Zoltec, Why is the mes/discription.mes file missing in that package? curiousity, I am going to test the new module pack soon, in advance, good work. Also noticed that thee SCR folder with the python scripts are missing too, when I summon the owl, nothing happens, it only inserts the generic owl icon into my inventory and does NOT call the actual model How do you plan to show the actual summon model without using python script? also , where is the behavior script for the model if you do show its summoned? I would think you need a script for its heart beat to follow the leader or its summoner. also it should be a sort of attachee to the party, like under a charm spell script. I dont see any Python script or a SCR folder with the python scripts inside the package.
Well, I get your point. It can't be help, since, your risking you're reputation and line of work. Thank you for the tool, it will best serve the community someday, like today. The proof is here. Anyway, If I would be able to link the animation with the .SKM file (still persistent :blegh then what would prove extremely helpful, since, there are already existing animations found in the .SKA file. If its doable (manually) then that will do. But of course researching this w/o proper knowledge like mineth would be futile and useless overtime... EDIT Hmm.. Yeah I implemented it differently so it can be installed on co8 modpack with ease and flexibility. Sadly, I did not implement/include the script. But I can do a version of it for you, if you want! I'm still using the old proto # of the familiars (existing). That said, I only require protos.tab to link their model ID to the ones I created in meshes.mes i.e. {1207} to {1214} protos.tab -> proto ID of familiar -> set model ID of familiar to 1207 meshes.mes -> add row that would link to the said folder i.e. {1207}{monsters\Hawkn____\hawkn____} Monsters\Hawkn____\Hawkn____.SKM
XVicious; I could only link a new custom familiar model but creating a new familiar button is impossible, lest we begin to modify/rename the text on the selectable familiar list (in-game). I know its possible to change the text on the list, but I have to trace first its connections. I would be able to give you a thorough guide on that, since, your making a new module. Well, you have to create a new game. Choose any alignment, then pick the wizard one. When you are in the vignette or in the shop map, summon it through your wizard using the circular-menu, summon the familiar, then right-click again, on the circular-menu point it to the backpack icon, click the name of your familiar, that will do it. Second question. In ToEEWB, the hawk familiar has 3 scripts; san_dialog 336, san_dying 336, san_start_combat 2. Its AI strategy type is Flanker (no ranged), if you are looking for AI strategies, look for strategy.tab if I correctly recalled.
Ok so you have not included any scripts for creating the models appon call familiar. nor have you included the script for san_use_item to call the model appon request? just so you know, and I get this clear, thee scripts I provided are the means (I was using) to render the model during the actual summon , thee thumb shows the model appearing directly the same time you click ok after naming, and at the same time thee particles for summon occure so dus the render of or appearance of the model you selected. Im not sure the script numbers conflict to what CO8 mod pack is using but I will try to match thee mesh numbers and proto's your using. The reason I would have like a discription file was because I could have used that as a refernce (protos tab id number). Do you plan to support the addition of these script files for installation purposes? ; Or ones that your using? ; Or new ones? So that when you install this mod, it works no matter what version of the game you have. "new button" btw: It was not the button press detection that sets the script off it is the insert of the familiar icon into the inventory that the script catches it then creates the model using game.obj_create(...) D&D rule fact: when you dismiss a familiar you cant re-summon it for a year and a day "so creating the model in form in toee should be done the 1 time you summon it per 1 1/365 year" this is what I had for meshes.mes you can ignore the familiar paths if they dont match, but more the numbers is what is important //XVixious' Dragons {1210}{monsters\Dragon\RedD} {1211}{monsters\Dragon\BlkD} {1212}{monsters\Dragon\GrnD} //XV-Z Familiar's {1213}{monsters\Fam_\cat_\cat_} {1214}{monsters\Hawk__\hawk__} {1215}{monsters\Raven_\raven_} {1216}{monsters\Weasel__\weasel__} {1217}{monsters\Bat___\bat___} {1218}{monsters\Lizard\lizard} {1219}{monsters\Snake_____\snake_____} {1220}{monsters\owl___\owl___}
Yes, I did not. I see, well its intentional. I'm refraining myself from using any extras, since, they are already available in description.mes. This is a known fact. Yes, I'm fully aware of your purpose/intentions. It'l makes easier for the module developer to call the item using the console~ then summon the actual model plus you don't have to wait for another yer for you to summon the beasties. :blegh: Well, I could support that very purpose for your module but not the co8 module, since, they are very consistent on things like this. What I'm avoiding is the meshes.mes conflict, let's say I downloaded co8 v7.9 then I'd made a mod for it. The meshes.mes is touched by me. Then the co8 team releases a co8 v8.0, they altered their meshes.mes for update purposes i.e. new monsters etc. If I pasted my mod which has meshes.mes of co8 v7.9 it will corrupt the meshes.mes of co8 v8.0 since I'm applying the old one, and the new ones are rendered useless, it may even cause CTDs while in-game, when the model ID is not found. This is true to other files. That's why consistency has a part in it.
well the idea I had here was to help you get out of the developmental stage and into a lamen term module addition that worked with any or most modules too date. ergo using the python script to create instead of thee console~ python uses most of the same script the console uses python, du uh the idea here was to make the numbers and python script numbers compatible with CO8 like wize I am a critic when it comes too over doing the module thing, like adding supurfolous entries into the meshes.mes and discription, er go the CO8, I am a little scepticle about the surpurfolous entries, but not knowing the actual module too well, since I havent really ran the most recent, it does seem a little drastic to use so many new meshes slots since they was all unmoddified humanoid or improvised temp replacements. it being consistent would be a little bold to say @BELOW Go to sleeeeeep budy :zap: :blahblah: :jerkin:
Haha, well. So you'd know that I'm half-asleep now. Words are a little bit flashy... (lame excuses). But its a fact! :blegh: I see, well that will be one step ahead if its implemented. Sorry, if I did not understood your words correctly. Anyhow, this would prove useful. And will implement it on my/our future mods. That's fine. Improving things is not a problem, but a gain. Keep up on this, we/you might be able to perfect the optimizations techniques for toee.
Updated -=KoS=- Enhancement Pack; October 21, 2013 It is now compatible with v8.0.1, take note of the version number! Added Features -> New console interface -> Overhauled Familiars Download at my first post.
There's a little mistake here. Models are too large forgot about the scale parameter, my bad :scratchhe. I'll re-update the zip file. Just download and overwrite the same files to update it. Already uploaded! Goodluck!
Otis badass model + beard! Yo Xvicious! I need you to integrate the spawning script (familiars) to our mod, use the latest mod file @my first post. Tahnks.
No not yet Ted, it's too early for that, I haven't released the ultimat.... Owww he's missing his killer eyebrows ... duh. You want thet model?
New model for haflings? Watcha say? Say! Elmo have been shrunken by me right noww. This can be achieved by swapping the .SKA file of Elmo-es...