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Archeage Mod Pack

Discussion on Archeage Mod Pack within the ArcheAge Trading forum part of the MMORPG Trading category.

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Old 05/15/2015, 17:19   #1261 Trade Status: Unverified(?)
 
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For me game consists of both, sound and visualisation, you could tell me to switch off monitor if I dont like graphics ;D

The game itself allows me to switch off certain unwanted sounds but not that one. If you are making mods i was just asking if its possible to mute that fcking specific sound.
Many ppl complain about it at forums but producers dont care.
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Old 05/15/2015, 18:02   #1262
 
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If you are making mods i was just asking if its possible to mute that fcking specific sound.
Many ppl complain about it at forums but producers dont care.
I'll look into it then
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Old 05/16/2015, 00:50   #1263 Trade Status: Unverified(?)
 
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dude can you make the FoV like the old MOD FoV like the wide view. it looks a bit smoother with wide view thanks in advance man.
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Old 05/16/2015, 05:55   #1264 Trade Status: Unverified(?)
 
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so am i the only 1 who has the problem of not being able to see objects ( trade packs sunken treasure, ship wrecks) from far away after i die get ported away ( load screen) the mod stops working in that particular way while the rest keeps workin like the auction house and so on.
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Old 05/16/2015, 09:04   #1265
 
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so am i the only 1 who has the problem of not being able to see objects ( trade packs sunken treasure, ship wrecks) from far away after i die get ported away ( load screen)
I'll look into that, looks like it could be a LOD issue in one of the cvars and it not re-rendering the objects.


I updated the mod with the requested removal of the songcraft songs that people dislike and also a slight better info on cvar running since how they are ran during launch which let me to do the new method of skipping the trion cutscene that everyone hates.

Changelog:
  • Removed annoying songcraft songs.
  • Cutscene now skips an goes to server select, new method.
  • Readme explains better way to roll cvars now ( still waiting for a fully re-written readme ).
  • People are testing the auto-roll addition now.
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Old 05/16/2015, 09:53   #1266 Trade Status: Unverified(?)
 
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Originally Posted by Ploxasarus View Post
I'll look into that, looks like it could be a LOD issue in one of the cvars and it not re-rendering the objects.


I updated the mod with the requested removal of the songcraft songs that people dislike and also a slight better info on cvar running since how they are ran during launch which let me to do the new method of skipping the trion cutscene that everyone hates.

Changelog:
  • Removed annoying songcraft songs.
  • Cutscene now skips an goes to server select, new method.
  • Readme explains better way to roll cvars now ( still waiting for a fully re-written readme ).
  • People are testing the auto-roll addition now.
how are we gonna do the Cvars reroll when there is no cutscenes to do it on anymore i keep getting dced cos it goes directly to Server Select?

readme still says...

To get around the cvar checking for zoom/fov/rendering, install the mod with option 5 and when the game launches past the ugly blue loading screen with text and you see the Trion logo cut scene, uninstall with option 6 before cancelling that cutscene out an going to server select.

but i dont get the trion logo scene anymore
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Old 05/16/2015, 09:56   #1267
 
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readme still says...
Readme does not still says, make sure your reading the new readme and not an old readme cause the readme has changed


Quote:
when the game launches the ugly blue loading screen ( right after you hit play on the glyph launcher ) wait until about half-way of the text scrolling

You know, the thing before the client actually loads that loads all the textures and shaders and cvars prior to when you actually see the game window, that thing...
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Old 05/16/2015, 10:39   #1268 Trade Status: Unverified(?)
 
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Originally Posted by Ploxasarus View Post
Readme does not still says, make sure your reading the new readme and not an old readme cause the readme has changed





You know, the thing before the client actually loads that loads all the textures and shaders and cvars prior to when you actually see the game window, that thing...
ahh yes sry for some odd reason it had not overriden the readme

i see now

lets call it the pre loader :P i know what you mean tho its the the thing that was green before and said stuff about auroria
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Old 05/16/2015, 13:22   #1269 Trade Status: Unverified(?)
 
