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Wolfy DE LoA alpha 0.17f

Wolfy DE Alpha 0.17f (install in dsloa folder)
Alpha means very buggy and could corrupt save games, use at own risk, make save backups before using

https://www.siegetheday.org/files/WolfyDE17f.zip

Alpha 17f - fixed an animation error introduced in 17 in the summon multiple pacos which don't seem to attack very well :(, removed an arrow effect from the wolf bows which would cause ap_grip errors, still haven't found the vampire bats in game yet Sad

Alpha 17 - changed enchantment values on the multiple summons to see if they will have more health and do more damage... changed wolf bow bones explosion, old one may have been better....
bumped to 17 cause I added summon Summon/Multiple Vampire Bats and Summon/Multiple Dog for testing purposes, not sure if they will work well.

leaving 16h in for backup purposes
https://www.siegetheday.org/files/WolfyDE16h.zip

Alpha 16h - reduced the speed of the wolf arrows, added 3 werewolf npc_summons. reduced the radius on the multi-summons

Alpha 16f - bugfix desummon_multiple.skrit

Alpha 16e - longer duration on the Transformations, modified wolf bow effects, new summon_multiple.skrit

Alpha 16b - added some more werewolves to the mix, changed follow and formation mods, trying to fix the lack of damage of the multiple wolves, changed 2 sound files not sure if they working at moment, some graphic changes, and some minor template changes, some have moved.

Alpha 15b - attempting to fix the portrait icons of 15a, trying to fix pack wolves at sellers again

Alpha 15a - current Alpha build uploaded for backup purposes and for those willing to test, changed inventory icons for Summon Multiple and Summon NPC wolves. Changed Portrait Icons for Pack Wolves maybe they work, haven't got a packwolf in party currently Sad Changed scale on werewolf to be taller and hopefully he reverts to human on death but that don't work half time either. added Wolf Bows which are working somewhat. some tweaks to the gas files.

Alpha 0.14 - was tested never put on site

Alpha 0.13c changes - increased durantion from 20 to 30 on the multiple and random wolves, removed a fidget anim from the wolves, changed 2 effects.

Alpha 13b changes - removed some extra psd files that were included in alpha 12, summon random wolves were evil, so trying to turn them good in this one Sad

Alpha 12 changes - added future textures for the pack(mule) wolves, changed the textures on pink and purple a little. updated summon_multiple_wolves some, added spellicons v5 which is optional but makes spell casting easier, added the full summon_npc mod, eventually the summon_npc wolves will be separated into an optional mod.

alpha 11 changes - added combat mage versions of the spells, added summon_random wolves, modified Mind settings on wolves/werewolf, modified the Polymorph wolf spell, modified personal space range to 1.2 since the scale is 1.1 and a few other tweaks I forget.

alpha 9a changes - added kathycf's blue and red wolves as summons, morphs, and transformations, tweaked the wolf gun a little not much, tweaked the damage and defense on the pack wolf.
alpha 9 changes - separated inventory mod from main mod
alpha 8z changes - changing summons to be same speed as Lili's summons maybe.

alpha8y changes - last build with the Pack Wolf mule replacement, not sure if new games are effected but old saves are corrupted. added 2 Pink Pack Wolf textures for the future ds2 version Pack Wolves, changed the inventory mod. changed formations cause im tired of packmules and traggs not going on elevators, and changed job_follow.skrit so packmules can travel like pack animals do. unfortunately the packwolf in previous saves are still walking turtle speed

Wolfy DE alpha 8k
alpha8k changes - re-done some of the spell inventory shop icons. tweaked damage, attack, defense and life on the wolves. Pack Wolf is still running slow, running out of ideas.

alpha8b changes - added inventory mod to fix inventory of packwolf.
added 2 purple packwolf textures
tried adding more pink to fear the pink on back and more purple on Purple Rain's back
removed some animations from code

todo: packwolf still runs slow, deleting anims to see if they are slowing it down, as a last resort will try to remove inventory from pack wolf, disband it and get another one but gonna wait to see how anims turn out. spell icons for summons are too big. gonna pull this

alpha7a changed
added a wolf gun
added werewolf
added summon npc versions so can add to party
added 2 new wolf sounds

after upload and playthrough, found the pack mule wolf is way too slow the mule wolfs are messed up at mule seller and a summon needs edited so gonna patch this later

7a trying a fix of 7 slow pack and some template errors fear the double "

Happy New Year everyone!!!

