[CLASS] Lady Knight v1.03

DushoDusho Posts: 988
edited December 2011 in Mod Showcase
Includes
Lady Knight class - noble warrior with power over light.
20 new items (swords and shields) with 'gothic' look (new meshes and new icons)
2 new wardrobes (starting one and light leather)
slight recolors of remaining wardrobes
diablo font (adjusted one - made it more condensed)
intro with nice artwork from friend ( http://w3etiki.deviantart.com/gallery/ )
sizes of patricle effects for new skills kept to minimum

Preferred download: (6.41 MB) - NO precompiled files (Mac users and PC users with hassles)
http://www.runicgamesfansite.com/downlo ... ile&id=478

this mod may conflict with any class mods (new layout in character creation)
so far, tested only on vanilla TL

creation
scr02.jpg
story
scr03.jpg
in game
scr01.jpg
light leather armor with war sword and unique kite shield
cutscr18_warswordkiteshield.jpg
chain armor with scimitar and unique kite shield
cutscr19_scimtarkiteshield.jpg
new items
gothics01.png
also short gameplay video in low level
http://www.youtube.com/watch?v=rd4ykMmGGP0
or with throwing weapons mod combination
http://www.youtube.com/watch?v=9oAi1gwtsBQ

and active skills presentation
http://www.youtube.com/watch?v=AtJVvXhfGU0

UPDATE (version 1.03):
- fixed Power Kick skill (levels 2 to 12 were dealing no damage/effect) (thnx Riw)
UPDATE (version 1.02):
- fixed character freeze
- intro text correction (thnx VenomousRacoonKing)
- some particles cleanup

If you already had LadyKnight v1.00 just replace existing LadyKnight folder in your mods directory with current one. Existing Lady Knight characters shouldn't be affected (but store your saves, just to be sure).


Haven't played it extremely long, so no idea how balanced it is in latter levels. Idea was to make it actually really hard.
Feel free to drop any feedback.
«13

Comments

  • TuishimiTuishimi Posts: 220
    Whenever I cast one of the "shields" I get the character "freeze." I have to exit Torchlight and get back in, but when I cast it again it freezes again. Also, after freezing, if I play it out for a bit Torchlight itself hangs.
  • PhanjamPhanjam Posts: 3,297 ✭✭✭
    heeeey, looks good! Will try it out :)
    Torchmodders
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • DushoDusho Posts: 988
    what do you mean by "shields".. you mean auras?
    You have PC or Mac? You removed some .adm or .cmp files ?
    I left all .adm and .cmp files in package hoping everything is precompiled and TL won't need to compile 'on fly' anything more. Though Mac users have to remove those binaries..
  • TuishimiTuishimi Posts: 220
    Yes, the auras. Windows. Removed nothing!

    I expected it to be a compile issue as you said, but it did not rectify itself upon restart.
  • TuishimiTuishimi Posts: 220
    I'll give it a shot!
  • cienislawcienislaw Posts: 243
    really amazing, waiting for more wardrobe recolour/change to feel theme!
  • GripmannGripmann Posts: 41
    First of all I have to say thank you, thank you, thank you. This is a great character and I appreciate the time and effort you put into making it. I love the font so much that I've been thinking of dusting off my old D2 characters. The recolor work is excellent just like the weapons you added. There are some things I want to let you know about.

    1. This is just my opinion but the damage values for Throwing Sword could be upped more.

    2. Second Thorns, Blessed Aim, Salvation and Blade Barrier causes a "base model" with no mesh to appear. I have a screen capture below.
    auras.png

    3. Weapon of light works strange. It only shows on the primary hand. If you dual wield than one sword is left in the dark :). If you take the weapon out of the primary hand then the column of light remains. Which by the way looks really cool!!
    lightc.png

    Hope that gives you some good feedback. Once again the character rocks. I've been playing it since I downloaded it. The only bad thing I can say is that it's stopping me for finishing up the necromancer.
  • TuishimiTuishimi Posts: 220
    Yeah, the default mesh was my problem as well. It was also causing some hangs when it fell into that state and I went to exit Torchlight.
  • GripmannGripmann Posts: 41
    Tuishimi wrote:
    Yeah, the default mesh was my problem as well. It was also causing some hangs when it fell into that state and I went to exit Torchlight.

