No I didn’t, I forgot he changed the damage. That’s an easy fix, adjusting experience on the other hand… I have no idea how to do so properly as I am math-impaired and have no idea what the equation means. The best I can do is change it to vanilla values, though I don’t know if it’s higher or lower.
Roger that. And no worries … you have already done PLENTY, and apparently somehow been quite succesful at it too!
My quick on-the-fly suggestion then: Use Beyond Compare again and perhaps compare original Legion to some of DAIL’s lesser grimmer options (“B” for instance or whatever Davood calls them nowadays in his almost daily updates) as I do believe they have experience curves more closer to vanilla GD…
I’ll do that. Also… Since I’m currently editing in the Damage and Exp changes to the patch with the new 1.0.0.4HF1 content properly implemented, I’ll upload it (as I’m too lazy and exhausted from this ordeal to dig around to where I put the backup of the previous patch and would rather just edit one version).
UPDATE: Sorry for the delay, it appears the forum was down most of the night. I’ve uploaded the newest and final version of my patch and updated it’s original post with the download and new patch notes.
Thumbs up!!!
My near-proverbial afterthought: Hmmmm since your release v0.4 now has fairly limited resemblance to the original mod … not to speak of the concept & word “Legion” in itself (as if I’m not utterly mistaken then that particular word according to most dictionaries means: ‘A vast number of thingies’) … Ehhhhh why then not change YOUR personal cpu-friendly adjusted work and release to … ta da drum-roll please … “GRIM NUMBERED” (as I vaguely seem to recall that according to most dictionaries that particular word i.e. numbered means: ‘To limit or restrict in number’. Which of course is exactly what your have done to them potentially FPS-impairing Über Baddies)??? lol lol lol lol
Hmmm… well if you guys can keep it going … not going to argue about it really… best of wishes.
Still feel a bit odd about this …
Also i had to stop modding because of relationship issues… and the time invested into the project… … i had a problem with losing alot of the data… with the overhauled nightblade and soldier tree… … also alot of the tex files just went corrupt… and i couldnt have the time to fiqure out the issue… or redo everything from scratch… … so my apologizes.
I did turn off nexus uploads since it wasnt compatible anymore with 1.003.
Thank you for the update. Losing all that hard work is unfortunate and relationships should always take priority. Though I would love to see the mod continue, I completely understand why you are unable to and wish you the best.
Do know that my work to make it compatible was not at all intended to take over the project, rather to have it playable for me. This should speak to the excellence of your mod and the length individuals will go to play it. You’ve done an excellent job.
Should the mod see continuation in the future, either by you or others is something I truly look forward to.
Nice to hear from you Deathbit …at last!
Sincerely sorry to hear about your various problems including the unfortunate and always heart-breaking loss of data, but nevertheless as I have stated earlier: It is pretty indisputable that you in fact have had amble of time (close to a month!) to make any sort of tiny bitty notice announcing you finding yourself forced putting this project on hold, “indefinitely” – without really being obligated to give any reasons as to why – including informing your fans in the GD community that you would not be answering ANY post or request in that “indefinite” period as well.
This is still your “baby” though! Absolutely!, see Xendhaius’s “disclaimer” too, and anyone who have been trying to fiddle with it can easily see and appreciate how much time and work originally must have been invested in it.
So allow me to make a few strictly personal suggestions to you – strictly personal since it’s obviously Xendhaius who solely have made the unofficial patch release, and him who have spend much more time on trying to fix your original mod to A) Be fully compatible with 1.004HF1 and B) make it into a more cpu/gpu friendly “No-Grimmest” thing … exactly like me WITHOUT really having a clue/fumbling in the Dark about how to best do this and what database files and which specific values in them to edit (Enter the diff tool “Beyond Compare”, thankfully!) due to you ehhhh “hiatus” and accompanying muteness, and basically Xendhaius simply must speak for himself on this matter (edit: just now did I see!) – I hope is somewhat acceptable to the original creator of this mod:
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Why don’t you first of all not have a little look “under the hood” in Xendhaius’s latest unofficial v0.4 alpha patch to see whether he indeed hit the Bull’s Eye so to speak … i.e. specifically that his efforts & fixes fully conform to how YOU – the only one with obvious real proper knowledge of this mods’s intricate workings and symbiosis between files and settings – would have released a “Grim Legion NO Grimmest” for 1.004???
