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Author Topic: Variant Classes Mod Information  (Read 81675 times)

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Re: Variant Classes
« Reply #45 on: »
Quote
:P
How do you even replace the spawnclasses?? Are they left inside its original mod files??

I can re-update the mod as long you needed to.
I've checked and the original mod files has no spawnclasses as well. Gotta create it from scratch.

Re: Variant Classes
« Reply #46 on: »
Wow....I can't imagine how you will be able to accomplish that...I would love to help you out but my class modding skill is rather on the nay side :D

Re: Variant Classes
« Reply #47 on: »
Don't worry, I'll try to do it some time later.  ;)

Re: Variant Classes
« Reply #48 on: »
I'm done posting announcements ;D

Catch up with you later, don't get burned-out! :D

Re: Variant Classes
« Reply #49 on: »
Oh yea btw, you can probably put a list of mods that might conflict with this mod.
- Darkthan's Classes (Conflict with Wildling and Plaguelord)
- Far East Pack 1/2 (Conflict with Monk. Plus FEP have 2 variations of Monk as well)


Re: Variant Classes
« Reply #50 on: »
I've received a report of game crash on main menu start after the update. Can you try the steam updated version of Variant?

Re: Variant Classes
« Reply #51 on: »
I've received a report of game crash on main menu start after the update. Can you try the steam updated version of Variant?
Hmm, I did and I'm not crashing. Maybe its related to other mods?

 

Re: Variant Classes
« Reply #52 on: »
Btw, permission and acknowledgement have been granted by Ser Williamson, Squid Pro Quo, and Nigel Thornberry.

We should also try making compatibility for Multiplayer mode (don't ask me how but we should at least try)

Re: Variant Classes
« Reply #53 on: »
It's nice to have their approval.  :)

Multiplayer/online compatibility, that's probably.. beyond my capabilities.
« Last Edit: April 23, 2017, 09:05:30 am by Viz »

Re: Variant Classes
« Reply #54 on: »
Hey @Viz!

I was wondering if you could lessen the mod's file size by merging some of the classes' model folder into one. Like Plaguelord for instance, only adds custom special animations, this class can simply be left inside HUM_M and HUM_F folder then make plaguelord has its own .ANIMATION, let say PLAGUELORD_F.ANIMATION and PLAGUELORD_M.ANIMATION. Same goes to other classes that didn't even modified original animation files (.SKELETON). But if you already tried to do this before then nevermind what I've said. ;D

I also attached an archive containing Variant's UNITYPES folder, replace your existing folder with this one. There's a huge chance this can prevent some unknown issues and most probably multiplayer/online issues. This will also make the Dragoon Class benefits from berserker's equipment, as I believe the original author has intended for his/her class.

And you can delete MEDIA\UNITS\PLAYERS\ARBITER because it hasn't been modified.

Re: Variant Classes
« Reply #55 on: »
Hi Viz and doudley. Just to confirm we did save a LOT of filesize on TL1CP by letting all the classes work from just one MODEL folder (it was Anarch's idea).


Re: Variant Classes
« Reply #56 on: »
I kinda managed to clean up the Models/PCs/Hum_ folder.. mod size is reduced to 58mb. But I run into some problem.

Emberknight has no visible model and Lightwarden is missing from character creation.
I've point their meshfile directory to the correct file but the issue still persist.

Any idea why?  :o
« Last Edit: April 24, 2017, 10:07:02 am by Viz »

Re: Variant Classes
« Reply #57 on: »
I hope you backed up your files before doing this :P

Anyway, if you can send me the models folder I can check them too.

Please redownload the UNITYPES folder.

Re: Variant Classes
« Reply #58 on: »
Here.

bla_hum is Blade Dancer
dra_hum is Dragoon
pl_hum is Plaguelord
ek_hum is Emberknight
lw_hum is Lightwarden

bla, dra and pl_hum works fine but not the latter two.

Re: Variant Classes
« Reply #59 on: »
Please download the archived file that contains linked to (the new) resource version of the mentioned above classes.

 

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