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apprentice
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OP
apprentice
Joined: Sep 2017
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Thanks Shapeshifter! My time is quite limited for awhile, which is why I was asking people to tell me monsters they definitely needed turned on.
Right now I'm looking into getting better functionality for the monsters. Goblins actually being able to use crossbows, for instance.
In the meantime, the simple adding of monsters should work fine for you guys per Shape's method!
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stranger
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stranger
Joined: Sep 2017
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[...]I am going through and literally doing every creature in the game right now. Might take me a couple hours, but should be finished before tomorrow. Any chance you'd publish this whenever you are done with it, for us people who can't figure out the engine? I tried fiddling around with the method you described earlier, but I'm apparently too dumb to figure it out. My Resource Manager looks like this ( http://prntscr.com/gm449x ) and the tickmark in the top-left is greyed-out.
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enthusiast
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enthusiast
Joined: Jun 2017
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Thanks Shapeshifter! My time is quite limited for awhile, which is why I was asking people to tell me monsters they definitely needed turned on.
Right now I'm looking into getting better functionality for the monsters. Goblins actually being able to use crossbows, for instance.
In the meantime, the simple adding of monsters should work fine for you guys per Shape's method! Not a problem.  I'm also adding skills to some of them, if I can find their skills indexed in the data. Not all of them, but some of them. [...]I am going through and literally doing every creature in the game right now. Might take me a couple hours, but should be finished before tomorrow. Any chance you'd publish this whenever you are done with it, for us people who can't figure out the engine? I tried fiddling around with the method you described earlier, but I'm apparently too dumb to figure it out. My Resource Manager looks like this ( http://prntscr.com/gm449x ) and the tickmark in the top-left is greyed-out. I probably will, yes. Last time I made a mod was for Skyrim and had lots of people whining and asking for more stuff. I'll publish this as is, but won't be updating it regularly or providing a list of assets other than saying it includes every creature in the game.
GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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member
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member
Joined: Jul 2014
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I have subsribed to this http://steamcommunity.com/sharedfiles/filedetails/?id=1136068379I have not used any of the added stuff yet though, so I don't know that quality of the stuff. I DID notice that loading the GM tool it has a much longer load time (obviously). Just wanted you to know, if it made any sense to get in touch with that person who made it. It just seems a bit silly several are working on the same  .
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enthusiast
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enthusiast
Joined: Jun 2017
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I have subsribed to this http://steamcommunity.com/sharedfiles/filedetails/?id=1136068379I have not used any of the added stuff yet though, so I don't know that quality of the stuff. I DID notice that loading the GM tool it has a much longer load time (obviously). Just wanted you to know, if it made any sense to get in touch with that person who made it. It just seems a bit silly several are working on the same  . I'm more or less finished. I went through and finished everything up to letter H, ending with Human_Child_Female or something like that. I have all the human NPCs to go and some quest related stuff, but otherwise I have everything finished right now. I even gave the bosses and special monsters as many of their spells I could find in the editor -- stuff that is NOT in the GM spell book. Fun fact: When you possess the kraken, you lag like crazy, but he has some sweet skills. I normally get 100+ fps, but that dropped down to like 27 when I possessed him. He's able to breathe some HUUUUUGE blast attacks and summon undead characters to fight for him.
GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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stranger
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stranger
Joined: Sep 2017
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That's great news, Shapeshifter777! Thanks a bunch for all the work you and Toomuchbob have put into enriching the DM mode so far! Any chance you could let us know when your version is up on the workshop? <3
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enthusiast
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enthusiast
Joined: Jun 2017
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Yup, wI'll do. At work right now, but later, after I finish the last few npcs, I'll see if I can get it uploaded. Hopefully people don't mind, but to categorize everything I simply put it under the corresponding main folder like humanoid, animal, undead, etc. And then "campaign". So there's a sub category called campaign in each of the main categories and that's where the campaign c h a racers are.
GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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stranger
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stranger
Joined: Sep 2017
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Quick question from a fellow modder!
If I create an NPC from a root template, and change say... it's colours, scale, etc. When I Save As in the GM mode, and place it... it reverts to the original template version. Unedited.
Do I need to assign it a specific tag? Do you know how I can add these to the GM mode directly?
Thanks ahead of time for this! Super helpful.
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stranger
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stranger
Joined: Sep 2017
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Nevermind! I figured it out. Thanks again for your previous post. It helped. You need to find the asset in the Root Template folder, not the resource manager. Right-Click -> Create new from copy allows you to make custom creatures.
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enthusiast
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enthusiast
Joined: Jun 2017
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Sorry I didn't see this earlier. Thanks for sharing how to do that! I was going to suggest, if worse came to worse, to create a basic map with all of your custom monsters / NPCs placed down on it and then go into GM mode and right-click and save them to exported NPCs. Looks like your way is more efficient though. I'll try that later. I'm going to try and make some dune spiderlings, perhaps.
Last edited by Shapeshifter777; 17/09/17 08:18 PM.
GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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stranger
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stranger
Joined: Sep 2017
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Yup, wI'll do. At work right now, but later, after I finish the last few npcs, I'll see if I can get it uploaded. Hopefully people don't mind, but to categorize everything I simply put it under the corresponding main folder like humanoid, animal, undead, etc. And then "campaign". So there's a sub category called campaign in each of the main categories and that's where the campaign c h a racers are. That seems like a pretty neat way to sort. Also allows us to see at a glance what was baseline in the DM mode and what got added by the mod! Really excited for this to come out, too. Put my adventure preparations on hold until then, to be able to have more variation. 
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enthusiast
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enthusiast
Joined: Jun 2017
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Going to finish one more area I am designing so I can put my campaign together to be played with this mod.  Not only am I releasing the monsters, npcs, etc. but a nice little three area campaign with three unique areas designed by yours truly. Might take another day or two, but I figured I might as well, because my personal areas are already in the mod.
GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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old hand
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old hand
Joined: Dec 2013
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Great progress, Shapeshifter, looking forward to seeing what you've done. 
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enthusiast
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enthusiast
Joined: Jun 2017
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Looking forward to sharing it with all of you. 
GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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apprentice
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apprentice
Joined: Sep 2017
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Also looking forward for your mod. Can't wait to get my hands on all the monsters.
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stranger
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stranger
Joined: Sep 2017
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is there any way to get the mod for a gog user?
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enthusiast
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enthusiast
Joined: Jun 2017
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Not that I am aware of, because I don't know how to package it for people without Steam workshop.
GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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old hand
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old hand
Joined: Aug 2014
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You just zip the .pak file of your mod in Documents/Larian Studios/D:OS2/Local Mods and upload that to the workshop. They install it by placing the .pak in the same place.
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enthusiast
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enthusiast
Joined: Jun 2017
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GMAddon1: Adds almost every single monster and NPC from the main campaign into GM mode, plus a few large custom maps to use in GM mode.
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stranger
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stranger
Joined: Sep 2017
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Thank you so much for all your work, Shapeshifter777! Absolutely fantastic to have all these new creatures to toy around with!
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