forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

Could Use Some Help

So, even though I cannot currently play Dungeon Siege 1, there is still things I really want to add to my Ultimate Mod compilation, most notably, adding all of the canon races into singleplayer, and maybe even Elves and Dryads... but like, I tried before and it just didn't work. If you can give me a better idea, I'd appreciate it.. or just send the necessary files and, if I have to, I'll patch the new code into the previously existing files... that's one of the points of Ultimate Mod - removing arbitrary text and even some coding.

blogs: 

Comments

is this like a compilation of mods u making? I am confused on what u really want.

the elves and dryads could be ported to ds1 just like ds1 was ported to ds2, but the problem is they don't use ds1 armor, they can only use ds2 armor, so that presents problems... u could try modifying the farmgirls and farmboys and making ds1 versions of dryads but then they may not have pointy ears...personally I like the Dark and Light Elves..imagine if one wanted to "break the rules" they could make some new elves resembling ds2 elves using dark and light elves as a base requiring that mod to be installed.

think most of the races have already been made available in single player, via mods in the past
so that one would be the easiest one to do assuming u can find the mod that did that.

Eksevis wrote:
So, even though I cannot currently play Dungeon Siege 1, there is still things I really want to add to my Ultimate Mod compilation, most notably, adding all of the canon races into singleplayer, and maybe even Elves and Dryads... but like, I tried before and it just didn't work. If you can give me a better idea, I'd appreciate it.. or just send the necessary files and, if I have to, I'll patch the new code into the previously existing files... that's one of the points of Ultimate Mod - removing arbitrary text and even some coding.

Most of the work for an additional race is in creating the textures for the new race's heads, and editing the gas files that determine what heads (and hair) are available in char gen. For extra Elves and Dryads, you'd use existing head meshes and just map new skin textures (which include face, feet, arms and hands) on those. Hair may not even need any work if the new races "fit" the existing hair, just listing what works in the gas file.

The gas files are all named in this tutorial, which adds a non-canon race.

Well, first of all, I don't do texture or model work. If I did, I'd probably have had a far larger mod... also yes, it is a compilation mod I've been working on. It's already up on Nexus and I posted about it on here.

revived mod has Dwarf, Skeleton, and Half-Giant playable in Single Player

Can I view the mod and the code and port it into my compilation mod, though? I tried before with one of them and for some reason it wouldn't work.

Also, my biggest problem is that most large mod compilations for Dungeon Siege change the game too much. The idea of The Ultimate Mod is to keep faithful to the vanilla game while improving it by adding things that should have been there in the beginning.

don't need all of Revived to make them work in single player. that was just an example of how its done.
with that said lets look at vanilla ds for a minute
ok looking at bits\config\multiplayer.gas we see -

ds -

[multiplayer]
{
	[settings]
	{
		default_multiplayer_map = multiplayer_world;
		ghost_timeout = 60;  // seconds until ghosting wears off
	}

	[characters]
	{
		* = farmboy;
		* = farmgirl;
		* = dwarf;
		* = skeleton_good;
	}

	[ingame]
	{
		player_label_font = b_gui_fnt_12p_copperplate-light;
	}

	[game_timer]
	{
		// List all the minute denominations of time you want
		* = 15;
		* = 30;
		* = 45;
		* = 60;
		* = 90;
		* = 120;
		* = 180;
		* = 300;
	}
}

now we look at loa and see the differences

loa-

[multiplayer]
{
	[settings]
	{
		default_multiplayer_map = map_expansion;
		ghost_timeout = 60;  // seconds until ghosting wears off
	}

	[characters]
	{
		* = dsx_mp_farmboy;
		* = dsx_mp_farmgirl;
		* = dsx_mp_dwarf;
		* = dsx_mp_skeleton;
		* = halfgiant;
		* = utraean_boy;
		* = utraean_girl;
	}

	[ingame]
	{
		player_label_font = b_gui_fnt_12p_copperplate-light;
	}

	[game_timer]
	{
		// List all the minute denominations of time you want
		* = 15;
		* = 30;
		* = 45;
		* = 60;
		* = 90;
		* = 120;
		* = 180;
		* = 300;
	}
}

the difference being the characters added

Eksevis wrote:
Can I view the mod and the code and port it into my compilation mod, though? I tried before with one of them and for some reason it wouldn't work.

