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///Arx Fatalis: Arx Extended Mod///
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 » Tue Oct 22, 2013 4:25 am

Hello. It's been ages since I first played this game. Now I have a software called unpak which allows me to mod the game. I'm no pro at modding and I just started but I have made some basic stuff to start with.

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ARX EXTENDED MOD

The long term objective of this mod is to make the game a little less linear and add enough features to increase its replayability value. So far, the only affected NPCs in this mod are most Goblins and Tizzy, the rest of Arx will be added eventually. And the only Containers affected are barrels, a limited number of chests and corpses.
Flute
-The flute plays 2 tunes depending on your Object Knowledge.
-Less than 50 will make you play a bad version of the flute sound found in the game files.
-Having 50 or more in that skill will make you play the standard tune.
Shredded Meat
-To get Shredded Meat just use the Mortar and Pestle on any Raw Meat.
-Can be used for cooking or for alchemic purposes.
Delicious Pies
-There are two kind of pies now. Sweet and Savory.
-Either an Apple or a Carrot to make Sweet Pies.
-To make Savory Pies you need Shredded Meat.
Prepared Food and Cooked Food
-Combine one Raw Meat with one Fruit or Vegetable to make Some Prepared Food.
-Combining Some Big Ribs with any Fruit or Vegetable will yield two Prepared Food instead.
-Combine Prepared Food with Garlic, Oil or Wine to make Uncooked Delicious Food.
-Put Some Prepared Food near a fire or oven to make Some Cooked Food
-Put Uncooked Delicious Food near a fire or oven to make Cooked Delicious Food.
Preservation Spices and Iron Rations
-You can now make Iron Rations using Some Preservation Spices.
-Iron Rations can stack up to 20 in a single slot.
-You can find Preservation Spices inside barrels in random quantities or buy them from Maria.
-Combine Some Prepared Food with Some Preservation Spices to make Iron Rations.
Bread and Cheese
-Combine a Cheese with a Loaf of Bread to get three Cheese Sandwiches and Half a Loaf of Bread.
-Combine a Cheese with Half a Loaf of Bread to get three Cheese Sandwiches.
-Use a Blade on a Loaf of Bread to get two Half a Loaf of Bread.
More Chicken
-No more feasting on a whole Roast Chicken.
-You will save two Chicken Drumsticks when eating a Roast Chicken.
More Bones
-Skulls and Pelvic Bones can be picked up and carried in the Inventory now.
-Can stack like normal items and can also be found in Corpses.
-Can be turned into Bone Powder with Mortar and Pestle.
-The Bones you can use as weapons can also stack but partially.
New Reagent Colors
-Changed the colors of some Plants, Powders and Potions.
-Red is for Life.
-Purple is for Restoration.
-Orange is for Cure Poison.
-Black is for Invisibility.
Scrap Metal
-You get Scrap Metal from broken weapons made of iron or steel.
-You can combine Scrap Metal until it reaches a big enough pile in order to turn it into a Metal Ingot.
-To make a Metal Ingot, you need to heat the Scrap Metal using the Bellows in the Blacksmith and then Hammer them.
Rust Powder
-Find Rust in some Containers or by using Mortar and Pestle on Scrap Metal.
-Combine Rust with an Empty Bottle and then use it in an Alchemy Still to get a Poisonous Potion.
-Will be used to enchant equipment in next update.
Restoration Potion
-Restores both Health and Mana.
-Combine Red Powder with Blue Powder to make Purple Powder.
-Or Combine either powder with bottled powder to make a Bottle containing Purple Powder.
-Use a Bottle containing Purple Powder in an Alchemy Still to get a Restoration Potion.
Different Invisibility Potion
-You now need Black Gel to make Invisibility Potions.
-Black Gel comes from grinding Spider Chitin, a new reagent found on Spider corpses.
-Put Black Gel in an empty bottle to fill half of it.
-Put more Black Gel in the bottle to fill it completely. It can now be turned into an Invisibility Potion.
Raw Poison
-You can now harvest poisonous glands from the blue nasty spiders.
-You can sometimes harvest them from normal advlt spiders too.
-Squeeze its poison into a bottle to get an insta Poison Bottle.
Bless Potion
-The color, Reagents and process to make these are the same as the Invisibility Potion in vanilla Arx Fatalis.
-It last a bit longer than Invisibility Potions.
Reagent Knowledge
-The ability to mix Reagents to change their properties if Object Knowledge Skill is high enough.
-Bone Powder can be turned into another by mixing it with the Powder of your choice. Doesn't work with non Powder Reagents.
-Green Powder can be mixed with Orange Powder to get two Orange Powder.
-Rust Powder can be mixed with any other Powder to turn them both into Green Powder. You get more from Purple Powder.
-You can press "Use" on a Bottle filled with a Reagent to get both the Empty Bottle and the Reagent inside.
Potion Knowledge
-The ability to only use half a Potion of Life, Mana or Restoration.
-It happens automatically after reaching enough Object Knowledge for each Potion.
-A Half a Potion can be mixed with another one of the same to make a full one.
Bottle of Oil
-Combine Shredded Meat with an Empty Bottle and then use it in an Alchemy Still to get a Bottle of Oil.
-Used to make Prepared Food.
-Will be used to enchant equipment in next update.
Aqua Essentia
-Use any Potion or Bottle of Wine in an Alchemy Still to make Aqua Essentia.
-Combine certain bottled Reagents with Aqua Essentia to make Potions without the need of an Alchemy Still.
-Will be used to enchant equipment in next update.
Burning Oil
-Combine Aqua Essentia with Oil to make a bottle of Burning Oil.
-Burning Oil can be used to refill an Oil Lamp.
-Will be used to enchant equipment in next update.
Oil Lamp
-Gets 80 durability when refilled with Burning Oil.
-Oil Lamps are sold by Maria at her Store.
-If durability reaches 0 it will dissapear. (Can't find a way to prevent it)
Smaller Candles
-Candles only use a 1x1 Inventory Slot.
-Can be lit and thrown away to lit places just like Torches.
Identifying
-Unknown items will all look the same or like "normal" items.
-Only items affected by this so far are Plants, Reagents and Potions.
-Some items will look unidentified until you hover the mouse over them.
-Unidentified Plants and Reagents cannot be used until Identified.
-Unidentified Potions can be used but with penalties until Identified.
Food Satiety Values
-Mushroom: +1 Satiety
-Leek: +2 Satiety
-Carrot: +2 Satiety
-Apple: +2 Satiety
-Cheese: +3 Satiety
-Cooked Fish: +4 Satiety
-Cooked Small Ribs: +4 Satiety
-Loaf of Bread: +5 Satiety
-Cheese Sandwich: +4 Satiety
-Roast Chicken: +7 Satiety
-Chicken Drumstick: +4 Satiety
-Cooked Big Ribs: +7 Satiety
-Plain Pie: +4 Satiety
-Delicious Pie: +6 Satiety
-Delicious Pie (Wine): +7 Satiety
-Cooked Food: +7 Satiety
-Cooked Food (Garlic): +8 Satiety
-Iron Ration: +6 Satiety
Iron Weapons: 20 Durability for all
-Iron Dagger: +2 Damage / +6% Stealth // Requires 8 Dexterity
-Iron Shortsword: +4 Damage / -2 Stealth / -2 Casting // Requires 7 Strength
-Iron Longsword: +5 Damage / -4 Stealth / -4 Casting // Requires 10 Strength and 30 Close Combat
-Iron Hand Axe: +6 Damage / -6 Stealth / -6 Casting // Requires 12 Strength and 40 Close Combat
-Iron Greatsword: +8 Damage / +2% AC / -8 Stealth / -8 Casting // Requires 14 Strength and 50 Close Combat
-Iron Greataxe: +10 Damage / +4% AC / -10 Stealth / -10 Casting // Requires 16 Strength and 60 Close Combat
Steel Weapons: 40 Durability for all
-Steel Dagger: +3 Damage / +9% Stealth // Requires 8 Dexterity
-Steel Shortsword: +5 Damage / -2 Stealth / -2 Casting // Requires 8 Strength
-Steel Longsword: +6 Damage / -4 Stealth / -4 Casting // Requires 10 Strength and 30 Close Combat
-Steel Broadsword: +7 Damage / +5% AC / -6 Stealth / -6 Casting // Requires 12 Strength and 50 Close Combat
-Steel Rapier: +7 Damage / Fast Attacks / -6 Stealth / -6 Casting // Requires 12 Dexterity and 50 Close Combat
-Steel Hand Axe: +8 Damage / -8 Stealth / -8 Casting // Requires 14 Strength and 60 Close Combat
-Steel Falchion: +9 Damage / -10 Stealth / -10 Casting // Requires 16 Strength and 70 Close Combat
-Steel Greatsword: +10 Damage / +4% AC / -12 Stealth / -12 Casting // Requires 18 Strength and 80 Close Combat
-Steel Greataxe: +12 Damage / +6% AC / -14 Stealth / -14 Casting // Requires 20 Strength and 90 Close Combat
Mithril Weapons: 80 Durability
-Mithril Falchion: +12 Damage / -10 Stealth / -8 Casting // Requires 14 Strength and 60 Close Combat
-Mithril Greatsword: +16 Damage / +8% AC / -12 Stealth / -10 Casting // Requires 16 Strength and 70 Close Combat
-Meteor Falchion: +25 Damage / Indestructible // Requires 12 Strength and 50 Close Combat
-Meteor Greatsword: +30 Damage / +10% AC / Indestructible // Requires 14 Strength and 60 Close Combat
