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Trying to make a Race Mod (Zaurask & Hassat)

T.K.Bold's picture

I followed another person's guide into playing a Zaurask and Hassat with minimal problems, and, as fun as it is, its only viable outside of LoA. The changes involved editing the Zaurask and Hassat files, and changing the template specializations into 'Farmboy' but that makes them all nonhostile in game. So I'm kind of going to give the custom player race thing a sidesteps that issue altogether. I understand that might be easier said than done due to the different models and templates and stuff, but I suppose I could always do a race for each model (one to cover the lion, one to cover the cheetah, one to cover the leopard/tiger/panther etc.

I think I've extracted everything I needed... except, I don't know where to begin. I've got all these tools and assets available to me and I don't know what I'm supposed to really do.

I know I've gotten into the modding scene for this game really, really, really late, but I'm hoping there's some people who can help me.

You may be late to the modding scene however you are welcome here. Yes there are people like Ghastley, Darkelf, iryan and others that might be able and willing to help. There are major issues when creating a new character type, however they with effort can be overcome. I wish I could be of more help but my modding specialty is armor and weapons.

Elf

here is example code to make a hassat panther hero -

[t:template,n:hassat_panther_hero]
{
	doc = "Hassat Panther Hero";
	specializes = hero;
	[actor]
	{
		is_hero=true; // this makes the character selectable from creation screen
		screen_class = "Farmer"; // all the defaults use Farmer, suppose Panther could be used as well
		race = hassat; // chosing to make non-human indivual race, it wont be able to equip armor either
		portrait_icon=b_gui_ig_i_ic_c_hassat; // a portrait icon would need created this one don't exist.
		[skills]
		{
			strength 		= 0, 0, 11;
			dexterity		= 0, 0, 7;
			intelligence	= 0, 0, 9;
		}
	}
	[aspect]
	{
		scale_base		 = .85;
		textures:0		 = b_c_eam_hg-02;			
		[voice]
		{
			[die]		{ priority = high; * = s_e_die_leopard_SED;  }
			[enemy_spotted]	{ priority = high; * = s_e_call_leopard_SED; }
			[hit_critical]	{ priority = low; * = s_e_hit_leopard_SED;  }
			[hit_glance]	{ priority = low; * = s_e_hit_leopard_SED;  }
			[hit_solid]	{ priority = low; * = s_e_hit_leopard_SED;  }		
		model=m_c_eam_HG;		
	}
	[body]
	{
		armor_version = hassat; // these are used for armor, these cant equip so need something creative
		armor_race = hassat; 
		helmet_race = hassat; // helmet to use cant equip so be creative
		avg_move_velocity = 4.500000;  // 5.0 would be better,need to make them at least human speed, the monster is too slow, and panthers are way faster than humans
		initial_chore = chore_fidget;

		[bone_translator]
		{
			body_anterior = bip01_head;
			body_mid = bip01_spine02;
			body_posterior = bip01_pelvis;
			kill_bone = bip01_spine02;
			shield_bone = shield_grip;
			weapon_bone = weapon_grip;
		}
		[chore_dictionary]
		{
			chore_prefix = a_c_eam_hassat_fs;
			[chore_attack]
			{
				chore_stances = 0,1;
				skrit = select_attack;
				[anim_files]
				{
					0mid = at;
					high = at-02;
					loww = at-03;
					extr = at-04;				
					qffg = dff;				
				}
				[anim_durations]
				{
					fs0 = 1.5;			
					fs1 = 1.5;
					fs6 = 1.5;
				}
			}
			[chore_default]
			{
				chore_stances = 0;
				skrit = infinite_loop;
				[anim_files] { 00=dfs; }
			}
			[chore_die]
			{
				chore_stances = 0;
				skrit = select_transition;
				[anim_files] { 00=di; }
			}
			[chore_fidget]
			{
				chore_stances = 0;
				skrit = select_fidget;
				[anim_files] 
				{
					00 = dff;
					01 = dff-02;
					01 = dff-03;
				}
			}
			[chore_magic]  // added magic so they can do magic	
		{
				chore_stances = 0,1;
				skrit = select_attack;
				[anim_files]
				{
					0mid = at;
					high = at-02;
					loww = at-03;
					extr = at-04;				
					qffg = dff;				
				}
				[anim_durations]
				{
					fs0 = 1.5;			
					fs1 = 1.5;
					fs6 = 1.5;
				}			
			}
			[chore_misc] // added this they need to talk
			{
				chore_stances = ignore;
				skrit = select_transition;
				[anim_files]
				{
					drnk = dff-03;
					gtup = dff-03;
					look = dff-03;
					wyme = dff-03;
					frtd = dff-03;
					talk = dff-03;
					bed1 = dff-03;
					bed2 = dff-03;
					bed3 = dff-03;
					mrik = dff-03;
					sit1 = dff-03;
					sit2 = dff-03;
					bed4 = dff-03;
					bed5 = dff-03;
					froz = dff-03;
					andi = dff-03;
					lsn2 = dff-03;
					knee = dff-03;
					lstn = dff-03;
					lblg = dff-03;
					hoe1 = dff-03;
				}
			}
		
