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Francesco's Leveled Creatures New Items

Discussione in 'Oblivion: Mod & Tweaks' iniziata da Alberto79, 21 Dicembre 2006.

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  1. Simone

    Simone Vice Amministratore Vice amministratore

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    Sì, facci sapere se si risolve. In caso, come ti ho già detto, nel readme c'è una sezione dove l'autore indica problemi/incompatibilità/bug? Hai seguito la procedura di installazione indicata?
     
  2. traditore91

    traditore91 Livello 1

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    e in ing (che non capisco) e se al traduco e peggio dell'ing in se e per se XD

    cmq quando istallo il game in data appaiono questi file "Oblivion - Meshes.bsa" cioè,le normali cartelle sono compresse cosi...
     
  3. Simone

    Simone Vice Amministratore Vice amministratore

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    Copia e incolla qui. Guardo io che con l'inglese me la cavo. [smilie=icon_biggrin.gif]
     
  4. traditore91

    traditore91 Livello 1

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    lascia stare XD

    intendo dire che non ci sono le cartelle meshes,texture e sound... sono in versione bsa

    cmq ecco cosa sta scritto:

    [spoil]This is just a small overview of what the parts of this mod do, check the readme after the installation for a complete and detailed description with examples / reference tables.

    MAIN FILE

    This is the required file for my mod to work, it's the core of the mod, where every change to the scaling system of npcs and items was done. Can't list every change here, check the readme after the installation. The main esm file also contains many leveled lists used by the optional parts.

    You can choose between a few variants of the main file.. you can decide to have Lyrondor's combat Behavior mod and/or MOBS mod merged into it, and you can choose between 3 different loot systems (where hardcore and extra-hardcore loot systems make valuable items rarer/a lot rarer compared to the normal one). You can also decide to install the mod with integrated Living Economy mod. A small description of the optional components you can decide to install togeter with the main file can be found below. Detailed comparisons between the various loot systems in the loot spreadsheet contained in the mod's dir. Since the 4.0 release the loot system is fully in game customizable via an easy to use in game menu, see the right section in the readme.

    -- Francesco's leveled creatures-items mod with Lyrondor's Combat Behavior mod --

    Lyrondor Combat Behavior mod, changes Ai combat/fighting behaviors... the goal is to provide more diverse fights... sometimes more challenging. The version included into this mod was tweaked to give creatures/generic npcs about a 20% chance to spawn with Combat Behavior tweaks disabled.. this will ensure even more diverse fights! More info about the combat Behavior mod can be found in the readme. This optional component also adds a feeling script, generic npcs like bandits will have a small chance to flee during combat, the chance is based on both the remainng heath of the npc and a comparison between the npc's level and the player's one.. so npcs weaker than the player will have higher chances to flee.

    -- Francesco's leveled creatures-items mod with MOBS --

    Medieval Oblivion Equipment Balance System, MOBS rebalances every weapon of the game giving them a more realistic and credible feeling. Range and speed will be lowered (way too high in the vanilla game) while the damage will be overall raised. Every material will now feel more diverse.. glass and elven weapons for example will be faster and lighter (with lesser durability too) while others material like ebony and daedric will have uber damages but won't be that fast, it will still be worth using higher lev materials.. but this increased diversity between materials will add a bit of realism. Arrows will do more damage and will be faster.. but thanks to the reduced backwards running speed close range archery won't be effective like in the vanilla game.. This could also increase the challenge for some type of chars. A spreadsheet containing detailed stats of every weapon of the game can be found in your Francesco's mod dir.

    -- Francesco's leveled creatures-items mod with Living Economy --

    Living Economy tweaks many things related to the economy of the game's world, the goal is to make it more credible and dynamic. Among the many things it does there are random merchant transactions (merchant's gold fluctuate at the start of everyday according to their mercantile skill, everyday a number of randomly simulated purchases/sales are calculated which alter the net gold of the merchant), dynamic barter gold/barter renewal (no more infinite gold, all player transactions affect a merchant's barter gold, If you sell an item for 400 gold, the merchant's gold will go down by 400 gold and vice versa). Aditionally, different merchant types will have different base gold values... smiths will have more gold than a common merchant reflecting the often expensive prices of arms, while a pawnbroker will have less. Different merchant types will reset their barter gold to base after different amount of days.. a common trader will reset their gold every 3 days by default, while a smith resets it every 5 days. LE also adds shop based prices (example: smiths will offer more gold for arms and repair hammers while paying nothing for miscellaneous clutter), quantity based prices (the amount of the item a merchant has affects its price, a smith having many hammers in stock will sell them cheaper), regional prices (different cities will offer different prices for different types of items).. and more (check the full readme for a complete list of changes). Note: This applies also to all the items of the new items add-on, installing this togeter with the new items add-on LE will take care also of every new item giving it regional/dynamic prices.

