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DS1 & LoA Mod Development

Discuss modifications of DS1 and LoA here.

Changing Class Names

*Though this should go into a new thread.*

So I'm trying to alter the class names. I got Tank viewer, extracted classlookup.gas.

Changed as Follows

Friar - > Footman
Curate - > Lancer
Druid - > Gendarme
Preserver - > Dragoon
Grand Preserver - > Master Dragoon
Supreme Preserver - > Dragoon Lord

Got Tank Creator.
selected the whole folder I extracted (world/global/class_lookup.gas)
Made a .dsres and place it in DSLOA.

Started a new game, and when I hit 1 in Nature and Melee, it was STILL friar.
I tried Priority 1 and Priority 6 (not sure what counts as a higher priority)

Highly Frustrating XP mods

(Hey look, a dungeon siege forum that didn't die 3 years ago, hooray!)

So..was able to get DS 1/2/3 for $5. Oh, the nostalgia.

Went to grab some mods, took some digging but I found the ones I wanted. Put them in (Cat mansion - which was later switch out for elves, inventory mod, cosmetic effects, DSX in - meh, DSX removed, Atomic Spells pack, the dll that lets you adjust the camera)...thing were moving frustratingly slow. Put in a low multiplier (x10) XP mod.....no difference.

Dungeon Siege Revived (or is it?)

I really wish someone could just make DSRevived 0.9.1 for LOA.
As much as it is a bit of a challenge, it's the only really
near-complete mod out there for DS that's mostly balanced and
all inclusive. The reason I ask is because all the other good
large mods are not map-transfer capable (mostly 'CuteGirl
Revived LOA' mod). I'd really like to play via DSLOA then put
a good high level party in 'Legends of Utrae' Veteran/Elite
map.

So whaddya guys say, will one of you do it? Can 'Ikkyo' himself
do it? Please help out!...

Creating Wands

Goal: Create ranged weapons for CMs and NMs, each would be skill_class = "Nature Magic" or "Combat Magic"

The model would be like a torch, but the SFX at the end would be based on the element of the wand. So ice wands would have a blue flame, lightning would have a white flame, etc. Their animation would be like that of a throwing weapon; looks like you're swinging a sword but then the projectile flies. The ammo would be in relation to the element.

Generator within generator?

Is it possible to use the [generator_within_object]component to have the child template name set to a basic generator that spawns a child of the original mob that has the within object generator set?

For example:

You kill a Swamp Creature, it spawns a generator that spawns another Swamp Creature after, say, 300 seconds. Obviously a custom generator would have to be made for every single mob in the game if this would work, but it would be a good way of creating respawning mobs without doing any direct editing to the maps themselves by placing generators on the ground.

DS LoA revived crafting cube + balance question

Just installed revived 1.09b. Where is crafting cube tell me pls? Recipes and reagents are dropped anywhere? And..
Nature spell "haste" abaileble since lvl 20.. giving 110%atack speed/55% movement speed? Thanks god it doesn't stack with combat magic haste. Is it balanced anyhow? Though sad thing its' effect is not seen at "dmg per 10 secs".
Thanks for the answers anyway

A few questions regarding Modifiers/alterations

Hello everyone ^^. Is anyone still modding this game? I just got LOA for the first time even though I was huge on the original Dungeon Siege, and I'm finally getting to experience some of the additions to this as far as modding is concerned. Love the haste spells and set items Laughing out loud

Anyway, I wanted to ask a few questions to see if anyone knew anything regarding this, since my google searches have fell short...

ALTER_CMAGIC_DAMAGE_MIN ALTER_CMAGIC_DAMAGE_MAX ALTER_NMAGIC_DAMAGE_MIN ALTER_NMAGIC_DAMAGE_MAX

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