AttachmentSize
Image icon DungeonSiegeScreen51.jpg337.9 KB
Package icon WolfyDE16h.zip7.65 MB
Package icon WolfyDE17.zip7.7 MB
Package icon WolfyDE17f.zip7.7 MB
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Comments

Wolf DE 7A

The pack wolf is less timid but still very slow whenever monsters are around. The pack wolves do fight more aggressively.

The pack wolves have an inventory issue. Once the inventory screen is full items keep getting added outside of the inventory screen and they are stuck there and can not be retrieved. I am running the game at 1024 x 768.

Wolf in Fallraen Wolf Vendor is fixed will continue to check in other towns for twisted ones.

The transform spell – Transform into DE Alpha Wolf works much better, harder to kill but his bite should be more powerful.
Elf

Is there a link for 8b?

Dwarf

sigofmugmort1 wrote:
Is there a link for 8b?

Dwarf


no link yet, I pulled the mod as 7 also has issues, the spells in the shop have corrupt graphics, trying to fix the shop and the slow pack mule, I will try to put up 8h later today but it too will probably have some issues, sorry for the delay.

Darkelf wrote:
sigofmugmort1 wrote:
Is there a link for 8b?

Dwarf


no link yet, I pulled the mod as 7 also has issues, the spells in the shop have corrupt graphics, trying to fix the shop and the slow pack mule, I will try to put up 8h later today but it too will probably have some issues, sorry for the delay.

of course, finding the issues is half the fun Insane Wink Tongue

Dwarf

sigofmugmort1 wrote:
Darkelf wrote:
sigofmugmort1 wrote:
Is there a link for 8b?

Dwarf


no link yet, I pulled the mod as 7 also has issues, the spells in the shop have corrupt graphics, trying to fix the shop and the slow pack mule, I will try to put up 8h later today but it too will probably have some issues, sorry for the delay.

of course, finding the issues is half the fun Insane Wink Tongue

Dwarf

Finding the issues with a mod is more fun than playing a map with a working mod, for two reasons. 1. Watching strange things occur and then trying to explain what you are seeing in a way that the creator of the mod will understand. Thank You GPG for giving us screen shots. 2. Looking forward to updates. I have played all the maps so so many times I can pretty much be sure that I know what will happen next. Then a mod adds a wrinkle be it bad or good makes me want to play a map for the millionth time. Wink

Elf

Downloading it as I write this and will give it a test tomorrow, as there is 100% chance of rain and 20% chance of snow. Thank you DE
Elf

Hi DE,

Here are some notes on my test run.

alpha8b changes - added inventory mod to fix inventory of packwolf.
This did not fix the inventory problem. With all the other pack animals you get a message that inventory is full if you try to pick something up that will not fit into inventory. This message never occurs with the pack wolf as he or she will pick things up forever. Maybe it is missing an inventory max limit.
added 2 purple packwolf textures
They look great
tried adding more pink to fear the pink on back and more purple on Purple Rain's back
Fear the Pink and Purple Rain look perfect Dance

I like the werewolf and he works great.

Maybe modeling the pack wolf on the mule was the wrong idea. I played some time without the wolf mod checking out all the other types of pack animals and discovered they are all faster than the mule and stronger than the mule. I did note that all the pack animals including the mule have an upper limit on the amount of items they can carry in inventory, just like the regular characters. You might wish to check that limit on the pack wolf.

Elf

I haven't got a full pack mule yet so will need to continue to next 2 towns, to get it full. The oddity I found at Stonebridge is that the pack mule seller sold me a Tragg named Silverhorn, I was thinking is this right?, was very confused. sadly when I hired the archer in magic shop I don't have much gold, to test other spells, so not sure how the summons are working yet..this is all trial and error now mainly errors....

I am not happy that I had to include the inventory mod as it may conflict with other mods. DS has a 255 item limit at least in mp, from what I read single player doesn't have an item limit cause it saves the entire game instead. I will look into this limit u mentioned..imagine there is a skrit slowing the wolf down too someplace but who knows

I have updated the transformations today and will need to test them a little as well... I would like to make a pink pack wolf as well similar to purple rain pack wolf...and perhaps I should convert purple rain and fear the pink to a ds2 mod as the ds2 pack mules are easier to edit and don't need replaced. with the adepts ds2 mod we could make wolf pets easily.

if had time I would edit the map and add wolfs to the map and make them for hire, but my siege editor crashes cause it don't like my graphic card Sad guess it newer than the game or something.

