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I am a bad modder

Instead of a Modder I think I am a Mudder. Because when I move away from Armor or Weapons and attempt to add or modify a character like the summoned black wolf or modify terrain I am hopelessly lost. I feel like Commander Cody and the Lost Planet Airman because like them I am lost in the ozone. It would be much easier to just live in the game and edit the things from within. Open an Archery School (like I have in the town Yadehtegeis) I think I would also open a wolf training school, so they would not attack dragons without ranged support. So they would bark when they needed a health potion, and so on. The two other things I would have to do is give one of the blacksmiths blueprints for mountain bikes and find a way to make rubber tires as wooden bicycle tires would just not work. Ramble on the Elf does. Then again I could develop dementia, and only remember things that I never knew before.

giggle giggle giggle Insane
Elf

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I had this dream once that I went into this store and picked out things like armor, weapons and yes, a bicycle (for realz, even though I am VERY uncoordinated). Then, I could pick out which type of "world" I wanted to adventure in and entered into that world for a specified period of time, like a couple of hours of something.

I guess that is like living in the game. Oh, and I would open up a blacksmith/spell/coffee shop. Lots of cool armor, spells and plenty of coffee. Sounds good to me. Shy

Are you trying to make a permanent summon, like a summon npc spell, or are you just trying to beef up the summoned creature and keep it a temporary summon. Inquiring minds want to know...

Trying to make a permanent summon like the NPCs or the Gray Wolf that exists in spl_spell_cm_summons.gas

Iryan put the template for the summoned cm grey wolf in the templates/regular/actors/good/summoned monsters base.gas

The template for the summoned black wolf is in actors/evil/d at least in regular DS1 (not LoA), so I assumed (assuming is bad, mkay) that the Adepts summoned creatures would be in the same place. There are two templates in the Adepts evild, one for ut_wolves and another for wolves. I'm assuming he made custom wolves for Legends of Utrae...there I go, ass uming again. Shock

If you like the grey wolf, I would use that spell and also the template for the creature itself and substitute in the texture of the black wolf plus you could adjust the scale base. Although the grey summoned wolf does have a spell duration of 600.

[t:template,n:spell_cm_summon_gray_wolf]
{
	category_name = "magic";
	doc = "spell Summon Cave Giant";
	specializes = base_summon_good;
	[aspect]
	{
		gold_value = 67;
	}
	[common]
	{
		description = "Summons a Gray Wolf to guard the Caster.";
		screen_name = "Summon Gray Wolf";
		[template_triggers]
		{
			[*]
			{
				action* = call_sfx_script( "nature_spell_sparkle" );
				condition* = receive_world_message("we_dropped");
			}
		}
	}
	[gui]
	{
		active_icon = b_gui_ig_i_ic_sp_wolf;
		inventory_icon = b_gui_ig_i_ic_sp_wolf_inv;
	}
	[magic]
	{
		apply_enchantments = false;
		cast_range = 10;
		cast_reload_delay = 1;
		caster_state_name = "Controlling";
		effect_duration = 600;
		is_one_shot = true;
		mana_cost = 0;
		mana_cost_modifier = (#magic+1)*12-.7;
		max_level = 45;
		required_level = 5;
		requires_line_of_sight = true;
		speed_bias = 1;
		target_type_flags = tt_terrain;
		usage_context_flags = uc_passive;

		[enchantments]
		{
			[*]
			{
				alteration = alter_strength;
				duration = #infinite;
				value = ((((#magic*0.64)+10)*1.09)-#str);
			}
			[*]
			{
				alteration = alter_dexterity;
				duration = #infinite;
				value = ((((#magic*0.27)+10)*.82)-#dex);
			}
			[*]
			{
				alteration = alter_intelligence;
				duration = #infinite;
				value = ((((#magic*0.09)+10)*.55)-#int);
			}
			[*]
			{
				alteration = alter_melee;
				duration = #infinite;
				value = ((#magic-11)-#melee);
			}
			[*]
			{
				alteration = alter_armor;
				duration = #infinite;
				value = ((#magic*22)-#base_defense);
			}
			[*]
			{
				alteration = alter_max_life;
				duration = #infinite;
				value = (((#magic*24)*3.1)-#maxlife);
			}
			[*]
			{
				alteration = alter_life;
				duration = 1.0;
				value = (((#magic*24)*3.64));
			}
			[*]
			{
				alteration = alter_max_mana;
				duration = #infinite;
				value = (((#magic*19)*0.06)-#maxmana);
			}
			[*]
			{
				alteration = alter_mana;
				duration = 1.0;
				value = (((#magic*19)*0.06)-#mana);
			}
			[*]
			{
				alteration = alter_melee_damage_min;
				duration = #infinite;
				value = (((#magic*4.2)*1.09)*0.9);
			}
			[*]
			{
				alteration = alter_melee_damage_max;
				duration = #infinite;
				value = (((#magic*4.2)*1.09)*1.1);
			}
		}