    OPTIONAL FILES

    A big secletion of optional parts is provided to let you tailor the game to your taste. I recommend to use all of them but if you dislike something feel free to uncheck it.

    You can find a small description of every optional part below. For much more detailed descriptions look in the readme after the installation.

    OPTIONAL FILES GROUP 1

    -- Francesco's optional leveled arena --

    Level capped arena combatants, they will have minimum and maximum levels based on their rank, their equipment will also be based on their level alone and not on player's level like in the vanilla game, in this way you will not be able to finish the arena at level 5 and if you start it with a very high level charachter the first fights will be easier as one would expect. Higher ranked combatants now have also a chance to use magic weapons. The arena champion is not level capped so it will always be a challange. Gold rewards are also increased for all ranks except the first one.

    -- Francesco's optional leveled guards --

    In the original game every guard leveled with you, so they were always a challenge even at very high level. With this part of the mod guards are level capped ranging from level 15 to 30, stronger guards usually (but not always) defend more important places. Night guards are sometimes a little weaker. You have to restart to have this part of the mod working at 100%.. read above in the leveled quests optional part section for info about this issue. Guards will aslo have torches in their inventories and will use them at night. This part of the mod now also adds more patrols along roads... you will find single guards patrolling roads or even small groups made up of 2-3 guards.

    -- Francesco's optional leveled quests --

    Tweaked main quests and guild quests, these quests will be much more static.. their difficulty will not be based on player level... if a quest is meant to be hard ... it will have strong enemies even if the player is low level, in this way you won't be able to become master of a guild at level 10. Loot you will find in these quests (and in the chests of their dungeons) will be based on their level and not on player level, so if at level 3 you try to finish a level 8 quest you will fight against level 8 enemies instead of level 3, and their loot will be the same as if you fought them at level 8.

    A few non quest related dungeons will also be significantly harder than the others for low lev chars.

    Shivering Isles Only - The forging Amber/Madness weapons system is completely redone in the Leveled Quests plug-in for a more realistic and non leveled experience (see the Leveled Quests section in the readme for more info)

    NOTE: It's HIGHLY recommended to start a new game for the optional files group 1 to work at 100% -- if you don't want to start a new game don't worry.. simply don't use this part of the mod and start to use it only after your next restart. Note: Restart from the sewers exit is not enough to have the optional files 1 working at 100% with every npc leveled to the right level, you need to restart from the very beginning of the tutorial.

    OPTIONAL FILES GROUP 2

    -- Francesco's optional dungeons chests loot --

    Boss chests at the end of a dungeon have more gold and better loot, normal chests around a dungeon have a bit less gold compared to the original game, this to make things a little more realistic, a bandit band should keep its gold and treasures in only one place instead of scatter them around a cave, boss chests will have gold and loot of the whole band while normal chests will have those of single bandits. You can expect to find about 50% less gold in normal chests but the total loot of the dungeon will be a bit higher becasue boss chests will have much more gold and also more chances to have gems, jewelry, potions scrolls etc. in this way after finishing a dungeon and killing the boss you can expect something worth the time. This applies to most types of dungeons but not to undead themed dungeons. This also will raise a little bit the chance to find armors and weapons in dungeons chests, making thieving and dungeon crawling in general more interesting, the difference is not big and not noticiable in a single chest but in a whole dungeon will let you find a couple of more pieces of armors/weapons. You can find an example of how this works in the readme.

    This part of the mod now also adds misc items like food, ingredients and clothes to dungeons chests improving loot variety by a lot.

    -- Francesco's optional houses chests loot --

    Tweaks middle and upper classes house chests to make thieving more interesting, diverse, and rewarding. In vanilla Oblivion houses chests were very poor and in no way rewarding for the thieves... this parts of the mod adds more weapons/armors to houses armories (increasing also their quality) with a chance to have also magic weapons and armors. The gap between middle and upper tresury chests is also now higher.. but not always an upper class chest will have better loot than a middle one.. it will happen most of the times though. Tresury chests will defenitely be more rewarding.. and also more diverse. Silver clutter value has also been raised a little bit.

