Arx Fatalis now on moddb

Post » Sat May 12, 2012 8:19 am

http://www.moddb.com/games/arx-fatalis

Post your mods, reviews, or just drop a comment on your experiences. A great game with its source code released can't be missed especially not by its fans.
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Jonathan Braz
 
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Post » Sat May 12, 2012 3:02 am

Hoping for some mods. http://www.moddb.com/games/arx-fatalis/mods http://www.moddb.com/mods/arx-end-of-sun
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Alexandra Louise Taylor
 
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Post » Sat May 12, 2012 2:35 pm

So there are no mods available? I'll soon be playing this gem again.
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Laura Hicks
 
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Post » Sat May 12, 2012 2:37 am

So there are no mods available? I'll soon be playing this gem again.


No, no mods which is surprising. Even with ArxPak and source code out there...

The link on Moddb from Shasow is acutally a ground-up design on IDTech4 engine, so technically it will be it's own game on the IP (approved by gamesas and Arkane).


There is however a http://arx.parpg.net/Main_Page in development using the source code. Not entirely sure what the demand is on that or where the team is in production.
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Joey Avelar
 
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Post » Sat May 12, 2012 3:16 am

No, no mods which is surprising. Even with ArxPak and source code out there...

The link on Moddb from Shasow is acutally a ground-up design on IDTech4 engine, so technically it will be it's own game on the IP (approved by gamesas and Arkane).


There is however a http://arx.parpg.net/Main_Page in development using the source code. Not entirely sure what the demand is on that or where the team is in production.

I see. By the way, I read your FAQ, a job well done!

I suppose I'll ask here - how would you go about allocating the skill points in character creation?
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Brooke Turner
 
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Post » Sat May 12, 2012 1:21 am

I see. By the way, I read your FAQ, a job well done!

Thanks. I would like it be a community project, so feel free to contribute.

I suppose I'll ask here - how would you go about allocating the skill points in character creation?

That's a tough question to answer. It really boils down to what archetype you plan on focusing on; stealth, combat, or caster. The two skills I have found to be the most necessary to succeed in Arx regardless of "class" is Object Knowledge and Casting. A few I would not even bother with are, Ethereal Link and Projectile (Archery plainly svcks in this game).
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ijohnnny
 
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Post » Sat May 12, 2012 1:05 am

I object!

Actually if you get your Projectile up to 75, you fire 4 arrows at once from your bow, which is quite funny and powerfull, especially if you have Lord Inut's bow :D


Also its worth nothing that there are 2 mods for Arx I have found online thus far.

Enchant and Balance mod -> http://www.ttlg.com/forums/showthread.php?t=125765

And a nvde patch -> http://www.gamershell.com/download_3823.shtml

I'd really love and appreciate it if any of the great modders and artists that create texture replacers for Morrowind and Oblivion give this game a whirl, since the game really needs a makeover, despite still looking pretty good for a 2002 game.

I am also in the process of studying the scripting language Arkane used, and will attempt to make my own mods, its just that i don't have the time right now :/
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Matthew Aaron Evans
 
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Post » Fri May 11, 2012 10:41 pm

I was actually just looking to find where the textures are in this game to try and replace some of them. The only loose ones I could find are under "arxfatalis/graph/obj3d/textures" and there are only a few of them there. I'm guessing the majority of them are compressed in the data.pak, and data2.pak files. I've been looking but I can't find any way to get into those as they seem to be specific to this game.

[edit] Okay I just found a way to get into some of the texture files (using DragonUnpacker and the HyperRipper feature in it), so now all I need to figure out how to do is get new versions into the game.
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Juan Cerda
 
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Post » Sat May 12, 2012 12:15 pm

You can unpack all of the game components with ArxPak if you need a link I'll provide.

IIRC though, the textures were .bmp file format and there were some issues the game had if you changed the size of the textures, though that may have been fixed in the latest versions of the game, I dunno.
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ijohnnny
 
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Post » Sat May 12, 2012 7:58 am

http://teachsolaisgames.com/utils/ArxPakFull.zip direct link.

They're a mix of bmp, jpg, and ftl types.
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No Name
 
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Post » Sat May 12, 2012 12:25 pm

Don't know how I missed that one. Thanks guys :smile:

Not sure if I'm doing something wrong though. After I click the Arx Fatalis directory a blue bar appears with a black box on top, and the program says "not responding". Is it just taking time to load everything or did I do something wrong?

[edit] Nvm, it was just taking a while.
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Jordan Fletcher
 
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Post » Fri May 11, 2012 10:39 pm

That's an older version of ArxPak, and it has some problems with unpacking, repacking and viewing some things. Use the latest version -> http://www.mediafire.com/?95gmm5rbsjaugq4

Aren't the .ftl files the models that the game uses? I swear, the framework they used, THEO Game Builder or something like that, is like a phantom. I can't find any information about it anywhere...
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Anna Beattie
 
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Post » Fri May 11, 2012 10:37 pm

That's an older version of ArxPak, and it has some problems with unpacking, repacking and viewing some things. Use the latest version -> http://www.mediafire.com/?95gmm5rbsjaugq4

So ArxPakFull was still missing a dll... Interesting, and thanks for the find, Dothan! FAQ and Compendium thread has been updated. :cool:

Aren't the .ftl files the models that the game uses? I swear, the framework they used, THEO Game Builder or something like that, is like a phantom. I can't find any information about it anywhere...

They appear to be models in the preview, and research leads me to http://www.okino.com/conv/exp_flt.htm?gclid=CKrd07vygK8CFcbc4Aod2xIe5A
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Jonny
 
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