	}
	[spell_summon]
	{
		effect_script = "summon";
		end_script = "un_summon";
		script_params = "[scale(1.75)]";
		template_name = cm_summon_wolf;
		description = "Summoned Creature";
		caster_description = "Controlling Summoned";
	}
}

I used the skrit from the summoned NPC mod for my summon dillon, summon foofy and summon summer spells and made character portraits for them and they become permanent members of the party BUT only as pack animals, since that was the easier route. It didn't matter much to me because I consider them to be companion pets like in WoW and it doesn't hurt to have extra storage space and they will fight if you want them to. If your grey wolves are permanent, perhaps you have that summon npc skrit hiding in there someplace, probably under world/contentdb/components/spells.

I don't know if you would be interested in doing something like that, or merely lengthening how long the summoned creature lasts.

Well, I hope that helps, but probably not. You could try messaging Iryan or ghastely, Darkelf or PhoeniX about it and see what they say. Smile

Yes I would use this template for the black wolf if I could just figure out how to change it so that it could be used for the black wolf. However no where in the template can I find the texture, or the black wolf icons. I assume just changing all references that say gray to black would not do it.
Elf

kathycf wrote:
Iryan put the template for the summoned cm grey wolf in the templates/regular/actors/good/summoned monsters base.gas

The template for the summoned black wolf is in actors/evil/d at least in regular DS1 (not LoA), so I assumed (assuming is bad, mkay) that the Adepts summoned creatures would be in the same place. There are two templates in the Adepts evild, one for ut_wolves and another for wolves. I'm assuming he made custom wolves for Legends of Utrae...there I go, ass uming again. Shock

If you like the grey wolf, I would use that spell and also the template for the creature itself and substitute in the texture of the black wolf plus you could adjust the scale base. Although the grey summoned wolf does have a spell duration of 600.

[t:template,n:spell_cm_summon_gray_wolf]
{
	category_name = "magic";
	doc = "spell Summon Cave Giant";
	specializes = base_summon_good;
	[aspect]
	{
		gold_value = 67;
	}
	[common]
	{
		description = "Summons a Gray Wolf to guard the Caster.";
		screen_name = "Summon Gray Wolf";
		[template_triggers]
		{
			[*]
			{
				action* = call_sfx_script( "nature_spell_sparkle" );
				condition* = receive_world_message("we_dropped");
			}
		}
	}
	[gui]
	{
		active_icon = b_gui_ig_i_ic_sp_wolf;
		inventory_icon = b_gui_ig_i_ic_sp_wolf_inv;
	}
	[magic]
	{
		apply_enchantments = false;
		cast_range = 10;
		cast_reload_delay = 1;
		caster_state_name = "Controlling";
		effect_duration = 600;
		is_one_shot = true;
		mana_cost = 0;
		mana_cost_modifier = (#magic+1)*12-.7;
		max_level = 45;
		required_level = 5;
		requires_line_of_sight = true;
		speed_bias = 1;
		target_type_flags = tt_terrain;
		usage_context_flags = uc_passive;

		[enchantments]
		{
			[*]
			{
				alteration = alter_strength;
				duration = #infinite;
				value = ((((#magic*0.64)+10)*1.09)-#str);
			}
			[*]
			{
				alteration = alter_dexterity;
				duration = #infinite;
				value = ((((#magic*0.27)+10)*.82)-#dex);
			}
			[*]
			{
				alteration = alter_intelligence;
				duration = #infinite;
				value = ((((#magic*0.09)+10)*.55)-#int);
			}
			[*]
			{
				alteration = alter_melee;
				duration = #infinite;
				value = ((#magic-11)-#melee);
			}
			[*]
			{
				alteration = alter_armor;
				duration = #infinite;
				value = ((#magic*22)-#base_defense);
			}
			[*]
			{
				alteration = alter_max_life;
				duration = #infinite;
				value = (((#magic*24)*3.1)-#maxlife);
			}
			[*]
			{
				alteration = alter_life;
				duration = 1.0;
				value = (((#magic*24)*3.64));
			}
			[*]
			{
				alteration = alter_max_mana;
				duration = #infinite;
				value = (((#magic*19)*0.06)-#maxmana);
			}
			[*]
			{
				alteration = alter_mana;
				duration = 1.0;
				value = (((#magic*19)*0.06)-#mana);
			}
			[*]
			{
				alteration = alter_melee_damage_min;
				duration = #infinite;
				value = (((#magic*4.2)*1.09)*0.9);
			}
			[*]
			{
				alteration = alter_melee_damage_max;
				duration = #infinite;
				value = (((#magic*4.2)*1.09)*1.1);
			}
		}

