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SP Modifications / Re: Unofficial Revival SP modification 3.7
« Last post by kumose on May 23, 2018; 06:55 PM »
nice work!

This series of mods really give SP hellgate a new life.
Offers tons of things to do after beating the game in nightmare. Really appreciate the effort!

If anyone have trouble finding Berial after looking for him all over the map, try inside the 'bookstore'
I had Berial spawn inside the building several times and he'll be stuck there. (but you can still kill him and get loots.)
SP Modifications / Re: Unofficial Revival SP modification 3.7
« Last post by Kikina the templar on May 22, 2018; 06:05 PM »
Wardrobe nevermore  ::)
SP Modifications / Unofficial Revival SP modification 3.7
« Last post by Kikina the templar on May 22, 2018; 06:02 PM »
Welcome to "Unofficial Revival" patch version 3.7

"My heart stays in Hellgate."
                            Kikina the templar

If you like Hellgate and want to remember a bit of old times, this mod is the best solution for you. Contains elements from many versions of the game, while maintaining the original gameplay.
Mod retains original skills, quests and monsters, but adds some things from early game concept (for example using implants), original online game (pets, dye kits, events..), game from test servers (new weapons, rings, many types of monsters), korean Hellgate Global (bosses, weapons) and ideas of members the Hellgateaus community (expanded stash, better monsters info, cheats..).

Important ! All attachments on this forum is visible only if you are registered user and logged in.

Development of official Revival mod from Hellgateaus community it was completed by version 1.5b2.
Unofficial Revival mod (v1.6 and up) is extension of this mod - whole content of official revival is included,
lots of errors has been fixed and some things were added.

Mod can be installed through "Revival 1.5b1 launcher".
You need:
 - installed game client Hellgate London from original disc or iso image (supported languages is english and czech)
 - installed 1.2 SP and 2.0 MP (TCv4) patches (its necessary run both clients (SinglePlayer and MultiPlayer) once after installation of patches)
Unpack the launcher to any location, start "launcher.exe", go to utilities section and choose "modifications - install".
On select screen load "revival un 3.7". Do not unpack mod before installation !
For more information take look on topic "The "new" launcher (for Revival 1.5 and up)" from Bryan or "Revival 1.5b2 SP Modification" from Malachor.

Installation of Revival mod automatically revert all before installed mods.

This patch is based on Revival version 3.6, all characters from foregoing versions is (theoretically) compatible, but is strongly recommended to backup your save games before instalation.
If you want load to this version character from version 1.9 or lower, then its necessary before installing remove all mythic and double edged items from character and all weapons from weapon slots to backpack.
After instalation you can return it back.

3.7 Patch Notes

 - i've managed to solve the problem of darkening tokyo weapons on the DX10. All weapons, bosses and armor from Hellgate Tokyo expansion should now look naturally on DX10, in any kind of lighting
 - from the recipe on the mysterious item in a cube you can now get besides Nataniel pet four new things:
   -  three special implants, with which you can override equip on your character with fun skins. These skins have never been designed to be displayed on a player, so you have to apologize for occasional graphical glitches - generally is problem with cabalistic focuses
   -  one new dye kit "Professional"

   New items description:

(click to show/hide)

 - while death Berial now have 100% chance for drop one unique armor piece from Abyss set, but - with skin of original Hellgate global "Set armor" ! In addition, this version of the Abyss set has one special feature - at the cost of slightly lowering the damage of the whole set adding each equipped piece +0,5m to splash damage radius. This is one of the "secret" affixes, although they exist in the game, but can not occur on common items
 - in game is new miniboss "Arachtonas" from Hellgate global. You can meet him with 100% probability at Mark lane station. Arachtonas no have original AI, only random generated affixes. Besides standart boss loot he can drop while kill one from completely new three rings with his name, or five nanoshards. You must pass Mark lane station while main game quest line, so, Arachtonas is deliberately a weak boss, no one should have big problems with him
 - all implants that do not have this word right in the name now have it in the subtitle
 - all dye kits that do not have this word right in the name now have it in the subtitle
 - Kurodon miniset now have name "Horseman armor"to distinguish it from the Berial "Tokyo armor" set
 - "Decoder ring" (drop from Terrible monster) now no have hidden level requirements, thanks to "lesbazyra" for finding this bug

Thanks to "Alloken" who pointed me to some interesting data in the Hellgate global client

