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Toto too....

Well, let me just say I had the idea for a Toto mod since about Feb 2006...but had no idea how to do anything about it. So, now...yay for modding!

Right now I gave him a people inventory, with the attendent problems of not being able to equip armor/weapons in addition to needing to revise his skills and screen class. He can equip rings and amulets of course, so I can make some to compensate for the armor and weapons issue. I know there are a couple of mods floating around that use skrit to prevent auto equipping.

While I know it would make much more sense to have Toto be simply a pack animal, I thought the idea of him being a "real" party member to be pretty funny. ^^ (and of course if I had kept him as simply a summon I know I would not even have to worry about inventories and portaits at all. But oh well. Wink )

I was even able to "drdeath" him, which made him Toto, grand high siegemaster. Hee hee.

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volkan's picture

So, when is Toto leaving Kansas and coming to other states? Wink

volkan wrote:
So, when is Toto leaving Kansas and coming to other states? Wink

Well, I just started working on him yesterday and given my n00bishness...probably around a week at least. Smile

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Total absence of humor renders life impossible.
Colette

I believe that is similar to what Xaa did in the LoH siegelet. Probably the main side effect is that for a mp game you will end up with a Toto character that you could select as a character in a mp game, though I am not sure that it would run entirely correctly if you choose that character to play, but you should be able to do something. That and armors would not equip so well, though maybe rings and such, plus not sure if vendors would talk to him so much.

Abstraction Webpage
Abstraction Forums

volkan's picture

kathycf wrote:
Well, let me just say I had the idea for a Toto mod since about Feb 2006...but had no idea how to do anything about it. So, now...yay for modding!

I think :girlwerewolf: is gonna hit The downside of modding soon. :happy:

The LoH skelly minion could wear armor, at least partly because GPG built him that way. The shikari had skrit to drop what he couldn't use.

If Toto doesn't have a1 through a7 meshes, and helmet meshes, and glove meshes, and boot meshes (all of which can just be the same one copied, but you have to do it) then anything the game tries to auto-equip on him gets destroyed instead. For full effect, you need a drop skrit to ensure it isn't equipped "invisibly", unless of course you want the armor benefits to apply even if you can't see it.

Monsoon did a drop skrit for Abstraction to handle the elf/non-elf helms, but it's general and can do any armor type.

Vendors will talk to anyone or anything, unless they have custom skrit controlling them, as in LoH. Some of them would just refuse to talk, they'd attack you! AND they were invincible, so it wasn't a good idea to start a conversation.

Abstraction site
Dungeon Raider

Well for now Toto is just going to be a summonable party member, and the spell works fine in that regard. I was in a shop and the shopkeeper wouldn't talk to my dog...he had the talk button thing, but nothing happened when I clicked on it.

So, I of course have no idea how to make meshes for armor, and wouldn't even know where to start with that as I can't run silly Siegemax. Although it would be funny if all Toto's amor meshes ended up being like a dog collar. I was going to scour around looking for a way to make him not even try to equip armor...or maybe as ghastley mentions if he could equip it invisibly. Is Monsoon around at the Abstraction site to ask about that skrit?

Somehow I think he would trip over his feet if he tried to wear a robe....plus my dog Dillon is a nudist as I think most dogs are. Wink I can write his template to include some rings for armor. I could take the easy way out and just make him a pack animal, but I really am enjoying having him as a "regular" party member.

Oh yea...the downside. Yes, I am well aware of that. ^^ I play the game and keep having ideas for more stuff I want to do, so I stop playing and do the stuff and then the cycle starts all over again.

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Total absence of humor renders life impossible.
Colette

The problem is that (with Monsoon's skrit for sure, and I think most others I've seen have the same problem) the armor must be put on to trigger the drop skrit. That requires there be a valid mesh for the character wearing the item.

What I've done before is add a tiny box that takes the texture for the armor and place it inside the character body where it can't be seen. It has to be weighted to a bone so that it doesn't fall out. Then that mesh is saved as every one of the required meshes (one per armor type, helmet type, boot type and gauntlets too) so you have 7 + 50 + 2 + 2 = 61 new identical copies. The naming key has to match, etc.

