Works for me. Have you deleted Scripts directory before copying Revamp files?
Or do you use some localization?
Works for me. Have you deleted Scripts directory before copying Revamp files?
I'd say that's because CheckSkill was bugged in vanilla MM6-8: Expert 4 wouldn't pass check for Normal 4. (I considered it a bug and put a fix for it in Comm/Revamp.)
Yes, several asmpatches in proc 0x4485EC (twice near 0x448A00 for Base Resistance, twice near 0x448A6A for BonusResistance).
well no i mean Expert 4 is equivalent to Novice 8, and that is enough to open a door to the inner corridors at Kriegspire Baa, so you can clear the game with just skill ranks and not masteries (one of the doors has the wrong value set but Expert 4 is enough to get in and do the required stuff). MM7 introduced more unique effects at higher masteries (axe cutting armor class, for example) while in MM6 it was only really spells that were properly differentiated by mastery level.
Expert 4 isn't equal to Novice 8 in evt.CheckSkill. Check wouldn't be passed. Game hint is wrong. There was an issue about it in Merge.raekuul wrote: ↑05 Feb 2024, 12:45well no i mean Expert 4 is equivalent to Novice 8, and that is enough to open a door to the inner corridors at Kriegspire Baa, so you can clear the game with just skill ranks and not masteries (one of the doors has the wrong value set but Expert 4 is enough to get in and do the required stuff). MM7 introduced more unique effects at higher masteries (axe cutting armor class, for example) while in MM6 it was only really spells that were properly differentiated by mastery level.
Code: Select all
> Party[0].Skills[0]=JoinSkill(8,1)
> evt.CheckSkill(0, 1, 8)
true
> Party[0].Skills[0]=JoinSkill(4,2)
> evt.CheckSkill(0, 1, 8)
false
Code: Select all
> Party[0].Skills[0]=JoinSkill(4,2)
> evt.CheckSkill(0, 1, 4)
true
> evt.CheckSkill(0, 2, 4)
true
> evt.CheckSkill(0, 3, 4)
false
> Party[0].Skills[0]=JoinSkill(4,3)
> evt.CheckSkill(0, 1, 4)
true
> evt.CheckSkill(0, 2, 4)
false
> evt.CheckSkill(0, 3, 4)
true
Commit 82f4685e. In vanilla increasing resistance (for both base and bonus) will reduce it to 255 if it was bigger than 255 initially. I don't think this behavior should be preserved. So, ResistancesEvtBaseMax and ResistancesEvtBonusMax in Data/Tables/ModSettings.txt, default values for Revamp are 32000 now.toadking wrote: ↑05 Feb 2024, 12:56ASM scripts are a bit difficult for me. Is it possible for future versions to include this feature,break through the limit of 255?
Thank you for your strong help. I don't need to worry about magic resistance now.cthscr wrote: ↑05 Feb 2024, 15:20Commit 82f4685e. In vanilla increasing resistance (for both base and bonus) will reduce it to 255 if it was bigger than 255 initially. I don't think this behavior should be preserved. So, ResistancesEvtBaseMax and ResistancesEvtBonusMax in Data/Tables/ModSettings.txt, default values for Revamp are 32000 now.
the merge is generally highly customizable:Xfing wrote: ↑04 Feb 2024, 12:51PoE is known for its gimmick of having a shared passive tree between all the classes. Still, it later added ascendancies which have drastically narrowed the number of viable paths for each class archetype. What you'd need in MM6-8 is just a class that can learn any skill to any mastery, only then would you have full libertyjoanthedark wrote: ↑01 Feb 2024, 14:08 Bad example because Path of Exile allows you to do exactly that and is very successful for it, having a Marauder able to pick up a wand because that's what the randomness of the loot dropped and since you're stranded you gotta make do with what you get, makes it for a huge immersion-building gameplay, rather than immersion-breaking like you state.
Not a bug. You can but feathers from the Circus only (that aren't reagents).
Bridge facets should have some Id set and event 220 should be rewritten to use that id. (Requires map recompile. Both Base and Revamp.)2. Clicking on the tree beside the invisible bridge should make it visible in Mire of the Damned.
There's no door with id 53. Someone should create it and assign corresponding facet to it. Editor doesn't seem to let you make it easy way. (Requires map recompile. Both Base and Revamp.)3. There is a secret room in Gharik's Forge that's inaccessible because it doesn't open when you pull the right the lever.
Not a bug (but lack of new feature), there were no such records in MM6.4. The journal doesn't record the location of the teachers.
Revamp-specific, Base doesn't distinguish between continents. Fixed, thanks.5. When you join the guilds in Enroth, the journal records them as if you joined in Antagarich.
No, in vanilla MM6 you can sell all circus items in Free Haven. It's not really worth it, but the option is there.
There is MM7's reagent Harpy Feather (Id in MMMerge - 1009). You can't give it to Bonnie. There is MM6's misc item Harpy Feather (id in MMMerge - 2091) with a description "A souvenir from the Circus of the Sun". You can give it to Bonnie.
I see, my bad.
The mod is excellent, but there seems to be some issues with the map here and there.
Haven't thought about Ctrl. So part about Editor isn't true. Should be fixed.
Should be fixed.Bridge facets should have some Id set and event 220 should be rewritten to use that id. (Requires map recompile. Both Base and Revamp.)2. Clicking on the tree beside the invisible bridge should make it visible in Mire of the Damned.
6d18.{blv,dlv} could be taken from revamp_mm6.games.lod. OUTC3.EVT could be taken from revamp.T.lod and facets from model 4 should get Id=4 (map files for outc3 contain some other changes as well that might not suit Base).Rodril wrote: bump
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