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Reanimator / Re: Armor +...
« Last post by Malachor on Today at 03:41 AM »
If hellpack failed, it should produce an error.xml file. It should be in the same location as hellpack.
On a side note, did I mention that the .idx/.dat files are created in the data folder?
A common error that may occur is from trying to use incompatible files. For example, if you were using an older version of hellpack with the uncooked files from the latest version of reanimator, and probably vice versa. Cooked files are fine.

With level_scaling, if the attacker is the player and is 25 levels lower than the monster, then you would go to index 75 and refer to the PlayerAttackMonsterDmg and PlayerAttackMonsterExp columns. On the other side to that coin; the monster is 25 levels higher, then refer to index 125 and refer to column MonsterAttackPlayerDmg giving a value of 1171.
That would mean the monster is doing 1171% damage to the player, while the player deals only 1% of it's normal damage, and gets only 5% of normal experience.

Now monscaling:
It's got nothing to do with level difference, it's scaling based on amount of players.
playerCount would be how many players.
playerVsMonsterIncrementPct0 could be player damage. I don't know.
playerVsMonsterIncrementPct1 could be player experience. I don't know.
monsterVsPlayerIncrementPct could be monster damage. Don't know.
experienceTotal could be the amount of experience to be divided by the number of players.
treasurePerPlayer I think is self-explanatory.
I suppose a players 8 mod could be created by swapping relevant values. But without a method to adjust it on the fly, it could get awkward.
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Modification / un3.o mod item icons
« Last post by imryker on Today at 01:23 AM »
Installed Hell Gate London, the Legacy mods (SP1.2 and MP2.0) - starting up the game after each install. I then installed mod un3.0 using the Revival 1.5b launcher, and the Essence icons are blank. So far, everything else seems to be working fine - and when I hover the mouse over the grey square it identifies the Necro and Beast Essences - just no colorful green and red circles.

Strangely enough, on an earlier install, I first loaded mod 1.5b2, and then loaded un3.0. In that case, the Essences had color graphic icons.

Addendum: So I compared the 2 dat directories, and there were 2 files missing from the 2nd install: sp_hellgate...4580.dat and 4580.idx. I copied them over, and the Essence icons appear as they should.
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Reanimator / Re: Armor +...
« Last post by SaltedTequila on Oct 16, 2017; 06:00 PM »

You should be able to increase monster level(the monlevel table has up to 100), but you may have to look in the level table as well. Maybe even quest too. On that note, Tantorus(joey's leg quest monster) has a hard coded level, so even if you increase the other monster's levels, it will stay the same. Pretty sure there are other monsters in the same boat.


Done this and altered to a 100 cap; aka suicidal xD ..... perfect difficulty :D

On a curious note, on the Level_Scaling tab; which column dictates your level BELOW the enemy (for example, level 75 character and 100 monster) as I have poked -25 and +25, yet cant see a difference....
And on the MonScaling tab; can i get the colums explained please; not sure what is what in regards to level differences...
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Reanimator / Re: Armor +...
« Last post by SaltedTequila on Oct 16, 2017; 05:37 PM »
Giving these points a poke; but using hellpack, just fails for some unknown reason...
Tried putting it in the normal HG:L folder and also copying the data folder into the reanimator one, but to no avail...
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Reanimator / Re: Armor +...
« Last post by Malachor on Oct 16, 2017; 12:01 AM »
To cook and pack, use hellpack.exe, in the reanimator folder. As long as your modified files are in the correct folder structure in there as well, hellpack will cook any uncooked files, and pack all files into .dat/.idx files.

Well, there's only two really, while the difficulty table does mention three, hell difficulty has no other references to it. So, no we can't add another one.

You should be able to increase monster level(the monlevel table has up to 100), but you may have to look in the level table as well. Maybe even quest too. On that note, Tantorus(joey's leg quest monster) has a hard coded level, so even if you increase the other monster's levels, it will stay the same. Pretty sure there are other monsters in the same boat.

