[Mod Compilation] [DAIL]

Sorry for bringing it up again.
But better to ask once more, before having any problems :wink: only install over the old one? Or delete the DIAL folder in mods and install DIAL 39?
Thanks in advance :slight_smile:

You have both installed the same install option if one picked S and the other B you wont be able to play together.

Recommendation:
Do not change the Steam database and resources, only independent custom MOD - ā€œADILā€. Nor does it need tasteless ā€œMaps.arcā€.

This not only will not lose your MOD functions, but reduces the size of the installer.

Simply install over. If you encounter any issues, run the launcher and pick ā€œdelete arzā€-option. Then do a fresh install.

Thanks :slight_smile:

Hi,

I install DIAL 39 over 38, and have a small issue :undecided:
I uninstall DIAL DB and install it new, but same issue :undecided:

That happens if you click a placeholder class I think…? Which one did you select?

Demolitionist, but long before

Currently, Demolitionist mastery is bugged as if it was a placeholder mastery.

You will just have to delete the character and do a different mastery for now :).

Sent from my Nexus 6 using Tapatalk

All GQ Masteries are bugged in DAIL - eternal and DAIL - survival. You can use them and they cost mana but nothing happens. In DAIL they work fine.

ok checking this will be fixed for 0040

yeah sortof. ive modified ā€œmarps.arcā€ very heavily. so you will lose quite a bit if i remove it.

the base mod stuff right now is because i dont want 18 directories. if we get a CLI .arz repacker then i can have n directories as i will be able to automate it and create partial packs and have a ā€œsmart installerā€ that takes only pieces i need.

right now its all human clicking which is prone to error so less directories = less error. therefore i have to over write base files… for now.

anyways im only overwriting
database.arz -> this can be moved fully to mod with CLI .arz repacker
text_en.arc -> this is for ā€œuser experienceā€ so tehy see the right stuff in char selection on first load of game.

both of those are ā€œresetā€ if they choose uninstall from the installer.

There’s a new version of Grim Quest with some fixes for summons etc.

i have version c already. if d is otu i will merge it for 0040

i just had an idea of how i could stop ā€œfiddlingā€ with the map.

some objects can be added/removed via LUA

i will investigate for this after the next stable (41 or 42) release

adding it for research.

Version d is not yet ready, I want to verify liche summon is working before I update to D.

Energy leech is not working also in DAIL

edit: seems to work on humans also? I dont know how it works but it didnt work on most act 1 mobs

@ASYLUM101
Grim Quest:
Warfare Dual Wield must deal (100% main + 100% offhand weapon damage)+tooltiped physical damage - that how it works in tq, now it just deal ~40x2 phys damage when procs.
Onslaught nothing change with charge levels
Ancentral horn summons just standing
(Tested in Rifts)

massive amount of stuff. 41 should be smooth sailing with lots of bug fixes then 42 will be a stable release.

ill upload within the hour

0040 - 9:28 PM 6/29/2016
+1 to all skills doesn’t work for custom masteries - yes it does
+1 to all skills for specific new mastery - it works just fine

  • to specific skill - works
    check demo tree - is it still empty? oops. did it again. there is a line in the skills_mastertable.dbr that keeps disssapearing! anyways its fixed now
    poll result 1 -> leave legendary stuff in place - got it. 0041 will work on fixing those that broke due to Grim Quest merge
    poll result 2 -> leave depravities in place - got it. close 2nd to removing depravities - ill fix the drops if i can - fixed-ish need to test or let others test ;o
    poll result 3 -> change shrines to combat only - got it. will do this easy peasy. DONE EXCEPT for mogdrogan shrine
    removed unnecessary files from \DAIL\database\DAIL*
    finish documenting the ??? stuff in README
    shrink the build by removing the GQ resource files after a copy and update - no need it isn’t cooked into the installer
    FIXED - All GQ Masteries are bugged in DAIL - eternal (probably means RIFT) and DAIL - survival. You can use them and they cost mana but nothing happens. In DAIL they work fine.
    check eternal mod items and item skills and god drops - seems same as original eternal mod
    extend all 9 GQ masteries to level 100 max w appropriate bonuses (FML)
    FIXED - try changing factions in eternalmod to see if we can avoid the changing all factions to nemesis stuff…
    Little bit of file copying and file replace action as follows :smiley:
    records/creatures/anomalies/ -> survival/creatures/anomalies/
    records/creatures/enemies/ -> survival/creatures/enemies/
    records/creatures/wavespawn/ -> survival/creatures/wavespawn/
    records/creatures/gods/ -> survival/creatures/gods/
    faction_necromancers.dbr -> faction_outlaw.dbr
    faction_kymonzealots.dbr -> faction_outlaw.dbr
    +non overwrite of all base creature data for those same folders.
    +kymon/vigil faction changed to cronley faction. :smiley:
    +try it and let me know if it worked. seems to work for me anyways.

Well technically that is a combat shrine…it just also requires quest items in order to begin the spawns.