Author Topic: Unofficial Revival SP modification 2.1  (Read 4863 times)

Kikina the templar

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Re: Unofficial Revival SP modification 2.1
« Reply #15 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

Kikina the templar

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Re: Unofficial Revival SP modification 2.1
« Reply #16 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)

snomann72

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Re: Unofficial Revival SP modification 2.1
« Reply #17 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.

Kikina the templar

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Re: Unofficial Revival SP modification 2.1
« Reply #18 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..
 ???

Kikina the templar

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Re: Unofficial Revival SP modification 2.1
« Reply #19 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.