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bare_elf wrote:
Dulac the characters are the DS2 cat mansion characters that AlphaDD, iryan and I created. so yes you are welcome to use them. I was asked if I could convert my ds1 girl armor mod to ds2 format so a player could use them with the adepts mod. even though the armor is for cat mansion characters there was very little difference in the meshes between standard characters and hamcats original cat mansion characters. This is not true with the DS2 versions. The armor mod has about 300 body armors, a few dozen boots, at least a dozen helms, etc. plus weapons and shields. so it is a very big mod and would take a very long time to convert because of all the additional images used by ds2 that where represented by one image for DS1. Stupid DS2 skin color issues. :P

Elf


As bare_elf mentioned the Cat Mansion Characters are open source. Here's the thread where you can see some pics.
http://siegetheday.org/?q=node/2538

The DS2 character pack converted the Orc, Light & Dark Elves, Gargoyles from DS Revived, Skeleton, Snowfox's Goblin and Ghastley's Naja.
http://www.siegetheday.org/?q=node/2515

And of course the Legendary Mod converted the DS1 farmboy and farmgirl, dwarf, skeleton, barkeep, blacksmith, fortune teller, jeriah, king konreid, peasant old mesh, etc.
http://siegetheday.org/?q=node/1607

Also of interest should be KillerGremal's code [texture_switch_on_event] that allows variations of skin textures through the instance rather than base templates allowing for far more variation than otherwise would be the case. I think we all disliked GPG's lazy approach of reusing npcs throughout their maps.

So towns could be filled with dramatically different creatures, there's already the Goblin Warrens but imagine a city of Naja or Gargoyles? You have already mentioned a town of Light and Dark Elves.

For bare_elf, weapons and shields are easy to convert. For the armors have you thought about using extensions like in DS2BW Adepts? Technically you should be able to make the standard DS2 characters use the armors by defining them as armor_2\suits\character\types 6 to types14. Of course you would need to define a new nnk to define all of these new armor types but it should be feasible. Still would need to create all the different variations of armor textures for the various skins but they would all be identical clones so something like the File Renamer that you found for me when I was tackling the very same problem in Adepts, would help immensely.

And if I'm not too tied up with debugging the current version of the Legendary Mod, I'll be happy to help you.