Search found 203 matches

by Adrageron
Sun Nov 28, 2021 11:28 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029977

Re: Ask a simple question, get a simple answer

I did all of this. Waves are fine, party movement sounds too. The only problem is with underwater objects sounds. For example, try to place a destructible object at the bottom of the pond and hit it from an adjacent tile. Your attacks will be silent.
by Adrageron
Sun Nov 28, 2021 10:58 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029977

Re: Ask a simple question, get a simple answer

Yes, this is exactly what I did. Movement sounds of the party works fine. But if there will be a monster in the deepest tile in the pond here, you will not hear it from adjacent tiles.
by Adrageron
Sun Nov 28, 2021 8:33 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029977

Re: Ask a simple question, get a simple answer

@Isaac You have both submerged and adjacent open-air tiles in your maps? (...with no barriers between?) Yes, I use underwater tiles with different heights, the party can stand open-air knee-deep in water (height 0) when the adjacent tile is considered underwater (height -2), without unnatural bounda...
by Adrageron
Sun Nov 28, 2021 11:43 am
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3901
Views: 3029977

Re: Ask a simple question, get a simple answer

While experimenting with the flooded levels, I discovered an unpleasant surprise: the game does not reproduce the sounds of underwater objects if the party is not underwater. For example, strikes against reeds growing out of the water are absolutely silent, and even a monster attacking a party from ...
by Adrageron
Wed Nov 24, 2021 11:58 pm
Forum: Mod Creation
Topic: The easiest way to make "magical" container
Replies: 2
Views: 4145

Re: The easiest way to make "magical" container

minmay wrote: Wed Nov 24, 2021 8:58 pm Unfortunately this will have some other side effects:
Wow, that was informative!
Thank you for warning! No easy way to do magick it seems :mrgreen:
by Adrageron
Wed Nov 24, 2021 1:54 pm
Forum: Mod Creation
Topic: The easiest way to make "magical" container
Replies: 2
Views: 4145

The easiest way to make "magical" container

I apologize if this has already been discussed somewhere, I did not find such information on the forums. To prevent the container from taking into account the weight of its content, you just need to give a custom name to the ContainerItem component. Like this: class = "ContainerItem", name...
by Adrageron
Wed Nov 10, 2021 10:11 pm
Forum: Custom Dungeons
Topic: [MOD] The Guardians
Replies: 184
Views: 230088

Re: [MOD] The Guardians

Mod updated to version 2.4.

- Fixed few rare soft lock situations.
- Few known bugs smashed.
- Some visual improvements.
- Added 6 new secrets and few clues for old ones.
- Added 2 new items and 1 item set.
- Some pyramid fights are a bit easier now.
by Adrageron
Sun May 02, 2021 7:07 pm
Forum: Custom Dungeons
Topic: [MOD] The Guardians
Replies: 184
Views: 230088

Re: [MOD] The Guardians

Hey, ene!
Thank you for feedback and gratz with 100% mod copmletion!
by Adrageron
Sat Dec 12, 2020 12:38 am
Forum: Custom Dungeons
Topic: [MOD] The Guardians
Replies: 184
Views: 230088

Re: [MOD] The Guardians

@guero531
Looks like you really found a way to trap youself in the city. Sorry for inconvenience, I will think how to change dungeon to prevent this.
by Adrageron
Tue Dec 01, 2020 12:40 pm
Forum: Mod Creation
Topic: Automap Upgrade
Replies: 2
Views: 6288

Automap Upgrade

Just published a little content pack with automap improvements used in The Guardians. https://staticdelivery.nexusmods.com/mods/687/images/143/143-1606821985-457312924.jpeg - fixed invisible obstacles, pillars and chasms - new map icons for windgates, breakables, elemental shrines and traps Get it o...

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