			[chore_walk]
			{
				chore_stances = 0;
				skrit = select_walk;
				[anim_files] { 00=wl; }
			}	
		}
	}
	[common] 
	{ 
		screen_name="Hassat Panther"; 		
	}
	[inventory]
	{
 		[equipment]
		{
            es_spellbook = book_glb_magic_01;  // adds the spellbook
            es_weapon_hand 	=  dg_g_d_1h_fun;  // basic dagger in main hand
		}

        [pcontent]
        {
			[gold*]  //JMC_GOLD_PENDING
			{
				chance = 1.0;
				max = 253;  //increased to match panther drop
				min = 127;
			}
        }
		[other]
		{
			il_spell_1 = spell_zap;   // giving them a basic nature spell just in case they do nature at start
			il_spell_2 = spell_fireshot;  // combat spell for combat mages to start with			
			il_main = spell_healing_hands;  // healing spell
			il_main = spell_resurrect;  // resurrect, could throw in the scroll instead
			il_main = bw_g_c_s_s_r_avg;  // a bow for the range start
 			il_main = he_ca_le_avg;
			il_main = potion_mana_small;  //nice to have 1 potion so not to die often at start
			il_main = potion_health_small; 
		}
	}
	[water_effects] {}	// seems all heros have this so added this
}

the real issue is what is going to happen to armor

T.K.Bold's picture

Thank you very much for the help! Big smile I'm guessing this goes into the world\contentdb\templates\regular\actors\good folder? Or does it go somewhere else? Like I said, I've got all these component pieces that I know go somewhere, I just don't quite know where.

yes that where it would go, save it as a gas file (ex. - hassatheropanther.gas), could load up dsloamod proggy if u have the ds toolkit installed should run from that folder, however it will probably err cause of a lack of hassat in naming tree.

T.K.Bold wrote:
Thank you very much for the help! Big smile I'm guessing this goes into the world\contentdb\templates\regular\actors\good folder? Or does it go somewhere else? Like I said, I've got all these component pieces that I know go somewhere, I just don't quite know where.

T.K.Bold's picture

Should I update the multiplayer config file to include the Hassat as a hero race as well? Or, should I just save what I got as a dsres?

u can if u want but I don't think it is used anymore unless one has a way to play multiplayer games. can save if u want as dsres file

T.K.Bold wrote:
Should I update the multiplayer config file to include the Hassat as a hero race as well? Or, should I just save what I got as a dsres?

T.K.Bold's picture

You can set the launch options for Dungeon Siege to have 'zonematch=true' and that'll let you skip the whole startup thing and let you go directly to multiplayer, where you can play via Tunngle, Hamachi or some other virtual network tunnel service! There's also the Legends of Aranna upgrade mod which is available in the steam guides, that'll re-enable the online play capabilities

As for the mod itself... well, when I tried to run the mod as is, when I tried to cycle through the singleplayer 'race/gender' list to select the hassat, it crashed on me. Normally this is probably not a good thing, but, its farther along than when I started!

I figured it would crash, without the nnk file with hassat missing

T.K.Bold wrote:
You can set the launch options for Dungeon Siege to have 'zonematch=true' and that'll let you skip the whole startup thing and let you go directly to multiplayer, where you can play via Tunngle, Hamachi or some other virtual network tunnel service! There's also the Legends of Aranna upgrade mod which is available in the steam guides, that'll re-enable the online play capabilities

As for the mod itself... well, when I tried to run the mod as is, when I tried to cycle through the singleplayer 'race/gender' list to select the hassat, it crashed on me. Normally this is probably not a good thing, but, its farther along than when I started!

T.K.Bold's picture

Darkelf wrote:
I figured it would crash, without the nnk file with hassat missing

T.K.Bold wrote:
You can set the launch options for Dungeon Siege to have 'zonematch=true' and that'll let you skip the whole startup thing and let you go directly to multiplayer, where you can play via Tunngle, Hamachi or some other virtual network tunnel service! There's also the Legends of Aranna upgrade mod which is available in the steam guides, that'll re-enable the online play capabilities

As for the mod itself... well, when I tried to run the mod as is, when I tried to cycle through the singleplayer 'race/gender' list to select the hassat, it crashed on me. Normally this is probably not a good thing, but, its farther along than when I started!

