Dark Messiah of Might & Magic Single Player

Dark Messiah of Might & Magic Single Player

Modifying Character Elemental/Weapon Resistance and Weakness?
I'm wondering whether or not there exists a mod, or what would be the extent of, modding resistance to certain weapons/elements for certain Enemies? I ask because even though Orcs and Goblins are supposed to fire-resistant and lightning-susceptible, it is still too easy to, say, burn them to a crisp with one oil flask and the Fire Arrow spell.

Is it possible to make it so that doing so does as little damage to them as possible, similar to Witcher's level of damage resistance based on Enemy type? I'm talking 0.001 HP or so every time an Orc is hit with the Fire Arrow/Trap, the Earthfire Sword, what have you.

And likewise, what's the extend of applying the same sort of attributes to the player? It'd be great if the Ring of Fire Protection and Fire Shield would be more of a necessity than it currently is.


Any help would be appreciated. Thanks.
Последно редактиран от ; 10 май 2020 в 20:05
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Hi, i think it's possible, but maybe the oil flask effect is hardcoded and it pratically insta burn an enemy.
You need to extract the game file to be able to modify the stats.
In the game folder there is a vpk folder with all the files, download GCF scape and extract the files, then you cna open them with a text editor and change the values to whatever you want
Update to this topic: Is there a Dark Messiah modding tutorial out there? I can see that a lot of the relevant data I'm interested in is stored in npc .qct files. What I would like to know is what's the extent that I can modify Dark Messiah, and what are all the possible values for the different variables in the .qct files and its equivalent counterparts.
UPDATE FOR ANYONE ELSE INTERESTED:

The key to what I seek definitely lies in each NPC's .qct files. This will probably vary per spell, weapon, and element, but I modified the Orc's .qct file to test out one of my desired changes.

I modified this section:

"Vulnerabilities_spells"
{
"fire" "1" // Immune to fire 0. Damage multiplier 2.
"air_3" "2" // Immune to lightning 0. Damage multiplier 2.
"shock_water" "2" // Immune to electricity in water 0. Damage multiplier 2.
}

Into this:

"Vulnerabilities_spells"
{
"fire" "0.1" // Immune to fire 0. Damage multiplier 2.
"air_3" "2" // Immune to lightning 0. Damage multiplier 2.
"shock_water" "2" // Immune to electricity in water 0. Damage multiplier 2.
}

The end-result is that the Orcs now had an affinity to ALL fire-based attacks, melee, spells, or otherwise, and as a result, took forever to kill with the Fire Staff weapon and Fire Arrow spell.

As the user who replied to me on May 11, 2020 pointed out (Named QWERTY at time of writing), this change would likely have no effect on damage from Oil Flask-induced fire collisions or igniting NPCs doused with it via throwing, to which end he was 100% correct.


As such, it is unlikely that any sort of additional behavior beyond damage output for Spells sporting greater Game FX, such as the Fireball one, will be present. Will update this post with further testing results.

Incidentally, it may be possible to nullify damage and other effects from specific fire-based spells by replacing the field keyname "fire" with one tied to a specific spell, like "fire_2" (Fire Trap) - will confirm later.
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Дата на публикуване: 10 май 2020 в 20:04
Публикации: 3