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And secondly, as you have likely already sensed from the posts in the forums the vast majority of the original fans of your mod much prefer it in a “NO Grimmest” version – presumably due to many of them not being the happy owners of something resembling an hyper expensive super Gamer PC with a GTX 970/GTX 980 or the like (exactly like Xendhius btw) and therefore finds the FPS dropping too crippling in various areas of GD, particualrly those with loads of cultists – I would like to suggest you perhaps would be so kind to share some nifty info & guidelines on how to best and easisest turn your groundwork of the mod into a “NO Grimmest” vesion in the FUTURE, anticipating that even Xendhaius’s unofficial patch would sooner or later be incompatible with forthcoming new updates of GD i.e. 1.005 and beyond (Such info would be especially welcome if you for whatever reason should decide to officially withdraw 100% from maintaining this fine mod)???
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Lastly and in extension to 2) I personally feel I represent a sizable group of die-hard:-) fans of your Legion mod who actually most would prefer some sort of middle-way of it i.e. a “SEMI-Grimmest” version (the one present based on Jiaco’s mod in the now very popular DAIL compilation is unfortunately STILL quite unfriendly to most mainstream PCs I’m afraid) Meaning fairly moderate increased overall spawns although excluding ANY with the aforementioned extreme FPS-impairing spelljamming cultists … and excluding those VERY SILLY 4 x quest-specific bosses (like 4 x Milton Hart etc.) but instead add 2-3 random “supporting” lesser heroes of the same race/faction into most of these boss encounters, outside of course the already tough/cumbersome endgame, to simply make them more challenging to premium character builds. Now are such specific adjustments “easily” done or do even they require editing of truckloads of files???
(Elaborate if you please!)
From my experience with making the patch it is easy to do, however it’s extremely time consuming. You have to manually edit every individual pool proxy you want to change in:
- proxies\boss&quest\boss&questpools
- proxies\devotion\devotionpools
- proxies\factionspawns\factionpools
- proxies\pools
- proxies\poolsdeathspawn
Let’s take a look at the encounter with Milton Hart:
templateName,database/templates/proxypool.tpl,
FileDescription,Milton Hart,
[b][u]alwaysSpawn1,1,[/u][/b]
championChance,50.000000,
[b][u]championMax,2,
championMin,1,[/u][/b]
levelVarianceEquation1,records/proxies/lv4_champion+.dbr,
levelVarianceEquationChampion1,records/proxies/lv4_champion+.dbr,
levelVarianceEquationChampion2,records/proxies/lv4_champion+.dbr,
levelVarianceEquationChampion3,records/proxies/lv4_champion+.dbr,
levelVarianceEquationChampion4,records/proxies/lv4_champion+.dbr,
levelVarianceEquationChampion5,records/proxies/lv4_champion+.dbr,
[b][u]limit1,1,
limitChampion1,1,
limitChampion2,1,
limitChampion3,1,
limitChampion4,1,
limitChampion5,1,[/u][/b]
minPlayerLevelChampion2,20,
name1,records/creatures/enemies/boss&quest/miltonhart.dbr,
nameChampion1,records/creatures/enemies/hero/zombie_h01.dbr,
nameChampion2,records/creatures/enemies/hero/zombie_h02.dbr,
nameChampion3,records/creatures/enemies/hero/zombie_h03.dbr,
nameChampion4,records/creatures/enemies/hero/zombie_h04.dbr,
nameChampion5,records/creatures/enemies/hero/zombie_h05.dbr,
proxyPoolEquation,records/proxies/proxypoolequation_01.dbr,
[b][u]spawnMax,1,
spawnMin,1,[/u][/b]
weight1,100,
weightChampion1,50,
weightChampion2,1,
weightChampion3,50,
weightChampion4,50,
weightChampion5,50,
- limit1,1, : controls how many Milton Harts can spawn, before my edits this was 4
- alwaysSpawn1,1, : makes it so the main enemy (Milton Hart) always spawns and in what quantity
- spawnMin/Max : Seems to do different things depending on the encounter type, for regular enemies it controls how many normal enemies spawn. For boss encounters like this, I’m not entirely sure what it does, as it does not use any normal enemy records. (Though setting them both to 1 seems to have the desired effect for me)
- championMin/Max : Controls how many champions can spawn in that encounter
- limitChampion1~5 : Controls how many of that champion can spawn within the allotted spawn amount
For encounters like Milton Hart I’ve already edited them to be like what you ask. With the main enemy plus a few backup champions spawning for the encounter while carefully considering performance as most of them spawn around enemy packs that also have a high chance to spawn several champions.
For editing and comparing I use Beyond Compare 4 and for individual edits/viewing I use Notepad++. Honestly, only use AssetManager to build the mod as that program is an absolute nightmare to navigate.