    Detailed comparisons betwen how house armory and tresury chests work in the mod and how they used to work in vanilla Oblivion can be found in the readme.

    -- Francesco's optional dungeons chests locks --

    This optional plug-in randomizes chests locks making them lesser based on player level, chests with harder locks will usually also have better loot.

    Dungeon chests that used to be always locked will also have a small chance to be unlocked.. while chests that used to be always unlocked will have a chance to be locked with a random lock. It also adds a small chance to put traps on locked chests.. the strenght of the trap is tied to the difficulty of the lock. The plug-in adds also a very small chance for every dungeon chest (NPCs themed dungeons only) to be locked and trapped with a "guardian" near the chest holding the key to open it, the difficulty of the guardian is random.. the higher his strenght.. the bigger the loot inside the chest.

    OPTIONAL FILES GROUP 3

    -- Francesco's optional chace of stronger bosses --

    Adds a small chance to spawn a stronger bosses compared to the usual ones. Their loot is based on their level and not player level, so if at level 1 you find a level 7 boss, this will have loot as if you found it at level 7. The chance of a stronger boss spawning is 16.6% for NPCs and 20% for creatures, if this seems high to you consider that we are speaking of dungeon bosses, a few dungeons do not even have a boss and most of the others have only 1 boss, so a 16.6% chance means that you will find a stronger boss once every 6 dungeons you explore, so it won't happen often. These bosses now have names, personalized combat styles and loot.

    Reference tables showing how this part of the mod works are in the readme.

    -- Francesco's optional chance of stronger enemies --

    Adds the chance to spawn stronger higher level enemies. For what concerns the wilderness.. this chance is regional based.. it will vary on how far you are in the wilderness, for dungeons it will vary a little from one to another according to how many spawns of this type are placed into it. There's a total of 260 new unique npcs (320 if using the SI version) each of them with an unique, racially appropriate, name, with a personalized loot based on their level and not on player level and with different combat styles.. there are 3-4 different combat styles for each type of npc.. for example one could more likely dodge blows while another could do more power attacks, this will give an unique feeling to each of these enconunters. For what concerns creatures there will be a small chance for every spawn in a dungeon or in the wilderness to fight stronger creatures compared to the ones you can find in that place at that particular player level.. so if at level 1 you can only find regular goblins there will be a small chance to find a goblin skirmisher/berserker or even shaman.. their loot will be based on their level so if the warlord is a level 18 creature his loot will be as if you found it at level 18 even if you are level 6.

    -- Francesco's chance of more enemies --

    Aimed to those who like a more hard and/or action oriented game.. it will increase the number of enemies found in dungeons. This part of the mod is aviable in 3 variants: normal/hardcore/extra-hardcore. I would recommend the normal version to any of you who wants a little more challenge and more diverse dungeons while keeping the original game feeling untouched, the hardcore version mostly to those who like more action and/or much more intensive dungeons, I recommend the extra-hardcore variant to those who seek a very hard and arcade game (high end system is recommended for this variant). A comparison table showing how the 3 different variants work can be found in the readme. To keep the game someway balanced (it will still be harder, but not impossible) when 2 or more creatures are spawned they are taken from different spawn lists where weaker lower level creatures are more common than stronger ones.

    OPTIONAL FILES GROUP 4

    -- Francesco's optional more wilderness life --

    This optional plug-in will add new spawn points to the wilderness to fill the previously empty areas. Mainly aimed to those who want more action in the wilderness, if installed togeter with the creatures add-on, this can also help to see more inter-faction relationships between animals/creatures (credits to Dae).

    The plug-in is now aviable in 3 versions: normal, hardcore, extra-hardcore.

    -- Francesco's optional new adventurers --

    Adds many new types of adventurers like Tomb Raiders, Bounty Hunters, Vampire Hunters and many new common Adventurer variants. You will have a chance to meet them (even in small groups) in most types of dungeons. Tomb Riders are found in Tombs.. they usually use stealth to avoid the undeads and reach/loot the chests, will often see you as competitor and may attack you. Bounty Hunters are found in bandits caves/hideouts.. they won't loot chests.. just look in the dungeon for their mark, may see you as a competitor and attack you. Vampire Hunters are found in vampires themed dungeons, they, often in groups, look for vampires to kill.. will usually ignore the player.. unless he's a vampire too.. in this case.. he will be attacked on sight. Adventurers can found in any dungeon type.. often in groups, can loot chest, some of them use stealth.. are usually friendly.. but will attack the player on some occasions.