	}
	[spell_summon]
	{
		effect_script = "summon";
		end_script = "un_summon";
		script_params = "[scale(1.75)]";
		template_name = cm_summon_wolf;
		description = "Summoned Creature";
		caster_description = "Controlling Summoned";
	}
}

I used the skrit from the summoned NPC mod for my summon dillon, summon foofy and summon summer spells and made character portraits for them and they become permanent members of the party BUT only as pack animals, since that was the easier route. It didn't matter much to me because I consider them to be companion pets like in WoW and it doesn't hurt to have extra storage space and they will fight if you want them to. If your grey wolves are permanent, perhaps you have that summon npc skrit hiding in there someplace, probably under world/contentdb/components/spells.

I don't know if you would be interested in doing something like that, or merely lengthening how long the summoned creature lasts.

Well, I hope that helps, but probably not. You could try messaging Iryan or ghastely, Darkelf or PhoeniX about it and see what they say. Smile

Heyo,

Ya, sorry I didn't make myself clearer. I should have posted the wolf's base template as well as the spell itself. Shocked

You would have to change the base template name to something like "cm_summon_wolf_black_lili" and make sure you change the actual summoning spell to point to the new template. You can make a new spell icon( s ) by adjusting the existing ones to look more black than grey and just whip up a new summoning spell based on your new template.

Here is an example:

[t:template,n:cm_summon_wolf_black_lili]
{
	category_name = "1W_evil_d";
	doc = "[summon] drake_green";
	specializes = base_wolf;
	[actor]
	{
		[skills]
		{
			strength =  4, 0;
			intelligence =  1, 0;
			dexterity =  5, 0;
            			melee =  2,  0;
		}
	}
	[aspect]
	{
		life_recovery_unit   = 1;
		life_recovery_period = 7;
		experience_value = 0;
		life = 18;
        		max_life = 18;
       		mana = 2;
        		max_mana = 2;
        		textures:0 = b_c_edm_wf;// change to b_c_edm_wf_02   
        		scale_base = 0.65;//can be bigger or whatever you like  
	}
	[attack]
	{
		attack_range = 0.5;
		damage_max = 11;
		damage_min = 8;
	}
	[body]
	{
		min_move_velocity = 4.2;
		avg_move_velocity = 5.6;
	}
	[common] { screen_name="Gray Wolf"; }//"Black Wolf"
	[defend] { defense=19; }
	[inventory]
	{
		[pcontent]
		{
			[gold*]
			{
				chance = 0;
			}
		}
	}
	[mind]
	{
		sight_range 			= 14;
		melee_engage_range 		= 14;
		ranged_engage_range 		= 14;
		actor_weapon_preference		= WP_MELEE;
	}
}

This needs to be changed on the actual summoning spell template-at the bottom:

[spell_summon]
	{
		effect_script = "summon";
		end_script = "un_summon";
		script_params = "[scale(1.75)]";
		template_name = cm_summon_wolf; //cm_summon_wolf_black_lili
		description = "Summoned Creature";
		caster_description = "Controlling Summoned";
	}
}

You would only need a character portrait IF you were going to make him a permanent member of the party, like the summon npc. Something like this maybe:

It isn't great artwork. I just googled black wolf and cropped a picture down.

