Torchmodders

Mod Projects => Mod Showcase => Topic started by: Viz on January 21, 2018, 03:14:17 am


Title: Ruination
Post by: Viz on January 21, 2018, 03:14:17 am
Mod Description

Ruination is a collection of custom weapon mods made by various modders. This is a mod branched off from Variant because I didn't want the class mod pack to be bloated with unrelated mods. Plus it would allow people to enjoy these weapon mods without using Variant Classes.

Credit goes to the respective author of the mod. What I done is merely balance them according to my personal view.

Available weaponry

Minigun : by Evilneko (https://steamcommunity.com/sharedfiles/filedetails/?id=167126868&searchtext=minigun)
- Brought back the overheat system that prevent firing.
- Attack range is shorter than Bow but longer than Cannon 
- Lower damage for balancing purpose.
- Can no longer proc steal effects.

Flamethrower : by DrCarlos (https://steamcommunity.com/sharedfiles/filedetails/?id=167126868&searchtext=minigun)
- Damage is lower than Cannon.
- Same attack range as Cannon.
- Slow attack speed.
- Always inflict Fire damage.

TL1 Rifle : by RnF (https://steamcommunity.com/sharedfiles/filedetails/?id=398576495)
- Changed the missile so that it would aim better.
- Normal attack will bypass shield.

Lightsaber : by Kva3imoda (http://forums.runicgames.com/discussion/comment/510364/#Comment_510364)
- Magic quality only.
- Deals lower damage than 1h sword but ignores 100% armor.


Download Links
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This thread is now obsolete.
Title: Re: Ruination
Post by: Sch123 on January 21, 2018, 03:30:34 am
This is good news but also bad news as well. The good news is you can use it separately from Mod Variant, so it does not depend on mod variant. The bad news is that the mod capacity that can be used becomes reduced by adding one mod. Unfortunately when variant mod only lack one of the Ruination mod (Light saber)

Will all weapons present on the variant mod will be removed ? because it has two mod containing the same.
Title: Re: Ruination
Post by: Viz on January 21, 2018, 03:33:28 am
Will all weapons present on the variant mod will be removed ? because it has two mod containing the same.
They won't be deleted from Variant. But I won't be adding any new weapons into Variant.
Title: Re: Ruination
Post by: Sch123 on January 21, 2018, 03:40:15 am
Will there be no problem, because of data redundancy? (Although it's the same data)

It would be great if the variant mod is separate with the existing weapon. But I hope if you can add the Light Saber into variant mod, because variant mod only lacks the light saber from the Ruination mod

Will you later add other unique weapons such as Laser Gun Shield Energy to Ruination mod ?
Title: Re: Ruination
Post by: Sch123 on January 21, 2018, 03:48:10 am
Have a question for you, is the LightSaber file already replaced / added with the Jedi Sword (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=836) file?

Because in Lightsaber Mod itself there is still a problem when you walk and swing sword, the sword looks out of place. And the lack of sound effects when the sword is swung
Title: Re: Ruination
Post by: Viz on January 21, 2018, 03:50:38 am
Yea same files/data. There should be no problem, just put this mod above Variant in the mod load order.

 I could remove those weapons from Variant but I imagine that people will not be pleased when they found out that their weapon is missing.

I'll add other weapon into this mod.. sooner or later. 

EDIT : The lightsaber works fine for me, complete with sound. There's no texture issue. Idk if its related to the Mac OS since you've been using it, right?
Title: Re: Ruination
Post by: Sch123 on January 21, 2018, 03:56:44 am
I have not tried Ruination mod yet, I'll try it later. If I find something strange I will tell you.  ;)

Edit:
I just tried LightSaber.Mod (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=835). If you have already included with Jedi Sword file, it seems that the problem in LightSaber.MOD is gone  :)
Title: Re: Ruination
Post by: Sch123 on January 28, 2018, 07:40:20 am
Hi @Viz

Do you know Command name for Lightsaber ? I want to test it.

Note:
I still think Lightsaber should be added to Variant Mod as well. So we do not need to add extra Mod that can eat mod space. I hope you can consider it  :(


Title: Re: Ruination
Post by: steffire3 on January 28, 2018, 12:01:32 pm
Hi @Viz

Do you know Command name for Lightsaber ? I want to test it.