I think I feel a tutorial coming on. Once I've written it, I'll post a link here.

In the meantime, I'll see if the dog mesh can be imported into Siegemax without breaking it. If I can, I'll add the box and send it to you.

Abstraction site
Dungeon Raider

kathycf wrote:
Well for now Toto is just going to be a summonable party member, and the spell works fine in that regard. I was in a shop and the shopkeeper wouldn't talk to my dog...he had the talk button thing, but nothing happened when I clicked on it.

So, I of course have no idea how to make meshes for armor, and wouldn't even know where to start with that as I can't run silly Siegemax. Although it would be funny if all Toto's amor meshes ended up being like a dog collar. I was going to scour around looking for a way to make him not even try to equip armor...or maybe as ghastley mentions if he could equip it invisibly. Is Monsoon around at the Abstraction site to ask about that skrit?

may want to add magic and misc to chores
even though dogs are mostly melee, just for fun if ya want Toto to cast a magic spell, ya add chore_magic
also in chore_misc is a talk anim, ya can use fidgets or whatever to fake a talk anim.

[body] { avg_move_velocity = 4.550000; [bone_translator] { body_anterior = bip01_head; body_mid = bip01_spine1; body_posterior = bip01_pelvis; kill_bone = bip01_spine1; shield_bone = bip01_l_hand; weapon_bone = bip01_r_hand; } [chore_dictionary] { chore_prefix = a_c_na_pac_fs; [chore_attack] { chore_stances = 0; skrit = select_attack; [anim_files] { 00=su; } } [chore_default] { chore_stances = 0; skrit = infinite_loop; [anim_files] { 00=ds; } } [chore_die] { chore_stances = 0; skrit = select_transition; [anim_files] { 00=di; } } [chore_fidget] { chore_stances = 0; skrit = select_fidget; [anim_files] { 00=dsf; 01=dsf-02; 02=dsf-03; } } [chore_walk] { chore_stances = 0; skrit = select_walk; [anim_files] { 00=wl; } } } }

add the following -

[chore_magic] { chore_stances = 0; skrit = select_attack; [anim_files] { 00=su; } } [chore_misc] { chore_stances = ignore; skrit = select_transition; [anim_files] { look = dsf; talk = dsf-02; wyme = dsf-03; lstn = dsf-02; } }

as for dog collars, i suppose with your artistic talents ya can take an amulet and recolor them to red or whatever color ya prefer, and then take an amulet template, and use the graphic and change the screen name to Toto's collar, could make all kinds of pretty collars for Toto, the possibilities are endless.

So it has been written, and so it shall cometh to pass! Quothe The Darkelf, forevermore!

Darkelf wrote:

may want to add magic and misc to chores
even though dogs are mostly melee, just for fun if ya want Toto to cast a magic spell, ya add chore_magic
also in chore_misc is a talk anim, ya can use fidgets or whatever to fake a talk anim.

Ah, very good, thanks. He might look silly casting a spell, but he is a smart little dog and the ability to use at least healing hands and a resurrect scroll would be useful. RE: the fleeing on enemy you had mentioned in a prior post, all of that information was copied from the original dsx_paco template. Paco is the little white dog (s) that roams around Arhok. But it does make sense for a party member dog to fight to protect it's comrades. It made it a lot easier when I could click on his portrait and set his orders to hold ground and attack. He has a habit of wandering off and exploring otherwise. I was thinking about changing that, but it seems such a dog thing to do that it would take away from him I think. I don't want him to be just like a very short person with fur, I want him to be a dog.

ghastley wrote:
I think I feel a tutorial coming on. Once I've written it, I'll post a link here.

That would be great, ghastley, thanks. The naming key thing confuses me too.