Mod is now much larger than before and can not be distributed via Hellgateaus site.
Here is a download link:!twFrq4ptMRwG/hellgate-london-unofficial-revival-v3-7-rar
Something must be wrong, but I really do not know what. Perhaps someone who has more experience with hardware incompatibility will know...
Modification / Re: Same falling-through-the-map issue on at least two mods
« Last post by phisto24 on May 19, 2018; 12:13 AM »
Well, I just tried waiting it out on both mods but it lead nowhere unfortunately. I'm running it from a Caviar Black with a 4ghz i7 which I think should be more than enough!
 But, I did give it a shot with the old launcher and Lost London and that one works just fine. I'm a bit annoyed with the constant reinstallations so I'll stick with Lost London for now before trying to figure this out again.
Occasional falling through floor is normal, this is bug from original version.
If you after entering level climbing in air, it means that game doest not processing all necessary data - either the performance of the processor is weak, or hardisk is slow.
It happens to me commonly on my laptop. Just stay few moments after entering level on place, then you can go.
All modded version of game must be little slower than original - it is based on the concept of data delivery used, a new data patch is practically created in the game while modding.

Movement speed is defined like one parameter for character. Did not you turn on speed cheat while installing the mod ?
Modification / Re: Dye kits copying existing color schemes
« Last post by Kikina the templar on May 18, 2018; 10:30 PM »
Any existing color set can be used for all three uses, such as an affix, armor, or dye kit.
If you want colors from Chakl kabuto for dye kit, try this:
 - open in Reanimator table "items", find Chakl's kabuto (line 1604), find parameter "affix" (470,480,378,368,432,-1)
 - uniques have after identification colors from affixes. Here is five affixes, program maybe select first (i dont know, this must be tested)
 - open table "affixes", find affix in line 470, look at parameter "colorSet". Hmm, there is nothing (-1). Lets try next affixes, all have (-1)
 - this step is neccesary, affix colors have priority over armor colors, now we can neglect the affixes
 - back to table "items", line 1604. Now check parameter "color set" here is "0", Grey-Gold-Blue colors, which should be our searched color scheme
 - now in table "items" find some from your dye kits, for example line 1044, Dye_Kit_Biohazard. Check parameter "color set" (138 Dye_Kit_Biohazard)
 - delete number "138" and enter number "0".
 - save table (like cooked file), delete from file items.txt and replace it with your cooked file. Reinstall mod.
 - our custom change is done, dye kit "Biohazard" should now give to character same colors like kabuto

Physically is color sets defined in "colorsets.xml" file into "data" folder, here you can make direct changes into colors. If you write completely new color scheme, if necessary first add it to excel table "colorsets".
Each color set can be defined with different colors for different profesions.
SP Modifications / Re: Unofficial Revival SP modification 3.6
« Last post by Kikina the templar on May 18, 2018; 09:39 PM »
This is the so-called "spell of unwanted"  :)
The game now uploads data from the hard drive somewhat slower due to re - adressing between patches. It can be easily observed with older and slower hard drives, which i too have.
Processor seem to have now some more time to count the effects, which leads paradoxically to somewhat higher stability. I already noticed this effect.
Modification / Same falling-through-the-map issue on at least two mods
« Last post by phisto24 on May 18, 2018; 06:26 PM »
As soon as I spawn, any movement towards any direction will either help me climb on the air a few steps or lead me off map where I will eventually drop down and respawn, leading to the same situation. Vanilla works fine, be it patched (1.2&2) or unpatched but both the unofficial and the nagahaku mods give me this issue. I noticed that the movement feels considerably sped up as well (at least for that short 2-3meter distance I'm "allowed" to travel). Any ideas? I feel kinda stumped.

e: Also, in the nagahaku mod the mobs were a bit oversized, like taller than buildings oversized. Is that related in any way?
Modification / Dye kits copying existing color schemes
« Last post by Antediluvian on May 18, 2018; 03:17 PM »

If it's possible to read and duplicate colors attached to in-game armor, I'd like to request a set of dye kits copying those colors. Some color schemes already have matching kits, like "Temporal" and "Indigo Fire" or "Evanescent" and "Shadow", but some cool schemes like "Voltaic" (yellow - green trim - aqua glow; "Chakl's Kabuto" uses it) can only be used with corresponding armor equipped.
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