I am actually enjoying ds again, kind of forgot a lot of what made this game so good. although at times it frustrating getting a full inventory and have to walk back to town to sell, I miss town portals really bad.

glad u liked some of the changes anyways, if find anything that needs more balance we may try to fix that next. perhaps the mule idea should be scrapped. thinking about making this mod modular (separate mods for pack wolf, summons, etc, that way people wont have to install the pack mule mess up to enjoy the rest)

bare_elf wrote:
Hi DE,

Here are some notes on my test run.

alpha8b changes - added inventory mod to fix inventory of packwolf.
This did not fix the inventory problem. With all the other pack animals you get a message that inventory is full if you try to pick something up that will not fit into inventory. This message never occurs with the pack wolf as he or she will pick things up forever. Maybe it is missing an inventory max limit.
added 2 purple packwolf textures
They look great
tried adding more pink to fear the pink on back and more purple on Purple Rain's back
Fear the Pink and Purple Rain look perfect Dance

I like the werewolf and he works great.

Maybe modeling the pack wolf on the mule was the wrong idea. I played some time without the wolf mod checking out all the other types of pack animals and discovered they are all faster than the mule and stronger than the mule. I did note that all the pack animals including the mule have an upper limit on the amount of items they can carry in inventory, just like the regular characters. You might wish to check that limit on the pack wolf.

Elf

I think you are correct in wanting to split the Summon Wolf and Pack Wolf into two separate mods. One reason would be because the inventory mod does mess things up a bit. Second The Wolves in DS2 would be cool, both pack and summons.
Elf

I removed the packwolf and inventory modifications from wolfyde8k so that I could test the other pack animals to see if there was an inventory issue. As yet I have not found any. I am currently using a Tragg who has an inventory size of 8x13 and once the inventory is full or the inventory space remaining is to small for the item I wish it to pick up I receive one of the following messages. INVENTORY IS FULL or ITEM WILL NOT FIT IN INVENTORY. This occurs with any pack animal or party member no matter the size of their inventory screen. Only the pack wolf has the issue that no matter how large the inventory screen is you never get the message INVENTORY IS FULL. I will look to see where the Tragg's template to see if I can locate the inventory screen size limit.

I have also discovered that the pack animals standard to DS1 are far more timid than the war wolves however they will attack without question any monster who gets close to them and keep fighting without support until they win or are killed. The pack wolf always tried to hide.

Elf

I was up to alpha 8o with still no success prior to this reply.

according to http://www.zhixalom.com/ the inventory mod has 507 inventory which is more than I wanted, the multiplayer version is the one I would rather had but not sure if it works in single player... I did a search of the ds and loa bits folders and INVENTORY IS FULL or ITEM WILL NOT FIT IN INVENTORY is not found, so it must be hardcoded in the exe or something. pack mules are suppose to flee from fights, Tragg was not so that's understandable...perhaps I should have replaced Tragg instead of packmule, which could result in another change to the mod..., bout the only thing I can do now is give the pack wolf a speed up spell, I have tried avg_move_velocity = 5.6; and that wont change it, even went into job_follow.skrit and changed the packmule to be like Tragg and the packwolf is still slow, may try one more attempt at that change if don't work may just do like u did and remove the pack wolf Sad from the mod.

bare_elf wrote:
I removed the packwolf and inventory modifications from wolfyde8k so that I could test the other pack animals to see if there was an inventory issue. As yet I have not found any. I am currently using a Tragg who has an inventory size of 8x13 and once the inventory is full or the inventory space remaining is to small for the item I wish it to pick up I receive one of the following messages. INVENTORY IS FULL or ITEM WILL NOT FIT IN INVENTORY. This occurs with any pack animal or party member no matter the size of their inventory screen. Only the pack wolf has the issue that no matter how large the inventory screen is you never get the message INVENTORY IS FULL. I will look to see where the Tragg's template to see if I can locate the inventory screen size limit.

I have also discovered that the pack animals standard to DS1 are far more timid than the war wolves however they will attack without question any monster who gets close to them and keep fighting without support until they win or are killed. The pack wolf always tried to hide.

Elf

The summoned wolves seemed to move much slower and the summoned werewolf guard did not attack

of course, I am probably overlooking something obvious Big smile

Insane Dwarf

tried to mod the Tragg into a wolf found out GPG rigged the tragg on the map side with a mesh, so would have to edit map side every tragg, so ditched that idea..

currently reverting some ambient mule and pack mule changes, haven't gave up on the pack wolf yet, but without changing the ui, changing the components.gas and basically overhauling the game, pack wolf will probably be removed from the mod.
-----------
I did slow some down summons from 5.6 to 5.0 in last update..also there are 2 versions to every summon, so not sure which one it is, one is gpg summon version, the other is summon npc version. .... trying to decide to either make 2 separate summon mods or leave this as whole mod.

sigofmugmort1 wrote:
The summoned wolves seemed to move much slower and the summoned werewolf guard did not attack

of course, I am probably overlooking something obvious Big smile

Insane Dwarf

I think it was the Summon DEwerewolf guardian that just stood around, The summon DEWerewolf I summoned 3 and they slowly stalk then suddenly run abit to either Ketchup with my character or attack, too a little to get used to but the end result is rather neat (or scary if you happen to be on the receiving end of the charge Evil "

Dwarf

Hi DE
Tried 8Y for a while and found that your wolves Fear the Pink and Purple Rain are running much slower now than my wolves, did you slow them down? Like the Dead Wolf. Have not gotten to a point where I reached a town to pick up a pack wolf.

Elf

thinking about making them all same speed as the summons when I do the individual tanks

bare_elf wrote:
Hi DE
Tried 8Y for a while and found that your wolves Fear the Pink and Purple Rain are running much slower now than my wolves, did you slow them down? Like the Dead Wolf. Have not gotten to a point where I reached a town to pick up a pack wolf.

Elf

Darkelf wrote:
thinking about making them all same speed as the summons when I do the individual tanks

bare_elf wrote:
Hi DE
Tried 8Y for a while and found that your wolves Fear the Pink and Purple Rain are running much slower now than my wolves, did you slow them down? Like the Dead Wolf. Have not gotten to a point where I reached a town to pick up a pack wolf.

Elf

I am talking about Purple Rain Summons and Fear the Pink Summons are about half as fast as my Gray, Black and White Wolf Summonses. I was not speaking of the Pack Wolves. Sorry for the confusion.

Elf

My Summoned wolves and your summoned wolves are all operating at same speed. The Pack Wolf is also working at that speed and no longer timid. However the silly pack wolf still has issues with his inventory screen. Although if I bring up my inventory screen and his I can move items back into the valid part of his screen. I have two screen shots one of his inventory screen and one with both screens open. You will notice that in both screen shots the grid is odd looking. There may be something in my version of Adepts that is causing this problem. Next I will disable my version of adepts and see if that fixes things.


Elf

There is no issue with the pack wolf inventory screen and the standard version of LoA. However there is a conflict between Adepts_Fixed (The original Adepts Mod by iryan) and my expanded version of Adepts (CMA2016A). I assume there must be an inventory mod within Adepts that I am not aware of or it might be the backpack mod in Adepts that is causing the issue. I will look and see what I can find.
Elf

The only thing that may be causing a conflict is the ui/interfaces/backend files. but that does not even make much sense to me, because the other pack animals work fine. Could it be code in the inventory.gas in adepts that is different from the standard inventory.gas of LoA? That does not appear to be the case, as I just ran a file compare using the program winmerge and it found no differences in the code in the pack animal section of the gas file. However there where two lines of code that differed and they where located in the sections of the file related to [t:button,n:button_gold] and [t:window,n:window_gold_icon] where numbers in the rect = are different. For [t:button,n:button_gold] the adepts numbers are 298,8,366,24; and for LoA the numbers are 302,8,360,24; For [t:window,n:window_gold_icon] the adepts numbers are 281,8,297,24; and for LoA the numbers are 285,8,301,24;
Elf

Maybe making two versions of the mod would work. One for the regular LoA that includes the pack wolves and one for Adepts that excludes the pack wolves.

or

Maybe there is a way to add pack wolf specific files to the adepts backend files leaving out the inventory mod.

Who knows, I sure don't. For now I just will not hire the pack wolves and solve the issue that way.

Insane

pretty screenshots those help....
was looking at the screenshots it was using the adepts inventory, cause mine aren't blue (which I really like). Without an inventory mod though I had same issue that you had, the inventory was going outside the inventory window, so I added the ZhixalomsInv32_1024x768_LOA_MultiPlayer.dsres inventory mod and it went back inside, and yes my version is for vanilla loa only, I would need to make an Adepts inventory compatible version, which I need to do but not sure if I got the latest greatest of it. but ideally I am going to remove the inventory mod from inside the mod to the outside so these conflicts don't happen. the pack mule converted wolf has been a failure in speed for a while so not sure it will ever be fixed, I think its the save game, but I don't want to make a new character to find out if the saved game is the cause of its slowness. going to create the new mod now.

bare_elf wrote:
The only thing that may be causing a conflict is the ui/interfaces/backend files. but that does not even make much sense to me, because the other pack animals work fine. Could it be code in the inventory.gas in adepts that is different from the standard inventory.gas of LoA? That does not appear to be the case, as I just ran a file compare using the program winmerge and it found no differences in the code in the pack animal section of the gas file. However there where two lines of code that differed and they where located in the sections of the file related to [t:button,n:button_gold] and [t:window,n:window_gold_icon] where numbers in the rect = are different. For [t:button,n:button_gold] the adepts numbers are 298,8,366,24; and for LoA the numbers are 302,8,360,24; For [t:window,n:window_gold_icon] the adepts numbers are 281,8,297,24; and for LoA the numbers are 285,8,301,24;
Elf

Maybe making two versions of the mod would work. One for the regular LoA that includes the pack wolves and one for Adepts that excludes the pack wolves.

or

Maybe there is a way to add pack wolf specific files to the adepts backend files leaving out the inventory mod.

Who knows, I sure don't. For now I just will not hire the pack wolves and solve the issue that way.

Insane

I did not seem to get experience for creatures the summoned one killed or for kills while transformed.

Love the Wolf Gun tho Big smile

Dwarf

nice screenshots, not sure the wolf gun is working right, may have to do further testing on it..think the wolf needs to be smaller though. nice seeing my mod in action thanks for taking the time playing, testing and taking screen shots, it makes me feel good knowing someone used my mod. I need to play more haven't got to glitter mine yet, been a week modding silly pack wolf movement speed to no avail.

This is the version I am using and the latest that iryan did

http://www.siegetheday.org/~iryan/files/adeptsfixed.zip

DE the wolves may need to be smaller for the regular LoA game however the size they are now works for adepts.
I am currently on my way to Lang with a wolf pack (not pack wolf) of 6, three of yours (2 purple rains), three of mine black white and gray, and a Tragg for pack animal.



Things working great, This is the party I started with in the Alpha 7 version of your mod and each time the improvements have shown so at least for me the saved games are functioning.

I wonder if adding the packwolf to world/contentdb/templates/regular/actors/good/npc would correct the inventory issues?

UPDATE -- That did not help or hurt anything. Next I tried increasing the priority to equal Adepts 35767 just in case Adepts was overriding something. This also did not help or hurt the inventory issues.

Elf

thanks I see it changed the ui inventory as well so it and the inventory mod would have overlapping windows if adepts is 35767 and mine is 32767 then adepts has the higher priority so it would used adepts inventory and backpack ui ... there would be 2 ways to fix it, overwrite the inventory and backpack ui of adepts with inventory mod's changes, or use adepts inventory and backpack and change the other windows rectangles of the inventory mod.. I may have to use a modified adepts fix to find out.

bare_elf wrote:
This is the version I am using and the latest that iryan did

http://www.siegetheday.org/~iryan/files/adeptsfixed.zip

Darkelf wrote:
thanks I see it changed the ui inventory as well so it and the inventory mod would have overlapping windows if adepts is 35767 and mine is 32767 then adepts has the higher priority so it would used adepts inventory and backpack ui ... there would be 2 ways to fix it, overwrite the inventory and backpack ui of adepts with inventory mod's changes, or use adepts inventory and backpack and change the other windows rectangles of the inventory mod.. I may have to use a modified adepts fix to find out.

If it where me and I where going to do it for adepts I think I would use adepts inventory and backpack and change the other windows rectangles of the inventory mod.. That way we would have an LoA version of the Mod and an Adepts version of the Mod. With the different color inventory screens.

Elf

well I actually untanked adepts, put the inventory mod and my mod in adepts, tanked it up and the pack wolf is running as fast as the rest of the characters now and the inventory mod works good in adepts

bare_elf wrote:
Darkelf wrote:
thanks I see it changed the ui inventory as well so it and the inventory mod would have overlapping windows if adepts is 35767 and mine is 32767 then adepts has the higher priority so it would used adepts inventory and backpack ui ... there would be 2 ways to fix it, overwrite the inventory and backpack ui of adepts with inventory mod's changes, or use adepts inventory and backpack and change the other windows rectangles of the inventory mod.. I may have to use a modified adepts fix to find out.

If it where me and I where going to do it for adepts I think I would use adepts inventory and backpack and change the other windows rectangles of the inventory mod.. That way we would have an LoA version of the Mod and an Adepts version of the Mod. With the different color inventory screens.

Elf

Found Old Flame, she expired quickly then she was back, and gone again. Old Flames are just a flash in the pan.

I downloaded the new version and will give it a look as it is raining today.
Elf

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