Note:
I still think Lightsaber should be added to Variant Mod as well. So we do not need to add extra Mod that can eat mod space. I hope you can consider it  :(

@Viz so how much memory do new weapons take? Is Variant in danger of maxing it's Steam upload limit? I've only seen this happen twice with the mod "Too Many Classes" and Texture Overhaul Packs that had to be split into 2 parts.

Variant is nowhere near the size of those mods and since FEP+ effectively splits the memory limit I see no issue with Ruination being a branch clone of Variant for those who will load it's Lightsabers above FEP+ without Variant.

In fact we could just inform users of Ruination that it is in fact a piece of Variant for those who want to load it's uniquely modded weapons without the Variant Classes.
Title: Re: Ruination
Post by: Sch123 on January 28, 2018, 12:28:55 pm
If the size limitation of the mod is the problem, then it would be better the weapons and pets that exist on the variant mod are made separately (just focus on adding unique classes), such as the ruination mod which focuses only on unique weapons. I think all users variant mod will understand with that condition.

if there is still space, then I think adding a lightsaber still doable.
Title: Re: Ruination
Post by: Viz on January 28, 2018, 05:14:36 pm
command to get lightsaber

saber_mx_01
saber_mx_02
saber_mx_03

x is the item level, replace it with either 5, 15, 25.. etc, it goes up to 105

I'm not splitting the mod due to size limit or whatever. I just didn't want to add weapon/pet mod into Variant anymore.
Title: Re: Ruination
Post by: Sch123 on January 28, 2018, 08:58:12 pm
Hi @Viz
I've tried it, and the result is very good (Runs well on Mac OS).  :D

Can you make Lightsaber for 2H sword too? Or change one of them from 1H sword to 2H sword (saber_mx_03) and please slightly upgraded his attacks, as I'm a bit overwhelmed when using these weapons against the enemy compared to the other weapons.


Quote
I just didn't want to add weapon/pet mod into Variant anymore.
It makes me sad to hear that, because the space to add my MOD has reached the limit.  :(
Title: Re: Ruination
Post by: Sch123 on April 16, 2018, 10:37:32 am
Hi @Viz

You can make the firing accuracy of the TL1 Rifle weapon in Ruination Mod more on target, by taking an example how does this gun shoot from this weapon "Command Code: Rifle_Ezro".

I accidentally tried the command code and found this rifle weapon. It's true that his animation does not seem to hold a gun well even when he shoots (We do not want that, what we want is shooting accuracy).

So if you just take how he shot and shoot accuracy then put into TL1 Rifle it will be perfect. Because the existing TL1 Rifle already has it all (gun model, animated gun holding, animated shots bullet) except less perfect in accuracy. :)

The other reason is, when I use TL1 Rifle to shoot the enemies behind the bushes the bullet stuck in the bushes, does not happen when I use Rifle_Ezro, bullet through the bushes and the enemy is shot. The same thing happens when the enemy is behind a broken wooden board and the bullet stuck on a wooden board. My conclusion is, the bullet will stop when we are shooting past bushes or broken wooden boards.

And also can you make every Rifle Weapon has the ability to: Destroy the shield | Reduce Armor | Penetrating shooting. Maybe you can choose from what I mentioned earlier. Because the current Rifle feels less like the real Rifle (Less force to destroy and penetrate).
Title: Re: Ruination
Post by: Kva3imoda on April 16, 2018, 05:33:03 pm
when I use TL1 Rifle to shoot the enemies behind the bushes the bullet stuck in the bushes, does not happen when I use Rifle_Ezro
Standard shotguns have such parameters:
<FLOAT>RANGE:6
<FLOAT>STRIKERANGE:7

Rifle_Ezro
<FLOAT>RANGE:17
<FLOAT>STRIKERANGE:18

These parameters greatly affect the balance of weapons.
Title: Re: Ruination
Post by: Viz on April 16, 2018, 06:54:16 pm
Hmm.. the ezro rifle uses similar attack animation to a bow/crossbow/gun. That's why it has perfect accuracy, and on top of it has very long attack range, just like kva said.

If I change the bullet to penetrate through enemies, then the rifle would be similar to a Minigun, but with slower firing rate.

I'll probably add the shield break effect instead.
 

Title: Re: Ruination
Post by: Sch123 on April 17, 2018, 02:06:22 am
Quote
Hmm.. the ezro rifle uses similar attack animation to a bow/crossbow/gun. That's why it has perfect accuracy, and on top of it has very long attack range, just like kva said.

