (Fawkes, Halloween) is now stacked on 50 pieces (only new items, but old items can be stacked with newly created)

- one forgotten pudding blueprint is now dropable (sticky toffee pudding)

- buff from Fawkes apple, potato and oatmeal now lasts little bit longer

- most of Fawkes consumables now have description


Popis češtiny
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Title: Re: Unofficial Revival SP modification 2.1
Post by: DarkShadowSwE on Dec 21, 2016; 08:17 PM
cheers and good work, :)
Title: Re: Unofficial Revival SP modification 2.1
Post by: DDC1234 on Dec 22, 2016; 09:44 PM
Nice work just a few things
Will all the dyes, recipes and items with out prices get prices ?
exp all the fawkes and halloween items
also any plans of including mutant items ?
Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Dec 23, 2016; 08:33 PM
I think so originally should be all things from events unsaleable. Price change would probably not be a problem,
if i will need make in current mod some changes, ill take a look at it..
Mutant items in this mod not working - some data missing and i dont know where..  :(
Title: Re: Unofficial Revival SP modification 2.1
Post by: snomann72 on Dec 24, 2016; 07:57 AM
Wanted to point out, the halloween event, one of the other mods you can disable it.  Should be a good idea to have a feature when installing the mod to have it optional to enable/disable the halloween items, since it is once a year event.

Not sure if there is a code within the game  to activate it around halloween only.
Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Dec 24, 2016; 03:26 PM
All informations about all three game events is in "Unofficial Revival SP modification 1.6" topic.
 :)
Title: Re: Unofficial Revival SP modification 2.1
Post by: korator on Dec 28, 2016; 09:12 PM
Sorry, if it is a feature and not a bug.

I played the 2.1 version, my game is in german.

There a nearly no weapons with skills on it. I found some weapons with my summoner at the trader but only evoker skills on the weapons. With my engineer i found only one weapon at the trader, it was the unique sniper with nano bots.

Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Dec 29, 2016; 09:02 AM
Is three factions in game and in each faction is two profession - weapons and armor is always equipable for both profession. Affixes on weapons (except uniques) is generated randomly, so its only matter of time than you discover something for you character..  ;)
Title: Re: Unofficial Revival SP modification 2.1
Post by: Krokenoster on Dec 29, 2016; 03:12 PM
After having played Crazy Slayer on Nagahaku, the levels seem so empty on this, would there be any chance of adding a Crazy Slayer feature for this in the future?
Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Dec 29, 2016; 04:28 PM
No, sorry. It's not in my possibilities..  ???
Title: Re: Unofficial Revival SP modification 2.1
Post by: korator on Dec 30, 2016; 09:15 PM
Kikina the Templer,
thank you very much for this modification.

I play Hellgate since it was released in germany. I played it in Japan and so on. I played also previous version of the revival mod.

My engineer is lvl 21. I found no single non unique weapon with a engineer skill on it. I found one unique weapon at the trader with one skill on it.

Yesterday i started with an evoker. With lvl 5 i have three weapons with four skills on it, one skill on lvl 2.

With my engineer i also found weapons for templars with skills on it.

I saw it like this. There are no weapons with skills on it for hunters and i also didnt find weapons with summoner skills on it.

And yes, ther are three factions with each two professions, but there are a small amount of skills usefull for both professions.

I think there is something wrong. I dont know if it is because of a bad installation on my pc or a bug in the modification.

My english is not very good. I hope i wasnt unpolite. I only want to help finding bugs.
Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Jan 01, 2017; 07:06 PM
To be sure, i checked it again.
Generating of weapon affixes is defined in hellgate data table "affixes" and probability of use is determined
with two parameters - "group weight" and "weight". You can explore this numbers himself in Reanimator, but table "affixes" is one from revival tables which can not be saved without errors - editing is possible only in text or hexa editor.
Set parameters for added skills (affix "Able") are the same for all six classes.
I obviously can not exclude a some mistake in work of Hellgate core program, or some superior settings in some another table, but in any case, i unfortunately can not do anything, sorry..
 :(
Title: Re: Unofficial Revival SP modification 2.1
Post by: korator on Jan 01, 2017; 08:02 PM
Ok.

So, something have to be wrong with my installation.

I try to install i new and give a report.

Thank you for your time.

Oh, happy new year!!!!!
Title: Re: Unofficial Revival SP modification 2.1
Post by: SeeonX on Jan 02, 2017; 04:56 AM
Great mod! I am currently a level 11 summoner. Keep up the great work! Would like to see possible future feature to summon more mobs at once but maybe I will have this ability later on!
Title: Re: Unofficial Revival SP modification 2.1
Post by: korator on Jan 02, 2017; 09:18 PM
I did it!!!!

Its because of the "No faction requirements". I leave this box blank and i find weapons with skills on it as drop and also at the traders.

Very nice mod! I love to play it!!!
Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Jan 02, 2017; 10:17 PM
Ah !
No faction requirements is function from official revival. I noticed few another problem with this function.
One of them - upgrading some hunters weapons in nanoforge cost no nanoshards.  :D
Probably will be better ascribe to description "Use this function at your own risk"..

Thanks for info
Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Jan 11, 2017; 11:36 PM
Anyone interested in betatesting ?

I found some errors in accepting new wanted quests, while fixing this problem i did some changes in item prices, as was requested by DDC1234..
Hellgate system have one special feature - once you change one number, almost always to show in three other unexpected locations..  :D
If you want test this new version of mod, be careful especially on drop event consumables - if they do not appears while event is disabled or if some of them do not appears in store menu at vendors.Some of this problems i noticed before, while making description for this items.

Found bugs post here, thanks


2.2 Patch Notes
---------------

- new "wanted" quests is now sorted otherwise, due some errors while accepting it, quest rewarder for Finsbury quests is now Jessica Summerisle

- almost all events consumables is now tradeable at vendors

- implants have better prices, common implants is tradeable

- common and unique dye kits is now tradeable (common dyes have fixed price)

- Cleanser now truly can be bought from vendor (before appeared at vendor, but cannot be purchased)
Title: Re: Unofficial Revival SP modification 2.1
Post by: snomann72 on Jan 12, 2017; 04:20 AM
Good mod so far.  Wanted to ask if you could find a way to make the beasts to not reappear while playing on the SP.
Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Jan 12, 2017; 07:08 AM
Respawn of monsters is set for each level and difficulty separately. Some levels have respawn, some not.
Its also possible set rules for spawn - for example at what percentage of the presence the rest of the monsters in level respawn begins.
Disable respawn would be possible through button in install menu, but it means processing quite a lot of variables and i dont know if would not cause some another unexpected problems..
 ???
Title: Re: Unofficial Revival SP modification 2.1
Post by: Kikina the templar on Jan 13, 2017; 04:54 AM
For snomann72 -

try this mod. Its experiment, alpha test - i dont know if will be working.
In install menu is new button, if you activate it, monster respawn in all levels will be theoretically disabled.
All monsters reapears only if unlog and log to game again.