    Forgot to add that too. Once you're in that mesh and try to close out, Torchlight will crash.
  • ArkhamArkham Posts: 3,295 ✭✭✭
    I checked out the active skills video -- I really like how a lot of the spells (seems to particularly be the ones in the Light tree?) have a kind of "reddened gold" look going on. Those red-and-orange tinges really give it that severe look; not evil, but holy in an ominous kind of way. Right up my alley. I also like the use of the Exocet font, very Diablo-retro.

    Bit put off by the freezing/crashing errors people are posting about though. :| I try to avoid installing mods with known issues like that. I hope you can resolve them, because this looks like it would be fun to play.

    Also, just so I know (and because you didn't specifically mention it): which version(s) of Torchlight did you build/test this mod with?
    Kv2n8MF.jpg

    Mods:
    Arkham's Armory (TL2) | Lego Wizard pet (TL1)

    Check out the Torchlight fan group #The-Lure-of-Ember on dA!
  • DushoDusho Posts: 988
    Thanks for great feedback guys, really appreciate it.
    So the model freeze still happen no matter if you use version with precompiled files or not?
    Can someone post me ogre.log after that crash? Maybe there really something wrong - I suspect lazyload of unitthemes or something. Maybe I'll try to PM some Runic guy.
    And ye.. the other thing with weapon of light -> original thought was that this skill will be restricted only to new swords (two-handed ones), but unittheme applied to weapon isn't really applied when wielding (there were lots of other nice ideas I had to scrap because of TL limitations). Current weapon of light works like Alchemist's enchant, so its not really linked to weapon, but fists. Maybe I can rename it (and adjust particle effect) to 'Blessed fist' or something - ideas are welcome.
    Ou... and throwing sword shouldn't be a killer spell, just some ranged help against some monsters - and I think latter levels (there are actually 17 levels of that spell) will provide better dmg.
    Again, thanks for feedback. Nice to hear that you like the class.
    Also, just so I know (and because you didn't specifically mention it): which version(s) of Torchlight did you build/test this mod with?
    Torchlight v1.15 (build on version from GamersGate and tested also on Steam version)
  • Looks really good, thanks for making such a cool mod!

    I'm not really clear on the problems people are having. Are the models going back to their bind animation? Tuishimi, is it working for you now?
  • TuishimiTuishimi Posts: 220
    No it isn't. I removed the mod and will reinstall it... it did not work with or without the compiled dat files.
  • DushoDusho Posts: 988
    Thanks Volbard.
    At some point I was able to reproduce the problem also in TorchED:
    - have existing .layout and .adm file of particle effect e.g. thorns.layout
    - load it into particle editor, change some setting e.g. position of particle
    - save and reload all particles
    - run the game mode
    - trigger thorns skill -> some noticeable lag occurs and animations are off, textures are off, model goes into bind position and is 'sliding' on movement
    - stop game mode
    - run game mode
    - trigger thorns skill -> now everything works without problem

    The fact that for some people this problem never goes away is kind of new to me too. Usually it gets fixed on second run - that's why I thought problem is with runtime resources 'compilation'.
  • PhanjamPhanjam Posts: 3,297 ✭✭✭
    Dusho wrote:
    - trigger thorns skill -> some noticeable lag occurs and animations are off, textures are off, model goes into bind position and is 'sliding' on movement
    - stop game mode
    - run game mode
    - trigger thorns skill -> now everything works without problem
    These are the exact same symptoms of a glitch in CCCenturion's Paladin mod (viewtopic.php?f=20&t=8905), including the "no more problems after second run" part (except of course that it's triggered by a different skill)...