-Enchanted Meteor Falchion: +35 Damage / +6% Magic Protection / Indestructible // Requires 10 Strength and 40 Close Combat
-Enchanted Meteor Greatsword: +40 Damage / +12% AC / +9% Magic Protection / Indestructible // Requires 12 Strength and 50 Close Combat
Special Weapons
-Bone: +1 Damage / -2 Stealth / -2 Casting / Turns into Bone Powder when it breaks / 5 Durability
-Spiked Club: +3 Damage / +1% AC / -3 Stealth / -3 Casting / 10 Durability // Requires 7 Strength
-Blacksmith's Hammer: +4 Damage / -3 Stealth / -3 Casting / Can be used to Repair / 50 Durability // Requires 8 Strength
-Sledgehammer: +5 Damage / +2% AC / -6 Stealth / -6 Casting / 35 Durability // Requires 10 Strength
-Bejeweled Dagger: +4 Damage / +3% Critical Hit / +12% Stealth / 50 Durability // Requires 12 Dexterity
-Assassin's Dagger: +5 Damage / +9% Critical Hit / +14% Stealth / -9 Casting / 60 Durability // Requires 14 Dexterity and 30 Close Combat
-Bejeweled Longsword: +6 Damage / +3% Critical Hit / -6 Stealth / -3 Casting / 50 Durability // Requires 12 Strength and 50 Close Combat
-Magic Sabre: +6 Damage / -6 Stealth / +12% Casting / +12% Magic Protection / 70 Durability // Requires 8 Strength
-Achanta’s Sword: +10 Damage / -12 Stealth / -12 Casting / Drains Life / 70 Durability // Requires 12 Strength and 50 Close Combat
-Slayer Blade: +14 Damage / +6% AC / +12% Critical Hit / -15 Stealth / -15 Casting / 70 Durability // Requires 18 Strength and 80 Close Combat
-Lord Inut's Sword: +20 Damage / +9% AC / -16 Stealth / -16 Casting / 70 Durability // Requires 20 Strength and 90 Close Combat
Ranged Weapons
-Shortbow: +6 Damage / -3 Casting // Requires 8 Dexterity and 20 Marksmanship
-Assassin's Bow: +12 Damage / +9% Critical Hit / +12% Stealth / -9 Casting // Requires 12 Dexterity and 60 Marksmanship
-Lord Inut's Bow: +20 Fire Damage / -9 Stealth / -9 Casting // Requires 12 Dexterity and 80 Marksmanship
Armor Shields
-Wooden Shield: 2 AC / Defense +10% / -4 Stealth / -4 Casting / 20 Durability // Requires 7 Strength
-Reinforced Shield: 4 AC / Defense +15% / -8 Stealth / -8 Casting / 30 Durability // Requires 8 Strength
-Steel Shield: 6 AC / Defense +20% / -12 Stealth / -12 Casting / 40 Durability // Requires 10 Strength
-Kite Shield: 8 AC / Defense +25% / -16 Stealth / -16 Casting / 50 Durability // Requires 12 Strength
-Mithril Shield: 10 AC / Defense +20% / -8 Stealth / +2% Casting / 80 Durability // Requires 10 Strength
-Shield of the Ancients: 12 AC / +30% Magic Protection / Defense +25% / -16 Stealth / -16 Casting / 70 Durability // Requires 14 Strength
Armor Leather
-Leather Brigandine: 4 AC / 10 Durability
-Leather Greaves: 3 AC / 10 Durability
-Studded Leather Brigandine: 5 AC / -5 Stealth / -5 Casting / 15 Durability // Requires 8 Constitution
-Studded Leather Greaves: 4 AC / -5 Stealth / -5 Casting / 15 Durability // Requires 8 Constitution
-Merc Leather Brigandine: 7 AC / -3 Stealth / -6 Casting / 20 Durability // Requires 9 Constitution
-Merc Leather Greaves: 6 AC / -6 Stealth / -3 Casting / 20 Durability // Requires 9 Constitution
Armor Shadowleather
-Shadowleather Mask: 1 AC / +3% Poison Protection / +8% Stealth / 15 Durability // Requires 7 Constitution and 10 Dexterity
-Shadowleather Brigandine: 3 AC / +9% Poison Protection / +12% Stealth / 15 Durability // Requires 7 Constitution and 10 Dexterity
-Shadowleather Greaves: 2 AC / +6% Poison Protection / +15% Stealth / 15 Durability // Requires 7 Constitution and 10 Dexterity
-Studded Shadowleather Brigandine: 4 AC / +12% Poison Protection / +9% Stealth / 20 Durability // Requires 7 Constitution and 11 Dexterity
-Studded Shadowleather Greaves: 3 AC / +9% Poison Protection / +12% Stealth / 20 Durability // Requires 7 Constitution and 11 Dexterity
Armor Chainmail: 20 Durability for all
-Steelmail Helmet: 3 AC / -5 Stealth / -5 Casting // Requires 10 Constitution
-Steelmail Shirt: 6 AC / -5 Stealth / -10 Casting // Requires 10 Constitution
-Steelmail Leggings: 5 AC / -10 Stealth / -5 Casting // Requires 10 Constitution
-Armored Steelmail Shirt: 8 AC / -6 Stealth / -12 Casting // Requires 11 Constitution
-Armored Steelmail Leggings: 7 AC / -12 Stealth / -6 Casting // Requires 11 Constitution
Armor Steel: 40 Durability for all
-Steelplate Helmet: 5 AC / -2% Magic Protection / -14 Stealth / -14 Casting // Requires 12 Constitution
-Steelplate Cuirass: 10 AC / -6% Magic Protection / -14 Stealth / -24 Casting // Requires 12 Constitution
-Steelplate Greaves: 9 AC / -4% Magic Protection / -24 Stealth / -14 Casting // Requires 12 Constitution
Armor Magicsteel: 70 Durability for all
-Poxsellis Great Helm: 6 AC / -5 Stealth / +12% Magic Protection / Dispell Illusions // Requires 12 Constitution
-Magicsteel Helmet: 5 AC / +12% Magic Protection / -14 Stealth / -14 Casting // Requires 11 Constitution
-Magicsteel briastplate: 10 AC / +16% Magic Protection / -14 Stealth / -24 Casting // Requires 11 Constitution
-Magicsteel Greaves: 9 AC / +14% Magic Protection / -24 Stealth / -14 Casting // Requires 11 Constitution
Armor Mithril: 80 Durability for all
-Mithril Helmet: 7 AC / -4 Stealth / +6% Casting / +2% Magic Protection // Requires 10 Constitution
-Mithril Shirt: 11 AC / -4 Stealth / +6% Casting / +8% Magic Protection // Requires 10 Constitution
-Mithril Leggings: 10 AC / -8 Stealth / +4% Casting / +6% Magic Protection // Requires 10 Constitution
-Armored Mithril Shirt: 12 AC / -6 Stealth / +4% Casting / +6% Magic Protection // Requires 10 Constitution
-Armored Mithril Leggings: 11 AC / -10 Stealth / +2% Casting / +4% Magic Protection // Requires 10 Constitution
Armor Ylside: 70 Durability for all
-Ylside briastplate: 15 AC / +3 Strength / -15 Stealth / -25 Casting / +10% Magic Protection // Requires 15 Constitution
-Ylside Greaves: 15 AC / +2 Strength / -25 Stealth / -15 Casting / +10% Magic Protection // Requires 15 Constitution
New Inventory
-Fixed inventory is slightly different from vanilla Arx.
-Some goblins, barrels and corpses have also a random loot generated when a new game starts.
-Some goblins now use different weapons. It makes killing them more dangerous.
-Some items like armor will only appear in a goblin's inventory if said goblin is dead.
Inventory Stacks
-Some items are now stackable and other items got their stack size increased.
-Gold and Silver rings can stack up to 10 in a single slot now.
-The 12 Goblin Mine Shares can all stack in a single slot.
-Powders and Flour can stack up to 20 in a single slot now.
-Wood Pieces and Wall Blocks can stack now.
Other Metalcraft Processes
-Metal Ingots are now common items sold by Miguel.
-Use the Bellows in Miguel's Blacksmith to heat Ingots.
-Heat a Chainmail piece and then use a hammer on it to turn it a Metal Ingot.
Dwarven Crafting Tools - Material Crafting
-One use crafting kits sold by Miguel or found in some containers.
-Put a Fur in it to get a Leather.
-Put a Leather first and then Black Gel to get a Shadowleather.
-Combine a Dwarven Crafting Tools with a heated Metal Ingot to craft a Chainmail.
Dwarven Crafting Tools - Armor Crafting
-One use crafting kits sold by Miguel or found in some containers.
-To make an Armor Piece, put a Material, then press "Use" to select between Helmet/Chest/Leggings and then Put another Material.
-Two Leather pieces to Make Leather Armor. There's no Helmet for this Set.
-Two Shadowleather pieces to Make Shadowleather Armor.
-One Chainmail piece and then one Leather piece to make Chainmail Chest/Leggins. One Hot Metal Ingot istead of Leather to make the Helmet.
-One Hot Metal Ingot and then a Leather Chest/Leggins to upgrade them to Studded Leather Armor.
-One Hot Metal Ingot and then a Shadowleather Chest/Leggins to upgrade them to Studded Shadowleather Armor.
-One Chainmail piece and then a Studded Leather Chest/Leggins to make Merc Armor.
-One Hot Metal Ingot and then a Chainmail Chest/Leggings to upgrade them to Armored Chainmail Armor.
-One Hot Metal Ingot and then a Chainmail Helmet or Armored Chainmail Chest/Leggings to upgrade them to Steelplate Armor.
Dwarven Crafting Tools - Material Recycling
-One use crafting kits sold by Miguel or found in some containers.
-You can recover most of the crafting Materials from certain Armor pieces.
-Combine a Dwarven Crafting Tools with an Armor piece to Recycle it.
Tizzy's Mugs
-There's a little side quest in the Tavern, indirectly given by Tizzy.
-You can find it written in the Public Notice near her, on the Wine Barrel.
-Mugs play an important role in it so most can be picked up and carried in the Inventory now.
Skin change
-Polsius and Anuk the Cook got new and unique skins. They stopped looking like regular goblins.
-Both Atok the Quartermaster and Izak the Foreman use a leather version of the regular goblin skin.
-Some weapons and shields have some minor skin changes to better fit the changes within this mod.