Also, my biggest problem is that most large mod compilations for Dungeon Siege change the game too much. The idea of The Ultimate Mod is to keep faithful to the vanilla game while improving it by adding things that should have been there in the beginning.

loa's bits\world\global\skins folder has all the gas files u need to add too

looking at loa for code we find - bits\art\mdkey.nnk

## TAT Added with DSX and Yesterhaven asset drop
TREE = B_I_JNG ,	Jungle ,	"Jungle Bitmaps"
TREE = B_I_SEA ,	Sea ,	"Sea Bitmaps"

TREE = B_T_JNG01		, Jungle		, "Jungle"
TREE = B_T_JNG01_FOR	, Forest		, "Forest"
TREE = B_T_JNG01_FLR	, Floor			, "Floor"
TREE = B_T_JNG01_PTH	, Path			, "Path"
TREE = B_T_JNG01_WAL	, Wall			, "Wall"
TREE = B_T_JNG01_RVR	, River			, "River"
TREE = B_T_JNG01_SCAFF	, Scaffolding	, "Scaffolding"
TREE = B_T_JNG01_RUIN	, Ruins			, "Ruins"
TREE = B_T_SEA02		, Seashore_2	, "Seashore 2"
TREE = B_T_SEA02_FLR	, Floor			, "Floor"
TREE = B_T_SEA02_RVR	, River			, "River"
TREE = B_T_SEA02_PTH	, Path			, "Path"
TREE = B_T_SEA02_WAL	, Wall			, "Wall"
TREE = B_T_Cty		, City			, "City"
TREE = B_T_Cty_Zig	, Ziggurat		, "Ziggurat"
TREE = B_T_Cty_Wal	, Wall			, "Wall"
TREE = B_T_Cty_path	, path			, "path"
TREE = B_T_wizCty 	, Wizard_City		, "Wizard_City"
TREE = B_T_CLKRM	, CLock_Room		, "Clock_Room"

TREE = T_JNG01		, Jungle		, "Jungle"
TREE = T_JNG01_for	, Forest		, "Forest"
TREE = T_FOR02		, Forest_Sequoia	, "Forest Sequoia"
TREE = T_SEA02		, Seashore_2		, "Seashore 2"
TREE = T_Cty		, City			, "City"
TREE = T_Cty_brdg	, Bridge		, "Bridge"
TREE = T_Cty_Wal	, Wall			, "Wall"
TREE = T_Cty_path	, path			, "path"
TREE = T_Cty_Zig	, Ziggurat		, "Ziggurat"
TREE = T_WizCty 	, Wizard_City		, "Wizard_City"
TREE = T_WizCty_Houses 	, Houses		, "Houses"
TREE = T_WizCty_BRDG 	, Bridge		, "Bridge"
TREE = T_CLKRM		, CLock_Room		, "Clock_Room"

TREE = M_I_JNG ,	Jungle, "Jungle"
TREE = M_I_SEA ,	Sea,	"Sea"
## End TAT Add

###############################################
# Ed 2/20/2003 Tiger Model
# MESH


TREE = M_C_EAM_HG	, Hassat_Grunt	, "Hassat_Grunt"
TREE = M_C_EAM_HW	, Hassat_Warrior		, "Hassat_Warrior"
TREE = M_C_EAM_HS	, Hassat_Swordsman		, "Hassat_Swordsman"
TREE = M_C_EAM_HA	, Hassat_Archer		, "Hassat_Archer"
TREE = M_C_EAM_HA-02	, Hassat_Archer		, "Hassat_Archer"
TREE = M_C_EAM_HA-03	, Hassat_Archer		, "Hassat_Archer"
TREE = M_C_EAM_HM	, Hassat_Mage		, "Hassat_Mage"
TREE = M_C_EAM_HM-02	, Hassat_Mage		, "Hassat_shaman"
TREE = M_C_EAM_HM-03	, Hassat_Mage		, "Hassat_caster"
TREE = M_C_EAM_HC	, Hassat_commander		, "Hassat_commander"