Hmm.. how do I go about making that? Or where do I find it in the base game to update it?

edit: also will need to go into world\global\skins to all and add entries to heads.gas etc files

[hassat_panther_hero]
{
}

may have to comment these out if all else fails // armor_version = hassat; // these are used for armor, these cant equip so need something creative
// armor_race = hassat;
// helmet_race = hassat;

naming key is found in art folder as .nnk file the hassat was already in mdkey.nnk so not sure if those will need updated.

http://ds.gemsite.org//web/index.php/mods/mini-conversions/star-wars/GET/detail-47 think yoda is a good solo example of how to help do your mod for study for insight take a look at it. ... going to sleep now, have fun creating your project Smile

T.K.Bold's picture

It seems trying to switch the the hassat race/gender still crashes it. But, now that I know about needing that .nnk thing, will I have to fill that out with Skrit stuff too?

EDIT: I'll take a look at the mod, and hopefully I'll be able to inch my way along. Slow and steady right? Thanks again for getting me started. I'll update accordingly if I need anything else. Meantime, bed it a good idea right about now. I'll poke at it some more in the morning.

T.K.Bold's picture

Unfortunately, I seem to be no less further than where I started at this point. Regarding the skrit stuff you sent, did you modify a hassat file to be akin to a player, or vice versa, or anything like that? Did you try to run it and it wound up working as intended?

I'm not sure if its just trying and failing to call on an asset it can't find.. which it shouldn't be, since all the data's already in the game. I've been combing through the files to see if maybe its trying to call on an animation that isn't there, or a sound-effect... but I can't seem to find any discrepancies.

Would the .gas file you made, being set in a directory of world\contentdb\templates\regular\actors\good, interfere with it trying to find stuff in 'evil' folders?

it shouldn't interfere with the evil ones as that is a good player character... and no I didn't test the code to see if it worked, that was just an example how to make them available at start of game. I suggested the Yoda mod, cause it adds 1 new character to the game, and as far as I know yoda don't wear armor, so that mod was example of what needs to be done. DSLoAMod can post the errors to the documents loa folder called logs, with all its errors.. usually that will tell u what needs fixed

perhaps u can tell us the error u getting.

T.K.Bold's picture

I can't seem to find DSLoAMod, The search brings me to SiegeNetwork, which has gone down from what I've seen. What is it exactly? It sounds convenient, and very useful.

DSLOAMod.exe is part of Dungeon Siege Toolkit, from Gas Powered Games themselves. I'll let somebody else tell you where that can still be downloaded from. (I got mine in 2014.)

http://www.gremalskeep.co.uk/downloads.asp has Dungeon Siege Editor Version 1.7

u will also need gmax installed first https://www.turbosquid.com/gmax .

T.K.Bold wrote:
I can't seem to find DSLoAMod, The search brings me to SiegeNetwork, which has gone down from what I've seen. What is it exactly? It sounds convenient, and very useful.

It would help to have a copy here, too. I note that we have the DS2 equivalent.

I'll take a look at my own archives, too. I seem to remember the 1.7 package being broken, and I had to fix something, but I don't remember what it was. Or maybe someone had tried to extend it, and failed.

T.K.Bold's picture

ghastley wrote:
It would help to have a copy here, too. I note that we have the DS2 equivalent.

I'll take a look at my own archives, too. I seem to remember the 1.7 package being broken, and I had to fix something, but I don't remember what it was. Or maybe someone had tried to extend it, and failed.

I think it's failing for me, too. For some reason, the DSMod from Toolkit 1.7 says my Logic.dsres and Objects.dsres versions are mismatched. Maybe its because I've got the steam version, but either way, I'm getting just a little worn down by all this. In truth, I honestly didn't think trying to get a player form of a nonplayer character would be anywhere near this complicated. Really I just wanted a character that wasn't a boring ol' human, and I didn't want to wind up screwing around with enemy resources and inadvertently hurting my game. I think I underestimated just how difficult getting a monster character to be playable would be. Don't think I'm not grateful at all for the help you guys are offering! I just didn't think it'd be quite as boggling as this. >..>

awe ok, didn't know u had steam version, it probably wont install then... guess this project is over then Sad

T.K.Bold wrote:
ghastley wrote:
It would help to have a copy here, too. I note that we have the DS2 equivalent.

I'll take a look at my own archives, too. I seem to remember the 1.7 package being broken, and I had to fix something, but I don't remember what it was. Or maybe someone had tried to extend it, and failed.

