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The Zombie girl worked absolutely fine, elfy. I don't understand why she wouldn't as I did not make any changes to the model or the animations ( I don't know how to), it's just texture changes. There aren't any changes to the hero character's appearance in Legends of Utrae if it's just a basic human "farmer"character? I looked in the mod and did not see a global folder for skin changes. I know there is a small add-on for starting characters, but no texture changes to regular human ones.

A quick word to Darkelf and ghastley:
Thanks for the compliments and also. ghastely, Brussels Sprout man is Asparagorn's brother from another mother, lol. I was eating sprouts a few weeks ago and the idea popped into my head about making a zombie brussels sprout because
a.) my boyfriend thinks they are evil and
b.) I had read your tutorial on making a new farmboy head a few weeks prior. Laughing out loud

Okay, back to the zombie stuff.

Hanging out at the blacksmith with that moaning myrtle guy (clickable image thumbnail):

Chatting up Priestess Kelti:

When I tested the Zombies with LoU earlier this morning I checked my copy for a version number, didn't see one as I had taken that copy from my other computer. So I downloaded a fresh 3.2 version today and started the game with that.

Mods from my base resource folder:

LoA folder:

And the ikkoyo.loa dsdll in the root directory.

Catmansion Stuff:

When I played with the CM plus pack I had it in the base DS resource folder as it doesn't require LoA to work, unlike Adepts (I've played extensively over the years with CM plus pack in vanilla dungeon Siege). I just wanted to try it out and see if it worked and to check out the cute little zombies. Wink To actually play a game with Catmansion characters there would have to be some tinkering with gas files, especially heads and hair to heads and the heroes gas file.

I don't have your latest version of Girl Armor, the latest one I have is 5.2 or something. Maybe you can email me a copy? (hinthint Tongue ) As to the mods in the DS resource folder when I tested the zombies with Catmansion:

I had the ikkoyo.dsdll in the root dungeon siege folder as I was using revived for original DS. I had no mods at all in the LoA folder.

I did not think zombies would work with Adepts out of the box, because there are extensive changes in the heroes.gas with starting items in the inventory and such, not to mention all the gas files in global/skins. The only change I made on my end attempting Adepts compatibility with the zombie heroes.gas is to add in the female stuff:

Quote:
[t:template,n:base_farmgirl]

{
doc = "Farm girl base template";

specializes = hero;

[actor]
{

portrait_icon=b_gui_ig_i_ic_c_fg_a_01;
is_male = false;
race = female;
[skills]
{

strength = 0, 0, 11;

intelligence = 0, 0, 10;

dexterity = 0, 0, 10;

Female = 0, 0, 1;

Zombie textures would have to added to the global/skins, especially with Adepts because of shirts,heads and other things, but also with Catmansion plus pack; something I did not do when I played with the CM plus pack and there were some minor issues with Catmansion boy's head and hair.

As to the weird stuff with animations and the model appearing strangely, I'm not sure how to address that. I could not recreate those errors on my end, and as I said a bit ago, I didn't make any changes to the models or animations. Perhaps it has something to do with the priority of 25? I put that on the mod because DS Revived skin files were over riding my changes to the skins.

I get up at 5 am to give kitty his insulin shot( a horrible time of day, might I add. But I digress), So I've played around for an hour or so.

I guess I will keep checking things out and wait to see what's happening on your end. Smile

(but first, MOAR COFFEE!!11). Insane