# ANIMATION
TREE = A_C_EAM_HASSAT		, Hassat	, "Hassat"
TREE = A_C_EAM_HASSAT_COMMANDER		, Commander	, "Commander"

# SPECIFIC ANIMATION, AND ANIMATION GROUP
TREE = A_C_EAM_HASSAT_FS0	, FS0		, "Unarmed"
TREE = A_C_EAM_HASSAT_FS5	, FS5		, "Staff"
TREE = A_C_EAM_HASSAT_FS1	, FS1		, "Sword"
TREE = A_C_EAM_HASSAT_FS6	, FS6		, "bow"
TREE = A_C_EAM_HASSAT_COMMANDER_FS5	,FS5	,"Staff"

# End Ed Add 2/20/2003
###############################################


###############################################
# Scott

# Thessic Armor
TREE = B_C_POS_A8	, Type8			, "Armor Type 8"

# Utraen Armor
TREE = B_C_POS_A9	, Type9			, "Armor Type 9"

# Twisted Mucosa
TREE = M_C_EDM_TWMU,	Twisted_Mucosa,		"Twisted_Mucosa"
TREE = A_C_EDM_TWMU,	Twisted_Mucosa,		"Twisted_Mucosa", FS0

# Noctiss
TREE = M_C_EDM_Noctiss,		Noctiss,		"Noctiss"

# Flying Gritch
TREE = M_C_EDM_FLGRITCH,		Flying_Gritch,		"Flying_Gritch"

# Feathered Drakeling
TREE = M_C_EDM_FLDRKLNG,		Feathered_Drakeling,		"Feathered_Drakeling"

# Troll Masher
TREE = M_C_ECM_TMASHER,		Troll_Masher,		"Troll_Masher"

# Frost Giant
TREE = M_C_ECM_FGIANT,		Frost_Giant,		"Frost_Giant"

# Sandscreech
TREE = M_C_EDM_SNDSKREECH,		Sandscreech,		"Sandscreech"

# Scarthrall
TREE = M_C_EDM_SCARTHRALL,		Scarthrall,		"Scarthrall"

# Skatwyrm
TREE = M_C_EDM_SKATWYRM,		Skatwyrm,		"Skatwyrm"

# Scrub_Howler
TREE = M_C_ECM_SCRUBHWL,		Scrub_Howler,		"Scrub_Howler"

# Pygmy
TREE = M_C_EDM_PYGMY,		Pygmy,		"Pygmy"

# Bog_Beast
TREE = M_C_EDM_BOGBEAST,		Bog_Beast,		"Bog_Beast"

# Barkrunner
TREE = M_C_EDM_BARKRUNNER,		Barkrunner,		"Barkrunner"

# Bookas
TREE = M_C_EDM_BOOKAS,		Bookas,		"Bookas"

# Doppleganger
TREE = M_C_ECM_DOPPLEGANGER,		Doppleganger,		"Doppleganger"

# Demonic_Ursae
TREE = M_C_EDM_DEMURSAE,		Demonic_Ursae,		"Demonic_Ursae"

# Great Krakbone
TREE = M_C_EBB_GRKRAKBONE,	Great_Krakbone,		"Great_Krakbone"
TREE = A_C_EBB_GRKRAKBONE,	Great_Krakbone,		"Great_Krakbone", FS0

# Lesser Krakbone
TREE = M_C_EDM_LSRKRAKBONE,	Lesser_Krakbone,		"Lesser_Krakbone"
TREE = A_C_EDM_LSRKRAKBONE,	Lesser_Krakbone,		"Lesser_Krakbone", FS0

# Disco Krug (yeah baby, yeah!)
TREE = m_c_eam_discokg,	DKrug,		"DKrug"
###############################################

#Nick 5/22

#Giant_lizard
TREE = M_C_EDM_giantlizard,		Giant_lizard,		"Giant_lizard"