    -- Francesco's optional vendor tweaks --

    In vanilla Oblivion you used to find chainmail/dwarven mithril/orcish armors and weapons in the loot of monsters before seeing their appearance in shops, so for exemple by the time you saw an orcish armor in a shop you already had a full set of it found in marauders loot, this made armor/weapons shops nearly useless after reaching level 6-7, now you will find those stuff in shops many levels before the original game but at increased prices, I had to increase prices because if not it would have been too easy to buy certain items at the very first levels, it's a sort of trade-off.. want a weapon before? Ok just pay more than it's normal value.. do not want to pay that much? Wait few levels and you will may find it in the loot of a killed enemy.. I think it makes much more sense than in the original game. Prices were increased (of about 30-50% depending on the item) only for dwarven-orcish-chainmail-mithril armors and silver-dwarven-elven weapons in shops, those found in monsters loots will have the original value.

    OPTIONAL FILES MISC

    -- Francesco's optional new items add-on --

    Adds new third party armors and weapons. There will be a chance to find them in every type of loot, chests, npcs/creatures loot etc. The chance is not big.. you will still get vanilla items most of the times. High lev items are rarer compared to lower lev ones. Lower lev items will also have a chance to spawn in vendors. There are also 2 magical variants of every new item.. the current add-on features about 1.400 new normal+magic items.

    The weapons and armors were rebalanced to fit well in the mod.. most of the them were simply too powerfull. A full list of included items can be found in the readme. Screenshots of all the included stuff can be installed too if you want. Keep in mind that you have to download and install the add-on containing all the textures and meshes of the items.. the esm file alone will not work!

    -- Francesco's optional new creatures add-on --

    Adds new, quality, user made creatures to my lists,, you will have a chance to fight them mixed with the old ones.. chances to find a new creature are however smaller compared to vanilla ones.. about 1/5..The add-on currently features about 120 new creatures of many types/level ranges (the full list of included creatures is in the readme) and dozens of new retextured variants of existing creatures/aniamls.. this will give unmatched variety in all circumstances. This part of the mod is aviable in a few variants.. you can install it with/without a size rescaling script and with/without additional Ai/Behavior scripts... more info below. Keep in mind that you have to download and install also the add-on containing all the textures and meshes.

    Francesco's new creatures add-on with size rescaling script

    This script will dinamically, randomly resize creatures/generic npcs heights (within realistic ranges) applying also stats changes realed to the new height, bigger creatures will get a small boost in health/stats.. the increse is directly related to how much the creature get rescaled.. if it will be 10% bigger it will receive a 10% health bonus and a 10% bonus in all stats.. while if it's 5% smaller.. it will get a 5% malus to health/stats. The heights variation is not completely random.. to give a realistic experience creatures will most of the times have an average size while ones with noticiably bigger/smaller sizes are rarer. This script will affect both the new creatures and the vanilla ones/generic npcs. This script is mainly aimed to increase variation in encounters, thanks to it, for example, when you will encounter a group of bandtis.. these will realistically vary in height and won't be all the same.

    Francesco's new creatures add-on with new Ai/Behaviors scripts

    These scripts will give animals a more credible attitude towards you.. they will flee/attack you depending on a few factors like their agression level and their confidence, non agressive animals will also turn towards you as you approach. These scripts will also give a chance to skeletons/zombies to rise back from death after a few minutes you have killed them increasing variety and unpredictability in undead themed dungeons. The amount of health it will have after raising from death is based on how much time it remained dead.. if it will rise after only a few seconds.. it will be very low on heath

    It also adds many new ingredients including Axebane 2.5 ingredients/pelts + a few new ones added by me to the some of the new animals (so, for example, the hell hound has a piece of hell hound meat.. which is a powerful reagent with resist fire/fire shield/fire damage effects).

    This component will also tweak the factions system.. adding more factions and tweaking factions relationships to make them more credible and realistic, animals like wolves/lions/bears/boars and creatures like ogres/trolls/minotaurs will have their unique factions and may randomly attack each other depending on their aggression, so, for example, you many now see, sometimes, ogres fighting trolls or wolves fighting boars, smaller creatures/animals have smaller chances to attack bigger ones.

    This optional component now adds also a new AI package to aniamls giving them the ability to look for water to drink.

    Francesco's new creatures add-on with new creatures higher spawn frequency

    This optional component will make the new creatures more common, you will encounter them more often.

