Wolfy DE LoA alpha 0.17f
Submitted by Darkelf on Sat, 2016-12-31 18:18 | |||||||||||
Wolfy DE Alpha 0.17f (install in dsloa folder) 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 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.... leaving 16h in for backup purposes 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 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 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. 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 alpha8b changes - added inventory mod to fix inventory of packwolf. 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 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!!!
blogs: |
|||||||||||
Comments
I installed your WolfyDEa11 and when I arrived at stonebridge there where no wolves instead Traggs as pack animals.
Hi DE
I summoned Fear the Pink (template name - spell_cm_summon_wolfpinkde), the war wolf that I was having issues with in version 9a, moving slow and not attacking. Everything appears to be working great in version a11. I did not install either wolfyfollow.dsres or wolfyformations.dsres. She is attacking along with all of my wolves, she is moving at the same speed, etc. What did you do to fix the issues I would be interested to learn.
not sure how those Traggs got there or whether they should be there, that is odd...
I removed the fidget &social = 0.35; from the wolves although it works for enemies wolves to talk to each other I didn't think the hero wolves should stop to talk to one another. added max_movement speed as well, I will have to try again on the multi summon war wolf spell, I noticed on old game, after I installed v3 of your mod it still had the v2 inventory ones in shop so I thinking the save games are keeping old versions of stuff in the save game...I am thinking about untanking my save game and removing the corruption and saving it back. I have 2 pack mules wolves with no portrait icons as well running slow, without portrait I cant even get the inventory off them
When we arrived in Glacern we went directly to the Pet Seller. She had three wolves so I decided to buy them. However on each purchase the wolf transformed into a Tragg. Since this occurred in two towns I think there is either something wrong with the pet sellers or the actual pack wolf templates in version 11.
re: Pet Seller Glacern
the very fact Traggs are appearing where packmules were at originally tells me that the ambient_mules got replaced somehow so I guess there must be an error in that template someplace
Hello DE,
The change log did not say anything about fixing the pack wolf turning into the pack tragg. So I guess it is still not repaired. Or do I need to install the added full summon_npc mod and remove the version I am currently using?
Wolves with pet seller
Click buy pack mule and poof no longer a wolf.
I loaded my game at glitterdelve and still have wolves near seller, but Fretch wont try to sell me any wolves despite only have 6 characters in party, guess I will have to start a new game and try to get to Stonebridge again to see whats going on, I must have something messed up in the ambient_mule or the pack_mule gas file someplace...but not sure why the game would put a tragg in, cause tragg uses a different template name and model than that of packmule and I didn't overwrite any tragg files or map files, they should be still in game. I am bout tempted to do a mapside overwrite of the packmules to insure the wolf is given, probably should anyway so can get different colored pack wolves, the only problem is, I would have to make one for adepts too, and any other map that changes the default map.
as for the full summon_npc, it should not affect the inventory based sellable ones. but from experience in game the NPC summon wolf versions will crash the game if disband button is hit (try it sometime on any npc_summon character), not very happy with npc_summon at this point.
In the readme for the mod Icemage noted that it changes the AI and GUI.
Do to major changes in the Adepts GUI Spelliconsv5 does not function the star burst does not display. I will do some exploring to see if I can get it to work. I may need to either increase the mod's priority such that it is equal to Adepts or add the appropriate code to Adepts. I will let you know the results and if possible how to fix it so that it works with both Adepts and the standard DSLoA.
I forgot that adepts has its own character_awp, it however does work with vanilla quite well as it uses loa version of character_awp with the skrit added at top. I will probably overwrite the character_awp of adepts when I install it in adepts...
Just downloaded 13c and will give it a look. Let you know what I discover
I ran a quick test of Wolfy 13c using Legends of Utrae, the single player version of the Utraen Peninsula
1. I found the combat magic spell "Summon NPC Cotton Candy" Now I have a pack wolf. Love how she moves, reminds me of Dog when he is excited. She follows very well, is a good fighter, and has lots of storage. I tried out the Wolfy Follow mod and she follows onto small elevators very nicely, however she also gets on the elevators when selected and no follow mod is active.
2. Summon Pack of Wolves spell, does not work, I get the message that says I can only control one summoned creature at a time. This seems odd since the spell calls a pack of wolves. I also have the mod UL Summon Plus installed and this allows me to summon any number of creatures. So it Should work. Also there is no active or inventory icon for the spell.
3. Checked all the vendors of pack animals on the map and it does not matter if there are wolves or mules in the pen. All transform into traggs when you buy them. Since the Summon NPC "wolf" spells work maybe you could just revert the animal sellers back to how they where and just use the spell for getting pack animals.
My Main party in Glacern found the spell "Summon NPC Wolf DE" and he is now a member of the party. Working just like Cotton Candy. Think you should make Wolf DE a bit more flashy Darkelf I mean he is named after you. This is the Kingdom of Ehb map just for the record.
still working on the mod, in between Swtor games, I multitask pretty good.
Wolfy D was based off this, but didn't turn out like it -
I made it to Glacern too, haven't been playing the adepts version for a few days, cause I am trying to try the spells in vanilla LOA, as they show up more frequently in vanilla LOA
I tried all 3 packmules in Glacern, to my shock all 3 bought and turned into Traggs :(, I did revert the ambients back to earlier version so got pretty wolves in the pins but they don't sell
v14b which is my current build, I added the Wolf bows so am playing around shooting Wolves at the enemies now, the bow isn't quite right yet, but its a start.
also made summon multiple wolves of a certain type, so in case one wants a pack of blue wolves they can have that instead..but currently trying to test em, don't want to keep throwing out alpha builds that aren't working to good.
also realized I need to go back to Stonebridge again, forgot to add Rusk to the party
Purple Rain, Flame and Old Flame -
Sea Wolves for sale?
Summon Multiple Pink Wolves-
Fire Wolves for sale?
Flame, Blacky and Deadly
I did not like the summoned pack wolf icon for 15a glad you went back to the previous ones. now have the pink and black summoned wolf pack spell. They are great offensive weapons. Just wish they did not explode when their time ran out. I could get used to it but the other wolves in the party look confused. Playing with Adepts I still get traggs when I hire them from a pet vendor.
that's reason I changed the npc pack wolfs portraits, they looked like pack mules, and to get rid of the explode can change
to
they become traggs in vanilla as well, not sure if the game has a limit to how many can be pack mules or not.
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 - longer duration on the Transformations, modified wolf bow effects, new desummon_multiple.skrit
Reducing the speed of the wolf arrows seems to be working nicely, as you can see the wolf ammunition hitting its target. The smaller radius on the multi-summons is a great improvement. However the multi-summons could have a bit more powerful attack.
I have as yet not come across the werewolf npc summons. Nice job DE.
the multisummons do need more damage it seems they are not using the enchantments, however it would seem the base damage is used if the enchantments are using the base then it probably don't do much damage if the multiplication is correct. I could make the multi-summons have a set min and max damage value but then they would be too powerful for level 1s etc. may experiment with the enchantment damage some, may also need to give them more life as well as they die fast in some battles.
I have found Greymane in shop so far she is as her name says Grey.. the werewolves are suppose to become farmgirls when they die however hopefully they don't die as npc cause I wasn't able to test the death on the npcs as if they become farmgirls not sure they would resurrect as werewolves... but the summons should become farmgirls on death wont effect anything.
updated WolfyDE LoA to 17f
https://www.siegetheday.org/files/WolfyDE17f.zip
Pages