Then you would need a new template and new summoning spell ( I used the summon npc spell templates as a guide)

Here is my base template for Foofy (he is a tough little guy, too}:

[t:template,n:dsx_paco_2]
{
	category_name = "1W_ambient";
	doc = "puppy";
	specializes = actor_good;
	[actor]
	{
		can_level_up = true;
		[skills]
		{
			strength 	=  0, 0, 10;
			intelligence 	=  0, 0, 10;
			dexterity 	=  0, 0, 10;
			melee 		=  0, 0, 0;
			ranged 		=  0, 0, 0;
			nature_magic 	=  0, 0, 0;
			combat_magic 	=  0, 0, 0;
		}
		portrait_icon = b_gui_ig_i_ic_c_foofy;
	}
	[aspect]
	{
		draw_selection_indicator = TRUE;//this is good, so he is select-able and can be healed.
		experience_value = 0;

		life_recovery_unit	= 1;
        	life_recovery_period 	= 5;

		mana_recovery_unit   = 1;
		mana_recovery_period = 1;

		life = 49;
		max_life = 49;
		mana = 25;
		max_mana = 25;

		model = m_c_na_pac_1;
		textures:0 = b_c_na_dg_foofy;
        	material = teeth;
		[voice]
		{
			[die]			{ priority = high; * = s_e_die_krug_dog;  }
			[enemy_spotted]	{ priority = high; * = s_e_call_krug_dog_SED; }
			[hit_glance]	{ priority = low; * = s_e_hit_krug_dog_SED;  }
			[hit_solid]		{ priority = low; * = s_e_hit_krug_dog_SED;  }
			[hit_critical]	{ priority = low; * = s_e_hit_krug_dog_SED;  }
		}
	}
	[attack]
	{
		attack_range = 0.5;
		damage_max = 4;
		damage_min = 2;
		reload_delay = 0;
	}
	[body]
	{
		avg_move_velocity = 5.500000;
[bone_translator]
		{
			body_anterior = bip01_head;
			body_mid = bip01_spine1;
			body_posterior = bip01_pelvis;
			kill_bone = bip01_spine1;
			shield_bone = bip01_l_hand;
			weapon_bone = bip01_r_hand;
		}
		[chore_dictionary]
		{
			chore_prefix = a_c_na_pac_fs;
			[chore_attack]
			{
				chore_stances = 0;
				skrit = select_attack;
				[anim_files] { 00=su; }
			}
			[chore_default]
			{
				chore_stances = 0;
				skrit = infinite_loop;
				[anim_files] { 00=ds; }
			}
[chore_die]
			{
				chore_stances = 0;
				skrit = select_transition;
				[anim_files] { 00=di; }
			}
			[chore_fidget]
			{
				chore_stances = 0;
				skrit = select_fidget;
				[anim_files]
				{
					00=dsf;
					01=dsf-02;
					02=dsf-03;
				}
			}
			[chore_walk]
			{
				chore_stances = 0;
				skrit = select_walk;
				[anim_files] { 00=wl; }
			}
		}
	}
	[common]
	{
		membership = hero;
		screen_name="Foofy";
    		auto_expiration_class = never;
		forced_expiration_class = never;
		}
    	[defend] { defense=3; }
	[mind]
	{
		jat_brain   			= world\ai\jobs\common\brain_hero.skrit;
    		jat_attack_object_melee		= world\ai\jobs\common\job_attack_object_melee.skrit;
		jat_fidget			= world\ai\jobs\common\job_fidget.skrit
			?still		= false;

		combat_orders                              = CO_LIMITED;
		movement_orders                            = MO_LIMITED;

		melee_engage_range 		= 3;
		ranged_engage_range 		= 8.0;
		sensor_scan_period              = 0.25;
		sight_range 			= 8.0;

    		actor_life_ratio_low_threshold  = 0.5;
    		actor_life_ratio_high_threshold = 0.8;
    		actor_mana_ratio_low_threshold  = 0.5;
    		actor_mana_ratio_high_threshold = 0.8;

		actor_auto_switches_to_magic            = false;
    		actor_auto_defends_others               = true;
    		actor_auto_heals_others_life            = false;
    		actor_auto_heals_self_life              = false;
    		actor_auto_reanimates_friends           = false;

		on_enemy_spotted_attack 	= true;
		on_enemy_entered_ocz_flee	= false;
		inner_comfort_zone_range	= 3;
		outer_comfort_zone_range	= 8;
		personal_space_range 		= 0.7;
	}
	[inventory]
	{
		grid_height = 13;
		grid_width = 12;
		is_pack_only = true;
		[ranges]
		{
			0.33 = m_c_na_pac_1;
			0.66 = m_c_na_pac_1;
			1.00 = m_c_na_pac_1;
		}
	}
	[water_effects] {}
}

