[MONSTERS] Champions Mod v1.06

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Re: [MONSTERS] Champions Mod v1.05

Postby Phanjam » Thu May 03, 2012 8:19 am

Yes, I've encountered that "cant find animation state / attack 1" message myself, but it wasn't confined to models using the main class meshes/skeletons. I really have no idea what's going on with that - sorry I can't offer much help :(
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Re: [MONSTERS] Champions Mod v1.05

Postby SixshotOverdrive » Thu May 03, 2012 7:22 pm

Torchlight dropping animations is common enough to be an issue (though oddly never when you're running it through TorchED) but not enough that anyone's found the actual cause for it. So there's a few 'this worked in my situation' type fixes but nothing really concrete.

I'll start off by saying there shouldn't be any problem using player models as monsters. I've done it before, although not in any serious manner, just to see if I could (which describes most of my mods :lol:) So it really depends on how you're linking to them. I guess the first thing to do is try running it through TorchED to see if it's still crashing.

If it is then there's an error in your files. In most cases this is just a typo. Which means making sure the .animation file is spelt the same as the .mesh file. Checking that all the skeleton links in the animation file spelt the same as the .skeleton files, and that they're pointing to things which actually exist. Then lastly making sure all the animations (inside the skeleton files) are spelt correctly. Pretty tedious work, but not undo-able.

But if it does run properly it actually makes things more difficult.
If you've copied them over to a new folder, you might want to try throwing all the models in their own mod and setting it to load first. That can work.
Sometimes the game just needs to crash once to sort itself out and runs fine from then on. I haven't found a way around that yet. It's a bit of a disappointing outcome, but what can you do?

Otherwise I'd really need some more information before I can help. I do hope that you/we can sort it out as your mods are awesome :)
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Fri May 04, 2012 1:13 am

Yes, I've encountered that "cant find animation state / attack 1" message myself, but it wasn't confined to models using the main class meshes/skeletons. I really have no idea what's going on with that - sorry I can't offer much help

I've run into it before, in a situation similar to Asmodeo - using a monster as a town NPC.
In CPHB, you might be aware that Krissie will be turned into all kinds of other forms regularly as apparently La Rive has no qualms about experimenting on her pet.

(Actually way before that I was toying around with the idea of Revail rarely spawning as a neutral NPC on dungeon floors, kind of like the travelling merchant, suggesting that she, too, was adventuring and exploring the dungeon, just like the player. It would probably have run into similar problems)

Whenever Krissie was able to turn into an Ember Mycon or Blade Mistress (and I think interestingly enough a Dark Priestess as well), the game would crash in town.
Now, both of those monsters use .animation files that have been tinkered with. The Ember Mycon to give the pet modified ambient particles that suit its colouration, the Blade Mistres to add the lslash and rslash2 animations.

I never really solved that, I essentially created a workaround. I chose to simply not have Krissie turn into an Ember Mycon at all. For the Mistress and Priestess, I instead had it use Valeria's model, as there seems to be no issue with that appearing in town :P I did have to adjust the skins a little (you may remember a video concerning that in the CPHB thread), because there are some mild differences between the base Zealot and Valeria. For example, the Zealot wears a headdress, while Valeria does not, and part of the base of the headdress is on the Zealot's forehead when you look at the skin. So I head to remove that, otherwise there would be this random triangle on their foreheads, without the rest of the headdress attached to it.

So to me it looks like there's an issue using monsters that have been modified in certain ways as town NPCs.

I've tried on some occasions to summon all the suspected offending monsters in town right after clearing the mod cache. Interestingly enough, it wasn't always the same monster that would crash the game, and sometimes it wouldn't crash at all (at which point I would exit, clear cache, reload, and try again), so in my current situation it seems kind of inconsistent >_>


Torchlight dropping animations is common enough to be an issue (though oddly never when you're running it through TorchED) but not enough that anyone's found the actual cause for it.

Come to think of it, I've indeed never had it happen in TorchED.

Sometimes the game just needs to crash once to sort itself out and runs fine from then on. I haven't found a way around that yet. It's a bit of a disappointing outcome, but what can you do?

FIND A WAY AROUND IT! D:

If you want more information than what I've blathered on about up there, I can send you a copy :P
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Re: [MONSTERS] Champions Mod v1.05

Postby SixshotOverdrive » Fri May 04, 2012 5:03 am

Velari wrote:If you want more information than what I've blathered on about up there, I can send you a copy :P

If you wouldn't mind, it might be a bit easier. Means I can try out the random workarounds myself instead of trying to explain, which I'm quite horrible at doing :lol:
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Fri May 04, 2012 5:37 am

And it would mean that I won't have to try and explain every little thing that could probably be an issue :P
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Re: [MONSTERS] Champions Mod v1.05

Postby SixshotOverdrive » Fri May 04, 2012 9:43 am

Sorry Velari, it looks like I won't be able to help out after all for 1 simple reason. I couldn't actually get it to crash.