###############################################
# Paolo 3/14
TREE = M_C_EAM_ZAURASK,	Zaurask,		"Zaurask"
TREE = M_C_EAM_ZMELEE,	Zaurask_Melee,	"Zaurask Melee"
TREE = M_C_EAM_ZCASTER, Zaurask_Caster, "Zaurask Caster"
TREE = M_C_EAM_ZCOMM,	Zaurask_Commander, "Zaurask Commander"
TREE = M_C_EAM_ZZOMB,	Zaurask_Zombie, "Zaurask Zombie"
TREE = A_C_EAM_ZAURASK,	Zaurask,		"Zaurask", FS0, FS1, FS2, FS5, FS6

TREE = M_C_EBB_NOSSIROM, Nossirom, "Nossirom"
TREE = A_C_EBB_NOSSIROM, Nossirom, "Nossirom", FS5

TREE = M_C_EDM_SCORPIOT, Scorpiot, "Scorpiot"
TREE = A_C_EDM_SCORPIOT, Scorpiot, "Scorpiot", FS0
TREE = M_C_EDM_SCORPIGUN, Scorpigun, "Scorpigun"
TREE = A_C_EDM_SCORPIGUN, Scorpigun, "Scorpigun", FS0

TREE = M_C_EDM_FRENDER, Flesh_Render, "Flesh Render"
TREE = A_C_EDM_FRENDER, Flesh_Render, "Flesh Render", FS0
###############################################

# Half-giant 3/10
## Definition of Mesh Tree

TREE = M_C_GAN_HG,		HalfGiant	,	"HalfGiant"

TREE = M_C_GAN_HG_BOOT,	Boots		,	"HalfGiant Boots"
TREE = M_C_GAN_HG_GNTL,	Gauntlets	,	"HalfGiant Gauntlets"
TREE = M_C_GAN_HG_HLMT,	Helmets		,	"HalfGiant Helmets"

# Character groups
TREE = A_C_GAN_HG	, HalfGiant		, "HalfGiant"		, FS0 , FS1 , FS2 , FS3 , FS4 , FS5 , FS6 , FS7, FS8

## Definition of Bitmap Tree

TREE = B_C_GAN_HG , HalfGiant		, "HalfGiant"         

// TAT 6/18 - for Utraean skins
TREE = B_C_GAN_UTRAEAN,	Utraeans		, "Utraeans"

#####################################################################

## Klickclaw 4/11
## Definition of Mesh Tree
TREE = M_C_EDM_KC	, Klickclaw				, "Klickclaw"

TREE = A_C_EDM_KC	, Klickclaw				, "Klickclaw"	, FS0

#####################################################################
## Rune Guardian 4/30

TREE = M_C_ECM_RG	, Runeguard				, "Runeguard"


TREE = A_C_ECM_RG	, Runeguard				, "Runeguard"	, FS0 , FS5

######################################################################
##PAck ANimal added 5/8
##ED

TREE = M_C_NA_PA	, Pack_Animal			, "Pack Animal"

TREE = A_C_NA_PA	, Pack_Animal			, "Pack Animal"			, FS0


#########################################################################
##########Lost Queen & Droc for GPG #####################

## legacy keys - to be removed
TREE = M_C_EBB_LQ	, LostQueen		, "LostQueen"
TREE = A_C_EBB_LQ	, LostQueen		, "LostQueen"	, FS0
## changes to lost queen tree by Paolo 6/05
TREE = M_C_EBB_LQB	, LostQueenBody		, "LostQueenBody"
TREE = A_C_EBB_LQB	, LostQueenBody		, "LostQueenBody"	, FS0
TREE = M_C_EBB_LQT	, LostQueenTail		, "LostQueenTail"
TREE = A_C_EBB_LQT	, LostQueenTail		, "LostQueenTail"	, FS0


TREE = M_C_EDM_DRC	, Droc				, "Droc"
TREE = A_C_EDM_DRC	, Droc				, "Droc"	, FS0 , FS1 , FS6

################################################################################
###Undead Centaur Boss
TREE = M_C_EBB_DK	, DeathKnight				, "DeathKnight"
TREE = A_C_EBB_DK	, DeathKnight				, "DeathKnight"	, FS2

######################################################################
##Automaton added 5/21
##Ed

TREE = M_C_EDM_AU	, Automaton			, "Automaton"
TREE = M_C_EDM_AU2	, Automaton2			, "Automaton2"

