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Author Topic: Pet Variants Mod  (Read 43858 times)

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Re: Pet Variants Mod
« Reply #345 on: »
Something I have to say, I have to keep the mod Variant to a reasonable size so I may have to recompress some files.

@Korzeam:  I will go ahead and re-prep my textures from source, then.

DXT5, without mipmaps, correct?

And for the dragons I'm not going to implement them all, these files are particularly big.

To save you some trouble, I will eliminate the subtler color variants from the archive (they annoy me too).  That should leave you with 4-6 additional dragon textures, at most.
I am off to Tamriel, seeking new adventures, great and small.  One day, I might return to Novastraia and show what I have learned.

Re: Pet Variants Mod
« Reply #346 on: »
@Korzeam

In Dark Transformation on Deathknight skill, Pet & Minions can grow. I thought, what if you made a Passive Spell Scroll for Variant Pet. Which can make a pet grow & get skills when it reaches every certain level. That way you don't need to give skills one by one to each Pet in the Pet Variant. ;)

Unless you will give unique skills to some Pet. For example, Dragon with fire breath, Spiders that spray spider webs, etc. :P


I also hope that there are some Pet Variants that can be a Range attack type rather than being made into a melee attack. Not all of them, but some that are fitting if made like that. For example:

- Flamekegger Dwarf -> Fireball
- Mech Construct -> Machine Gun
- Netherim Spinethrower -> Glaive Thrower
- Lich -> Nether Spell

That way you can choose a Pet with a melee attack or a range attack to accompany you in your adventure. :D



Can you also remove Beam from "Goblin Treasure, Grand Regent & Dark Alchemist" ? because it's quite disturbing when we playing. :(
Or change the beam be like a Semi Beam in Avatar Pet. ;D

Also add dragon skin from Lesser Dragon

Find good new monsters if added to the Pet Variant. I found a kind of Kraken monster in Epic Encounters Mod.
Spoiler: Kraken (hover to show)
« Last Edit: February 17, 2019, 04:48:39 am by Sch123 »

Re: Pet Variants Mod
« Reply #347 on: »
Which can make a pet grow & get skills when it reaches every certain level. That way you don't need to give skills one by one to each Pet in the Pet Variant. ;)


Honestly, that sounds more complicated than simply "gating" 1-2 vanilla monster Skills (per pet) to character level.

Mind you, I am uncertain if [AI] blocks (a StatWatcher variant, which enables / disables monster Skills based on environmental parameters) support Character Level as an input.  It might be worth a shot.
I am off to Tamriel, seeking new adventures, great and small.  One day, I might return to Novastraia and show what I have learned.

Re: Pet Variants Mod
« Reply #348 on: »
@Korzeam can you make that there is no double starting pet if we use the Variant Pet with the Torchlight II Essential Mod. Because the Torchlight II Essential has just been updated and includes several pets from the variant pet, so there is a double. I will track which pet is double. ;)

I just found 3 twin pet:
- Imaginary Pet
- Bard Golem
- Teddy Bear



There is a little strange, why is the number of pet the same as the previous version of the Torchlight II Essential (when there are no twins).  ::)

But when using the latest version there are twins, and the number of pet is the same. If the twin pet is removed, the amount of pet will be less than before. Is there a pet that disappears when using this mod together? if it's true, I don't know which pet is missing.
But this did not happen in the previous version. ???


« Last Edit: February 17, 2019, 02:33:30 am by Sch123 »

Re: Pet Variants Mod
« Reply #349 on: »
Yes I see that.
Well, he could have used same names and GUID than me, it would be more simple.  :P
If I change names and GUID now, some people could have issues...

Re: Pet Variants Mod
« Reply #350 on: »
For the GUID I don't think it's a problem so much if you put the Variant Pet Mod above Torchlight II Essential, because he will be a priority.
The problem is the twin pet and some of the pet disappeared. :(

And I also suspect that there are at least 3 pets that disappeared from the pet variant when you used them together with Torchlight II Essential.

Is there a solution to overcome this? ::)



Maybe this can be discussed with Lone Wolf McQuaid. Even better if he can join here, so we can exchange ideas & discussed more further. :D
« Last Edit: February 18, 2019, 09:06:12 pm by Sch123 »

Re: Pet Variants Mod
« Reply #351 on: »
@Korzeam

I found another double pet, Nethermancer (Page 2 & Page 4)

Double pet list:

- Imaginary Pet
- Bard Golem
- Teddy Bear
- Nethermancer

I also found a pet that disappeared from the Variant pet when we used it together with Torchlight II Essential.

- Ponya
- Warbeast
- Roach Knight
- Ancient Skeleton
« Last Edit: February 21, 2019, 10:05:03 pm by Sch123 »

Re: Pet Variants Mod
« Reply #352 on: »
Hi @Korzeam

I found a good Human model to add to the Pet Variant, you can check it in Newjob Mod. There are female & male models, for women model I think it would be good if it used as an alternative Sly. For the male model I've seen this model also on the @doudley Brother-in-Arms: Warbounds mod.

Maybe you can get something good there like other model or animation skills for to be use to make a new class, etc. :D

The unique skills I found:
- Weather skill
- Delay Cast Skill / Countdown Skill
- etc..
« Last Edit: April 11, 2019, 07:29:25 am by Sch123 »

Re: Pet Variants Mod
« Reply #353 on: »
:D The male model is Brink from TL1.

The female model is from CCCenturion's female palladin TL1 mod. It is a retextured Syl model. And guess who made the re-textures  8)


 

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