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Archeage Mod Pack
Discussion on Archeage Mod Pack within the ArcheAge Trading forum part of the MMORPG Trading category.
06/02/2015, 11:28
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#1336
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elite*gold: 0
Join Date: Dec 2014
Posts: 41
Received Thanks: 2
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The poles are awsome.
It looks pretty hilarious while bringing them up to surface tho
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06/02/2015, 13:53
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#1337
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elite*gold: 193
Join Date: Jan 2008
Posts: 2,656
Received Thanks: 2,447
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Quote:
Originally Posted by shyic
The poles are awsome.
It looks pretty hilarious while bringing them up to surface tho
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I'll work on a fatter pole, no pun intended, or see if the client has one in it already I can use.
Changelog:
- Fixed sound uninstall location, will uninstall properly now.
Thank's Verah who pointed that out
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06/02/2015, 14:23
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#1338
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elite*gold: 0
Join Date: Mar 2009
Posts: 382
Received Thanks: 21
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as you did for chests can you make soething similar for tradepacks and fish?
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06/02/2015, 14:46
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#1339
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elite*gold: 0
Join Date: Nov 2008
Posts: 12
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Really great job you did plox with treasure chests !
It's true that a fatter one would be even better but as it is now, it ******* rocks !
Much love !
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06/02/2015, 17:07
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#1340
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elite*gold: 0
Join Date: Dec 2014
Posts: 41
Received Thanks: 2
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As for tradepacks, maybe look at attacked beehive, it is simmilar size but has pulsing red signal on top of it.
I dont know how it works, but if you change tradepack for someting like pole it would look really strange on someones back, especially on zerg at abyssal attack :P
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06/02/2015, 17:24
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#1341
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elite*gold: 193
Join Date: Jan 2008
Posts: 2,656
Received Thanks: 2,447
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The abyssal packs are a seperate model from the other trade packs, all trade packs are splitup on how they are but the problem is either they are on the ocean or a persons farm the model would be for those changed entirely. How it would look on a person's back I'd have to let you know but more invested in finding or making a better model for the chests & looking into tst's.
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06/02/2015, 21:39
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#1342
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elite*gold: 0
Join Date: May 2015
Posts: 7
Received Thanks: 0
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pLOX, Added you on Skype. Mazdablaze
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06/02/2015, 21:43
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#1343
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elite*gold: 0
Join Date: Jan 2010
Posts: 73
Received Thanks: 1
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Plox can you make we confirm things like selling packs or other things just by pressing enter or something? You said was difficult to remove the confirmation of things since is kind global, but how about adding a key? would be faster to sell packs etc if we could just press enter to confirm...
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06/02/2015, 22:39
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#1344
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elite*gold: 0
Join Date: Jan 2014
Posts: 31
Received Thanks: 2
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what do you get from sunken treasure chest?
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06/03/2015, 01:39
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#1345
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elite*gold: 193
Join Date: Jan 2008
Posts: 2,656
Received Thanks: 2,447
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Quote:
Originally Posted by anudaw
what do you get from sunken treasure chest?
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Ship component scrolls + random ****. Some of the good ones give a hefty price off the AH, some the rest are ****, RNG but I myself doing it for a week made a good amount of gold off some the rare blueprints out of them.
Quote:
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You said was difficult to remove the confirmation of things since is kind global, but how about adding a key?
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I will try looking more into the interactions an see if I cannot input a key for it to sell but I can't promise anything.
Edit:
Changelog:
- Changed the jail escape, removed the gate since its both for haranya & nuian and only a barely used model.
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06/03/2015, 15:09
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#1346
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elite*gold: 0
Join Date: Aug 2009
Posts: 2
Received Thanks: 0
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I can't seem to get the chest poles to work (i've moved the file into the objects/env folder) I'm uninstalling and reinstalling the game now to see if that works. Also, the library doors are still there. Maybe the patch yesterday had something to do with it?
edit: did fresh install, uninstalled mods, copied new mods over and still no poles
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06/03/2015, 16:27
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#1347
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elite*gold: 0
Join Date: Dec 2014
Posts: 41
Received Thanks: 2
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Up
Do you keep full path?
Like:
Mods\game\objects\env\01_nuia\001_ndeco\quest\ndec o_quest_case04.cgf ?
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06/03/2015, 16:48
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#1348
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elite*gold: 0
Join Date: Aug 2009
Posts: 2
Received Thanks: 0
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Oh thank you! That worked!
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06/03/2015, 19:00
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#1349
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elite*gold: 193
Join Date: Jan 2008
Posts: 2,656
Received Thanks: 2,447
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I'll be a bit more descriptive in the readme on next update on were the pathing should be moved to so people are more understanding of what need be placed were.
Glad to be rid of 2 different files though for the prison and just removing the gate since some messaged me saying they didn't care about 'sneaking' out an they could just wait an roll out when none was looking so figured it best to just utilize one model instead of 2 seperate ones to achieve what was needed.
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06/04/2015, 06:19
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#1350
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elite*gold: 0
Join Date: Sep 2007
Posts: 40
Received Thanks: 24
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Quote:
Originally Posted by Ploxasarus
I'll be a bit more descriptive in the readme on next update on were the pathing should be moved to so people are more understanding of what need be placed were.
Glad to be rid of 2 different files though for the prison and just removing the gate since some messaged me saying they didn't care about 'sneaking' out an they could just wait an roll out when none was looking so figured it best to just utilize one model instead of 2 seperate ones to achieve what was needed.
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I just run through the library in big 40 man raids....if anyone actually DOES say anything, ill just attribute it to lag. you can do the same thing in the jail "OMG I JUST LAGGED OUT HAHAHAH RECKT CYA"
people will believe it.
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