they are in the short_protos.tab file included in the XV dragon adds zip @ post #1 http://www.co8.org/forum/showpost.php?p=126325&postcount=1 or you can find them in protos.tab in same zip file I had successfully added three dragons to protos and the game linked the discription and the meshes.mes
I don't mean anything much in requesting to take down your package links (just a friendly advice), but the fact that protos.tab is abnormally shrunken, there's no garauntee that it will work on other co8 installations. I always use ToEE World Builder to edit protos.tab safely. Here's the link EDIT Lol, I've read again your installation instructions and notice that it's not for co8 installation but for vanilla ones. You've got me on that one.
I've read this one and been intrigued on their hitdice and stats REF might be interested in some way of things. Anyway, I don't want to interfere much on the details of your mod. I'll just encode them based on your given instructions.
yea, that is why I inlcuded the Short_proto.tab for CO8 mod users, you can install them using that if you want. but you need to change the ID's # of course Co8 MOD is using all the spaces available for a working new monster or NPC inside. the proto's, seems a bit superfulous. I notice this when I looked at your discription file for CO8 mod, you added chimera, the only space free I saw there was that, the rest where all filled in. these are the only slots that work for adding a new monster // 14000 - 14999: NPCs original Toee only used up too 14450 I notice Co8 spent some time filling in around 550 some NPC spaces in those slots SO, I using the original Patch 2 version. this is a sort of independent MODULE not ment for C08 MODULE but it could be installed there I would like to create a new Module based on expansion of the original story line where there are side quest branches, inlcuding new monsters, scripts maybe, and new maps. I think It would be possible for myself to create the MAP clipping needed for those maps using my dag tool set I still dont understand world builder's uses or how to use it or apply it.,
Its kinda appearent and obvious CO8 was not expecting new Monster's, because the original model MODDERS never created the appropriate tool for models that had more then 1 BONE , my tool set can handle any model, and bone count in TOEE having a Dragon or Chimera was not so EZ espicially ones with animation maybe Gaear and Agetian would agree with this statement
I remember there was a tool (has same capability of yours or not) that's supposed to be added in Co8 but its not completed. Since, then Co8 is glued in using the same monsters. Actually, creating a new module like Ted's or Co8 is not bad. ToEEWB is a great tool to create one! I'm also planning a real barebones Co8 modpack of v8 where most of the adjustments and bugs are finalized and fixed. So starters who'll create new story modules can use it whereas almost of the bugs are fixed. Though it will be a real pain in the ass for me, and I doubt it. Also, I'll take a look of the non-NC version it might be it.
That might be true , but I am really not sure, I saw 1 thing in the keep of boarder lands that looks different as a model goes (monster), I never saw in game though there was the new weapons I see there, those usually only carry one bone so creating those is more simple.