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Found 5 results

  1. Small mod I made to cleanup the interface. Works especially well on laptops with smaller screens. Simple install, just replace 9 PNG files with those from zip archive cleaned up the UI for minimalist look replaced funky font with something utilitarian reduced size of peace/attack popups small tweaks on various items to fit new look *installation* before replacing any files, backup 'Graphics Core' folder or just the files listed below copy files from zip archive to 'Graphics Core' folder (located in geneforge mutagen install folder > 'Geneforge Mutagen Files' folder) when prompted choose 'yes' to replace files the following files have been altered: G128.png G130.png G133.png G138.png G139.png G140.png G158.png G203.png G290.png click to download zip archive, size 1.9MB from google drive pictures: https://drive.google.com/file/d/1iaULTSTpesTwC3nNpd6d11UPr7C0stcb/view?usp=sharing https://drive.google.com/file/d/1EXVarnAtuSYp2fkw7KQ5jK7LNh3vp-RQ/view?usp=sharing https://drive.google.com/file/d/1QaEvtd5DEXoWSq7Bx-R0EpTifk3qacGn/view?usp=sharing
  2. This is the Fairy mod, a fan-created mod for Queen’s Wish The Conquerer, a game by Spiderweb Software. Mod created by ZorroDragonslayer. The purpose is for extra entertainment as an add-on for the game. This is a beta test package. Send me a PM through the Spiderweb Software forum for the download link if you want to beta test, and let me also know which platform you are playing on and which game version. Also if you have questions, bug reports or suggestions. These will be adjusted for or used in the final notes and description when completed. Thanks in advance for your input. This has worked in QW1.0 and 1.0.2 versions. Installation notes. This is a zipped file around 590k and needs to be unzipped after you download it. Enclosed will be a Read-Me and nine game files. These files will replace a few (9) of the original files. Keep copies of the original files in case you want to remove the mod files later and put the originals back. You’ve been warned!! Drag the files into the folders mentioned in the instructions detailed in the Read Me file. Thanks to Spiderweb Software for great games. I’ve been playing them all since the mid 1990’s. ZorroDragonslayer published mods: “Bovine Mod Ava2” Dec 2013 Box.com “Ava3 Bovine Mod” Apr 2017 Box.com "Fairy Mod QWTC" Oct 2019 Box.com
  3. https://drive.google.com/drive/folders/1DqE5TY3A7g1vzOr8J5Uvd-LYBoS9rVUz?usp=sharing So I started playing through the Geneforge series and had a lot of frustrations with the inventory system and mouse lagging in the first two game. So I made an Auto Hot Key script to drop items in Geneforge 1,2. Its a really simple script where you place your mouse over the item you want to drop and press Z for non-stackable, and X for stackable items. I also bound the enter key on my S button because my left hand is on the left side of the keyboard for pressing A and numbers for dialogue selection and I didn't want to shift my hand to press enter. I am lazy ok.....😙 Its actually really nice once you use it. You can download AHK from here https://autohotkey.com/download/. This is the script z:: Click down Sleep, 50 Click up Sleep, 50 MouseMove, -500, 0, 1, R Sleep, 50 Click down Sleep, 50 Click up Sleep, 50 MouseMove, 500, 0, 1, R return x:: Click down Sleep, 50 Click up Sleep, 100 Send, {Enter down} Sleep, 50 Send, {Enter up} Sleep, 50 MouseMove, -500, 0, 1, R Sleep, 50 Click down Sleep, 50 Click up Sleep, 50 MouseMove, 500, 0, 1, R return s:: Send, {Enter down} Sleep, 100 Send, {Enter up} return To fix the mouse lagg issue I didn't find a good solution on this forum, but I did find this which was very helpful http://bitpatch.com/ddwrapper.html. Place the aqrit.cfg and ddraw.dll into the game folder with Geneforge.exe. Change the ForceDirectDrawEmulation to 1 and personal preference ShowFPS to 15 to see FPS if you want. Set it to 0 to hide it. If you downloaded all the files I linked in the google drive, I already set ForceDirectDrawEmulation to 1 and ShowFPS to 15. Lastly, and the reason I created this account 1 hour ago is to post the Geneforege 3 mod/QOL changes I made. I edited the gf3itemschars.txt file to do three things. 1.) Gives a small value to most junk items and makes them stack-able (Ex, spoons, bowls, baskets) and rounds out item values to be divisible by 4 since Value 4 = 1 gold. ( it_charges = 1 makes items stackable but your have to set it it_charges = 0 on the next item if you don't want it to be called into next item), refer to this post for help http://spiderwebforums.ipbhost.com/topic/24432-thekians-geneforge-modding-tutorial/. 2.) Makes your character and creatures move 2x fast. (Change cr_walk_speed from 24 to 48) 3.) Makes all items weigh 0.1 pounds so you don't have to worry about being over burdened. (it_weight = 1) You have to START A NEW GAME (If you play on the old game it will break some items where it assumes you have null amounts in the inventory and shows X for the number of items). Make new save, and if you want to play on the old save replace my gf3itemschars.txt with a backup and you should be good. I tested it for a few hours, and everything works as intended. MAKE AND BACKUP FOR YOUR gf3itemschars.txt before you replace it with mine.