This is from the read me for a playable monster mod compiled by Iryan. It is no longer downloadable as the page it was hosted on has gone away, but I have a copy of it on my laptop. This seemed to have possibilities (although I can do my own rings and "collar"):

Quote:
Monster Siege LOA Beta V1
(irwinryan@pacific.net.au)
June 13, 2004

=====================================
I. Requirements

Dungeon Siege LOA (version 1.5)

II. Introduction

This mod replaces the normal hero selection with 103 monsters with over 180 extra selectable
skins making a total of 280 odd varieties of playable monsters in both sp & mp. Monsters can't
wear armor at all, instead rings & amulets can be bought (and found in containers) which can
make up for the armor. These rings & amulets are part of the pcontent system are more powerfull
versions can be found or bought as you progress through the game. For instance in Hiroth it is
possible to buy amulets that give you +200 to armor & rings that give +30 to armor together with
the normal bonuses for rings & amulets (potentially +320 to armor).
--------------------------------------------------------------------
Apart from the rings & amulets, all these monsters have accelerated mana & health regenaration, and
passive autohealing..........Anyone interested enough is welcome to adapt this mod however they like. It is after all a
consolidation of many ideas put forward by many modders on the forums and provided as downloads.
I doubt that I'll put much more effort into actually finishing this mod, however it should still
be quite fun to play.............

Monsters can't wear Armor at all, so don't bother trying to equip any on them. If you try to equip
armor to your monsters (even though you know they can't wear armor) it'll appear that the armor has
been cloned and may seem impossible to remove. Just close the inventory and then reopen it and you
should be able to remove the armor

Dan (DDLullu) over at the Forge has found a fix for the twisted skeleton problem with the gmax ASP importer. That should mean that I can import Toto's mesh and produce the armor-capable one for you. If that's true, I'll use Toto as the tutorial subject, and send you the result.

It also means that we have a new armor mesh for the CM girl!

Abstraction site
Dungeon Raider

Dan is a good modder. Excellent news, both for the ever cute CM girls and the not quite as cute, but still very cute Toto! Laughing out loud For the tutorial, please feel free to start a thread in the DS1 mod development sub-forum. I am sure it might come in handy. Um, that is of course when you find the time to do the tutorial, I understand you have lots of projects percolating. Smile Thanks again, ghastley.

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Total absence of humor renders life impossible.
Colette

- and talking of Toto..
http://www.youtube.com/watch?v=K3mRy9Q_Ofk
- God Bless Africa!!

- stay as sweet as you are.. :woot:
-------------------------------------------------------------------------------------
..never mind the weather, just as long as we're together!

Aww, blondin....*big hugs*

That song brings back some 1980s memories... Laughing out loud

I should have mentioned that tutorials can be submitted to the site, so other novice modders (like me) can also benefit from the experience and knowledge the experienced folks have. Siege the Day...building strong modders one "tut" at a time. Laughing out loud

Quote:
So you want to post a tutorial on this site? Well that's awesome, and it is really easy as well. As stated above, this site uses something called books, that serve as categories, that can be edited by all registered members - like a wiki. The easy way to do this is to go to the tutorial section, navigate to the proper book and post a child page in the proper place. Normally a tutorial is put on a page, but you can also create a child page to link a series of tutorials together - like a chapter sort of. Each edit will create a new revision of the edited page so contact one of the staff members if you need us to restore any old information.

http://www.siegetheday.org/?q=node/11#tutorial

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Total absence of humor renders life impossible.
Colette

volkan's picture

Toto was an awesome group. Brings back fond memories for me as well.

I want to contribute in stearing this off-topic as well. ^^
Chicago were rather good as well.

Dang, solly, that is some mean off topiciness! ^^

(Chicago is cool too, though! )

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Total absence of humor renders life impossible.
Colette

Spoiling things by getting back on topic....

I created the tutorial I promised and used Toto as the star of the show.
The tutorial is on my site here and you can also download the modified dog here.

I updated all three tutorials on the site so that there's a printable version without any extraneous site stuff like navigation etc., so they're probably best left there, but if you want to link to them from here, or copy over the printable versions, that's no problem.

I also think Toto needs some real attack animations added, but no promises...

Abstraction site
Dungeon Raider