Hope that helps a little more. Smile

Kathy I did as you suggested, making the changes to the templates, then added the summon to my character's inventory in heroes.gas, so she should have both the gray wolf summon and the black wolf summon. Started a new game with a new character. The gray wolf summon spell was there showing an icon, however the black wolf spell was absent from inventory. Note I do not wish the wolves to be actual party members like summoning Ulora or a packmule, but more along the lines of the normal summoned beasts like gray_wolf, School_Girl, Beach_Girl and so on. Have no idea why things are not working as I can not find anything out of place or missing from the black_wolf templates. I will just give several copies of the gray wolf to my primary character so she can pass them out to party members.

Elf

I have two copies of adepts called CMA2016 living on this computer one on E drive located in the directory DS1 Mods which I was editing and one that is on H drive located in the directory LoA Mods which was the directory I was tanking. Therefore the changes I made where not showing up in the reloaded game. When things did not work, I undid them. So I will have to start over and try again. Maybe the things really did work and because I was tanking the wrong directory I thought I was doing something wrong. Now that I have CMA2016 living in only one location things might work. I will not do anything tonight however because it is late. I will work on things Thursday as it is predicted that it will rain about 4 to 6 inches here in 3 or 4 hours so no bicycle riding. Smile

The Elf wanders off to bed going Insane all the way

I now have a working Gray Wolf Summon and a working Black/Yellow Wolf Summon

The addition to actors evild

[t:template,n:cm_summon_wolf_black_lili]
{
	category_name = "1W_evil_d";
	doc = "[summon] drake_green";
	specializes = base_wolf;
	[actor]
	{
		[skills]
		{
			strength =  4, 0;
			intelligence =  1, 0;
			dexterity =  5, 0;
            			melee =  2,  0;
		}
	}
	[aspect]
	{
		life_recovery_unit   = 1;
		life_recovery_period = 7;
		experience_value = 0;
		life = 18;
        		max_life = 18;
       		mana = 2;
        		max_mana = 2;
        		textures:0 = b_c_edm_wf_02;// change from b_c_edm_wf  to b_c_edm_wf_02   IS THIS THE PROBLEM?
        		scale_base = 0.65;//can be bigger or whatever you like  
	}
	[attack]
	{
		attack_range = 0.5;
		damage_max = 11;
		damage_min = 8;
	}
	[body]
	{
		min_move_velocity = 4.2;
		avg_move_velocity = 5.6;
	}
	[common] { screen_name="Black Wolf"; }//"Black Wolf"
	[defend] { defense=19; }
	[inventory]
	{
		[pcontent]
		{
			[gold*]
			{
				chance = 0;
			}
		}
	}
	[mind]
	{
		sight_range 			= 14;
		melee_engage_range 		= 14;
		ranged_engage_range 		= 14;
		actor_weapon_preference		= WP_MELEE;
	}
}

Addition to spl_spell_cm_summons

[t:template,n:spell_cm_summon_black_wolf_lili]
{
  category_name = "magic";
  doc = "spell Summon Cave Giant";
  specializes = base_summon_good;
  [aspect]
  {
    gold_value = 67;
  }
  [common]
  {
    description = "Summons a Black Wolf to guard the Caster.";
    screen_name = "Summon Black Wolf";
    [template_triggers]
    {
      [*]
      {
        action* = call_sfx_script( "nature_spell_sparkle" );
        condition* = receive_world_message("we_dropped");
      }
    }
  }
  [gui]
  {
    active_icon = b_gui_ig_i_ic_sp_wolf;
    inventory_icon = b_gui_ig_i_ic_sp_wolf_inv;
  }
  [magic]
  {
    apply_enchantments = false;
    cast_range = 10;
    cast_reload_delay = 1;
    caster_state_name = "Controlling";
    effect_duration = 600;
    is_one_shot = true;
    mana_cost = 0;
    mana_cost_modifier = (#magic+1)*12-.7;
    max_level = 45;
    required_level = 5;
    requires_line_of_sight = true;
    speed_bias = 1;
    target_type_flags = tt_terrain;
    usage_context_flags = uc_passive;

