[REL] Grimarillion

Thanks for your concern. And I apologize for any confusion.

Before, I did the request similar also about CrucibleLT MOD of Stormcaller. It is because change of the existing conversation makes translation difficult. In that case, he has solved by adding the conversation files made into another names. By the same method as it, I thought that this problem would be solvable.

I understand that you are busy with the thing of the components. Please remember this, when your problem is solved.

I played Grimarilliony for a short time. I thought that it was just right difficulty. And I enjoyed the surprise of the first quest which is also here. It is better not to remove it, if it is this that you have forgotten to remove. Even if Grimarilliony is an easy version, it’s better to leave some features of Grimmest.

here is the modding side of that, showing it is probably easier than explaining since the action required is so simple and the explanation creates confusion:

  • rename the .cnv file to something else
  • don’t forget to change the links in the npc file (I just do a text search across the directory in sublime text via ctrl+shift+f and I search for the filename I changed)

and thats it.

Thank you for giving detailed explanation!
Unfortunately I don’t understand at all, but I hope this leads to solution.

No worries, Stormcaller’s explanation was crystal clear for me.

I’m glad to hear that. Thanks!

Quoting this now so I do not forget it. imgur is blocked at work so I never saw the image. GDplaceholder1 is messed up, aka in UI, for some reason.

MP Playtesters wanted!

Giving up on the previous method of Autopickup, I have found a workable solution, at least for single player. It still has one hell of an exploit. I bet if you tried, you could crash your game by never picking up a component. The old version as well as this test version are doing the same thing. If you leave them in the world, you are destroying the ā€œnatural progressionā€ of the game. Whatever, my parents told me not to smoke…

In any case, before, the pickup was triggered by OnRemoveFromWorld, which was nice and peachy. But, OnRemoveFromWorld is mysterious and if you leave an area with an Autopickup component on the ground, it gets ā€œremoved from worldā€, even though it is still there on the ground when you return.

So, little elves are at work…you turn your back and they come and remove stuff. You go back they replace it. Exactly where it was. That brings us to OnAddToWorld. As you guessed, it triggers when the loot is added such as when the component or scrap pop into the game out of a tasty loot orb or dead corpse on a bridge. And it triggers when the elves put it back too after you had to use the vendor.

But this is kinda fun, if I put the Autopickup on OnAdd as soon as you loot, you get them. You still have to pick them up. Otherwise, you trigger the exploit.

But which is the better way? And how does this work in MP?

In any case, the script just got made generic, so I need to edit all 80+ dbrs to change something, and now I could just as easily change the script call and move it to the OnAddToWorld trigger at the same time. But I suspect that OnAddToWorld is the less good option.

For anyone who wants to see this in action, and if some pairs of you could test in MP with both loot options and tell me who gets what and how many.

Here is a mods/Grimarillion/database/Grimarillion.arz database replacement

https://mega.nz/#!FBBWlTrR!XWen0gl2xT1NnZpIfgvMWsMyo-wicFQWmnXiQ9HoGJg

here is the mods/Grimarillion/resources/scripts.arc

https://mega.nz/#!0JogTZKa!rgvZ6tgB9kPw38ky47J0tzcCbDKvgITuuvU8X0zx708

backup your originals as these are not release quality versions, all they do is modify polished emeralds that drop from the starting bridge now. So to test, you enter world together, loot the corpse without picking up the emeralds. Leave by rift somewhere. Wait about 30 seconds, rift back to DC. You barely materialize and you should hear the sound of the component(s) you left on the bridge getting mistakenly put back into the world into your inventory as well as on the bridge.

I do not even know if only the person looting will get the component or if everyone gets them or what will happen in MP. If you have time to kill, give it a shot. I will put your names in the OP.

I guess that rules out Nine ever trying the mod.

so at that time you got all the components you did not pick up transferred to your inventory ? That is almost a feature :wink:

But this is kinda fun, if I put the Autopickup on OnAdd as soon as you loot, you get them. You still have to pick them up. Otherwise, you trigger the exploit.

not sure I follow, isn’t the need to pick them up defeating the idea of auto-pickup ?

Except they’re still on the ground after the transfer, too.

except the elves

maybe i say pickup when i mean autopickup…i cannot part with this feature, it changes the game for me, you set the filter to green and clear the screen to deal with ocdedness but do not have to rift to vendor often.

I looked into this. Stormcaller’s explanation applied to cnv, this is a quest file, I have no control over the textual formatting of the modified quest file.

[RIGHT]watch me translate a translator
[/RIGHT]

game decides what to translate by their filenames.
when you change content of a file, if the file name remains the same, the translations will still apply even though the content is different(but in a broken and meaningless way) – additionally, if you change the file to something else, he can include the translation for that file in his zip, and in that way the official translation downloads will work for the mod too.

in short, just change the filenames to something else and change the values in .dbrs and (if any) other places to match that, no need to change the content.

basically the same thing with the .cnv files.

in long:

  • the unmodded game has a file, ā€œx.fileā€. It has the content ā€œaā€
  • the translator translates the file, puts ā€œx.translationā€ with the content ā€œć‚ā€ in his zip
  • the game now understands the contents of ā€œx.fileā€ should be replaced with the contents of ā€œx.translationā€, which is ā€œa->ć‚ā€
  • ----
  • a modder comes along, changes the content of the file ā€œx.fileā€ to ā€œeā€
  • now, someone has the translation and the mod, the game will see ā€œx.fileā€ and ā€œx.translationā€, then ā€œeā€ will get translated as ā€œć‚ā€ – which is the wrong translation, but the game translated it as the filenames matched and that was all it cared for
  • ----
  • if the modder named the file ā€œy.fileā€ instead(and replaced the links of course), the translator could translate that file, put his file in the zip as ā€œy.translationā€ with the content ā€œćˆā€
  • in which case, the modded game will look for ā€œy.translationā€ and the unmodded game will look for ā€œx.translationā€, and there will be no conflict.

If both files stayed same however, one would need to release and maintain 2 different translation zips.

the greater lesson here and its that the list version is even though its written correctly and in good bits, is harder to understand because its too long for what its trying to tell. I only realized this after I wrote it.

p.s.
someone should make a modding guidelines and add those.

Thanks again Stormcaller for extra explaining. And jiaco, you don’t have to go out your way to solve the problem of translation. Currently, you are busy with the problem of the components. I don’t want you to waste excessive time more. Anyway, I appreciate all your help. :slight_smile:

Hey guys,

I have a problem to get Albrecht’s Aether Ray working with the mod.
This is how the skill looks vanilla:

This is how it looks in v.023:

As you can see, the Aether damage is missing, making it impossible to turn the Aether Ray into chaos dmg ray. My main problem though is that I cant use the skill at all, when I press on it nothing happens. Does not work when aiming on mobs, neither in the free space and I do have a caster off-hand equipped.

Are you using a spear? I can’t explain the missing damage, but spears and maybe staves cannot use channeled skills yet due to missing animations.

Cornucopia changed it I bet.

when will be update with GQ 1.41 hotfix?

I forgot to send jiaco the files, I will try to send them today. Been kinda busy with work past few days, have had to play catch up thanks to the hurricane Mathew