    The new creatures add-on is also fully in game customizable, via a simple in game menu you will be able to adjust most of its scripts to your liking (rise/lower the factions relationships modifier for more/less factions fights, rise/lower the size rescaling chance and the max/min scale caps, rise/lower the chance for animals to flee when low on health, rise/lower the chance for undeads to rise back from death and its timer).. check the right section in the full readme for more info.

    -- Francesco's level up mini mod --

    Changes the amount of skill gains required to level up from 10 to 12. Leveling up will be 20% slower, you will also be 20% stronger in terms of skills compared to a same level character leveled up with the classic 10 skill/1 level system, also.. those 2 skill gains more per level will help you to have better stats multiplers, while this will not make a noticable difference at lower-mid levels, at higher levels (15+) this will help you to become a bit stronger compared to leveled npcs.

    -- Francesco's respawn time -- Francesco's day length rescale --

    This will change the respawn time of exterior cells and dungeons and/or the length of the day. In the original game the respawn time was of 3 days.. many think that this is too short, in my mod you can raise it to 7, 10, 14 and 21 days. There is no value that I would recommend to every one.. it depends on your gaming style, keep in mind that every time you enter in a cell the respawn timer will restart. For this reason an high value could not be the best choice if you usually do not travel with fast travel, I would suggest 3 or 7 days if you never fast travel, 10 or 14 days if you sometimes use fast travel, 21 days only to those who most of the times use fast travel.

    For what concerns the length of the day.. in the original game time passes very fastly.. if you play 1 hour 30 game hours will pass.. in my mod you can, if you want, rescale the length of the day making it longer, you can choose among 5 different settings.. 1-12, 1-16, 1-20, 1-24 and the default 1-30. This is mostly a cosmetic change but having a longer day can improve both atmosphere and realism. Depending on what you choose in the respawn time page the installer will hide some of these choices to prevent unexperienced users to choose something that could mess up their game, in fact having both a long respawn cycle and a long day can cause the respawn to not happen often enough

    -- Francesco's slower skills --

    Based on bofra's Level Rates Modified mod, this will make skills progression speed ( slowing in this way player leveling up ) slower.. you can choose between a 50% slower skills, 2 times slower skills and 3 times slower skills. Not every skill will be affected in the same manner, in fact some of them (those that used to raise slower compared to the other ones) will not be touched or will be affected in a minor way[/spoil]
     
  5. Simone

    Simone Vice Amministratore Vice amministratore

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    Vabbe', io cercavo di aiutarti, ma se non vuoi darmi i mezzi per farlo, non lamentarti se non risco a risolvere il tuo problema.
    Strano. Dovreti avere sia i file .bsa che le cartelle. Se non ci sono queste ultime, mi sa allora che hai qualche problema con il gioco, non con il mod.
     
  6. traditore91

    traditore91 Livello 1

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    scusa, intendevo lascia stare per il fatto delle e con e senza accento XD

    (ho modificato il mex precedente)

    cmq ora sto cercando di decompattarle...
     
  7. Simone

    Simone Vice Amministratore Vice amministratore

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    Ah, non avevo capito
    Ok, però quello non è il readme. Nella prima frase c'è scritto "This is just a small overview of what the parts of this mod do, check the readme after the installation for a complete and detailed description with examples / reference tables", in pratica dice che questo è solo una breve descrizione degli effetti del mod e che bisogna cosnultare il readme per informazioni più dettagliate, tra cui, presumo, anche la questione su incompatibilità e istruzioni per l'installazione varie...
    Boh, non so, non credo tu possa farlo, non dovrebbe essere questa la procedura di installazione...
     
  8. traditore91

    traditore91 Livello 1

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    allora: per de compattarle ci sono riuscito (risalutano nullo però XD); readme non c'è, si scarica direttamente l'exe... cmq ho provato con al grafica al minimo (cosi minimo che sembra fatto di carta il game e non c'è bisogno neanche delle torce perché non c'è il buio, il cielo e cose varie) e sono andato avanti... quindi ho abbandonato... grazie mille per l'aiuto cmq^^
     
  9. emmanu87ele

    emmanu87ele Livello 1

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    buongiorno a tutti!!sono nuovo e avrei bisogno di un consiglio, premettendo che il mio livello al pc è infimo...allora..da poco ho saputo di oblivion e subito l'ho preso..e mi sono imbattuto nelle mod..mi ha intrigato quella che si chiama francesco..io ho scaricato la versione full..ho fatto bene?una volta finito il setup che bisogna fare??..inoltre ho scaricato anche l'oblivion mod manager...mi potreste spiegare come funziona?cioè proprio che comandi devo dare?soprattutto per vedere se c'è un conflitto tra le mods....vi ringrazio anticipatamente per la disponibilità a rispondermi!

    ps mi aiutate anche con oblivion script extender??
     