WOW!!! You really are a sweetheart (a ‘sharing’ one at the very least!) Xendhaius … and as such you are JUST ABOUT to be entitled to get on my über exclusive "Chrismas Card List " mate! lol
And that’s simply The Truth, the Whole Truth and nothing but The Truth … even though I in fact have had time/luck to decipher SOME of those settings’ deeper meaning myself as you so kindly spelled out in real easy-to-grasp detail above regarding the spawning of quest-specific Bosses, in my latest attempt at editing last week (In this regard I can also reveal that I tenaciously played around with the “balancingadjustment_challengemode_enemies01”.dbr i.e. one of the only 2 included altered files in the database/records directory in the original mod we both initially thought made close to zero effect in gameplay … Well it does! Those pesky spawnChampionMaxAdj, spawnChampionMinAdj, spawnMaxAdj, and spawnMinAdj settings particularly do have a maybe lesser but still noticeable effect on the “enemy landscape” (on my end anyway!) but probably best in correlation/symbiosis with other settings elsewhere. And thus until I’m absolutely 100% sure what exactly they do & work i.e. meaning outside the pure random/RNG specter of things, I will not comment on this again … but Deathbit is of course more than welcome to also step in here if he likes and educate me/us!
So anyway didn’t know you had already kindly made those fixes to Mr. Hart and others like him, since I as stated earlier really haven’t had the proper time lately to sit just down and enjoy & basically looooose-myself-in your latest wonderful 0.4 release … but starting tomorrow Tuesday evening I will!!!, as this is the first of a personal long overdue couple of days off.
PS: However 1st things 1st as they say, as I’ve got to initially get all through with the possible side-effects later in the day lol from ‘The Binge to end all Binges’ I’ve been on tonight with an Icelandic bartender friend of mine, celebrating the most surreal and improper soccer win in MY 40-some lifetime i.e. tiny tiny and completely soccer-unmerited Iceland (with a total population of a mere 350.000 ‘vikings’) defeating and sending home the inventors of the freaking’ game i.e. mighty mighty England in the ongoing European Championship in France! Cheers!
Honastly … i never really liked what “grimmest” did to the spawns… and tweaks … overall … i had the spawns modified to be more… but less sever compared to the mass amount that is “grimmest”. People really … and i mean really wanted grimmest to be added to the mod… so i decided… what the hell…and overrid my old ones with jiraco’s spawns … … it kindof messed most things up. What i had before was acctually pretty good… being around 33% of the max mobs available compared to grimmest… the overall damage modifier was lowered to 80% for players and monsters to stop the whole instant death scenarios and bosses had been tweaked with new abilities… and companions to join them in battle… rather then just dupes of themselves.
I might release a version with the overhauled soldier tree with seismic slam and shield bash … as well as the amount of big fixes … like the masteries bugging out after 51+ … but im not too sure. in the mean time … i dont mind if people want to make patches to the mod right now… till i can find available time to do so… since alot of it is going to have to be starting over again =/
I am pretty sure you can cut Grimmest back just by modding the global modifiers spawnMin/Max and championMin/Max which should be all *2 in Grimmest. You could go just * 1 to cut in half the spawns. Not sure if 0.8 or fractional modifiers are allowed or not.
You can now… but you couldnt before… the global modifiers prior to 1.004 didnt work as you found out making grimmest… and i havent done any modding since 1.004 was released… so its probably easier now… i do agree. Seems most of what is edited in the engine sticks… which is really nice considering the work around were kindof a extra stepof pain the in the ass lol.
We all love you jiaco for you modding expertise… and support… remeber it wasnt your mod i had ap roblem with… but the lack of time i had to edit stuff that i felt needed for the abilities i tweaked or created… for the mod.
Also going on hiatus again … so if Xendhaius wants to continue his fan patches to make it compatible … once again im okay with that.
When mod will be up to date and possible to DL :)?
Linked Xendhaius unoffical patch to downloads to you can see it on the front page now … no idea whats changed… but its on there so people can use it. So best of luck.
Hello.
I just wanted to ask, if someone, by chance, is going to make version 1.0.0.6 compatible patch, as you did for v. 1.0.0.4?
It causes me physical pain to choose between playing grim legion, and getting all the new wonderful legendaries and epics of v. 1.0.0.6.
Mods up to date now… has some item bugs atm … but nothing major… ill work on it when i get more time.
Hi Deathbit,
Can i mention and include your mod on my site. About the site:
Yeah im fine with it so long as it doesn’t get like get claimed by other people an what not … since there is some work in there that isnt mine… mostly CFTX’s classes… but other then that its always good to have alternative mod sources … incase people dont wanna use nexus… fileshare… or crap that takes stuff to make accounts on.
Also thats a really nice site.
Thanks! I already asked Cftx. Can you tell me more about your mod. I see you have new masteries, i guess changes to the current masteries, new items? IS there more?