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[MOD] Crucible

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  • morpheus562morpheus562 Member Posts: 524
    As told to you on the German forum where you also posted, SCS does not touch these fights and encounters. You need to use the difficulty slider to adjust the difficulty.
  • HMFHMF Member Posts: 22
    edited April 3
    Also in the German forum some people said that ScS changes a lot of things even in other mods, it wouldn't hurt if you tested your own mod with ScS/Ascension.
  • morpheus562morpheus562 Member Posts: 524
    @HMF As said before, Crucible was developed with SCS/Ascension. SCS changes zero scripts and has only minorly adjusted a few thac0 scores for a couple characters. I think the conversation exceeds your ability to understand it. I don't believe there is anything else I, or others, could say to you that hasn't already been said to assist you.
  • HMFHMF Member Posts: 22
    Well, I haven't been able to convince you, but maybe someday a competent modder will. It doesn't matter now. There are hundreds of other mods for games.
  • morpheus562morpheus562 Member Posts: 524
    Best of luck in your future endeavors.
  • LoremasterLoremaster Member Posts: 218
    Yes, a mod for ToB! :)

    ToB defenitly needs som additional content and here is one. I wich more modders added content to the ToB part of the game, thanks morpheus562.
  • TrouveurTrouveur Member Posts: 840
    Loremaster wrote: »
    Yes, a mod for ToB! :)

    ToB defenitly needs som additional content and here is one. I wich more modders added content to the ToB part of the game, thanks morpheus562.
    I can also suggest trying Lava's Juniper and the Stone Leech, and Reunion mod.
  • morpheus562morpheus562 Member Posts: 524
    Crucible official release for version 4.0 which brings the following enhancements:
    • Updated Spanish translations courtesy of ElGamerViejuno.
    • Added new animations for Balors using their respective NWN animation.
    • Updated Succubi with their respective NWN animation (courtesy of Infinity Animations).
    • Added distance checks for some attack targeting.

    z755qadppc5u.png
  • AWizardDidItAWizardDidIt Member Posts: 233
    This is such a cool idea for a mod. Really expanding into the end game of TOB like this is a fantastic idea. I am going to give this a check out soon but just wanted to post my support of it haha.
  • morpheus562morpheus562 Member Posts: 524
    @AWizardDidIt thank you! Great job yourself on Black Hearts! I've played a bit of it up to and including into BG city when I got distracted, as often happens, and embarked on a new modding project which ended that save file. I play EET exclusively and am looking forward to your next release with more EET compatibility.
  • AWizardDidItAWizardDidIt Member Posts: 233
    @morpheus562 Thank you! I really appreciate you saying so!
  • morpheus562morpheus562 Member Posts: 524
    edited May 9
    Crucible official release for version 4.1 and 4.2 which brings the following enhancements:
    • Quick fix to succubus animation id as it could cause an issue with another mod.
    • If you use Spanish translations, the ai voices will be in english instead of disabled.
    Post edited by morpheus562 on
  • morpheus562morpheus562 Member Posts: 524
    Crucible official release for version 4.3 which brings the following enhancements:
    • Added new animation for the Pyroclastic Dragon (courtesy of NWN).
    • Updated animation for Balor to render shadows correctly.

    qzdqaaldmk7a.png
  • morpheus562morpheus562 Member Posts: 524
    Slight tweak, but the Pyroclastic Dragon looks much nicer now.
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  • shevy123456shevy123456 Member Posts: 344
    How is the model for the dragon generated? Is it based on some 3D mesh structure?
  • morpheus562morpheus562 Member Posts: 524
    I followed Artisan's guide in pulling the model from NWNEE. I then added some shading on the bam files then added a glow effect (opcode 52) on the dragon itself.
  • morpheus562morpheus562 Member Posts: 524
    Crucible official release for version 4.3.1 which brings the following enhancements:
    • Balor animation now uses a sword.
  • BrianWBrianW Member Posts: 5
    edited May 21
    HMF wrote: »
    Well, I haven't been able to convince you, but maybe someday a competent modder will. It doesn't matter now. There are hundreds of other mods for games.

    You just can't do anything good in this world without some idiot coming in to criticize something they don't understand. I played through this on core rules and carved through it easily. I'll try it on Insane next, and I'm looking forward to the challenge.

    The mod is excellent btw. Really fills out the last few hours of ToB, which needed some love.
  • morpheus562morpheus562 Member Posts: 524
    Thank you! I'm really happy you enjoyed the mod and the difficulty level on core was just right. Please note, there is a substantial increase in difficulty when you bump the slider up to Insane.
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