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I've test the suiken chests distance and its not really working... Well at least not really as it should be, we have to get really close to the broken ships to see the chests... It increase a bit since we can see while sailing still we got to check every broken ship to see if there are chests there or not... this isn't even close to what we had before 1.7 :/
it was like 900m/100m and now is probably 70m max... Will you increase the view range or it will keep like this?:/
couldn't check the packs since didn't find any
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Old 05/16/2015, 14:43   #1270 Trade Status: Unverified(?)
 
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<3 for the songs, work like charm
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Old 05/18/2015, 01:13   #1271
 
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Originally Posted by pairosp View Post
I've test the suiken chests distance and its not really working... Well at least not really as it should be, we have to get really close to the broken ships to see the chests... It increase a bit since we can see while sailing still we got to check every broken ship to see if there are chests there or not... this isn't even close to what we had before 1.7 :/
it was like 900m/100m and now is probably 70m max... Will you increase the view range or it will keep like this?:/
couldn't check the packs since didn't find any
It work's fine, it seems - until a char dies for some reason and it changes the load distance, I'm testing it but its a bit hard to die/test/die/test an debug to see why exactly it would happen. I'm reading more into how object rendering & world load works to see if its something different/changed or else wise cause I've not really done much but increase the distance in the cvar.

P.S.: Did you check the update? I did do some changes to it.
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Old 05/18/2015, 02:08   #1272 Trade Status: Unverified(?)
 
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Originally Posted by Ploxasarus View Post
It work's fine, it seems - until a char dies for some reason and it changes the load distance, I'm testing it but its a bit hard to die/test/die/test an debug to see why exactly it would happen. I'm reading more into how object rendering & world load works to see if its something different/changed or else wise cause I've not really done much but increase the distance in the cvar.

P.S.: Did you check the update? I did do some changes to it.
Well I can see the shipwreck from really far like it was before 1.7 over 1000m or so still I only see the chests if I get like 100m close to the shipwreck with my ship... Well it increase for sure with the mod since I couldn't see the chests from above the water before, but isn't really that far, got to check every shipwreck to see if I can find some chests... Would be better if you could change the chests skins maybe to something more visible and increase the view range to the same of those shipwrecks... I'm playing in very high, is that the problem maybe? before 1.7 I noticed was easier to see things underwater when I was playing in low graphics.

BTW, the packs/chests mod is from cvar or just mod? I mean, is something we got to roll everytime or was like before 1.7? Idk since everytime I play I roll the cvars..

Edit: I noticed about that when we die, but it also happens sometimes randomly and when we teleport or recall to somewhere... It just happened to me now and I didn't die... Well it fix if we go to character screen.
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Old 05/19/2015, 01:03   #1273
 
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BTW, the packs/chests mod is from cvar or just mod? I mean, is something we got to roll everytime or was like before 1.7? Idk since everytime I play I roll the cvars..
It's in the cvars, which the new readme I'm uploading tonite with the auto roll aswell as some other groovey **** will explain where it is and if its not understood from there, which you could increase it yourself an test, then pm me or I'll explain it here

One thing people could help with is how grade item is determined or if they've ever looked into the database so I could actually filter what people would want to roll on.
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Old 05/19/2015, 01:41   #1274 Trade Status: Unverified(?)
 
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Originally Posted by Ploxasarus View Post
It's in the cvars, which the new readme I'm uploading tonite with the auto roll aswell as some other groovey **** will explain where it is and if its not understood from there, which you could increase it yourself an test, then pm me or I'll explain it here

One thing people could help with is how grade item is determined or if they've ever looked into the database so I could actually filter what people would want to roll on.
Well that's easy, every coinpurse you find for exemple... Auroria items, radiant archeum tree, regrade brazier, usual drop from auroria mobs and library... Maybe serpentis crystals, and also show us how to add stuff to the auto roll, so we can add the things we are farming ourselves...`

Scapes said they will be removing all mods for sure in 1.7b, you think its true? they can really do that?
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Old 05/19/2015, 04:00   #1275
 
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XL has said future builds are more capable

At disabling mods and hacks
Priceless.

As for your response, in short - I mean the item id's and if they have a grade attached to them. Grand/rare/ect, not like how regrading is done.
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