    [enchantments]
    {
      [*]
      {
        alteration = alter_strength;
        duration = #infinite;
        value = ((((#magic*0.64)+10)*1.09)-#str);
      }
      [*]
      {
        alteration = alter_dexterity;
        duration = #infinite;
        value = ((((#magic*0.27)+10)*.82)-#dex);
      }
      [*]
      {
        alteration = alter_intelligence;
        duration = #infinite;
        value = ((((#magic*0.09)+10)*.55)-#int);
      }
      [*]
      {
        alteration = alter_melee;
        duration = #infinite;
        value = ((#magic-11)-#melee);
      }
      [*]
      {
        alteration = alter_armor;
        duration = #infinite;
        value = ((#magic*22)-#base_defense);
      }
      [*]
      {
        alteration = alter_max_life;
        duration = #infinite;
        value = (((#magic*24)*3.1)-#maxlife);
      }
      [*]
      {
        alteration = alter_life;
        duration = 1.0;
        value = (((#magic*24)*3.64));
      }
      [*]
      {
        alteration = alter_max_mana;
        duration = #infinite;
        value = (((#magic*19)*0.06)-#maxmana);
      }
      [*]
      {
        alteration = alter_mana;
        duration = 1.0;
        value = (((#magic*19)*0.06)-#mana);
      }
      [*]
      {
        alteration = alter_melee_damage_min;
        duration = #infinite;
        value = (((#magic*4.2)*1.09)*0.9);
      }
      [*]
      {
        alteration = alter_melee_damage_max;
        duration = #infinite;
        value = (((#magic*4.2)*1.09)*1.1);
      }
    }

  }
  [spell_summon]
	{
		effect_script = "summon";
		end_script = "un_summon";
		script_params = "[scale(1.75)]";
		template_name = cm_summon_wolf_black_lili; //cm_summon_wolf_black_lili
		description = "Summoned Creature";
		caster_description = "Controlling Summoned";
	}
}

So it seems only a texture issue COULD THIS BE THE PROBLEM? b_c_edm_wf_02

Dance Dance
Elf

That's the wolf b_c_edm-02 *edit* Now, I see the problem it's edm-02 NOT edm_02

Dumbass Angry me put in an underscore instead of a hyphen. In the directory the base wolf is b_c_edm_wf, so I just ASS-umed that the next bit would also be underscored. Shocked Shock Do the hyphen. Sounds like a dance... Let's all do the hyphen! Dance


Never mind all this below:

I don't know why you are getting a bumblebee wolf. That's really quite odd. I mean, it's the right texture taken from : Base Dungeon Siege 1/art/bitmaps/evil_d_ monsters Insane

But, yea, it looks like a texture error. I double checked the original directory and also Adepts and Legends of Utrae plus the Legends of Aranna dsres. There aren't any wolves in those three, just the base ds1 directory.

Thank You Again Kathy I have learned something very useful. The wolf image is b_c_edm_wf-02; because I remembered that on a large number of armor mods the hyphen always goes between the last alpha character and the number. it works and now I have a working black wolf and a working gray wolf. Great detective work Kathy thank you, thank you.

Cheer Cheer Cheer Cheer

Elf

Well, I'm glad that worked out and you're welcome. Laughing out loud

I don't know if you saw my edit, but I noticed what I had done wrong when I was posting the image of the wolf texture. Apparently I ass-umed about the underscore. Shock

ButButbut...My eyes are bad. Yeah, that's the ticket...my eyes are bad, no WONDER I didn't notice. I'm not a dumbass, yay! lalala *looks around innocently* Insane

Here is the new wolf pack. I will mess about with the wolf sizes but for now I am happy

If I may pick up this chance to leave a (off-topic) note here - please remind that the DS1 wolves have a promising future on the DS1=>DS2 maps as evolutionary grown (human-influenced perhaps) Guard Dogs !
So please do not denigrate their nature - on one hand they are no Rockbeasts, on the other hand they are probably the more respect-inflicting beings with a fur.

Of course I'm aware that 'dog' possibly doesn't sound as good as 'wolf', but within a guarding team/troop these intelligence-enriched independing acting wolf-descendants may help the player probably some more that just a normal wolf can do.

Wink Wink Wink

KillerGremal wrote:
If I may pick up this chance to leave a (off-topic) note here - please remind that the DS1 wolves have a promising future on the DS1=>DS2 maps as evolutionary grown (human-influenced perhaps) Guard Dogs !
So please do not denigrate their nature - on one hand they are no Rockbeasts, on the other hand they are probably the more respect-inflicting beings with a fur.

