Where are you atm? Have you reached Delphi?
Well here it doesnât say the name of the city it just shows that Iâm in the city of the 4th portal, I donât remember the name of the city.
It should be pretty straightforward to get to the cave system as thatâs the only way to go from Delphi. Hereâs the cave layout. You enter on the left and exit on the right. If you have the Grieving Widow quest then that is in the little area at the top of the map.
Well, Nature also starts with an âNâ.
Also do shrine effects apply to pets as the do in the original game? Iâve had a few thorn ones, but no icon shows on the wolves so not sure if theyâre benefiting from them or not.
Everything is right, thank you friends, I was really lost, yes, grateful.
Damn, this is a blast from the past⌠A few questions though, if I may:
- Does this mod use the old TQ calculations for OA/DA, or the ânerfedâ ones from the AE? Or Grim Dawnâs?
- What about other mechanics, like RR? The AE made it impossible to reduce enemiesâ racial resistances/immunities, making bleeding or vitality useless against 50% of the monsters (all undead and constructs are either immune or very resistant to those).
- Some items, like Sapros, were severely nerfed in the AE. Again, which version of you using?
- From a stream I watched, it looked like itâs using modern GDâs infinite potions, is that right?
Yes, itâs infinite potions.
That will surely make the early game a bit easier then!
Yay! Got a mastery shrine and got my 3rd wolf out. Will we also be able to find items that give + to skills like in the original game? And if so is it max 4 as in TQ or max 10 over soft cap as in GD?
Shrines have same templates as original and must works same way if only there is no engine changes in GD.
You able to find exactly same items like in the original game. There is +4 max overcap.
- It uses original TQIT formulas for OA/DA, but DA now scales of strength (physique)
- Most mechanics are inherited from TQIT. And I havenât heard about RR restriction. If enemies have very high resists values, they still could be RRâed
- All items uses TQIT version
- Already answered. Yes, and it noticed at OP.
I didnât get a 2nd inventory bag after talking to Timon in Megara.
2nd bag given by Kyros after killing Telkine
Oh, have to wait that long? Thatâs a shame.
Also I quite often see enemies in position like this and then when you get close to them they spawn in the same place. I know these are quest ones, but Iâve seen the same on ordinary enemies too.
Plus sometimes an enemy is frozen in place and doesnât start moving until you get closer to them. Birds for example - can have one or two frozen while the other around them are flapping their wings as normal. But then the frozen ones come to life when you get a bit closer.
I checked the quests again and I donât see where the player is supposed to get the bag before Q7.
As for the enemies, yeah, I know. The ambush enemies are still visible and some enemies freeze. Iâm not sure I can do anything about that.
Strange because it should be there much earlier.
Itâs part of the reward when you talk to Timon in Megara on Normal difficulty.
Np if you canât do anything about the enemies Denis. Youâve done an amazing job just getting it ported into GD. Given all the changes Crate made to the game engine over the years Iâm not at all surprised there are a few quirks/funnies that happen.
Here is Q3 scripts for TQIT and AE. There is now bag reward. May be it was added in latest DLC (A, R or EE)
No, it was always in the original game. Maybe something shifted somehow when AE came out or one of the expansions, but it was always possible to get the bag when talking to Timon. Very strange.
Canât summon the Nymph. Ah did manage it. Didnât want to be summoned in the field where Chiron is for some reason.
And spelling mistake on that quest, his name is down as Hiron, not Chiron.