Hey man, great work! I'm using this as a basis for a personal mod, and I was just wondering if you knew of how to get rid of the red visual effect on all the enemies? I've been digging around in MapStudio but can't quite seem to find the right parameters to alter. Any help would be greatly appreciated.
Hi, bro! I use SoulstructProjectEditor, look something like "Draw Type", red effect ativate on "2 Red Phantom".
I recommend waiting for the update - i`m will restore the scaling of all special, dragon and demonic weapons, tie the scaling to the requirements, and tie the balance damage to the weight of the weapon.
If possible, could you provide a screenshot or a bit more detailed information as to which parameters you are referring to in specific? Sorry to be a bother!
Apparently, with the new update, this mod no longer works. I tried the download that only contains the permanent gravelord enemies and nothing happens.
This is strange, because the last update did not affect the game resources in any way (only EXE). I am working on updating the gameplay part of the mod, but it will differ only in what is done in the latest version of Soulstruct Project Editor 1.4.0.
Sorry, I only know how edit digital values, but not maps / sound / meshes / textures / etc. The status of a black phantom is provided by 1 magic and 1 visual effect, which I added to each enemy in the game.
placing summon sign in sens fortress crashes game as well as the duke's archives. Orange Charred Ring doesnt work unless you have flash sweat at the same time
I have not touched on crayons or signs for the call in any way (and the game with the modified GameParam.parambnd.dcx is not intended for online, since you will be banned).
I will clarify about the Orange Charred Ring, but I definitely did not change the mechanics of the rings - all I did was amplify their effects threefold (positive increased, negative - decreased).
No, because randomizers modify the same files as in this mod: edit location maps (changing the location of items and enemies) and / or game parameters grouped in GameParam.parambnd.dcx.
In other words, if the randomizer does not change the game on real time, it generates changed locations and / or parameters that replace vanilla ones.
I don’t recommend randomizers: it might be fun the first time around, but it’s a mess and vinigret anyway.
Makes sense. And fair enough. I'll check this mod out sometime soon, but for now, I'm sticking to my item/enemy/fog randomizer runs; I've done dozens of runs and they never get boring to me, personally.
19 comments
Thanks!!
I recommend waiting for the update - i`m will restore the scaling of all special, dragon and demonic weapons, tie the scaling to the requirements, and tie the balance damage to the weight of the weapon.
Sorry to be a bother!
Kudos to you!
I tried the download that only contains the permanent gravelord enemies and nothing happens.
Perma Vagrant Gravelord
And yes, the Vamos's bonfire will not be there
I will clarify about the Orange Charred Ring, but I definitely did not change the mechanics of the rings - all I did was amplify their effects threefold (positive increased, negative - decreased).
In other words, if the randomizer does not change the game on real time, it generates changed locations and / or parameters that replace vanilla ones.
I don’t recommend randomizers: it might be fun the first time around, but it’s a mess and vinigret anyway.