Fixes
-Small fix to avoid some previously revealed goblin names to reset back to "A goblin".

Gameplay Images
-Polsius skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-13_00001_zps1208f838.jpg
-Polsius skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-13_00002_zpsda3b8edc.jpg
-Cook skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00007_zpse32f395a.jpg
-Cook skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00006_zps5ecdd91f.jpg
-Leather skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00005_zps727c8e2d.jpg
-Leather skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00008_zps72af9c26.jpg
-Rations making: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00002_zps5a722bb5.jpg?t=1361127566
-Food cooking: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00003_zps50aabefa.jpg?t=1361127570
-Cheese sandwiches: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-18_00002_zps251f01ec.jpg
-Some New Weapons: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-15_00new1_zpsccd25159.png

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SPIDER POISON MOD
A feature already in the files, I just made some changes and reactivated it. Not compatible with Arx Extended Mod.

Spider Poison
-Use an empty bottle on a Baby Spider to get a poisonous potion.
-Only works if the target is unaware of your presence.
-Baby Spiders won't survive the process.

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DOWNLOAD LINKS:
-Arx Extended Mod: http://www.mediafire.com/download/0pq0h3rdkm03lzm/Arx_Extended_2_0.rar
-Spider Poison Mod: http://www.mediafire.com/?g8paizkm0qco686



» Tue Oct 22, 2013 11:05 am

IN PROGRESS
Items and features currently unavailable. Posting them here for suggestions and feedback.

Mud Putty
-If I manage to add new items to the game, I will definitely add new uses for this.
-You can make more Mud Putty by combining a Bread Dough with Bone Powder.

Ranged Weapons
-Longbow: 9 Damage / -6% Casting // Requires 10 Dexterity and 40 Marksmanship

Armor Helmet: Can't make them work properly with each hero head. If the script is internal, then I can't add new helmets.
-Mail Hood
-Merc Helmet: 2 Armor Class / -3 Stealth / -3 Casting / 20 Durability // Requires 9 Constitution
-Mithril Hood

Enchantments
Thinking about adding new enchantments for weapons and armor. Maybe even change the old ones too. I actually already did it with the Dagger. New "ingredients" for these enchantments include wine, flour, wall blocks and water. Here are of the things I have thought so far:

Reagent on All Items
-Yellow Powder: CON Bonus
-Blue Powder: INT Bonus
-Dragon Bone Powder: All Attributes Bonus
-White Powder: Stealth Bonus
-Wall Block: Durability Bonus

Reagent on All Armor
-Amikar Rock: AC Bonus / Defense Bonus
-Garlic: DEX Bonus
-Bone Powder: STR Bonus
-Purple Powder: Poison Resistance
-Golem Heart: Magic Resistance

Reagent on Helm Armor
-Blue Potion: Ethereal Link Bonus
-Flour: Intuition Bonus
-Wine: Object knowledge Bonus

Reagent on Chest Armor
-Blue Potion: Casting Bonus
-Water: Technical Bonus

Reagent on Legging Armor
-Blue Potion: Casting Bonus
-Water: Technical Bonus

Reagent on Shield Armor
-Blue Potion: Ethereal Link Bonus

Reagent on All Weapons
-Amikar Rock: Damage Bonus
-Wine: Critical Hit Bonus
-Golem Heart: Paralyzing Attack

Reagent on Melee Weapons
-Bone Powder: Close Combat Bonus
-Garlic: DEX Bonus

Reagent on Ranged Weapons
-Garlic: Ranged Combat Bonus
-Bone Powder: STR Bonus

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Unknown
There's some things I have been unable to mod but I would like help if there are other modders out there. Maybe links to modding tools or cheats that would allow me to test things easily.

-Making Carlo wear the Kingdom Guard uniform instead of the plain one.
-Making the Bank Key you forge work like the original one and actually Open the Bank Door.
-Making Mice interactive. Some characters kill mice when they hear/see them so they could cause different reactions to some characters.
-Making possible to use Set of Tools on unlocked doors to turn them into traps to wound/kill NPCs.
-Adding new Sounds to the game. If this can be done, then I can make new dialogs and with that, sidequests.


Misc Stuff
I kinda made a new icon for a new items I'm thinking about.

Here, one for the Mud Putty. Imma put the Key Cast just for comparison:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/mauld_daggericon_zps9c40b356.png
http://i200.photobucket.com/albums/aa145/ChikoEduardo/mauld_keyicon_zps0d0951e2.png

Here's one for mice:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/miceicon_zps87c2735c.png



» Tue Oct 22, 2013 8:50 am

Found out what's preventing me from editing certain files... They are specific, unique files found on the maps. I believe the only way to edit those are with a map editor or something other than just Wordpad and Arxpak.

Also, added a new poison source in the main post... getting poison from Baby Spiders. I tried to make it possible to get it from dead Spiders instead but it cannot be done for some reason.

Here's the script that makes it happen in the spider files:



ON COMBINE {
IF (?type == "Spider_base") {
GOTO ATTACK_PLAYER
ACCEPT
}
IF (^$PARAM1 ISCLASS "BOTTLE_EMPTY") {
IF (?type == "Spider_baby")
IF (§fighting_mode == 0)
SENDEVENT CUSTOM ^$PARAM1 "FILL_WITH_POISON"
ADDXP 10
SET ?dying ""
FORCEDEATH ME
SET_INTERACTIVITY NONE
PLAY -p ~?dying~
ACCEPT
}
ACCEPT
}

I put this at the very end of the whole script coz I'm not sure it's properly "closed". I'm still trying to figure out how to script properly and putting this at the end will prevent it from causing trouble with the rest of the file.



» Tue Oct 22, 2013 5:54 am

I found a map editor that sounds like it could be the most awesome find... but it's russian or something like that and it crashes after loading maps. It's called DANAE! (Damnable but Necessary Arx Editor!)

Damn it looked so promising... /confused.gif' class='bbc_emoticon' alt=':confused:' />



» Tue Oct 22, 2013 5:31 pm

Forgot to mention I added some download links in the main post. I'm using Arx Libertatis so some of the mods might not be compatible with the vanilla Arx. I haven't uploaded all the stuff I have made coz some of them are not compatible with each other, so I will probably merge them into a single mod.

In other news, I just discovered some of the things in unique NPCs/Containers can still be modded so I'm thinking about making their non-essential inventory random. I already tried this with Goblins and so far it works like this:

All Goblins
-Gold Coins = 1 (Always)
-Gold Coins = 1 (50% Chances)
-Wine Bottle = 1 (30% Chances)

Normal Goblins
-Gold Coins = 2 (50% Chances)
-Cheese Wedge = 1 (30% Chances)

Lord Goblins
-Gold Coins = 1 (50% Chances)
-Chicken Drumstick = 1 (30% Chances)

King Goblin
-Nothing yet

So for instance, if you are really lucky, a Normal Goblin could hold 4 Gold Coins, A Wine Bottle and a Cheese Wedge in addition to their unique loot... I will probably change their unique loot too. Some NPCs will be unaffected by this to avoid plot inconsistencies. Containers will work in a similar fashion. Maybe containing a fixed loot in addition to random stuff. The random loot could also depend on different factors like the kind of container and location. Some of it could also depend on the quests you have completed and on your current lvl.

This is all something I have yet to complete but it's definitely a small step towards increasing replayability in Arx Fatalis.



» Tue Oct 22, 2013 4:31 am

New download link added to the main page, Replayability Mod. It only affects most goblins so far. It only works in Arx Libertatis, though. Here's part of the Readme:


The long term objective of this mod is to add random loot to some NPCs and Containers to increase replayability.
Some NPCs/Containers will still have fixed inventory items plus the random loot and some others will be
unaffected by the changes in this mod. So far, the only affected NPCs in this mod are most Goblins, the rest of
Arx will be added eventually.

-Random loot depends mostly on the kind of goblin.
-Fixed inventory is slightly different from vanilla Arx.
-Some goblins now use different weapons. It makes killing them more dangerous.
-Some items like armor will only appear in an NPC's inventory if said NPC is dead.
-Small fix to make the name of the Polsius in the tavern to always be revealed.
-Polsius got a new and unique skin. He now looks like a good goblin.

Also, talking about the new skin:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-13_00001_zps1208f838.jpg
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-13_00002_zpsda3b8edc.jpg



» Tue Oct 22, 2013 4:47 am

Updated Replayability Mod. Fixed some minor vanilla issues and added two more skins for some goblins. Here's part of the Readme:


-Random loot depends mostly on the kind of goblin.
-Fixed inventory is slightly different from vanilla Arx.
-Some goblins now use different weapons. It makes killing them more dangerous.
-Some items like armor will only appear in an NPC's inventory if said NPC is dead.
-Small fix to avoid some previously revealed goblin names to reset back to "A goblin".
-Polsius and Anuk the Cook got new and unique skins. They stopped looking like regular goblins.
-Both Atok the Quartermaster and Izak the Foreman use a leather version of the regular goblin skin.
-Wooden clubs got a small skin edit to make their cloth wraps be similar to the wraps used in goblin clothes.

Pics of the new skins:
Cook skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00007_zpse32f395a.jpg
Cook skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00006_zps5ecdd91f.jpg
Leather skin 1: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00005_zps727c8e2d.jpg
Leather skin 2: http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-14_00008_zps72af9c26.jpg



» Tue Oct 22, 2013 8:21 am

I still have no idea how to add new items to the game... but I found a limited way to achieve something similar. I can edit unique IDs and change them as I see fit. For instance, I can turn the first dagger in the game from a Steel Dagger to an Iron Dagger, with new skin, new icon and everything.

Comparison picture:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-15_00new1_zpsccd25159.png

I have been able to "add" two new weapons in this manner so far, Iron Dagger and Iron Longsword. They can only be found early in the game and serve as weak version of the original ones, which will be available once you reach the Human Kingdom.

Also, I will probably end up merging all the mods I'm making coz they are starting to stop being compatible with each other.