So if you want to get perfect accuracy you should change the animation to match bow / crossbow / gun? :(
Can you get perfect accuracy & use the existing TL1-Rifle shot animation ?
I like the animated shots that are already on TL1-Rifle.
By the way the new drewrobi Assassin class changes the shoot animation from the Snipe skill, is there a difference with TL1-Rifle?

Quote
If I change the bullet to penetrate through enemies, then the rifle would be similar to a Minigun, but with slower firing rate.

I'll probably add the shield break effect instead.

Thank you, it would be great if TL1-Rifle had a shield break effect and also please add a little shooting range. At least farther than the enemy who threw the spear (Deathflinger). Because the Shooting range of TL1-Rifle is the same as the enemy who throws the spear. :)
Title: Re: Ruination
Post by: Sch123 on April 19, 2018, 04:12:02 pm
Hi @Viz

Can you add also add the effect of reflecting Magic & Physical attacks on LightSaber, to feel like Star Wars. :D
Title: Re: Ruination
Post by: steffire3 on April 20, 2018, 10:46:00 am
Hi @Viz

Can you add also add the effect of reflecting Magic & Physical attacks on LightSaber, to feel like Star Wars. :D


Specifically 50% Chance to reflect missiles at 50% Dps or 90% Chance to Reflect missiles at 20% Dps?

And Reflect 10% Damage?

Maybe include +10% Dodge Chance?
Title: Re: Ruination
Post by: Viz on April 21, 2018, 08:53:48 am
lol idk, reflect would be too much on a weapon :P

Made the rifle entirely ignores shield, so rifle attacks will goes through it.

Title: Re: Ruination
Post by: Sch123 on April 21, 2018, 11:52:07 am
Hi @Viz

I forgot to tell. :(
- When the enemy is very close to us sometime TL1-Rifle can not hit it.
- When we shoot from max distance, enemies very rarely hit. But if we go forward a little bit then our shots will hit the target.
- When we shoot repeatedly sometimes TL1-Rifle does not fire a bullet (firing blank).
- TL1-Rifle can't shoot enemies behind a wooden barrier, although the wooden barrier has been destroyed.

Can you also make MiniGun to be able to do Cooldown even without Colldown Spell, of course he can do that with a longer time to Cooldown than he uses Cooldown Spell.
Why I'm asking for this, because when I get a MiniGun weapon in the middle of my adventure I can not use that weapon because it can not do Cooldown without Cooldown Spell. :)
Title: Re: Ruination
Post by: Viz on April 21, 2018, 11:58:52 pm
Yea the way the cooldown system was coded in Minigun, it needs the coolant. I can't change that atm.. sorry.

I did another rifle changes so that its attack has a tiny bit homing effect.. It shouldn't bend like a Glaive Throw, rather the homing effect will make it more accurate.

Title: Re: Ruination
Post by: Sch123 on April 22, 2018, 05:20:52 am
Quote
Yea the way the cooldown system was coded in Minigun, it needs the coolant. I can't change that atm.. sorry.

Maybe you can see coded in the latest version of MiniGun V.10 (https://steamcommunity.com/sharedfiles/filedetails/?id=167126868&searchtext=minigun). In that version Minigun does not depend on the Cooldown Spell.

Spoiler: Minigun Weapon (v.10) (hover to show)

Title: Re: Ruination
Post by: steffire3 on April 24, 2018, 01:53:24 am
Quote
Yea the way the cooldown system was coded in Minigun, it needs the coolant. I can't change that atm.. sorry.

Maybe you can see coded in the latest version of MiniGun V.10 (https://steamcommunity.com/sharedfiles/filedetails/?id=167126868&searchtext=minigun). In that version Minigun does not depend on the Cooldown Spell.

Spoiler: Minigun Weapon (v.10) (hover to show)

We ran into this issue before.

Minigun version 10 was rejected by Doudley and Viz because the "coolant" crashed Synergies.

Minigun version 9 was pulled out of the Better Vanilla Spicy mod pack and used as a result.