And no, we can't make the nanoforge work any differently. It would require modifying source code. Be careful testing with it, some people(ages ago now) mentioned that items would disappear when using it. I think this was due to trying to increase the level too much, but not sure. I haven't looked into it.
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Reanimator / Re: Armor +...
« Last post by SaltedTequila on Oct 15, 2017; 04:05 PM »
In addition to these, a quick question (sorry);

Is there a possible way to make the nano-forge NOT 100% success.... so say like 50% and if it fails, your materials are destroyed ..... seems TOO easy to just go willy-nilly and upgrading.....plus this will benefit my upcoming difficulty change modification....
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Reanimator / Re: Armor +...
« Last post by SaltedTequila on Oct 15, 2017; 03:06 PM »
No one's been able to derestrict armour. Not saying it's impossible though.

I'll try research somewhat into this and see if I can....fingers crossed...

It should just be a matter of increasing stackSize. This may be insultingly obvious, but make sure that the semicolon is still after the value. eg. 20;, change to 100;
Umm also possibly insulting, but any changes won't be seen by reanimator until the files are cooked and packed, and then the .dat/.idx copied/moved to the data directory.

May sound a dumb question, but how do I cook and pack? Had a nosey on the forums and can't seem to find it specfically...unless I'm blind

OOooh, sounds like fun. Have you though about modifying the monlevel table? The monster table will affect their base statistics, but level based adjustments are from monlevel. And it affects all of them. Also, it's probably a bit quicker if you export the file, and then open it with libre office calc, or excel, since you can use formulae in them. Doesn't work terribly well with all files, depending on what you're changing, but for monlevel, I think it does.

And this seems to be a liable way; definitely gonna poke around with this... but curious, can a NEW difficulty be added on top of the 3 current?
Only thing I have noticed when doing some alterations, is that the levels seem to cap at 62 (Sydonai), since I am increasing the cap character level, can this be done properly for monsters too?
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Reanimator / Re: Armor +...
« Last post by Malachor on Oct 14, 2017; 02:15 AM »
No one's been able to derestrict armour. Not saying it's impossible though.

It should just be a matter of increasing stackSize. This may be insultingly obvious, but make sure that the semicolon is still after the value. eg. 20;, change to 100;
Umm also possibly insulting, but any changes won't be seen by reanimator until the files are cooked and packed, and then the .dat/.idx copied/moved to the data directory.

OOooh, sounds like fun. Have you though about modifying the monlevel table? The monster table will affect their base statistics, but level based adjustments are from monlevel. And it affects all of them. Also, it's probably a bit quicker if you export the file, and then open it with libre office calc, or excel, since you can use formulae in them. Doesn't work terribly well with all files, depending on what you're changing, but for monlevel, I think it does.
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Reanimator / Armor +...
« Last post by SaltedTequila on Oct 13, 2017; 11:37 PM »
Me again.....

Just another enquiry, but can class armor be made to be used by other classes? Or use those models?

Plus increasing injector .etc stack sizes (i've tried to increase on the items table but not changing)...

And finally, I want to make another difficulty beyond hellish nightmarish suicide ..... or in other words .....nearly impossible >:) ....any possible way instead of manually changing EVERY monsters stats?
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Reanimator / Re: Pets and weapons...
« Last post by SaltedTequila on Oct 12, 2017; 06:58 PM »
I've looked into it and decided to unfortunately replace the treasure file back to LL, with a few complications I have managed to stop the drops happening at the alarming rate they was - now its back to normal where you get 1 or 2 every now and then....

Only thing that came negatively (only a slight bad point) is the common injectors, pills and other consumable do not automatically pick up anymore; however I think I could possibly alter these to my choosing anyways...

And as always I can only express huge thanks Mal for your assistance in all of this :)

Lets hope one day HG:R forums will bustle again ...
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