What map are you trying to play and what other mods do you have going? Are you using vanilla DS or running the LoA exec?
I changed the heroes.gas for the zombies quite extensively, so anything else that changes heroes will make the zombies go bonkers. I just don't understand because I didn't alter the models or animations, nothing like that...I just added textures. Maybe I messed up the heroes file or something? hmm. I guess it could be an error in the skins section, maybe a bad head? I used the head choices for the females from DS Revived.
I can't do much troubleshooting now, as it's 2 am and I really should go to bed.
I always feel guilty when my mods don't work, so hopefully we can all put our heads together and see what happens.
Here is heroes:
It doesn't look like I messed up on the armor version or the actual model part, and I left all the animations and stuff as they were. I mostly made changes to the starting inventory items. I used the vanilla DS heroes, not the LoA version.
Hey DE:
What map are you trying to play and what other mods do you have going? Are you using vanilla DS or running the LoA exec?
I changed the heroes.gas for the zombies quite extensively, so anything else that changes heroes will make the zombies go bonkers. I just don't understand because I didn't alter the models or animations, nothing like that...I just added textures.
Maybe I messed up the heroes file or something? hmm. I guess it could be an error in the skins section, maybe a bad head? I used the head choices for the females from DS Revived.
I can't do much troubleshooting now, as it's 2 am and I really should go to bed.
I always feel guilty when my mods don't work, so hopefully we can all put our heads together and see what happens.
Here is heroes:
It doesn't look like I messed up on the armor version or the actual model part, and I left all the animations and stuff as they were. I mostly made changes to the starting inventory items. I used the vanilla DS heroes, not the LoA version.
I r confused.
[t:template,n:hero] { doc = "This is a hero that the actor can choose at the start of game"; specializes = actor_good; [actor] { can_level_up = true; race = human; [skills] { strength = 0, 0, 11; intelligence= 0, 0, 10; dexterity = 0, 0, 10; } } [aspect] { life_recovery_unit = 2; life_recovery_period = 4; mana_recovery_unit = 2; mana_recovery_period = 3; } [attack] { ammo_attach_bone = weapon_grip; attack_range = 0.5; reload_delay = 0; damage_max = 0; damage_min = 0; } [guts_manager] { effect_name = melee_hit_2; } [common] { membership = hero; auto_expiration_class = never; forced_expiration_class = never; } [inventory] { grid_height = 13; grid_width = 4; } [mind] { /* In my mind's eye, I see... a bunch of skrit code. */ //////////////////////////////////////// // jobs jat_attack_object_melee = world\ai\jobs\actors\good\job_player_attack_object_melee.skrit; jat_attack_object_ranged = world\ai\jobs\actors\good\job_player_attack_object_ranged.skrit; jat_fidget = world\ai\jobs\actors\good\job_player_fidget.skrit; jat_brain = world\ai\jobs\common\brain_hero.skrit; jat_listen = world\ai\jobs\common\job_listen.skrit; //////////////////////////////////////// // params melee_engage_range = 1.9; ranged_engage_range = 13.0; sensor_scan_period = 