TREE = A_C_EDM_AU	, Automaton			, "Automaton"			, FS0
TREE = A_C_EDM_AU2	, Automaton2			, "Automaton2"			, FS0

#########################################################################
###shadow jumper ----6/4
TREE = M_C_EBB_SJ	, ShadowJumper				, "ShadowJumper"
TREE = A_C_EBB_SJ	, ShadowJumper				, "ShadowJumper"	, FS0 , FS1 , FS6 , FS5

TREE = M_C_EBB_SJB	, ShadowJumperBoss				, "ShadowJumperBoss"
TREE = A_C_EBB_SJB	, ShadowJumperBoss				, "ShadowJumperBoss"	 , FS5

#################################################################################
####Ed NPC's 6/5

Tree = M_C_GBN_BS2	, BLackSmith2	,  "BlackSmith2"
############################################################################
### chitterskrag---6/9
TREE = M_C_EDM_CHS	, Chitterskrag				, "Chitterskrag"
TREE = A_C_EDM_CHS	, Chitterskrag				, "Chitterskrag"	, FS0 


################################################################################
#### GPG models (Elementals) 6/11

Tree = M_C_EDM_crg	,CrystalGolem	,CrystalGolem
Tree = M_C_EDM_ee	,EarthElemental	,EarthElemental
Tree = M_C_EDM_we	,WaterElemental  ,WaterElemental
Tree = M_C_EDM_ae	,AirElemental	,AirElemental
Tree = M_C_EDM_aw	,AutomotonWasp	,AutomotonWasp
Tree = M_C_EDM_sa	,AutomotonSynged	,AutomotonSynged
Tree = M_C_EDM_mrblg	,MarbleGolem	,MarbleGolem

Tree = A_C_EDM_crg	,CrystalGolem	,CrystalGolem	,FS0
Tree = A_C_EDM_aw	,AutomatonWasp	,AutomatonWasp	,FS0
Tree = A_C_EDM_ae	,AirElemental	,AirElemental	,FSO

################################################################################
#### GPG Container anim

Tree = A_I_JNG	,Jungle	,"Jungle"

###############################################################################################
####Paco Easter Egg
TREE = M_C_NA_PAC	, Paco			, "Paco"

TREE = A_C_NA_PAC	, Paco			, "Paco"			, FS0

###########################################################################################
############disco krug
TREE = M_C_EAM_dsckrg	, Dsckrg			, "Dsckrg"
TREE = A_C_EAM_dsckrg	, Dsckrg			, "Dsckrg"			, FS0
#################################################################################################
#### Mangler Elemental
TREE = M_C_EDM_MELE	, ManglerElemental	, "ManglerElemental"

as u can see a naming key is needed for all things u add to the game in the above u will see where the half giants and utreans have there own special art textures for the game to use

# Half-giant 3/10
## Definition of Mesh Tree

TREE = M_C_GAN_HG,		HalfGiant	,	"HalfGiant"

TREE = M_C_GAN_HG_BOOT,	Boots		,	"HalfGiant Boots"
TREE = M_C_GAN_HG_GNTL,	Gauntlets	,	"HalfGiant Gauntlets"
TREE = M_C_GAN_HG_HLMT,	Helmets		,	"HalfGiant Helmets"

# Character groups
TREE = A_C_GAN_HG	, HalfGiant		, "HalfGiant"		, FS0 , FS1 , FS2 , FS3 , FS4 , FS5 , FS6 , FS7, FS8

## Definition of Bitmap Tree

TREE = B_C_GAN_HG , HalfGiant		, "HalfGiant"         

// TAT 6/18 - for Utraean skins
TREE = B_C_GAN_UTRAEAN,	Utraeans		, "Utraeans"

with that info u would need the animations and meshes for them to work with vanilla ds

anyways that's another file that's required for "new characters" to work with vanilla ds.

for your mod u can make one called Eksevis.nnk and put all the character info in that, then it wont get overwritten by other mods

http://ds.gemsite.org//web/index.php/mods/characters - has some mods with characters that have been created for ds maybe some of those will help

Maa-Jussi's Heroes in particular for the dwarf, half giant and utraeans