    I've kinda learned how to live with it just because it happens only when I have to clear the mod cache (then it's fine again after 2nd run). But if it refused to go away, yeah that would be annoying.
    Torchmodders
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • EittinEittin Posts: 24
    edited July 2010
    Game crashes after i create my new lady knight. no other mods are installed.. help plz ^^

    i used the other save file up top and it seems to be working now. sry about that.
  • DushoDusho Posts: 988
    Eittin wrote:
    Game crashes after i create my new lady knight. no other mods are installed.. help plz ^^
    can you paste any possible errors from ogre.log after crash? it should be located where configuration and save files are located (system drive/.. /runic games)
  • TuishimiTuishimi Posts: 220
    You guys will think I was lying before but...

    I reinstalled the mod, and now when I get the freeze, and Torchlight crashes, I start back up, fire up the aura or cast whatever that caused it and it works the next time.

    I SWEAR it kept hanging/crashing before. Now it works the second time around.

    I DID do one thing differently too; when I added the class I did NOT use ClassCreator to copy armors. I just added it to the selection screen and that was it. So, so far so good... except it does crash the first time I hit any new power. But I can live with that.
  • EittinEittin Posts: 24
    while playing this i ran into an issue that will not let me get back onto my guy. I got lv 6 or so i got the fast attack speed aura i put it on and i noticed that i don't move right or wing or anything. I then found my first pair of boots i put them on and game crashed and i cant get back onto my guy now.

    here is the link to my SS i took of my message.

    http://i31.tinypic.com/2h6x8nk.jpg

    here is the ogre.log file pasted below for you.