Of course I'm aware that 'dog' possibly doesn't sound as good as 'wolf', but within a guarding team/troop these intelligence-enriched independing acting wolf-descendants may help the player probably some more that just a normal wolf can do.

Wink Wink Wink

I agree, Wolves are not as powerful as Rock Beasts. However they are fast, loyal, and very smart. As you know I love wolves and one has lived with me for many years. I named him DOG, yes all caps. Just so people would not be as scared of him if they knew he was a wolf. DOG says that his name is GOD spelled backwards so people will know who he is only after he passes.

Elf

I think this is a good size.

Would anyone be interested in me making a separate mod out of this?
Elf

I was wondering to myself if bare_elf would be willing to put her wolf endeavours into a downloadable mod, and by crikey she's willing to do it as well, you can be sure it will be well looked after my young elf. Big smile

You don't know this (well you will now) I have a wolf tattoo on my right forearm and also a fox on the right inner arm (I've gone brain dead again as I can't remember at the moment what the inner arm is called)so I have a soft spot for them as well.

Wolf Mod Cheer Cheer Cheer Dance

Dwarf

I have tested and it appears to work. I have yet to find them in a shop or a drop, so that could be an issue. If you use a mod like ULSummonsPlus.dsres you can have all three at the same time. So here is the link and good luck.

http://siegetheday.org/~bare_elf/Wolf_Summons/Lili_Wolf_Summons.dsres

Just put it in your DS1 resources folder.

**Now remember this is my mod so please do not distribute it under a different name or sell it for money. You may use any part of the mod in your own work if you remember to give me "bare_elf" credit.**

Oh if anyone knows what I should do to make the item drop more often or regularly show in shops tell me.

Elf

hmm I may have to install dungeon siege to test this out...I'm sure something could be added

Darkelf wrote:
hmm I may have to install dungeon siege to test this out...I'm sure something could be added

If you install DS1 and LoA you should also look at Kathy's Halloweenshields v2 and Happy Halloween_Zombies they are both very cool DS1/LoA mods too.

I'm not able to download your wolf mod bare_elf, I'll try again later but I'm sure its IE11 that's the cause of the problem. Here's a small part of what I'm getting after I click the link.

Quote:
DSigTank8 € ð$ÒÒ@·‹USER¨Z–e@’8²$ᇂŠâøNœaà :yxœíS]‹1}vaÿCð±Xq¬Ûn_ Ò—úæð„˜\Ç`&’8jÿ{ïÍÌκ¸-}EÄ9ç~Ï9yœF(+#" ìT–<ìÊÒY¾wfÍWFÈ-7Úè§û»çû»žÄ°Âù#·¢6gýlÉ¡Ö†«þ iå$ySã‰)/¶À `*ZýÆ­D€Ô‡¨\Èè<¶éQŸ^¶Ú˜@Ï Ð Ñƒ-âÙdÀF³„jÁ]€•4Ë:FÁ!‚×ñHðC³³†”` e¬M;áÏ)C³Æn£×À=HWn¿³:b‰9Ëf—d…]BòK"á@ÍÇkavÔoÔeQ‰Ç³Áp&qàï0DXàø"ú]"âö;a:¢CsÉA•|¿þ8ϐ? Ràô.¨å0KÃ5'ˆ_w

bare_elf wrote:
**Now remember this is my mod so please do not distribute it under a different name or sell it for money. You may use any part of the mod in your own work if you remember to give me "bare_elf" credit.**

Sure thing young elf Smile

I was able to download it using the newest version of Opera, an old version of Opera 12 I think, Google Chrome, and Fire Fox. I never use Internet Explorer of any version. It is a preference/phobia like I always use Nvidia video cards and AMD processors. Weird I know. Elf

Darkelf wrote:
hmm I may have to install dungeon siege to test this out...I'm sure something could be added

Yes. dooooo iittttt.

bare_elf wrote:

Oh if anyone knows what I should do to make the item drop more often or regularly show in shops tell me.

Elf

I've found my own spells to be somewhat rare at shops and even rarer drops. They do get sold and drop though, but I think if you wanted a "for sure" thing, you could try editing the spells into the shopkeeper's inventory. I did this with adding backpacks so they could be sold in Ehb by Adwana, Onoc and those 2 creepy dudes who hang out right outside of Glitterdelve. I may add Jeriah in also or maybe that old lady in the the or rather "ze" gypsy camp "Ze have many backpacks for sale, young one plus ze have nice stereotypical acczents. You like...?"