Perhaps Minigun version 10 can be used without the "coolant"?
Title: Re: Ruination
Post by: Sch123 on April 24, 2018, 07:14:48 am
My point is to combine the two MiniGun version, like:

- Will stop firing when overheated (From: Minigun v.09)
- Can can be used without the "coolant" (From: Minigun v.10)

The conclusion is, create a MiniGun that can do Cooldown without using Coolant when Overheated (Spell coolant is no longer needed / removed), & Stop firing when Overheated. ;)
Title: Re: Ruination
Post by: Sch123 on May 04, 2018, 08:28:51 pm
Hi @Viz

Please Added a weapon in Noddyngineering !! (v.830) (https://steamcommunity.com/sharedfiles/filedetails/?id=138331402&searchtext=Noddyngineering+%21%21+%28v.830%29) Mod to Ruination Mod. ;) There are great sound effects and animations. :D

Here's the list of weapons

Please Added:

- Assault Rifle (Please Added)
- Desert Eagle (Please Added)
- (SW) Lightsaber 2H (Please Added)

Optional:

- (SW) Lightsaber 1H (Optional)
- Lawgiver (Optional)
Title: Re: Ruination
Post by: Sch123 on July 02, 2018, 08:29:09 am
Hi @Viz

Can you add a Staff Weapon that can attack like Wand (range attack) in LAO III - The "Endless Game" Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=791856602).

Just add a few Staff that can strike over long distances, and do not change the existing staff weapons (which attack close range).

So later the Staff has two types of attacks that you can choose, close range and long range. ;)

And also provide a differentiator on staff weapons that can attack long distances by providing "[Magic Staff]". Like a Canon weapon that has an alternative type Minigun & Flamethrower.
Title: Re: Ruination
Post by: Sch123 on July 05, 2018, 08:59:25 am
Hi @Viz

Can you add some passive skill to Coolant S-M-L spell. In addition other than he cools the Minigun?

Passive skill:

[n]= Point number

note:

Point depends on the type of Coolant you have.

Viz you decide how many points to give for it. I'm not sure, I'm too afraid to decide how many points would be enough for that. At least not to Over Power. :P

The reason why I propose this because I see it seems unfair if the coolant only serves as a cooler only, because we can only learn 4 spells only. A slight addition seems fair because he has also taken up space for other spells. ;)

And also, even if we don't use Minigun we can still get the effect from passive skill. So the Coolant spell will not be in vain even though we do not use Minigun.
Title: Re: Ruination
Post by: Viz on July 05, 2018, 08:54:16 pm
I'm quite reluctant to change anything for the Minigun.

If I add these passive, the Coolant drop rate must be adjusted to be similar like a normal spell. So it will become much harder to find better Coolant.

And then there will be balance issue.

The Small Coolant is sold in the merchant, so I have to balance the effect to be as minimal as possible to prevent new characters abusing the passive. However if the effect is too minimal, then there is no point of equipping the Coolant without Minigun. Too high and it will overpowered.

I see the weapon is fine as it is.
Title: Re: Ruination
Post by: Sch123 on July 06, 2018, 04:25:48 pm
Hi @Viz

There is no need to add passive skills that would disturb the balance. Maybe 4 passive skills that I say are too strong, for that maybe you can add it with passive skill that more or less will not disturb the balance in play but still support the player.

Example:

"Potion Effectiveness"

S= 5%
M=10%
L=15%

I think this is quite suitable and not over balance. After all, Coolant icon also matches Potion. :D

"Cast E-Shield"

Duration: for 30 second

S=5% chance to cast E-Shield
M=10% chance to cast E-Shield
L=15% chance to cast E-Shield

If you feel too over balance for M & L, you can make the same like S Coolant 5% chance to cast E-Shield ;)



Note:

Quote
The Small Coolant is sold in the merchant
For Small Coolant maybe you can increase the price.

Quote
Coolant drop rate must be adjusted to be similar like a normal spell
For Coolant drop rate it seems you can increase the rarity to drop ("but I do not think it's necessary because, I feel that's enough").
Title: Re: Ruination
Post by: Sch123 on September 03, 2018, 02:20:12 am
Hi @doudley

Because some of the weapons are in Variant Class Mod, especially Miniguns & Flamethrower.
I want to ask, is it possible to make Miniguns weapon in Ruination Mod to cool down the weapon automatically when hot (can't shoot until weapon cool) without having to use Coolant spell? :)

If that is possible, can it also be applied to Flamethrower weapons. Can't shoot weapons when it's hot, and can cool itself when it's not shooting. And replace the shooting animation from Flamethrower with the animation that is in the Double Agent skill class "Fire Eater"