    10:44:31: Creating resource group General
    10:44:31: Creating resource group Internal
    10:44:31: Creating resource group Autodetect
    10:44:31: SceneManagerFactory for type 'DefaultSceneManager' registered.
    10:44:31: Registering ResourceManager for type Material
    10:44:31: Registering ResourceManager for type Mesh
    10:44:31: Registering ResourceManager for type Skeleton
    10:44:31: MovableObjectFactory for type 'ParticleSystem' registered.
    10:44:31: OverlayElementFactory for type Panel registered.
    10:44:31: OverlayElementFactory for type BorderPanel registered.
    10:44:31: OverlayElementFactory for type TextArea registered.
    10:44:31: Registering ResourceManager for type Font
    10:44:31: ArchiveFactory for archive type FileSystem registered.
    10:44:31: ArchiveFactory for archive type Zip registered.
    10:44:31: FreeImage version: 3.10.0
    10:44:31: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
    10:44:31: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
    10:44:31: DDS codec registering
    10:44:31: Registering ResourceManager for type HighLevelGpuProgram
    10:44:31: Registering ResourceManager for type Compositor
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    10:44:31: Loading library .\RenderSystem_Direct3D9
    10:44:31: Installing plugin: D3D9 RenderSystem
    10:44:31: D3D9 : Direct3D9 Rendering Subsystem created.
    10:44:31: D3D9: Driver Detection Starts
    10:44:31: D3D9: Driver Detection Ends
    10:44:31: Plugin successfully installed
    10:44:31: Loading library .\Plugin_ParticleFX
    10:44:31: Installing plugin: ParticleFX
    10:44:31: Particle Emitter Type 'Point' registered
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    10:44:31: Particle Affector Type 'LinearForce' registered
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    10:44:31: Plugin successfully installed
    10:44:31: Loading library .\Plugin_CgProgramManager
    10:44:31: Installing plugin: Cg Program Manager
    10:44:31: Plugin successfully installed
    10:44:31: Loading library .\Plugin_OctreeSceneManager
    10:44:31: Installing plugin: Octree & Terrain Scene Manager
    10:44:31: Plugin successfully installed
    10:44:31: Loading library .\ParticleUniverse
    10:44:31: Installing plugin: ParticleUniverse
    10:44:31: MovableObjectFactory for type 'PUParticleSystem' registered.
    10:44:31: MovableObjectFactory for type 'BoxSet' registered.
    10:44:31: MovableObjectFactory for type 'SphereSet' registered.
    10:44:31: ParticleUniverse: Particle Renderer Type 'Billboard' registered
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    10:44:31: ParticleUniverse: Particle Renderer Type 'Sphere' registered
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    10:44:31: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
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    10:44:31: ParticleUniverse: Particle Affector Type 'Jet' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'Align' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'VelocityMatching' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'Colour' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'SineForce' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'Dummy02' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'SphereCollider' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'BoxCollider' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'InterParticleCollider' registered
    10:44:31: ParticleUniverse: Particle Affector Type 'PathFollower' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnExpire' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnEmission' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnCount' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnEventFlag' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnCollision' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnVelocity' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnTime' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnPosition' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnClear' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnQuota' registered
    10:44:31: ParticleUniverse: Particle Observer Type 'OnRandom' registered
    10:44:31: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
    10:44:31: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
    10:44:31: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
    10:44:31: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
    10:44:31: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
    10:44:31: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
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    10:44:31: ParticleUniverse: Particle Extern Type 'Gravity' registered
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    10:44:31: ParticleUniverse: Particle Extern Type 'Vortex' registered
    10:44:31: ParticleUniverse: Particle Behaviour Type 'Slave' registered
    10:44:31: Plugin successfully installed
    10:44:31: *-*-* OGRE Initialising
    10:44:31: *-*-* Version 1.6.4 (Shoggoth)
    10:44:31: Path for saving is ... C:/Documents and Settings/Scott/Application Data/Runic Games/Torchlight/SAVE
    10:44:31: Setting YRatio Init - 1
    10:45:22: CreateViewports AspectRatio message - 1360 x 768
    10:45:22: CreateViewports AspectRatio message AR - 1.77083
    10:45:22: GAMEUI AspectRatio message - 1360 x 768
    10:45:22: GAMEUI AspectRatio message AR - 1.77083
    10:46:10: OGRE EXCEPTION(2:InvalidParametersException): Index out of bounds. in Mesh::getSubMesh at C:\svn\Projects\ogre161\OgreMain\src\OgreMesh.cpp (line 183)
  • DushoDusho Posts: 988
    index out of bounds on sub mesh.. huh..
    it looks familiar to state after 'mesh freeze' - after freeze, mesh is little bit off (textures are gone and **** know what happens to mesh) - if you are in that state and equip something new (that should switch submesh identifier by its material) you can get maybe this out of bounds (engine doesn't work with submesh it excepts to have). You can try to quit and restart the TL after you'll get into character freeze. Second run should be without problem (until you clean mod binaries).
    Really can't do more about this if I don't get more info from Runic guys on what is happening and how to avoid this.
    Tuishimi wrote:
    You guys will think I was lying before but...

    I reinstalled the mod, and now when I get the freeze, and Torchlight crashes, I start back up, fire up the aura or cast whatever that caused it and it works the next time.

    I SWEAR it kept hanging/crashing before. Now it works the second time around.

    I DID do one thing differently too; when I added the class I did NOT use ClassCreator to copy armors. I just added it to the selection screen and that was it. So, so far so good... except it does crash the first time I hit any new power. But I can live with that.
    No worries, no one will blame you :) . It's fact that TL is behaving strange sometimes after cleaning up mod directory - lags, freezes, crashes.
    Another thing - ClassCreator - from what I remember, this program won't allow you to override textures, so it may really break game for this class (same goes for Demonologist and CCCenturion's Paladin I think).
    I did make a small program that fixes items for new classes ( viewtopic.php?f=20&t=8905&start=20#p111108 ). Or there is still cienislaws script that can also do this.
  • PhanjamPhanjam Posts: 3,297 ✭✭✭
    Well, more glitch feedback here. :( But hopefully this will provide another piece of the puzzle...

