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Author Topic: Variant Classes Mod Information  (Read 82115 times)

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Re: Variant (class compilation)
« Reply #30 on: »
 8)

We'll report for any of our progress!

Re: Variant (class compilation)
« Reply #31 on: »
I think I'm gonna implement one of the Wanderer skill into the Wow Paladin.

Re: Variant (class compilation)
« Reply #32 on: »
If you happen to successfully implement one of the skill of the wanderer, please let us know which one so that we won't be using the same skill, if the 3 to 1 class would be insufficient to complete a diverse class.

Re: Variant (class compilation)
« Reply #33 on: »
@doudley I've took Northern Wind, for now. I'll inform you if I take another skill.

@Phanjam would you mind if I add TL1CP into this compilation? But I need some help since I found some missing tags when unpacking the mod.


Re: Variant (class compilation)
« Reply #34 on: »
@Phanjam would you mind if I add TL1CP into this compilation?

Oh @Viz im sorry but no. The team took a decision some time ago: while tl1cp development is still active we won't agree to having it built in to compilation-mods that are publicly offered.

We've already said no to 2 such inquiries; it wouldn't be right if we bend the rules now. I hope you understand.


Re: Variant (class compilation)
« Reply #35 on: »
@Phanjam would you mind if I add TL1CP into this compilation?

Oh @Viz im sorry but no. The team took a decision some time ago: while tl1cp development is still active we won't agree to having it built in to compilation-mods that are publicly offered.

We've already said no to 2 such inquiries; it wouldn't be right if we bend the rules now. I hope you understand.
Alright, fair enough.

So currently only Beast Mode had TL1CP.
steamcommunity.com

Re: Variant (class compilation)
« Reply #36 on: »
Yes we're aware of that. He didnt ask for our permission.


Re: Variant (class compilation)
« Reply #37 on: »
@Phanjam would you mind if I add TL1CP into this compilation?

Oh @Viz im sorry but no. The team took a decision some time ago: while tl1cp development is still active we won't agree to having it built in to compilation-mods that are publicly offered.

We've already said no to 2 such inquiries; it wouldn't be right if we bend the rules now. I hope you understand.
Hey @Viz!

TL1CP is a great compilation on its own and it's being updated still, it deserves its own mod load slot. ;D

I'm also thinking about author permissions, before we proceed to scrapping any class mod or merge them into a complete class, we should at least try to ask permission first because merging mods is one thing but modifying their work and make it a new is another thing.

It's been asked if Thaumaturge class can be included, I already said no.

PlagueLord class is still being reported as to cause a game crash, ever happened to you or did you fixed anything with this class when you included it in the pack?

It's also been asked when is your coming update going to be?

Re: Variant (class compilation)
« Reply #38 on: »
Yea, would be nice to have their permission, but I can't post a comment in their Steam workshop page.

If Plaguelord still crashes, I need to test it further, then. iirc the only thing I corrected is a few wording typos in units/unittypes and a few more.

I've checked Thaumaturge and its definitely reusing much of vanilla class skills.. so nope.

Updates.. prob some time in this week.

Edit 4/21:
@doudley I've pmed the link of v5 media folder to you  :)
« Last Edit: April 21, 2017, 02:05:27 am by Viz »

Re: Variant Classes
« Reply #39 on: »
Nice! I'll upload the update today! :)

I forgot to tell you that there are some unrelated files in Variant's data, if you haven't removed them yet, I will for the update. IIRC the playable characters' base is in there but no changes or whatsever. Leaving that can override other mods that has changes with that.

Re: Variant Classes
« Reply #40 on: »
Hmm. If its the inventory container, I'm pretty sure I've remove it. If you found any more unused, redundant files inside the mod, do tell me.

I'm gonna upload new screenshot at rgf site soon.

Edit: Yep, I missed the base.dat. Please delete it, lol.


« Last Edit: April 21, 2017, 03:34:27 am by Viz »

Re: Variant Classes
« Reply #41 on: »
Oh yeah I forgot about the new classes' screenshot, thank you for mentioning it. :D

Re: Variant Classes
« Reply #42 on: »
I'm gonna upload new screenshot at rgf site soon.
I see you have a wider screen on Plague and Preach's screenshots. If you are going to make new screenshots would you mind not mouse-overing on them from now, I just realized that there is a "Selected" icon look, so no need to highlight the portrait. Sorry for before :P

EDIT:
I've sent you PM
« Last Edit: April 21, 2017, 07:33:22 am by doudley »

Re: Variant Classes
« Reply #43 on: »
Thank you for your help @doudley  :)

So just the class icon would be suffice? Okay.

Also I found out that Lightwarden is missing its spawnclasses too. Oh welp :/

Re: Variant Classes
« Reply #44 on: »
Thank you for your help @doudley  :)
You are very welcome. :)

So just the class icon would be suffice? Okay.
Yes, select the character and leave it like that, no need to put the cursor above its portrait. Selecting a character will show a portrait with blue highlight borders.

Also I found out that Lightwarden is missing its spawnclasses too. Oh welp :/
: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.

 

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