» Tue Oct 22, 2013 4:57 pm

Hello,
You made some very nice mods, and i especially like the new graphics, good job /smile.png' class='bbc_emoticon' alt=':smile:' />
I found a very simple way to add new items in game, without changing the unique items already in game to be something else.
I'm not very good at explaining things, but i hope you will understand the process:



First you need to install Arx Libertatis, since it comes with a data unpaker called arxunpak.exe which, obviously, extracts the game data. You need to use this to extract the models of the original items you want to use for the new items. Note that the ArxPak program will NOT work, since, from what i understand, it doesn't extract the models correctly, crashing the game when you introduce the new items into it.
Extract the data. To do this simply drag the *.pak files into arxunpak.exe and it will extract the data.
Next, you need to grab a model file, with the *.ftl extension. Those can be found in GAME/GRAPH/OBJ3D/INTERACTIVE in the two folders called FIX_INTER and ITEMS. If you are not sure what model to pick, you can use ArxPak at this point to view the models and the decide which one to use (again, do not use it to extract the models, as they are corrupt or something).
Now you need to decide in what folder to place the item. There are 2 kind of items in game, and the following instructions depend on what kind of object you want to add:
If it is an item you can not carry, you need to make a new folder in GAME/GRAPH/OBJ3D/INTERACTIVE/FIX_INTER with the name of the new item (for example: GAME/GRAPH/OBJ3D/INTERACTIVE/FIX_INTER/"NAME OF NEW ITEM WITHOUT SPACES"). Then you need to copy the selected model to the folder, renaming it to the new item's name ("NAME OF NEW ITEM WITHOUT SPACES".ftl). You also need to create a new folder in the root folder GRAPH (where the .asl files are located) with the name of the new item (GRAPH/OBJ3D/INTERACTIVE/FIX_INTER/"NAME OF NEW ITEM" ) and create a new "NAME OF NEW ITEM".asl file where you will write the properties of the item. Make sure to use the same name EVERYWHERE. To add the new item in game, you need to download the DANAE Editor!, which is very unstable and hard to use, or try to compile it yourself.
If you want to add a carryable item, follow these instructions: First you need to create a new folder in GAME/GRAPH/OBJ3D/INTERACTIVE/ITEMS/"CATEGORY OF THE ITEM"/"NAME OF THE ITEM" and place the selected model in there, changing it's name. Then you have to make a new folder in GRAPH/OBJ3D/INTERACTIVE/ITEMS/"CATEGORY OF THE ITEM"/"NAME OF THE ITEM" and create two new files: a "NAME OF ITEM".asl and a "NAME OF ITEM"[icon].bmp. The .asl file will hold the properties of the item, while the .bmp file will be the icon displayed on your inventory. Here it gets a little tricky: the game seems to read the .bmp file resolution or something, and it decides how many spaces it will hold in your inventory. Therefore you need to make new files with the exact resolution. You can copy the .bmp file from another item that occupies the same amount of space like the item you want to add, and then edit it as you like. Again, you can add the item using the DANAE! Editor and place it on a map, or use a script command on a npc or on other items to get the new item, something like: INVENTORY PLAYERADD ""CATEGORY OF ITEM"\\"NAME OF NEW ITEM"\\"NAME OF NEW ITEM"" or the REPLACEME script.
I hope you understand the process. It is a little tricky, but it works. And to prove that it works, here is a screenshot of a Goblin Head named Flute using a Chainmail icon added using DANAE!:

Evil forum won't let me post links, i wonder why. /confused.gif' class='bbc_emoticon' alt=':confused:' />



» Tue Oct 22, 2013 10:15 am

What... I never noticed the arxunpak utility in Arx Libertatis. Thanks for the instructions, I now know why the game crashed everytime I tried to add a new item. Also, I tried using Danae! a lot of times... it just crashes just after loading a map. So I guess I'll be adding new items via INVENTORY ADD command for now.

If I manage to create a new item, I will try to expand the foodcrafting too. The game really needs something more than just apple pies. If all goes fine, then there will be more than just 1 iron dagger and 1 iron longsword. I will probably outfit unique goblins and goblin lords with iron weapons.

Also, I don't really understand how this forums works... I can only post links in this thread, not even in the other thread I made. You can still post the link, though. Just put one or two spaces in between so the forum doesn't recognize it as a link. /tongue.png' class='bbc_emoticon' alt=':P' />

Thanks again. I really need some feedback and modding tips in this.



» Tue Oct 22, 2013 11:48 am

You are welcome! I also did some mods a while ago. Master Slyb got jealous, sent a guardian to fry my HDD, too bad /yuck.gif' class='bbc_emoticon' alt=':yuck:' /> . Maybe i'll start remaking them. If you need help/suggestions/praises on your mods, don't hesitate to contact me .
Danae works for me, as long as i click the "Launch Game" button instead of the "Ok" button, and i can navigate the maps and add items to them, but they don't always save.

Here is the photo i wanted to show you (remove the spaces):
http://i1292. photobucket .com/albums/b565/MateiB/ScreenShot007_zpsf88e7a4e.gif



» Tue Oct 22, 2013 3:15 pm

Wow... you weren't kidding. I just added a new item into the game. I reckon it's going to take me more time to make the icons and skins than adding new items. Lol!
Haw haw haw! Me hands be untied now. You will probably get tired of this but thanks once again! /biggrin.png' class='bbc_emoticon' alt=':D' />

Also, lol @ the picture. Danae! looks just like I imagined it would look. I might try to run it again eventually.

I'm including two items right now. Salt and Iron Ration. Salt will be randomly generated in barrels or sold by Maria and its main purpose will be for food preservation. So, combining Salt with raw food will create Iron Rations. Iron rations will be like the food you will carry when going into long quests, coz they will stack up to 20 in a single slot and feed you moderately. Of course this doesn't make sense right now... that's why I will decrease the availability of food items in the outskirts of the City of Arx. In vanilla Arx, starvation is not even an issue because of the amount of food you find... I want to change that. In order to balance the lack of food, Maria's general store will always restock its food supplies so you can still buy food.

Edit:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00001_zps17aadaec.jpg



» Tue Oct 22, 2013 7:54 am

So, about the Iron Rations post... Salt is now called "Some food preservation spices" and added a new food item called "Some prepared food"
This is how they work:

-Combine one Raw Meat with one Fruit or Vegetable = Some Prepared Food
-Combine Some Prepared Food with Some Food Preservation Spices = Iron Rations
-You can also just cook Some Prepared Food = Some Cooked Food

Here are some pictures:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00002_zps5a722bb5.jpg
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-17_00003_zps50aabefa.jpg

There's no download link yet coz I want to edit some things and merge some of the mods into a single one but I should upload the resulting mod later tonight, hopefully.



» Tue Oct 22, 2013 5:27 am

This looks really nice, good job! The ideas are great and the textures look really good! One of the things Arx Fatalis lacked the most was the modding community. I think now, with the ability to add new items in game, this will change, and together with the DANAE! editor there are many possibilities, even if it is a bit hard to use at first.
Keep up the good work /biggrin.png' class='bbc_emoticon' alt=':D' /> !



» Tue Oct 22, 2013 4:15 pm

Indeed. I looked everywhere for modding communities but most forums are actually pretty abandoned. I will keep working in this. I'm learning new stuff while doing it so I will probably work in many features.

Also, merged some mods with the Replayability Mod and updated the main post. :3



» Tue Oct 22, 2013 2:40 pm

New food item and related features for the Replayability Mod.

-Combine a Cheese with a Loaf of Bread to get three Cheese Sandwiches and Half a Loaf of Bread.
-Combine a Cheese with Half a Loaf of Bread to get three Cheese Sandwiches.
-Use a Blade on a Loaf of Bread to get two Half a Loaf of Bread. (Yeah... Why not?)

Here's a picture to illustrate better:
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-02-18_00002_zps251f01ec.jpg
They do look pretty... unique, I know but erm... maybe they make sandwiches like that in Arx! Ye know... other cultures, other way of doing things. :3

The download link will be uploaded later today. Some friends are testing the features to see if something is wrong or missing and stuff like that.
Also, thinking about rebalancing the feed value of all food items... The more steps it takes to make the food item the more filling will definitely be considered.

Edit: Download Link available. In addition, I fixed some issues from the previous version and made some small edits to some of the skins.



» Tue Oct 22, 2013 4:11 pm

Working in the next update now. It's about all weapons so it will probably take a while. Here are their new names and stats:


Iron Weapons
-Iron Dagger: 2 Damage / 3% Stealth // Requires 8 Dexterity
-Iron Shortsword: 4 Damage / -3% Stealth / -3% Casting // Requires 8 Strength
-Iron Longsword: 5 Damage / -6% Stealth / -6% Casting // Requires 10 Strength and 30 Close Combat
-Iron Hand Axe: 6 Damage / -9% Stealth / -9% Casting // Requires 12 Strength and 40 Close Combat
-Iron Greatsword: 8 Damage / -12% Stealth / -12% Casting // Requires 14 Strength and 50 Close Combat
-Iron Greataxe: 10 Damage / -14% Stealth / -14% Casting // Requires 16 Strength and 60 Close Combat

Steel Weapons
-Steel Dagger: 3 Damage / 3% Stealth // Requires 8 Dexterity
-Steel Shortsword: 5 Damage / -3% Stealth / -3% Casting // Requires 8 Strength
-Steel Longsword: 6 Damage / -6% Stealth / -6% Casting // Requires 10 Strength and 30 Close Combat
-Steel Broadsword: 7 Damage / 3 Armor Class / -6% Stealth / -6% Casting // Requires 12 Strength and 50 Close Combat
-Steel Rapier: 7 Damage / Fast Attacks / -6% Stealth / -6% Casting // Requires 12 Dexterity and 50 Close Combat
-Steel Hand Axe: 8 Damage / -9% Stealth / -9% Casting // Requires 14 Strength and 60 Close Combat
-Steel Falchion: 9 Damage / -12% Stealth / -12% Casting // Requires 16 Strength and 70 Close Combat
-Steel Greatsword: 10 Damage / -14% Stealth / -14% Casting // Requires 18 Strength and 80 Close Combat
-Steel Greataxe: 12 Damage / -16% Stealth / -16% Casting // Requires 20 Strength and 90 Close Combat