  10. mingo

    mingo L'Oracolo Bergamasco

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    prima di tutto , benvenuto , secondo , se hai scaricato il Francesco's full a mio parere ti conviene scaricare anche filebase.php?d=1&id=399&c_old=12&what=c&page=2 che aggiunge numerosi oggetti , quando lo hai scaricato , apri il Launcer di Oblivion e clicchi su file di dati e dovresti vedere il francesco's attivato ( con la x nel riquadrino )e poi inizi una nuova partita ( quelle già iniziate potrebbero creare problemi ) , l'Oblivion Mod Magager è un simpatico programmino che fa un po di tutto , dall'aggiornare le cartelle quando hai istallato un mod , a quello da te citato , ma , se metti mod come il francesco's o l' OOO , ti dirà sempre che c'è qualche conflitto ...
     
  11. emmanu87ele

    emmanu87ele Livello 1

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    prima di tutto , benvenuto , [smilie=icon_biggrin.gif]
     
  12. mingo

    mingo L'Oracolo Bergamasco

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    beh , quello dipende dal livello , mana mano che avanzi , ti trovi delle armi/armature in base al tuo livello , per non parlare poi dei giretti nelle lande selvagge
    di niente , quando posso ...
     
  13. emmanu87ele

    emmanu87ele Livello 1

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    capito...quindi mano a mano che avanzo ci saranno delle novità..

    ma la mod francesco contiene anche le armature per i cavalli?oppure devo mettere un'altra mod?grazie!
     
  14. mingo

    mingo L'Oracolo Bergamasco

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    no , per quelle ti occorre il mod ufficiale " Bardature per tutti " , contenuta nell'espansione Knight of the Nine o scaricabile a pagamento dal sito ufficiale [spoil]essendo che i tipi di bardature sono 2 , puoi sempre scaricare qualche moddino che te ne aggiunge altre[/spoil] e poi , [spoil]questo è il topic riguardante al francesco's , per altri mod , chiedi nei rispettivi topic ,e , se non c'è , lo puoi creare tu[/spoil] . ok ?
     
  15. emmanu87ele

    emmanu87ele Livello 1

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    Re: [TOPIC UFFICIALE] Francesco's Mod

    tutto chiarissimo!!!agli ordini :lol: grazie!!
     
  16. ste579

    ste579 Livello 1

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    domanda... qual è la prima cosa nel gioco (specifico che ho iniziato una nuova partita) che mi fa capire di aver installato correttamente la mod?? grazie in anticipo... bye bye
     
  17. bax69

    bax69 Supporter

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    Vai all' università arcana, guardi a destra e se vedi il negozio di Midas vuol dire che il mod funziona
     
  18. ste579

    ste579 Livello 1

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    grazie.. ci provo subito... :lol:

    Aggiunto dopo 6 minuti:

    Altra question... serve Shivery's Island per far funzionare la mod? o i cavalieri dei nove??
     
  19. bax69

    bax69 Supporter

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    Re: Francesco's Mod

    Scusa poco fa ho detto una cavolata mostruosa ero convinto che si stesse parlando del Midas Magic... [smilie=icon_datz.gif]

    Dunque SI o altro non ti serve in quanto nell'istallazione del mod ti viene chiesto se hai già installato SI, in ogni caso funziona lo stesso.

    Per la domanda di prima non saprei che dirti, se hai installato tutto del mod basta che vai da un mercante qualsiasi e vedi quanti soldi ha a disposizione (se la cifra non è tonda es. 500, vuol dire che il mod funziona) oppure fai caso a quante scritte non italiane ci sono
     
  20. mingo

    mingo L'Oracolo Bergamasco

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    Beh , innanzi tutto , ha un file exe , perciò è molto difficile che non funzioni alla prima , poi , oltre a quello che ti ha detto Bax , è abbastanza che ti fai attaccare dai banditi che trovi lungo tutte le strade , dovresti iniziare a trovare oggetti tipo il martello di ferro a 1a mano , e/o , l'armatura di pelle morbida ( è simile a quella dell'arena , ma è color cachi , in più , i combattimenti sono piuttosto ostici fin dall'inizio :lol: