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Here's a Special Edition of the Legendary Mod Logic ds2res that has rescaling of most monsters for feedback. Credit to Hardless for the skrit. Unfortunately as KillerGremal mentioned this doesn't currently work in vanilla DS2 (v2.2) so run it in Broken World only.
http://www.siegetheday.org/~iryan/files/Betav26/DS1_Mod_Logic_Beta_26SE.ds2res

KillerGremal wrote:
Monsters (or actors generally) with different sizes would be very appropriate indeed. It's really a bit unnatural if monsters of one type all have the same body size...!?
But technically, does this method of rescaling also work with v2.2?

I'm just wondering. According to my own experiences in DS2Mod with a player option to scale his pets, I think there only was a skrit commamd in the addon/v2.3 to do this, and I can't remember any new template features in the addon to get scale changes via templates.

I have to admit, I never did any tests in the retail version of v2.2 (there may be minor differences with DS2Mod), however having a skrit-based solution for scale changes in v2.2 would be really great (it would allow more control as template-based settings probably would do).
I did try out several things in DS2Mod, sadly I never found a skrit tweak for scale changes, although the game engine is able to rescale models within effect code.
Now addon code in DS2Mod or v2.2 doesn't always make the game instable though, but usually it won't be unstated.

Assumed there is a way in v2.2 as well (the SiegeEditor could be bypassed anyway), I could respect scale changes perhaps in the Level Adjustment mod if possible. The new body size then also could affect damage and life stats for example.
However I hesitate at the moment to split the Level Adjustment mod in a release for v2.2 and v2.3/BW just because of scale changes, as appreciated this feature may be. In the future maybe, if there also are addon-specific 'cast-spell-when-hit' chances for bosses possibly or any other curse-like effects perhaps (as in D3) we can see on whether or not to make a mod release for v2.2 and one for v2.3/BW.


This is the error SE2 throws when attempting to load the skrit.

It appears the problem is that SetRenderScaleMultiplier isn't declared in flick functions and commands? Quite possibily if that was done the skrit would work in v2.2 even if SE2 complained about it. Certainly SE2 complains a lot about the actor_audio_response.skrit in v2.2 but it still works.

I believe KillerGremal is right that boss only special attacks would be possible, at least in Broken World. Just need to trick the game in thinking they act the same as player armor.