I spawned them individually. Then spawned them all. Then spawned various combinations of them. Then turned on god mode, spawned so many I couldn't move and stood there until my pet killed them all off. But nothing happened. So I have no idea why it wasn't working for you :|
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Fri May 04, 2012 12:09 pm

That ... is all kinds of hilarious, actually xD
Now if only you could assure me that would be the case for absolutely everyone.
Actually, now the stupid Ember Mycon is bothering, as of course this implies the problem is on my end, perhaps somehow a mod conflict, and the CPHB Ember Mycon is the first thing that springs to mind. Hmmmmmmmmmmmm >_>
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Re: [MONSTERS] Champions Mod v1.05

Postby SixshotOverdrive » Fri May 04, 2012 10:38 pm

I can tell you it worked for me, and that I can't see any reason it wouldn't for everybody else. Not exactly a guarantee but the best I can offer. :P
I was running torchlight with only the champions mod installed though (to avoid false-positives from my crashtastic test mods) so yeah, all signs point to a mod conflict.

My theory, which has no veritable proof but sounds reasonable enough to be true, is the Ember Mycon files are borking the internal master list so everything which loads afterwards is also subject to awesomely odd behaviour.
Happens all the time... probably.
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Re: [MONSTERS] Champions Mod v1.05

Postby Phanjam » Fri May 04, 2012 11:08 pm

(gathers courage to speak after listening quietly in corner while the grown-ups chat) uh, does this all mean we may see some new main-class monsters soon in a Champions mod update? :P
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Sat May 05, 2012 3:05 am

Well, while I'd like to be sure what is causing the crashes and ideally fix it, this does imply that for the vast majority of people it may actually quite (or completely, but probably not :P ) stable.
So yes, that might be possible.
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Re: [MONSTERS] Champions Mod v1.05

Postby Phanjam » Sat May 05, 2012 4:16 am

Velari wrote:...yes, that might be possible.

yesss! :P
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Tue May 08, 2012 3:12 pm

lol seven crashes on a single floor. See, this is why I'm not willing to put it out there yet :P
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Re: [MONSTERS] Champions Mod v1.05

Postby Phanjam » Wed May 09, 2012 4:04 pm

Ouch! Ok I'll defer to your better judgement Velari :D
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Re: [MONSTERS] Champions Mod v1.05

Postby Velari » Sun May 13, 2012 4:58 am

While I believe the random invisible Ordraks to be absolutely hilarious, it's kind of not intended >_>

Anyway, I've found that the game crashing is most common in levels with the Sunken Ruins tileset, and often with the same combination of enemies, as well. So that could mean there's an issue with one or more Sunken Ruins map chunks, or the enemies involved. Which does include the Ember Mycon.
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Re: [MONSTERS] Champions Mod v1.06 video

Postby Velari » Sun May 13, 2012 11:55 am

I may have accidentally uploaded this.

Also, it may have been on purpose and not an accident at all.
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Re: [MONSTERS] Champions Mod v1.05

Postby Phanjam » Sun May 13, 2012 3:59 pm

Velari! That is just AWESOME! :twisted:

I checked RGF right away to see if it was there (I figured you wouldn't be so cruel as to release THAT video and then NOT make it available :P ), but noooooo....

Pls let us know when you decide it's good to release!
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Re: [MONSTERS] Champions Mod v1.06

Postby Velari » Tue May 15, 2012 2:02 pm

Oh I'm way more cruel than that.

If you want to see if it does or does not crash for you, now's the chance! Here's 1.06:
http://www.runicgamesfansite.com/downlo ... ile&id=473

Video if you hadn't seen it when I posted earlier!
http://www.youtube.com/watch?v=jCLgn-XSNz8

Champions Mod v1.06 involves four new enemy types and their champions, five Shadow Vault-only champions, and a few other things. Such as a multi-shot ability on some champions. There's also just all the random tweaking you should always expect. I might even have tinkered with the behaviour of Brood Mothers! The reality is that I don't have a full list since I started 1.06 quite a while ago.

Some of the new enemy types might crash the game right after you've installed this new version, or right after you've cleared the mod cache. They also might not. I really don't know anymore, I've been trying to solve what is making Torchlight crash for me for, oh, a year and a half or something, and I still don't know what is going on exactly. Maybe we'll find out together!

As an aside, if you notice there's a large, invisible monster that makes a ton of noise if you kill it, let me know, as it would mean the invisible Ordrak problem has not been resolved >_<


I'm totally going to wake up to dozens of reports of crashes and invisible Ordraks, it's going to be fun!
Edit: or blame Phanjam if any of that happens, that works too! :P
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Re: [MONSTERS] Champions Mod v1.06

Postby Phanjam » Tue May 15, 2012 10:07 pm

Velari wrote:I'm totally going to wake up to dozens of reports of crashes and invisible Ordraks, it's going to be fun!
Edit: or blame Phanjam if any of that happens, that works too! :P

HAHAHA! Yep, I DID twist your arm to get this out didn't I? :P

Thanks much Velari! I've downloaded it and will replace my current Champions install ASAP. If I can help with feedback on what seems to cause/solve the glitches you've described, I'll certainly give you those.
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Re: [MONSTERS] Champions Mod v1.06

Postby Jupiah » Thu May 17, 2012 2:32 am

Darn it Velari, you had to release an update just as I got my Torchlight 2 Beta code, didn't you? I don't have enough time to play the beta and play through Torchlight 1 also! Forgive me!
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Re: [MONSTERS] Champions Mod v1.06

Postby Velari » Thu May 17, 2012 2:48 am

The answer to your predicament is giving me your beta key :D

Edit: I don't need it anymore *wink*
Last edited by Velari on Sat May 19, 2012 1:26 am, edited 1 time in total.
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