DS1 & LoA Mod Development
Discuss modifications of DS1 and LoA here.
Attack classes, item mana/ammo/fuel, and punching arrows. |
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Submitted by boromonokli on Thu, 2015-01-22 19:42 | ||
I've been modding the templates to re-balance combat in a way that reduces weapon redundancy, while widening the options for increasing each skill (melee and ranged), making mage staves useful for increasing magic skills, etc. So far, changing dagger class weapons to improve ranged skill worked flawlessly. If i get to higher levels, I can likely see the blunt daggers' stronger, magical versions drop, etc. etc. forums: |
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Bool variables |
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Submitted by Lukawh on Wed, 2014-09-10 14:42 | ||
Hi everyone. I'll try to be as quick as possible. I am trying to create a quest in my custom DS 1 map, similar to Clearing orchad cellar in LOU, so I am duplicating all files related to the quest (hope it doesn't violate author's rights). However I got stuck at the set_bool object. There is a specific bool_variable value used there. Where are those bool variables to be found? In world/maps/ somewhere or...? forums: |
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DSTK Problem, Cant Edit LoA Maps |
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Submitted by Kacper on Mon, 2014-07-07 11:48 | ||
Hi ERROR: forums: |
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Question about World Events and Messages in Skrit |
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Submitted by Lloyd2k4 on Thu, 2014-01-16 13:05 | ||
Currently, I'm trying to complete a skrit that implements critical strikes in the game for all weapon types I decide to attach the skrit to. I'm having some trouble with what Events and messages I should be looking for, though, in order for the skrit to process to each state correctly. forums: |
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Question about DSX bugging out skill_class parameter |
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Submitted by Lloyd2k4 on Tue, 2014-01-14 12:11 | ||
One thing I've noticed in DSX is that it completely bugged weapons and spells that are of a different skill_class than probably intended. For example, a staff that is set to skill_class = "nature magic"; will not deal its listed damage... most likely because it's a melee weapon. A Dagger with skill_class = ranged; will not deal its listed damage, either, because once again, it's a melee weapon and doesn't like the skill_class type. In original DS, this wasn't a problem, but in DSX, something was changed in the code to break this. forums: |
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DS1 Alteration notes... can anyone fill in the blanks? |
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Submitted by Lloyd2k4 on Wed, 2014-01-08 17:52 | ||
I have a .txt file that contains the majority, if not all of the alterations available in Dungeon Siege and LOA. I have notes beside each one so I remember what they do, but there are some that I have listed as unknown. Can anyone confirm my list and give me any insight on ones that I don't know about according to the list? Any input is GREATLY appreciated! ALTER_MAX_LIFE // Increases Maximum Health forums: |
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Disable Autoequip |
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Submitted by Lukawh on Fri, 2013-12-27 16:03 | ||
Hi guys,I'm creating playable hassat,zaurask and more races and since they can't equip armor(unless I learn how to work with SiegeMax) I balance their stats using spells. The issue is that when they pick up some piece of armor,the game tries to equip it because they don't have any armor equiped. But the armor disappears as soon as it is picked up. Is there a way to force the armor to be stored in inventory instead of being equiped? forums: |
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