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Author Topic: Variant Classes Mod Information  (Read 81799 times)

0 Members and 37 Guests are viewing this topic.

Re: Variant Classes
« Reply #75 on: »
Good news. Spaceman84 just gave permission for Voidseeker to used. The permission extends to anyone who is interested as long as credits will be given. :)

Re: Variant Classes
« Reply #76 on: »
Hmm. You should list gytfunke and TwinkleMeister/TwinkleToes permission too.

And about merging FEP, I'm going to hold it for now. I'll slowly attempt to fix through the skill bugs.
Thanks guys for your input.  :)

Re: Variant Classes
« Reply #77 on: »
On another note, I'm sorry that my opinion is too long, maybe see this as warning. :P
No, I'm glad you wrote it all out. I am an old fart / sorry I forgot all about the fun of modding  :-[


Re: Variant Classes
« Reply #78 on: »
On another note, I'm sorry that my opinion is too long, maybe see this as warning. :P
No, I'm glad you wrote it all out. I am an old fart / sorry I forgot all about the fun of modding  :-[
Oh...sorry Phanjam. I feel bad, I think I got overboard again...  :(

@Viz
Please download the elem blade dancer's files. I re-encoded the texture files and linked them up to their respective .dat.

Are you interested in the Futurist Class and the TechMage class. I think both of them are creatively made but both of them doesn't have custom icons. Also, futurist is quite recent, last update was June 2016.

Re: Variant Classes
« Reply #79 on: »
Futurist looks meh. And I can't load Techmage for whatever reason..  ??? I meant the game doesn't seem to detect it.

Re: Variant Classes
« Reply #80 on: »
Oh...sorry Phanjam. I feel bad, I think I got overboard again...  :(

No I am honestly glad, really! :) so don't feel bad!


Re: Variant Classes
« Reply #81 on: »
Since the next update cleans up the Model folder and changes much of the files inside Unit folder, there's a high chance that old saves will not be compatible after the update.

Sadly there's nothing I could do with it.  :-[

But the good thing is that, multiplayer issue might be resolved for good. And Linux/Mac users could finally get their hands to run this mod without crashes.

Re: Variant Classes
« Reply #82 on: »
With so many classes, making this mod MP stable will be a real plus for the player community!


Re: Variant Classes
« Reply #83 on: »
Changing models and unittypes doesn't make the player's character to be incompatible that easily. We need to test this on an old save before updating. But if you are sure about this already then I should make an announcement about it, to warn them in advance.

Re: Variant Classes
« Reply #84 on: »
Blade Dancer
Dragoon
Emberknight
Light Warden
Plague Lord

these classes' saves might not work correctly after the update.




Re: Variant Classes
« Reply #85 on: »
Then its either they make a new character or attempt continuing the game using mod unbinder.

(I tested old save with new changes with Plaguelord and I can safely say that mod unbinder works)

Should I make an announcement?

Thorf just posted and has no problem for Dragoon to be used in the compilation! :)

P.S. Are you still interested with Gunmage? Seems like a very creative work.
« Last Edit: May 02, 2017, 06:25:06 pm by doudley »

Re: Variant Classes
« Reply #86 on: »
Yes, make the announcement. NoddyEngineer mod prob going to get denied, for now.
Good to know more permission are granted :)

EDIT:
New version is up now, mod size is reduced to 60mb. I've pm you the link to the media folder.

EDIT 2:
Made a revision and corrected my grammar in the first post. 
« Last Edit: May 04, 2017, 06:58:33 pm by Viz »

Re: Variant Classes
« Reply #87 on: »
Go guys, Go!  ;D


Re: Variant Classes
« Reply #88 on: »

Re: Variant Classes
« Reply #89 on: »
I read that your fix made the mod to work on Linux.  :P
Good job @doudley , I could never fix that due to my lack of modding knowledge.

About WoW Paladin.. idk lol. I'm lacking imaginations and knowledge to create a new skills, so I mostly going to tweak skill %, make them to have 15 max level and add tier bonuses.

Also, it would be nice if there's more people to give their feedback. Or even rate the mod to show their appreciation for our work.

 

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