Mithril Weapons
-Mithril Falchion: 12 Damage / -10% Stealth / -10% Casting // Requires 14 Strength and 60 Close Combat
-Mithril Greatsword: 16 Damage / -12% Stealth / -12% Casting // Requires 16 Strength and 70 Close Combat
-Meteor Falchion: 25 Damage // Requires 12 Strength and 50 Close Combat
-Meteor Greatsword: 30 Damage // Requires 14 Strength and 60 Close Combat
-Enchanted Meteor Falchion: 35 Damage / 6% Magic Protection // Requires 10 Strength and 40 Close Combat
-Enchanted Meteor Greatsword: 40 Damage / 9% Magic Protection // Requires 12 Strength and 50 Close Combat

Special Weapons
-Bone: 1 Damage / -3% Stealth / -3% Casting / Turns into Bone Powder when it breaks
-Spiked Club: 3 Damage / -3% Stealth / -3% Casting
-Blacksmith's Hammer: 4 Damage / -3% Stealth / -3% Casting // Requires 8 Strength
-Sledgehammer: 5 Damage / -6% Stealth / -6% Casting // Requires 10 Strength
-Bejeweled Dagger: 4 Damage / 6% Stealth / 3% Critical Hit // Requires 12 Dexterity
-Assassin's Dagger: 5 Damage / 9% Stealth / 9% Critical Hit / -9% Casting // Requires 14 Dexterity and 30 Close Combat
-Bejeweled Longsword: 6 Damage / -6% Stealth / 3% Critical Hit / -3% Casting // Requires 12 Strength and 50 Close Combat
-Magic Sabre: 6 Damage / -6% Stealth / 12% Casting / 12% Magic Protection // Requires 8 Strength and 12 Mental
-Achanta’s Sword: 10 Damage / -12% Stealth / -12% Casting / Drains Life // Requires 12 Strength and 50 Close Combat
-Slayer Blade: 14 Damage / -15% Stealth / 12% Critical Hit / -15% Casting // Requires 18 Strength and 80 Close Combat
-Lord Inut's Sword: 20 Damage / 6 Armor Class / -16% Stealth / -16% Casting // Requires 20 Strength and 90 Close Combat

Ranged Weapons
-Shortbow: 6 Damage / -3% Casting // Requires 8 Dexterity and 20 Marksmanship
-Longbow: 9 Damage / -6% Casting // Requires 10 Dexterity and 40 Marksmanship
-Assassin's Bow: 12 Damage / 9% Stealth / 9% Critical Hit / -9% Casting // Requires 12 Dexterity and 60 Marksmanship
-Lord Inut's Bow: 20 Damage / Fire Damage / -9% Stealth / -9% Casting // Requires 12 Dexterity and 80 Marksmanship


The new requirements will make multiclass builds a more dangerous bet so players will have to be more careful.



 » Tue Oct 22, 2013 3:02 am

I have most of it done already. Some of the goblins in their fortress will be using iron weapons.
Steel shortswords and axes will only be available in Miguel's store for now. I will add them to some humans eventually.

Got a couple of new ideas while doing this too.

Rust Powder:
Found in some corpses and containers or from broken iron weapons. Could be used for alchemy and enchantments. It's already added in my game... it just doesn't do anything yet.

Unskillful use of one handed weapons:
If the player doesn't have the required strength to lift a one handed weapon, the weapon would take longer to charge a power strike, deal less damage and require both hands instead. This is something I have yet to try but I believe it's possible.


Edit: Replayability Mod 1.4 uploaded and added the link in the Main Post. It's mostly rebalance of weapons but I also added a bit new ones too. I will probably move to Armors for the next update.



 » Tue Oct 22, 2013 9:47 am

Been awhile since the last update. I'm taking some little vacations but I have been working on the next update. Here's a bit of what's done:


Shredded Meat
-To get Shredded Meat just use the Mortar and Pestle on any Raw Meat.
-Can be used for cooking or alchemic purposes.

Delicious Pies
-There are two kind of pies now. Sweet and Savory.
-Either an Apple or a Carrot to make Sweet Pies.
-To make Savory Pies you need Shredded Meat.

More Chicken
-No more feasting on a whole Roast Chicken.
-You will save two Chicken Drumsticks when eating a Roast Chicken.

Rust Powder
-Find Rust in some Containers or by using Mortar and Pestle on heavily damaged Iron Weapons.
-Combine Rust with an Empty Bottle and then use it in an Alchemy Still to get a Poisonous Potion.
-Will be used to enchant equipment in next update.

Bottle of Oil
-Combine Shredded Meat with an Empty Bottle and then use it in an Alchemy Still to get a Bottle of Oil.
-Will be used to enchant equipment in next update.

Aqua Spiritus
-Use any Potion or Bottle of Wine in an Alchemy Still to make Aqua Spiritus.
-Combine certain powders with Aqua Spiritus to make Potions without the need of an Alchemy Still.
-Will be used to enchant equipment in next update.

Burning Oil
-Combine Aqua Spiritus with Oil to make two bottles of Burning Oil.
-Burning Oil can be used to recharge an Oil Lamp.
-Will be used to enchant equipment in next update.


Food Satiety Values
-Mushroom: +1 Satiety
-Leek: +2 Satiety
-Carrot: +2 Satiety
-Apple: +2 Satiety
-Cheese: +3 Satiety
-Cooked Fish: +4 Satiety
-Cooked Small Ribs: +4 Satiety
-Loaf of Bread: +5 Satiety
-Cheese Sandwich: +4 Satiety
-Roast Chicken: +7 Satiety
-Chicken Drumstick: +4 Satiety
-Cooked Big Ribs: +7 Satiety
-Plain Pie: +4 Satiety
-Delicious Pie: +6 Satiety
-Delicious Pie (Wine): +7 Satiety
-Cooked Food: +7 Satiety
-Cooked Food (Garlic): +8 Satiety
-Iron Ration: +6 Satiety



» Tue Oct 22, 2013 11:59 am

I'm having problems with the Oil Lamp... It disappears after its Durability reaches 0 and I can't find a way to prevent it. I will still add it to the next update, though. If you are going to buy it from Maria, make sure to keep an eye on its duration if you have been using it for a long time. So, to compare:

Candles: 10 Durability
Torches: 20 Durability
Oil Lamp: 80 Durability



» Tue Oct 22, 2013 7:29 am

Replayability mod has been updated to version 1.5. Lots of new features, check the main post to see more detailed info.

Basically, most of the things I mentioned in the previous posts.



» Tue Oct 22, 2013 8:49 am

I just noticed Replayability Mod is only compatible with Inventory Stacks Mod only if you install the later first. I will probably merge both of them in the next update to avoid issues.



 » Tue Oct 22, 2013 1:04 pm

I'm also working on Arx Fatalis mod - improving balance of armor, weapons and NPC, adding new content, adding visual improvements. When I'll finish an english localisation of my mod, I will post a link.



» Tue Oct 22, 2013 3:09 pm


Yes, please! /biggrin.png' class='bbc_emoticon' alt=':D' />
I want to let you know that your work is very appreciated. Personally, I'm stalking this thread. Keep it up! /tops.gif' class='bbc_emoticon' alt=':tops:' />



 » Tue Oct 22, 2013 12:41 pm

Sounds good! This game definitely needs more mods.


Thanks, at least I know there are others in these forums, lolz. /biggrin.png' class='bbc_emoticon' alt=':D' />

I will post a minor update later. Mostly, small fixes and features. I'm also merging Inventory Stacks Mods with the Replayability Mod and throwing in a new shield in there too. I wonder if NPCs can use shields...



» Tue Oct 22, 2013 6:02 am

Replayability Mod updated to 1.6.
-Added a new shield that can be bought in Miguel's Store. It's better than Wooden Shield but not than the rest.
-You can add Garlic to Prepared Food to make it better, then cook it.
-Now Burning Oil and Aqua Essentia damage you when drunk.
-Adjusted prices, identify values and other stats to the new items.
-Unidentified Potions will all look the same unless your Object Knowledge is high enough.
-Inventory Stacks Mod is now part of this mod.



» Tue Oct 22, 2013 2:37 pm

Doing some more minor stuff. Found a way to turn movable models into items. Here's an example pic.
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-03-06_00001_zpsfc903f48.jpg
As you can see, Skulls and Pelvic Bones are now inventory items. They are just more Bone Powder material for now.

If I find a way to include new sounds into the game, I could make some little side quests like for instance, finding tankards to give to Tizzy the Bartender for a little coin each. I know how to edit sound files so I can make new speech sounds using parts of different dialogs.



 » Tue Oct 22, 2013 5:21 am

I managed to make a little side quest. It's one of those "collect items for money" quests. Really simple but it works fine.

Also, I'm expanding the identified/unidentified feature.
-Unidentified potions work differently. Negative buffs cause even more damage, positive buffs are less beneficial and some potions will do nothing at all.
-Changed identify values.

I'm also thinking about the possibility to include Plants and Powders into this feature.
-Two Options for Plants: You will be unable to interact/pick up unidentified plants OR You simply cannot see unidentified plants until you know them.
-Unidentified Powders will all look the same and you will be unable to use them until identified.

After this is done, I will upload a new update including these changes along with some bugfixes from the previous version.



» Tue Oct 22, 2013 4:36 am

Replayability Mod Updated to 1.7.
-Skulls and Pelvic Bones are now inventory Items. Can also be found in Corpses. Can be turned into Bone Powder.
-Added a Side Quest given indirectly by Tizzy, the Bartender. Mugs are now Inventory Items because of this quest.
-Expanded Identified/Unidentified features to also include Plants, Powders and Bottled Powders.
-Fixed some bugs from the previous build and changed some values.