While in Hovart's Folly one of his minions dropped a lili's gray wolf spell and Lord Hovart himself on passing dropped a lili's white wolf spell. After that when speaking to the Magic Vendor in Elddim she had a lili's white wolf for sale. So the drops and shops seem to consider the item rare. Just like some of my more powerful armor and weapons that only drop later in the games. I was mainly worried that if they did not show up at all they would be useless to people using the mod. However all appears to be well. How did I get the wolves in my party if they had not dropped somewhere you might ask.
I just edited my primary character and all of the female recruitable NPCs so they each had at least one of the spells in their inventory

Elf Cheer Dance Cheer Dance

I've got a wolf Dance I had to get a friend to download it as IE11 would not play ball with it, hmmmmm maybe I've just inadvertently found a new nickname for my wolf summon "Playball" it sounds good don't you think. Wink
Now all my new wolf needs is something to play with, how about making a Krug ribs summon for Playball to chew on young elf, it will give her something to gnaw on after we've dispatched any enemies to the afterlife. Tongue

bare_elf wrote:
Darkelf wrote:
hmm I may have to install dungeon siege to test this out...I'm sure something could be added

If you install DS1 and LoA you should also look at Kathy's Halloweenshields v2 and Happy Halloween_Zombies they are both very cool DS1/LoA mods too.

Thanks lili. Smile

I know DE said filedropper doesn't work well for him, so maybe this might.

https://drive.google.com/drive/folders/0B9l79KRhQUlmR3hXckctandkYms

I just downloaded the mod, so will be trying that out later today.

I have noticed some odd things with my wolves.
1. The wolves seem to suffer damage on saving and restarting a map. Their maximum health is 3348. In battle with a large number of monsters they might lose a 1000 health points. However when saving and then restarting a map their average health is between 30 and 50 points. Not sure why this occurs but I make sure that I have healing hands in my magic inventory to correct this.

2. The wolves are attacking monsters out of the site range of my archers. I will correct this on the next release.

3. The wolves tend to get stuck on narrow trails, I have never seen this with summoned characters however it reminds me of what happens to some party members when playing DS2. The solution to getting them unstuck is to reverse course on the trail and go beyond where you can see the stuck wolves. Wait at that location and after a short period of time they will wander back. Reverse course again and this time they will not get stuck. It should be noted that if there are 1 or 2 wolves in the party this never happens, the more wolves in the pack the more often it occurs.

Elf

Moros wrote:
for Playball to chew on young elf, it will give her something to gnaw on after we've dispatched any enemies to the afterlife.:p
No, no. Nice wolf won't harm elfie.

(Pardon my sense of humour.)

bare_elf wrote:
I have noticed some odd things with my wolves.
1. The wolves seem to suffer damage on saving and restarting a map. Their maximum health is 3348. In battle with a large number of monsters they might lose a 1000 health points. However when saving and then restarting a map their average health is between 30 and 50 points. Not sure why this occurs but I make sure that I have healing hands in my magic inventory to correct this.

Sounds it might be a bit like the way that when you buy a pack mule its max health adjusts instantly to the level required (according to the party level) but current health is started down at base level and has to recover from there over time (or be healed up as you say). Of course not exactly the same because once you've got a mule into your party then the actual value of its current health does save and reload correctly (at least I've never noticed a problem).

RSimpkinuk57 wrote:
bare_elf wrote:
I have noticed some odd things with my wolves.
1. The wolves seem to suffer damage on saving and restarting a map. Their maximum health is 3348. In battle with a large number of monsters they might lose a 1000 health points. However when saving and then restarting a map their average health is between 30 and 50 points. Not sure why this occurs but I make sure that I have healing hands in my magic inventory to correct this.

Sounds it might be a bit like the way that when you buy a pack mule its max health adjusts instantly to the level required (according to the party level) but current health is started down at base level and has to recover from there over time (or be healed up as you say). Of course not exactly the same because once you've got a mule into your party then the actual value of its current health does save and reload correctly (at least I've never noticed a problem).

Yes that is true for a summoned creature that becomes a party member, but not for a summoned creature that is not a party member. The summoned creature has a max heath that they start with (a fixed amount) they do not level with the party level at least in DS1. I checked two other cat mansion summons the school girl and the beach girl. They start with their assigned health, then I checked their health level just before saving and again when restarting and whatever level they had at the save is what they have on restart.
Elf

Elf

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