I think it's failing for me, too. For some reason, the DSMod from Toolkit 1.7 says my Logic.dsres and Objects.dsres versions are mismatched. Maybe its because I've got the steam version, but either way, I'm getting just a little worn down by all this. In truth, I honestly didn't think trying to get a player form of a nonplayer character would be anywhere near this complicated. Really I just wanted a character that wasn't a boring ol' human, and I didn't want to wind up screwing around with enemy resources and inadvertently hurting my game. I think I underestimated just how difficult getting a monster character to be playable would be. Don't think I'm not grateful at all for the help you guys are offering! I just didn't think it'd be quite as boggling as this. >..>

T.K.Bold's picture

I do appreciate the help you guys gave! I'm sure even if I don't, someone else might be inspired enough to get it off the ground! Tongue

I was thinking because of the fact that steam puts the resources of DS1 in a location that the DS1 tool kit is unaware of might be the reason it reports a version mismatch between Objects and logic files. Maybe moving the resource files and map files to the place where they live in the retail game might fix the issue with the toolkit. If that did not work maybe replacing the steam versions of object and logic files with the retail version might work. You could also purchase a retail version of Dungeon Siege Legands of Aranna which contains Dungeon Siege 1. I have a version of the game on DVD from Ubisoft that I purchased on line. In most cases for a never used retail version you can find them for under $15.00. Wink

Elf

tried to get the panther in game today but failed...not sure why but it crashes as soon as try to make a character selection, was looking at Yoda, it don't even use a naming key or change skins and it works great, Hamcat was so talented! may have to look at the animations next to see if I added something that don't belong.

DE just a thought but look at how Hamcat did the mesh for Yoda if it is anything like for the catmanson girls a good deal could be hidden there, because a lot of what we put into skrit, templates and the like he did within the character mesh.

Elf

I was thinking about your post the other day and remembered some mods regarding monster play I had downloaded a while ago. Sorry it took me so long to respond. One other thought is tinkering with the transform spells that came with Loa.
*shrug* I dunno. Smile

I've uploaded all three of these mods in one zip (including read me txt.). I've tried out two myself,I did not try out Model Hack. The two versions I did try are *only* for multiplayer and will not appear in the character selection screen in single player. Model hack seemed too much of a pain in the ass to do. Although the process is not difficult, you have to tank up the included files yourself and I just didn't feel like doing it. Sad

Monster Mod has all (and I mean ALL) characters from the game.

There is a second LoA version that includes hassat and zaurask. Honestly and no disrespect to the author of the mod intended, BUT, this mod has BIG problems and I doubt it was play tested. The characters themselves look cool, but do not do much of anything. Most of them have no interaction with NPCs (evil or good) and are invincible when they do fight. They have no inventory and the game WILL crash if they try to pick up anything including gold. Blah blah and so on. I included this mod and the Model Hack one in the upload because you and/or our other modders might be able to do something with them.

The "Tigermod" was the best, imo. Your character has an inventory and can interact with NPCs, both evil and good, shop and equip basic items such as weapons, spells also shields but I don't know about jewelry. I did not bother with any kind of body armor, since I doubt monsters have any meshes for armor.

You have to choose which sort of character you want beforehand as the guys themselves will only carry out the actions they were intended to, probably because they lack animation for other tasks. Melee only does melee and so on.
I did not do extensive play testing but playing with them was fun and seems that it would make for a pretty good game experience, with minor issues.

Hopes this helps.

Hopefully one of these links will work:

http://www.filedropper.com/playablemonsters

http://www.yourfilelink.com/get.php?fid=1341156

I tried out all three of the mods that Kathy uploaded and I concur with her The Tiger mod was the best. I briefly tested out each character the mod added and found that I liked the Grand Sorcerer best. I played him up until the storage cave. He was able to use all the rings and amulets I could buy or find. He was able to use the back pack. Shields he could equip. However he like all the other beings in the mod was limited to the weapons and spells of his class. That is really not an issue as single class characters are good once their skill levels advance. The characters in this mod did not conflict other character mods that I have installed. Making these characters work in single player would be very cool, but I do not know where to start.
Elf

T.K.Bold's picture

Well, huh. It seems my work here is done. Or rather, someone else beat me to it, kudos to that person! TigerMod seems to fit exactly what it was I was trying to do, or rather, seeking advice on how to do. Kudos to the kitty, kathycf, as well, for finding this! I never would have found it.

bare_elf wrote:
The characters in this mod did not conflict other character mods that I have installed. Making these characters work in single player would be very cool, but I do not know where to start.
Elf

I recall reading in the skrit thing darkelf put up, one of the lines seemed to enable the character for use in singleplayer. Maybe that'd help somehow?

[actor]
	{
		is_hero=true; // this makes the character selectable from creation screen

I'm glad to have been of help. I hope you keep on modding and come back and ask all the questions you like. Smile