More info in the main post.


Edit:
I just got ideas for more Alchemy stuff. I will add them to the next update.

Alchemy with Powder
-The ability to mix Powders to change their properties if Object Knowledge Skill is high enough.
-Bone Powder can be turned into another Powder by mixing it with the Powder of your choice.
-Green Powder can be mixed with Orange Powder to turn them both into Purple Powder.
-Rust Powder can be mixed with any other Powder to turn them both into Green Powder.



» Tue Oct 22, 2013 2:22 pm

Been kinda busy with other stuff but I still have time for this. Also, some things that will be added/edited in the next update:

-Changed the color of some potions. Life Potion is Red, Regeneration Potion is Purple and Cure Poison Potion is now yellow. Related Plants and Powders are also changed with these new colors.

-Edited Identify features for Powders and Plants again coz the current features added in the previous update are kinda annoying.

-Working in new Armors. There will be Light and Armored versions of Chainmail and Mithril armors to give Non-Warriors more armor choices. There's also Merc Armor, which is something between Studded Leather and Chainmail. Here, a pic of this new armor:

http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-03-13_00001_zps422cccd5.jpg



» Tue Oct 22, 2013 9:12 am

Is it possible for a mod to add a npc that follows you and helps fight enemies?



» Tue Oct 22, 2013 8:19 am

Well, I did found sounds and unfinished scripts about "commands" like Follow Me and Stay Here so maybe there were thought about adding companions by the developers. I cannot add new NPCs but it might be possible to try it with any other NPC.



» Tue Oct 22, 2013 4:15 am

Gah... I'm having trouble with the new headgear. I can't find how they work in the files. There are 4 different hero heads to choose from and the standard headgear load the corresponding skin depending on the hero. I tried to replicate this with new headgear but they all load the first hero skin.

Also, here's a pic of the armored version of the chainmail armor.
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-03-14_00001_zps120abf56.jpg
As you can also see here, I was also making a weak version of the Mail Helmet, the Mail Hood but if I can't solve the hero skin issue then I won't be able to add it either. /frown.gif' class='bbc_emoticon' alt=':(' />



 » Tue Oct 22, 2013 3:58 am

I've met with the same bug with headgear - when game replaces texture of helmet(in my case, the texture of mythril helmet) with default texture of chainmail helmet. This bug occurs with all hero heads exept first one.

NPCs do not move from one level to another(at least, I don't know how to make them do so). And he(or she) would be more a nuisance, than help in fight.
P.S. I know one possibility to avoid replacement of helmet texture(though not very comfortable). When you want to use different helmet, replace texture of default chainmail helmet with texture of helmet you want to use.
Sorry for my poor English)



 » Tue Oct 22, 2013 11:31 am

I didn't want to believe this but I think it's not a bug but internal coding. The game is partially externalized so it's quite possible the scripting lines to make this happen are within the internal game files.



» Tue Oct 22, 2013 9:10 am

Replayability Mod updated to 1.8 in the main post:

-Edited some of the identifying features to remove annoying procedures with Powders.
-Removed Mental Requirements to use certain items because it seems Mental as a Req is not implemented.
-Added Armored versions of Chainmail and Mithril Armors.
-Added a Mithril Shield that can only be found in a Chest.
-Edited some values in most Armors and some Shields.
-Life, Mana and Restoration Potion can be used twice depending on Object Knowledge.
-New color change for some reagents. Life is Red, Restoration is Purple and Cure Poison is Yellow.
-Edited the mixing of powders to make it less overpowered.

For more info, check the main post. Also, if you have a previous version of this mod installed, I suggest deleting it and get your Backups for the "Original" files. It's not a must, but this update renders some of the previous content unusable so only do this if you don't want unused files lying around the game files.



» Tue Oct 22, 2013 4:17 pm

Erm... for any modder lurking around. Is there a way to edit models or ftl files? There's gotta be something better than using the same models for all new content...

Edit: Also, thinking about adding a way to make/upgrade armor.

Leather Items: Killing rats will also yield furs, which can be turned into Leather by using another item on it. Maybe the Set of Tools to give them more uses other than lockpicking. Leather could also be treated by combining reagents with it and turn them into a different Leather Type.

Metal Items: To get them, you would need to use Miguel's Tools. Heat a Metal Ingot by using the Bellows and then hammer it to get Metal Plates. Or you could use the Set of Tools instead to get chainmail.

These new materials could be used to create Armor or could be used on Armor pieces to upgrade them. This would mean I will take out some armors from Miguel's Store so the only way to get them would be by using these items.

Another feature I have in mind would be to use the Set of Tools on Armors to get materials depending on Object Knowledge or on Mechanical... Mechanical is only used for Lockpicking so I'm thinking about changing it's name and description so it could be used for something else too.



» Tue Oct 22, 2013 2:26 am

For editing or adding models and animations you will need "THEO Game Maker". I don't know where to find it /frown.gif' class='bbc_emoticon' alt=':(' />.



» Tue Oct 22, 2013 7:23 am

About the edited skills. I can only do limited things about them.

Technical: Affected By Dexterity and Mental (Cannot be Changed)
-Leather and Chainmail Armor Repair
-Cloth, Leather and Chainmail Crafting
-Armor Upgrading
-Lockpicking
-Trap Disarming

Object Knowledge: Affected By Strength, Dexterity and Mental (Cannot be Changed)
-Weapon and Plate Armor Repair (I'm leaving this here cause Warriors end up with lots of points in this Skill)
-Metal Plates Crafting (Same reason as above. Might add Strength as another requirement for this and the above ability)
-Plate Armor Crafting (Ditto)
-Potion Crafting (Would add Mental as secondary requirement for this ability but Mental as a Req seems to be broken)
-Weapon Poisoning
-Identifying


Also, I'm thinking about editing values in Armors again. There are no Armors for "Mage" classes. So maybe:
-Clothing: Best for Mage Class / Good for Thief Class (Depends mostly on the type of clothing)
-Leather Armor: Best for Thief Class / Good for Mage Class
-Chainmail Armor: Good for Warrior Class / Partially Good for Mage Class
-Plate Armor: Best for Warrior Class / Bad for Thief and Mage Classes

These are general values, there might be special armor of any of these materials but with different values/advantages.


Yeah, it seems the only related stuff that can be found are screenshots. I read in a lot of forums that it might be lost.



» Tue Oct 22, 2013 12:55 pm

would it be possible to stop your character from getting hungry aside from using a hex editor cuz i cant find the values that need to be changed on arx libertatis and also i cant set it to add mental (not as a requirement but as a bonus) values to an object but i can add strength dexterity and constitution any way to fix that?



» Tue Oct 22, 2013 10:45 am

I'm kinda finished with some new materials. Hides, Leather, Chainmail and Plates.
http://i200.photobucket.com/albums/aa145/ChikoEduardo/2013-03-18_00001_zpsdf9c8b99.jpg
The only one I don't like are the plates but I couldn't find a better model to make them.


The values for the food can be found in the asl files of each food. It's "SET_FOOD" followed by a number. The higher the number, the more time it takes for you to get hungry again.

About Mental... are you, for instance, using a string similar to this? " SETEQUIP INTELLIGENCE 1"
Mental is called Intelligence in the asl strings.



» Tue Oct 22, 2013 10:47 am

ohhh that helps lol



» Tue Oct 22, 2013 9:44 am

Hmm... I'm not sure how I should implement the Hides-to-Leather making. I have been reading it takes a lot of steps to make them using liquids and stuff. Maybe allowing players to permanently turning one of those Wash Basins into some kind of Tanning Station by combining items with them?

Items to be combined with a Wash Basin could be:
-Aqua Essentia
-Preservation Spices
-Set of Tools

This would turn it into a Tanning Basin permanently. Yes? No? Maybeh? /tongue.png' class='bbc_emoticon' alt=':tongue:' />



» Tue Oct 22, 2013 1:38 pm

so i found interesting spell that serves no purpose other than killing you mega mega mega aam vitae tera summons a female ylside with inuts sword and gold armor that uses a wide variety of spells to kill you and is impossible to kill and apparently doesnt go away even after switching lvls was still there when i left one floor and came back also i figured out if u use heal after u die and hit resume itll revive you from where you are



 » Tue Oct 22, 2013 9:24 am

character is constantly hungry editing the values for the food didnt help either i shall try a few things and post it if i can find anything that helps



 » Tue Oct 22, 2013 11:25 am

That's weird... I rarely get hungry in my game... have you tried starting a new game? Or did you installed another mod or used a hex editor with your game files?



 » Tue Oct 22, 2013 3:47 pm

can u add scrolls to the magic items? or help me figure out what the command would be if i wanted to add the effect of the feed spell to an item



» Tue Oct 22, 2013 3:32 am

no but i did manage to add invisibility to a few items made my base stats really high on a helm trying to add other buffs to some gear just to see if i can unless dding bonuses to base stats would cause the constant hunger do you know what the command line for the feed spell would be? might be able to add it to an item as an effect



 » Tue Oct 22, 2013 9:08 am

I wouldn't really know. I haven't messed with any spell files yet. I don't think we can access them easily, actually. I'm guessing the only means to access spell scripts we have are from scrolls and potions.



 » Tue Oct 22, 2013 7:10 am

was afraid of that and i think you can only add effects to items permanently if the effects exist on an item as permanent already so im pretty screwed lol



 » Tue Oct 22, 2013 7:44 am

although the invisibility thing is awesome



» Tue Oct 22, 2013 4:28 pm

tried putting life drain the elder shield but it doesnt go into effect till u try to equip it from the floor and then it kills you



 » Tue Oct 22, 2013 6:57 am


this is what i used not sure whats wrong but i cant get it to cast on myself kinda just stole the command from another sustained effect and put in the life drain spell

SPELLCAST -smfd -1 10 life_drain PLAYER
//TIMERon 0 1 SENDEVENT -rf CUSTOM 400 "ON" SENDEVENT -r CUSTOM 999 "ON"



» Tue Oct 22, 2013 7:02 am

It seems spell scripting is partially implemented. Timers don't work the same for each spell, some other spells cannot be added to items... maybe they work under different names, I don't really know. I added a new potion in my game. A Potion of Bless. It took me a lot of time due to these issues but I finally managed to do it. This new potion and related changes will be added into the next update of the Replayability 1.9 Mod.