  4. [MOD #1] PURPOSE ========== To have the option of owning any creation without having to join a faction. HOW TO USE ============== You need to make your way down to one of the end-game zones "Dera South Shore" and from there you need to locate a Drakon hiding in a building towards the south east. The drakon has her own store, but an option "Teach me shaping" will be available. [MOD #2] CONTENTS =========== -Replaces Pyroroamer with a level 10 Armoured Podling. Has Curse Rain and Acid Bite. -Replaces Charged Vlish with a level 15 Decaying Vlish. Has Decaying Ray(Poison + Ray Damage) and a Sting Attack. -Replaces Ur-Drakon with a level 40, 10 AP Unbound One. Has Unbound Death Breath(Damage + Acid) and Bite attack. INSTALLATION ==================== 1- Right click the genforge 5 shortcut and select "Open file location" 2- Click and open 'Genforge 5 files" 3- Select and open "Scripts" 4- Drag the contents from the download into "Scripts" folder Both mods are compatible with each other. I am hoping to get feedback to balance creations and/or the location of trainer/s. As i study quite often, i may not be able to make instant alterations. This mod is just something i wanted to make, and to share. Have fun i guess xD! Download Link: http://www.mediafire.com/file/861n7351h2209sf/G5 MODS.rar
  5. Before we go any further, I've read every thread on scripting that I could find and the questions I'm about to ask weren't covered in those threads. For the most part I've been successful with my modifications and reverse-engineering how the scripts work. I've been playing spiderweb's games since whenever G1 came out, it was one of the first games I remember playing, actually. The questions I have are more about what is and isn't possible than how to code stuff except for a few specific issues. I'm working on G3 at the moment, but starting on G4. I know you can't add new creations, only replace them, but I have discovered that there's room to add new spells, there's unused numbers and I had no issue making a multi-target seater and a cool disruption breath attack with the reaper impact effects. I was wondering if there's room in the scripts to add new items like you can with spells, it's not like how with the spells it tells you which numbers are reserved for what up front and it's easy to check. second- can you make a spell that causes multiple status effects, like say poison and acid at the same time? can you cause something to do two kinds of damage at once? Also, what I'm having trouble with now is making AOE damage spells like Aura of Flames. I tried to make an acid based version to give to the Rothzidon, and an energy based one for shits and giggles. I assigned them each to a wand to test them, and while they aren't totally broken, they only work as single target spells. I tried a couple different things, copy and pasting from aura of flames and just changing damage types and visual effects, and the same method with the acid rain that was already there. After these didn't work I tried using the import function and still didn't work. I don't think its an issue with the wands since they work fine with the regular aura of flames in the wand of inferno. This is really bothering me because it's the only thing I haven't been able to figure out on my own. In terms of modifying creatures, I've had some issues assigning different attacks to them when I change more than one at a time. I had no problem with most of them but a few creation types were begin weird about it. I made a modified roamer and it seemed like I just couldn't change it's ranged attack. I eventually got that to work by changing where I put the line (further down than normal) but then I couldn't get the melee attack to change. I'm almost afraid to try adding a ranged attack to a melee creation (like giving the acid aura to the Rothzidon) for fear that the animations will be broken or something. Also, I don't think I've been able to find a reference as to what the numbers for each status effect are. I've been ok copying and pasting so far but it'd be nice to have a chart to look at like I do for damage types and stats and such. a couple things regarding items: could I give stat bonuses to ranged weapons like Thorn Batons and Javelins or would that break something? and item enhancements, how the hell do they work? I think there's some other stuff I'm forgetting but those are the most pressing questions. If anyone's interested, I can put up my current tweaked files. Some of the items I've changed are a touch OP, but in terms of creations mainly what I've tried to do is make sure all the upgraded versions you get with three points are actual upgrades. After reading a bunch of analysis's that pointed out how a lot of them were just recolors with a higher base lvl I was quite distressed. I think some might be slightly overpowered now but with some minor number tweaking they'd be well balanced. I gave Searing artillas an extra AP and a 3 target searer spell (which I might want to reduce the damage of), and a poison bite. The plated bug got some armor and a poison attack. The Thad shade which was already pretty good I gave the icy touch attack that all the other shades have and gave a nice blue color. The useless exploding roamer I replaced with a "Disruption Roamer" it has a 3 target breath attack that does disruption damage (so it slices through most creation's resistances but is totally useless against quite a few enemy types) that looks like the ice breath but makes the cool reaper explosion when it hits. I may reduce their health to make them more of a glass cannon because they're sort of OP for how low their essence cost is . Also they're teal and they glow. I want to give the rotzidion an AOE acid aura. Balance wise, I think my modded creations might be too good relative to other higher tier creations you can make, but relative to the foes you fight they aren't so powerful that it unbalances the game. My thad shade and first searing artilla are crazy powerful just because I kept them the whole game and they're really high lvl, and in G3 leveling up creations makes a huge difference, but when I initially shaped them they weren't out of balance. Even in the end game they only manage to hold their own and aren't just slaughtering everything. A freshly shaped one definitely wouldn't be able to compete in the end game. the plated bug is still rather weak, and the disruption roamer doesn't do anything to a lot of enemies at all, and the damage isn't super high. My main concern is that they make all the third Tier creations obsolete. 4th tier is still stronger.
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