    I have Lady Knight on 2 separate PCs (both Win XP SP2 and comparable HW specs). One install will occasionally have the "skill-triggered" glitch of freezing and sliding around, but she is playable...
    Phanjam wrote:
    Dusho wrote:
    - trigger thorns skill -> some noticeable lag occurs and animations are off, textures are off, model goes into bind position and is 'sliding' on movement
    - stop game mode
    - run game mode
    - trigger thorns skill -> now everything works without problem
    These are the exact same symptoms of a glitch in CCCenturion's Paladin mod (viewtopic.php?f=20&t=8905), including the "no more problems after second run" part (except of course that it's triggered by a different skill)...
    But the install on the other PC just refuses to get past the character creation screen! This is what I get when I select to create Lady Knight...

    1eat90.jpg

    Sometimes, she is animating and other times she's just in that frozen pose.

    Then, when I try to click the difficulty level to finish character creation, the game just crashes.

    I have removed ALL other mods from the second install but it doesn't help. Also, restarting with or without clearing the mod cache does not seem to matter - the game just keeps crashing at the same point :cry:
    Torchmodders
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • DushoDusho Posts: 988
    uh.. no idea.. never seen this before
    maybe some files got corrupted? try downloading again?
    other mods are working on your other computer?
  • PhanjamPhanjam Posts: 3,297 ✭✭✭
    Dusho wrote:
    uh.. no idea.. never seen this before
    maybe some files got corrupted? try downloading again?
    other mods are working on your other computer?
    yeah, very possible there's a corrupt portion in my download - will download again and check. Yes, other mods were working fine.
    If I get a new DL of LadyKnight to run, I'll put mods in with it one by one to check for compatibility issues (I really should get TorchLeech I guess :lol: ).
    Torchmodders
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • TuishimiTuishimi Posts: 220
    Arg. Well have it working again, but this time without using class creator. I simply hand-edited the files... but... getting shoulders on backs, etc.

    I am now working on a program that will simply copy entries from one custom class to another, and vice-versa. So I can run, for example, demonologist and lady knight and it will cross-pollinate the items dat files - or like class creator add the custom class files into the generic ones. I'll see how that works.

    Anyway, that's it for now.
  • cienislawcienislaw Posts: 243
    Tuishimi wrote:
    I am now working on a program that will simply copy entries from one custom class to another, and vice-versa. So I can run, for example, demonologist and lady knight and it will cross-pollinate the items dat files - or like class creator add the custom class files into the generic ones. I'll see how that works.

    or you can use my wadrobe_fixer - ive found no errors using it to create entries for extra classes. it will easily work with classes with added armour items, you just have to first generate default armour items from main game and then add classes to items from particular class - one batch file, a couple ini files and it will work.
  • PhanjamPhanjam Posts: 3,297 ✭✭✭
    Tuishimi wrote:
    Arg. Well have it working again, but this time without using class creator. I simply hand-edited the files... but... getting shoulders on backs, etc.

    I am now working on a program that will simply copy entries from one custom class to another, and vice-versa. So I can run, for example, demonologist and lady knight and it will cross-pollinate the items dat files - or like class creator add the custom class files into the generic ones. I'll see how that works.

    Anyway, that's it for now.
    Sounds ambitious! Best of luck to you!
    Torchmodders
    Torchlight 1 Class Pack (TL1CP) Mod for TL2: Steam | RGF
  • TuishimiTuishimi Posts: 220
    Naww... but I am writing it in Euphoria, and it will be command line interface because... that's how I roll (read: I am too lazy to create a windowed interface).
  • TuishimiTuishimi Posts: 220
    That DOES sound cool. My only problem is I went to a lot of trouble to create my female demonologist. :D It has all the classes I used to have working together (actually I saved off my mod dir with all of them too, just in case I totally mess it up with what I am doing now).
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