» Tue Oct 22, 2013 1:20 pm

sustained buffs dont seem to be a problem some of them only acvtivate up equiping the item like the speed spell ill continue trying different things if i find any that work ill let you know



» Tue Oct 22, 2013 3:20 am

i know the name for bless is sanctify uText_english file in ur mod tells u which ones are which



» Tue Oct 22, 2013 2:31 pm

I have a little free time today. Been doing some new stuff for the upcoming 1.9 update.
New stuff so far:

Invisibility Potions are now Black and are crafted a bit differently to keep making Alchemy more varied.
-You can get Chitin from Spider corpses.
-You can get Black Powder by combining Mortar and Pestle with Chitin.
-Put Black Powder in an empty bottle to fill half of it.
-Put more Black Powder in the bottle to fill it completely. It can now be turned into an Invisibility Potion in an Alchemy Still.

White Potions are now the color of Bless Potions.
-The process and reagents to make these are the same as the Invisibility Potion in vanilla Arx Fatalis.
-It last a bit longer than Invisibility Potions.

You can turn a Washbasin into a Leathercraft Washbasin by combining a Set of Tools, Preservation Spices and a Burning Oil with a Washbasin.
-You can get Hides from Rat corpses.
-Combine Hides with a LW to get Leather.
-Combine Leather with a LW to make it ready for reagent treatment. (For a limited time so leather crafting cannot be done elsewhere)
-Combine Black Powder with treated Leather to make Shadowleather.
-Two Leather pieces can be used to create an Armor and One Leather to upgrade Armors.
-Leather Armor can be dismantled by using a Set of Tools on them. You only get one of the materials back, usually the best one.

Steel Ingots are now common items sold by Miguel.
-Use the Bellows in Miguel's Blacksmith to heat Ingots.
-Combine Black Powder with a heated Steel Ingot to get a Shadowsteel Ingot.
-Combine a Set of Tools with a heated Ingot to get Chainmail.
-Two Chainmail pieces can be used to create an Armor and One Chainmail or Ingot to upgrade Armors.
-Chainmail and Plate Armors can be dismantled by using a Set of Tools on them. You only get one of the materials back, usually the best one.

Armor Crafting (In Progress)
-I'm trying to make it only possible to craft/upgrade either in a LW or in an Anvil.
-I'm also thinking about making the game check your inventory for either a Hammer or a Set of Tools as requirements.



 » Tue Oct 22, 2013 9:36 am

Slow progress with this new crafting and recycling system. Still progress nonetheless. /tongue.png' class='bbc_emoticon' alt=':tongue:' />
So far:

Crafting Washbasin
-Crafting Washbasins are made by combining a Set of Tools, Preservation Spices and then a Burning Oil with a Washbasin.
-Leather is made from Hides, and Hides can only be obtained from Rat corpses so far.
-Combine Hides with a LW to get Leather. Leather can also be bought from Miguel.
-Combine Leather with a LW to make it ready for treatment for a limited time.
-Combine Black Powder with treated Leather to make Shadowleather.
-Two Leather pieces can be used to create a x2 Leather Roll, which can be treated for crafting or dismantling using Set of Tools on it.
-Press "Use" on the x2 Leather Roll to select one of three available options.
-These options are Dismantle for a craft material, Set for Chest Armor crafting or Set for Legging Armor crafting.

Metalcraft Process
-Steel Ingots are now common items sold by Miguel.
-Use the Bellows in Miguel's Blacksmith to heat Ingots.
-Combine Black Powder with a heated Steel Ingot, then use a hammer on it to get a Shadowsteel Ingot.
-Combine a Set of Tools with a heated Ingot to craft a Chainmail.
-Heat a Chainmail piece and then use a hammer on it to get an Ingot.
-Combine two Chainmail to ge a x2 Chainmail Roll, which can be set for crafting or dismantling by pressing "Use" on it.
-Use Set of Tools on a x2 Chainmail Roll after an options has been chosen.
-A Chainmail piece can also be used to Upgrade certain Armor pieces by combining it with said armor.
-Heated Ingots can be used in a similar fashion, but need the use of a hammer to complete the upgrade.

Recycling
-You can recover crafting material from certain items.
-To get Leather or Chainmail from an armor, simply combine them with a Crafting Washbasin.
-To get Ingots, you need to heat the armor piece instead and then use a hammer on it.
-The number of materials you get depends on your Technical Skills.

This above stuff is all working. The only thing I need to do now is to create the crafting and recycling process for the items... which are a lot. I only have the Leather Armor and Shadowleather Armor ready so far. After finishing this I will be adding it with the upcoming update and upload it, hopefully.



» Tue Oct 22, 2013 8:45 am

I found one more way to prevent bug which replaces open-faced helmet textures for default texture of chainmail helmet. This bug occurs with all hero faces exept first one. So if you wish to play with another face, you must replace all the textures of first face with textures of face you want to use /whisper.gif' class='bbc_emoticon' alt=':whisper:' /> /wink.png' class='bbc_emoticon' alt=':wink:' />.



» Tue Oct 22, 2013 2:41 pm

I realize it has been a few months since the last post, but I really hope you are still around. What you have accomplished here is simply amazing. I stumbled upon Arx Fatalis a little while ago, warmed up my old xbox and fell in love. The things youve done are amazing even compared to more modern games in which modifing the files is extremely easy (at least, I am assuming here, comparitively). You have created more content and given more to this game than many communities of modders give more popular games. I am astounded and I hope you continue this great work. If you have modded any other games and given them to the public, please let me know. It is apparent that you ran into several problems along the way but you took them in stride and kept pumping out new unique content. You are a rare gem. Thank you.



» Tue Oct 22, 2013 6:34 am

Thanks for that reply, Zhampir. I don't usually get feedback about the mod itself so it's hard to know if the stuff I'm making are good ideas or not. My current job doesn't leave me with much free time and I'm currently playing and/modding modding other games. I will get back to continue this, eventually. The next update for this was left like halfway to completion... I'll see if I can at least finish that one this weekend and upload it.

Also, yeah. I have released mods for other games. Not many but if you are interested, here are the ones I remember right now:

TES Oblivion:

http://oblivion.nexusmods.com/mods/17549/?tab=2&navtag=%2Fajax%2Fmodfiles%2F%3Fid%3D17549&pUp=1

http://oblivion.nexusmods.com/mods/18456/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D18456%26preview%3D&pUp=1

Cortex Command:

http://forums.datarealms.com/viewtopic.php?f=61&t=45326&sid=3d578e3782105488b07550e3f310e047

http://forums.datarealms.com/viewtopic.php?f=61&t=45323&sid=3d578e3782105488b07550e3f310e047

Dungeons of Dredmor:

http://community.gaslampgames.com/threads/horrid-thing-skill.2960/

http://community.gaslampgames.com/threads/crafty-craftworks.1063/

I had more for other games but my hard drive fried and I couldn't save them. :confused:

All of those mods are considerably smaller compared to this one. The one I made for Arx Fatalis/Libertatis is the largest mod I have ever made.



» Tue Oct 22, 2013 8:22 am


Small texture replacement for Replayability Mod. It contains 2 improved textures of Merc Armor - black and dark brown.

http://rapidshare.com/files/3659791587/Merc%20Armor.zip

P.S. Don't forget to rename the texture, because Eduardo changed texture names in version 1.9.



» Tue Oct 22, 2013 9:53 am

I have translated this mod into russian:

http://yadi.sk/d/XkScWUOb76kFy

Just copy this file in the "Localisation" folder.



» Tue Oct 22, 2013 1:29 pm

Thanks for those extra features, lads! :D



» Tue Oct 22, 2013 4:35 am

:twirl:



» Tue Oct 22, 2013 9:29 am

I just managed to finally be done with the unfinished Update and upload it just now. It's now version 1.9 and the link and changes are in the main page. Some of the new stuff included are new items like for instance spider chitin, rat furs and leather rolls. A couple of new Studded Shadowleather Armor pieces. Edited some of the names, item descriptions and books regarding the new alchemy additions. And I also made some small "rebalance" to some of the stats again. Can't help myself from doing this in every update. :blush:

Also a bit more detail:

Scrap Metal
-You get Scrap Metal from broken weapons made of iron or steel.
-You can combine Scrap Metal until it reaches a big enough pile in order to turn it into a Metal Ingot.
-To make a Metal Ingot, you need to heat the Scrap Metal using the Bellows in the Blacksmith and then Hammer them.
-Can be grinded into Rust Powder.
Different Invisibility Potion
-You now need Black Gel to make Invisibility Potions.
-Black Gel comes from grinding Spider Chitin, a new reagent found on Spider corpses.
-Put Black Gel in an empty bottle to fill half of it.
-Put more Black Gel in the bottle to fill it completely. It can now be turned into an Invisibility Potion.
Bless Potion
-The color, Reagents and process to make these are the same as the Invisibility Potion in vanilla Arx Fatalis.
-It last a bit longer than Invisibility Potions.
Reagent Knowledge
-The ability to mix Reagents to change their properties.
-Bone Powder can be turned into another by mixing it with the Powder of your choice. Doesn't work with non Powder Reagents.
-Green Powder can be mixed with Orange Powder to get two Orange Powder.
-Rust Powder can be mixed with any other Powder to turn them both into Green Powder. You get more from Purple Powder.
-You can press "Use" on a Bottle filled with a Reagent to get both the Empty Bottle and the Reagent inside.
Potion Knowledge
-The ability to only use half a Potion of Life, Mana or Restoration.
-It happens automatically after reaching enough Object Knowledge for each Potion.
-A Half a Potion can be mixed with another one of the same to make a full one.
Other Metalcraft Processes
-Metal Ingots are now common items sold by Miguel.
-Use the Bellows in Miguel's Blacksmith to heat Ingots.
-Heat a Chainmail piece and then use a hammer on it to turn it back into a Metal Ingot.
Dwarven Crafting Tools - Material Crafting
-One use crafting kits sold by Miguel or found in some containers.
-Put a Fur in it to get a Leather.
-Put a Leather first and then Black Gel to get a Shadowleather.
-Combine a Dwarven Crafting Tools with a heated Metal Ingot to craft a Chainmail.
Dwarven Crafting Tools - Armor Crafting
-One use crafting kits sold by Miguel or found in some containers.
-To make an Armor Piece, put a Material, then press "Use" to select between Helmet/Chest/Leggings and then Put another Material.
-Two Leather pieces to Make Leather Armor. There's no Helmet for this Set.
-Two Shadowleather pieces to Make Shadowleather Armor.
-One Chainmail piece and then one Leather piece to make Chainmail Chest/Leggins. One Hot Metal Ingot istead of Leather to make the Helmet.
-One Hot Metal Ingot and then a Leather Chest/Leggins to upgrade them to Studded Leather Armor.
-One Hot Metal Ingot and then a Shadowleather Chest/Leggins to upgrade them to Studded Shadowleather Armor.
-One Chainmail piece and then a Studded Leather Chest/Leggins to make Merc Armor.
-One Hot Metal Ingot and then a Chainmail Chest/Leggings to upgrade them to Armored Chainmail Armor.
-One Hot Metal Ingot and then a Chainmail Helmet or Armored Chainmail Chest/Leggings to upgrade them to Plate Armor.
Dwarven Crafting Tools - Material Recycling
-You can recover most of the crafting Materials from certain Armor pieces.
-Combine a Dwarven Crafting Tools with an Armor piece to Recycle it.



 » Tue Oct 22, 2013 2:10 am

Thinking about merging both the Replayability Mod and the Spider Poison Mod into one under a different name... like Arx Extended Mod or something like that. I'm also thinking about taking it to ModDB since there's a section for Arx Fatalis mods in there too.

Since this last update added inventory to spider corpses just like it happens with other characters, I could add a new item to collect poison from spiders. Like poison glands that could be combined with an empty bottle to make a bottle with poison, maybe?



» Tue Oct 22, 2013 1:42 pm

I haven't had the chance the try the last update yet so if you find any bugs or weird stuff please let me know so I can address them in a quick fix patch or in the next update!



 » Tue Oct 22, 2013 11:18 am

Hey Eduardo and/or Bustafredon, good work guys. I have some requests/suggestions:

-Raise the price of items in all shops significantly. This would give money more purpose (obviously) and also give the near useless intuition skill more worth. Although I haven't seen the code this can probably be easily achieved by lowering the base intuition value (which effects prices). Lowering the base intuition value should also make secret objects less visible with a low intuition skill, increasing the skills worth even further. Bah, I haven't seen the code.

-Increase the technical skill requirement for the chests in shops significantly. This will give more worth to the tech skill and put off the player from just killing shopkeeps and plundering the chests or robbing the store when they are closed.

-Perhaps remove the XP gains from unlocking chests etc? Sure, they are only minor XP awards, but it does encourage getting the tech skill every playthrough as well as encourage farming. One example of farming is unlocking with tools instead of a key you already own. Another is unlocking everything that gets locked again every chapter (doors in Arx/human kingdom), as you progress the doors you have already unlocked get locked again, allowing the player to pick all the locks to the places you have already raided for one purpose only: XP.

One of the superior design aspects of the "true" Immersive Sims is that there is no XP farming at all, this single thing aside. Again, the XP gains are so small it's hardly significant but I still think it should be removed.

-More scripted respawns of enemies? Arx can feel a little devoid of life and combat/stealth-based challenge at times (which really helps with the atmosphere though), although I am aware your mod makes enemies tougher, which is good. it's probably not more enemies that this game needs but just for it to be a slightly bigger game, more levels, which would result in more enemies anyway but spread out. A shame that will never happen. Fingers crossed for Arx Fatalis 2, eh. I personally would love to head a sequel/prequel.

-Increase the hunger rate? Hunger isn't an issue vanilla and the spell which satisfies your hunger is useless. Perhaps this should be left alone as an increased hunger rate would probably be immersion breaking, but as it is it is a useless yet cool system.

-Disable the passive health regeneration.

-increase the leaning distance or make the stealth skill influence it. Vanilla leaning is useless. Also enable leaning from magic and combat mode.

-Add mantling. Probably not necessary and would be very context specific due to many jagged brushes, but consider it regardless.

-More minor Improvements to AI: Faster movement speed for the green spider type, Trolls throw rocks, make the tunnel worm a greater threat, Give the ice dragon more spells and increase his collision radius and so on.

-Add a new item to the game: a hook. Combining wooden pole with rope makes a fishing rod right, well you should need a hook too. Then expand on fishing, maybe a rare blue variant of fish that restores some mana or whatever, but only 2 of these can be caught from a single body of water. They also require cooking as per normal. Just an example.

-Add fatigue. Drains by swinging weapon and jumping. Eating restores fatigue by x amount. Fatigue regenerates over time. Moving reduces fatigue regeneration by 70%. Player cannot jump or attack (but can move unlike Morrowind) once fatigue bar is ==0%. Max fatigue and regen rate Influenced by the dexterity attribute. Speed spell has no effect on fatigue. Very similar to Morrowind's system really, but neccessary I believe as magic and stealth are fairly hard whilst combat is easy. It would also just make combat more involving and fun.
-Add kick attack. Drains fatigue also. Very low damage. Chance to make enemy play flinch animation based on enemy type. Example: Goblin= 20% chance, Lich= 0%. This shouldn't be too hard to implement as legs are already modelled and skinned.

-Make the Darkaa Ring of magic protection rival the ring of general protection. Remove it's (Darkaa) negative modifiers or add more positive.

-Perhaps increase the # of equipable ring slots.

-Redesign the inventory system. View this: http://i1309.photobucket.com/albums/s640/CyberP1/Arx-Libertatis-Featured_zpsdc438f55.jpg

Forgive my lack of precision in paint. This would be a more fluid inventory system. It would also be significantly smaller than vanilla (More like the Xbox versions inventory, which is smaller) which would require more thought into what you are picking up as well as increase challenge. Vanilla PC you can carry far too much with all three bags. Note the orange default inventory size is an expansion of the original, I didn't note that in the pic, silly me. You will also need to raise the location of icons for equipped armour etc. I am not sure of the reason Arkane went for this bag switching system, I do like it vanilla, it simulates sorting through seperate bags and it takes up less of the screen this way, but maybe this new way would be better. Sure, Arx is not the most accessible game intentionally which is one reason I love it so, but would this way be better? What do you guys think?

-Make Akbaa tougher and also summon undead on occasion.

-Make the traitor (Ortien was his name I think) killable. To counter the end of game scenario this could cause make the portcullis to his cell pickable and add a key to Akbaa's worshiper's temple in his inventory. As far as I can tell he is the only invincible character in the game, but I haven't tried everybody.

-During the Ylside assault on the human kingdom, make interacting with some doors result in no response. Interacting with a lot of the doors plays the same voice file over and over which is immersion breaking. Also cap the voices to only play once or twice. Speaking of talking doors, when you first visit Arx/human kingdom there are two doors right next to eachother by the two shops (Gem dealer and general store), both of these play the exact same SFX file: "leave me alone or I'll call the guards". Only one of these doors should play the file, the other unresponsive/locked door SFX.

-Make projectiles (arrows specifically) play a sound event with a realistic radius when colliding with brushes, alerting nearby enemies to investigate.

-Make enemy poison more potent and increase the duration.

Just some friendly requests from the top of my head, make of them what you will.

A lot of these requests will increase difficulty (and balance of some systems + choice & consequence) but it is a replayability mod after all.



 » Tue Oct 22, 2013 5:09 pm


Things like ring enchantments, poison durations, item prices, techical skill requirements for lockpicking can be rebalanced in game scripts. Some new enemies also were added in my modification. Most other changes you suggest are hardly possible). Such improvements demand great amount of modifications of source code.



 » Tue Oct 22, 2013 8:57 am

That's a real shame. between Arx Libertatis, these two mods, Arx: End of Sun and various other mods, I assumed Arx's code, tools and general assets were accessible to the public.

Damn.



» Tue Oct 22, 2013 12:15 pm

Yeah... most of Arx Fatalis is still hard coded. Map making/editing is possible with Danae! but it's quite unstable and it doesn't work for me. :(



» Tue Oct 22, 2013 2:37 am

Level making isn't possible without THEO Game Maker. With Danae! editor you can only edit/add objects, NPC, lights, fogs, waypoints, cameras and markers.



 » Tue Oct 22, 2013 4:34 am

Well, it's good that modders are prepared to dance around these issues for it even after all this time. It says great things about the game really.

Easily in my top ten.

Edit: Anyway, I'll give you two the feedback you likely deserve soon. I'll play both mods and post my thoughts :tops:

You both should definitely take to Moddb too if you think it's worth it. Larger audience and better advertisemant of your mods.



» Tue Oct 22, 2013 1:12 pm

Thanks, lad. Any help is appreciated!

Also, I finally dragged myself to do some testing. Found two bugs, one is a wrong texture and the other freezes the blue spiders when they die. The fix will be added in the next update.

Hope those are the only ones.



 » Tue Oct 22, 2013 2:42 am

It's been ages, but I finally dragged myself to update this mod. It's now called Arx Extended and I will take it to ModDB and Steam. The link is already available in the front page.

Bugfixes

-Fixed the wrong texture for the Studded Leather Armor.

-Fixed the blue spider freezing when killed.

Raw Poison
-You can now harvest poisonous glands from the blue nasty spiders.
-You can sometimes harvest them from normal advlt spiders too.
-Squeeze its poison into a bottle to get an insta Poison Bottle.