0.25; sight_range = 15.0; actor_life_ratio_low_threshold = 0.5; actor_life_ratio_high_threshold = 0.8; actor_mana_ratio_low_threshold = 0.5; actor_mana_ratio_high_threshold = 0.8; actor_weapon_preference = WP_NONE; //////////////////////////////////////// // permissions combat_orders = CO_LIMITED; movement_orders = MO_LIMITED; actor_auto_switches_to_magic = false; actor_auto_defends_others = true; actor_auto_heals_others_life = true; actor_auto_switches_to_karate = false; actor_auto_switches_to_melee = false; on_enemy_entered_icz_switch_to_melee = false; on_engaged_lost_consciousness_abort_attack = false; } [physics] { fire_effect = human_physics_fire; fire_resistance = 0.0; fire_burn_threshold = 999; elasticity = 0.2; } [player_custom] {} } [t:template,n:base_farmboy] { doc = "Farm boy base template"; specializes = hero; [actor] { portrait_icon=b_gui_ig_i_ic_c_fb_01; } [aspect] { model = m_c_gah_fb_pos_a1; [textures] { 0 = b_c_gah_fb_skin_04; 1 = b_c_pos_a1_008; } [voice] { [die] { *=s_e_die_male; } } } [body] { armor_version = gah_fb; avg_move_velocity =4.500000; initial_chore = chore_fidget; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine2; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = shield_grip; weapon_bone = weapon_grip; } [chore_dictionary] { chore_prefix = a_c_gah_fb_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_attack_sub; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; rat0 = at2-01; rat1 = at2-02; sffg = dff2; } [anim_durations] { fs0 = 1.250; // ac_beastfu (bite/claw/etc.) fs1 = 0.830; // ac_sword + no shied (Single handed weapon) fs2 = 0.830; // ac_sword + shield (Single handed weapon, plus a shield) fs3 = 1.250; // ac_axe + is two handed (battle-axe, halberd, etc.) fs4 = 1.250; // ac_sword + is_two_handed (Short Handled 2-handed weapon, swords, etc.) fs5 = 1.250; // ac_staff (Staff) fs6 = 1.000; // ac_bow (bow) fs7 = 0.125; // ac_minigun (Crossbows, exotic ranged weapons, flamethrowers, etc.) fs8 = 1.000; // ac_beastfu + shield (no weapon + shield) } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = simple_loop_sub; [anim_files] { 00 = dff; 01 = dff2; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_fidget_sub; [anim_files] { 00 = dff; 01 = dff-02; 02 = dff2; 03 = dff2-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { drnk = a_c_gah_fb_fs1_dk; gtup = a_c_gah_fb_fs0_up; look = a_c_gah_fb_fs0_dsf; wyme = a_c_gah_fb_fs0_dsf-02; frtd = a_c_gah_fb_fs0_dsf-03; talk = a_c_gah_fb_fs0_dsf-04; bed1 = a_c_gah_fb_fs0_dsf-05; bed2 = a_c_gah_fb_fs0_dsf-06; bed3 = a_c_gah_fb_fs0_dsf-07; mrik = a_c_gah_fb_fs0_dsf-08; sit1 = a_c_gah_fb_fs0_dsf-09; sit2 = a_c_gah_fb_fs0_dsf-10; bed4 = a_c_gah_fb_fs0_dsf-11; bed5 = a_c_gah_fb_fs0_dsf-12; froz = a_c_gah_fb_fs0_dsf-16; andi = a_c_gah_fb_fs0_dsf-17; lsn2 = a_c_gah_fb_fs0_dsf-18; knee = a_c_gah_fb_fs1_dsf-03; lstn = a_c_gah_fb_fs1_dsf-04; lblg = a_c_gah_fb_fs2_dsf-02; hoe1 = a_c_gah_fb_fs5_dsf-02; } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_walk; [anim_files] { 05=rl; } } } } [common] { screen_name="Farm boy"; } [player_custom] { race = "farmboy"; } } [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; } } [aspect] { model = m_c_gah_fg_pos_a1; [textures] { 0 = b_c_gah_fg_skin_01; 1 = b_c_pos_a1_009; } [voice] { [die] { *=s_e_die_female; } } } [body] { armor_version = gah_fg; avg_move_velocity = 4.500000; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine2; body_posterior = bip01_pelvis; kill_bone = bip01_spine2; shield_bone = shield_grip; weapon_bone = weapon_grip; } [weapon_scales] { as_single_melee = 0.8, 0.8, 0.8; as_two_handed_melee = 0.8, 0.8, 0.8; as_two_handed_sword = 0.8, 0.8, 0.8; as_staff = 1.0, 1.0, 1.0; as_bow_and_arrow = 0.8, 0.8, 0.8; as_minigun = 0.8, 0.8, 0.8; as_shield_only = 0.9, 0.9, 0.9; } [chore_dictionary] { chore_prefix = a_c_gah_fg_fs; [chore_attack] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_attack_sub; [anim_files] { 0mid = at; high = at-02; loww = at-03; extr = at-04; qffg = dff; rat0 = at2-01; rat1 = at2-02; sffg = dff2; } [anim_durations] { fs0 = 1.250; fs1 = 0.830; fs2 = 0.830; fs3 = 1.250; fs4 = 1.250; fs5 = 1.250; fs6 = 1.000; fs7 = 0.125; fs8 = 1.000; } } [chore_default] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = simple_loop_sub; [anim_files] { 00 = dff; 01 = dff2; } } [chore_die] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_transition; [anim_files] { 00 = di; } } [chore_fidget] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_fidget_sub; [anim_files] { 00 = dff; 01 = dff-02; 02 = dff2; 03 = dff2-02; } } [chore_magic] { chore_stances = 0,5; skrit = select_attack; [anim_files] { 00 = mg; 01 = mg-02; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { drnk = a_c_gah_fg_fs1_dk; gtup = a_c_gah_fg_fs0_up; look = a_c_gah_fg_fs0_dsf; talk = a_c_gah_fg_fs0_dsf-02; wyme = a_c_gah_fg_fs0_dsf-03; ulor = a_c_gah_fg_fs0_dsf-04; hddl = a_c_gah_fg_fs0_dsf-05; hdup = a_c_gah_fg_fs0_dsf-06; knee = a_c_gah_fg_fs1_dsf-03; lstn = a_c_gah_fg_fs1_dsf-04; frtd = a_c_gah_fg_fs0_dsf-03; ulo1 = a_c_gah_fg_fs0_dsf-04; sit1 = a_c_gah_fg_fs0_dsf-08; hoe1 = a_c_gah_fg_fs5_dsf-03; } } [chore_walk] { chore_stances = 0,1,2,3,4,5,6,7,8; skrit = select_walk_sub; [anim_files] { 00 = rl; 01 = rl2; } } } } [common] { screen_name = "Farm girl"; } [player_custom] { race = "farmgirl"; } } [t:template,n:farmboy] { doc = "Farmboy"; specializes = base_farmboy; [actor] { is_hero = true; screen_class = "Zombie"; } [aspect] { megamap_override = true; } [inventory] { [other] { il_main = bw_g_d_s_s_c_avgklc; il_main = meat_bone_zombie; il_main = spell_zap; il_main = spell_fireshot; il_main = spell_healing_hands; il_main = spell_transmute; } [equipment] { es_weapon_hand = dg_g_d_1h_fun; es_forearms = gl_gl_le_f_g_c_avg; es_chest = bd_un_le_f_pad_avg_zboy; es_feet = bo_bo_le_light; es_spellbook = book_glb_magic_01; } [pcontent] { [gold*] { chance = 1.0; max = 300; min = 300; } } } [water_effects] {} } [t:template,n:farmgirl] { doc = "Farmgirl"; specializes = base_farmgirl; [actor] { is_hero = true; screen_class = "Zombie"; } [aspect] { megamap_override = true; } [inventory] { [other] { il_main = bw_g_d_s_s_c_avgklc; il_main = meat_bone_zombie; il_main = spell_zap; il_main = spell_fireshot; il_main = spell_healing_hands; il_main = spell_transmute; } [equipment] { es_weapon_hand = dg_g_d_1h_fun; es_forearms = gl_gl_le_f_g_c_avg; es_chest = bd_un_le_f_pad_avg_zgirl; es_feet = bo_bo_le_light; es_spellbook = book_glb_magic_01; } [pcontent] { [gold*] { chance = 1.0; max = 300; min = 300; } } } [water_effects] {} }