Darkfirebirds Pet Mod 2.0 Final

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Darkfirebirds Pet Mod 2.0 Final

Postby Darkfirebird » Sat Apr 03, 2010 11:00 pm

Hi all. This is my 1st mod. This allows players to start a new game and pick any pets they can normally only get as temporary or through 'perm' fishes ( base game, excludes mods that add new ones ) and now even more. Contains a modded createcharacter.layout file which edits how the pets 'bar' is displayed when creating a new character. ( Can also change how the character listing is. ) Also allows scrolling down if you wish to add more pets to this list.

I no longer mod after the last year for this game. I may start again when Torchlight 2 comes out. ( and if I have the money. ) This is just the finalized version of the mod!

Currently this mod allows you to start with one of these: ( Currently 38 Pets to choose from!! )
Spoiler: show
Aloe Gel
Arctic Tiger
Bengal Tiger
Black Tiger
Burrower
Cat
Dog
Electric Elemental
Ferret
Fire Elemental
Gel
Goblinhound
Ice Elemental
Imaginary
Mimic
Phasebeast
Poison Elemental
Skeleton
Spider
Troll
Varkolyn
White Tiger
Zealot
Caveflier
Construct
Disciple
Dragonspawn
Ghost
Goblin
Lich
Mech Construct
Mech Crawler
Pygmy
Ratman
Tuatara
Undead Dwarf
Wisp
Zombie

- Tested with version 1.15* of the game. - ( Some download sites show as 1.5, sorry for the confusion. )

+As of 1.5 you MUST delete DFB_Pet_Mod before using this one! ( Also delete mods.dat file in your Mods folder to reset mod listing to a new load order.

-Version 2.0 Final-
Manual Version: http://www.sendspace.com/file/705i2a ( SendSpace )

+Should not invalidate old saves: Same IDs are used but new folder structure.

Screenshots:
Version 1.5 (new):
Class Not Installed ( longer list ): http://img263.imageshack.us/i/version15noinstallv2.jpg/
Class Installed ( longer list ): http://img693.imageshack.us/i/version15afterinstallv2.jpg/
Version 1.5 (old):
Class not installed: http://img693.imageshack.us/i/version15noinstall.jpg/
Class installed ( after removing UI folder ): http://img685.imageshack.us/i/version15afterinstall.jpg/
Version 1.3
http://img706.imageshack.us/i/version13wip2.jpg/
http://img532.imageshack.us/i/version13wip1.jpg/
New UI: http://img63.imageshack.us/i/version13wipui.jpg/
From version 1.0
http://img408.imageshack.us/i/screenshot3dh.jpg/
http://img338.imageshack.us/i/screenshot2rb.jpg/
http://img706.imageshack.us/i/screenshot1ll.jpg/

Other Notes: Conflicts with class mods that edit the layout when creating characters.
-Supports the listed custom classes above.

Modding Notes: As of Version 1.5 comes with a HTML file that auto creates the character layout sheet for this mod. You can easily add new classes or pets. ( also sorts alphabetically and sets user added classes and pets to the bottom. )

Changelog:
Code: Select all
-Version 2.0-
Removes bugged pets ( Horse and Ordrak )
Removes old class compatibility ( Easier for users to add their classes instead of me adding everything and they making a class with a DUMMY class. )
Finalized after all this time. ( Never got to due to moving to the Class and Pets version.

-Version 1.6.2a-

Quickfix for Lich unable to attack. Forgot to re-add him during packing. Sorry for the mix-up

-Version 1.6.2-

=Pets=
-This is just a patch to fix these issues. +Skeleton - Added Unarmed Attack. ( Did not attack without it. )
+Tuatara - Added Unarmed Attack. ( Did not attack without it. )
+Troll - Added Unarmed Attack. ( Did not attack without it. )
+Disciple - Added Unarmed Attack. ( Did not attack without it. )
+Undead Dwarf - Added Unarmed Attack. ( Did not attack without it. )

=Classes=
+Adds compatibility for the following class mods:
-Guardian
-Version 1.6-

=Classes=
+Barbarian - Typo fixed. Sorry guys and gals!
+Compatibility for the following class mods:
-Demonologist
-Fury
-Ranger
-Warlock
-Kensai
-Warmage

=Pets=
+New Pet Added - Caveflier
+New Pet Added - Construct
+New Pet Added - Disciple
+New Pet Added - Dragonspawn
+New Pet Added - Ghost
+New Pet Added - Goblin
+New Pet Added - Horse
+New Pet Added - Lich
+New Pet Added - Mech Construct
+New Pet Added - Mech Crawler
+New Pet Added - Pygmy
+New Pet Added - Ratman
+New Pet Added - Tuatara
+New Pet Added - Undead Dwarf
+New Pet Added - Wisp
+New Pet Added - Zombie

-Version 1.5-

=General=
+Character Creation UI - Adjusted text to be inside the outline. Changes were mainly for those who had it 'off' the screen.
+Included a charactercreate.layout html file that makes it easier for me ( and those who use it ) to recreate. Contains a editable list which allows me and users to quickly and easily add their own custom classes and pets. ( Comes with my mod preset as default and a blank list. )

=Classes=
+Compatibility for the following class mods:
-Valkyrie
-Enchanter
-Executioner
-Airbender
-Assassin
-Barbarian
-Dragoon
-Necromancer
-Nethermage
-Shaman
-Sorceress

=Pets=
+Zealot - Scale adjusted to be 20% smaller.
+Skeleton - Can now block. ( It does have a shield. :D )
+Elementals - Scaled down to 70%.
+Troll and Ordrak - Shrunken slightly (~15%).
+All Pets - Pet Skills were removed. Had issues with player given spells ( and even attacking ). Current 'stable' attack is no longer available, they now use their own normal attacks to be more compatible.
+Zealot - Now uses Zealot Mistress Model. ( Looks a lot better in my opinion. Uses a darker model also. )
+All Pets - Removed any current weapons.

-Version 1.4-

=Pets=
+Pets now have a base file in common for easier changes across base types.
+White Tiger - Fixed typo on character selection screen. Now correctly shows model.
+Black Tiger - Corrected and now shows in the pet list.

-Version 1.3-

=General=
+Pet UI - All pets now have a tooltip with abilities they use.
+Character Creation UI - Changed to have a background for Class and Pets.
=Pets=
+Pets now have a custom attack 'skill' which will allow most with skills to use melee much more often. (BETA)
+"New" Pet Added - Ferret. ( Full sounds and included model from the runic mod to work with this. )
+New Pet Added - Arctic Tiger.
+New Pet Added - Bengal Tiger.
+New Pet Added - Black Tiger.
+New Pet Added - White Tiger. +Zealot - Now has a Spear. ( Polearm rather. )


-Version 1.2-
=General=
+Pet UI - Sorted Pets by name.
+Create Character UI - Change Class List to be like the Pets and easily moddable to add more.

=Pet=
+Added default sounds to all current pets. ( Was not replaced in 1.1 )
+Some pets scales changed to be around player size.
+New Pet Added - Ordrak.
+New Pet Added - Phasebeast.
+New Pet Added - Skeleton.
+New Pet Added - Zealot.
+Burrower - Gained Burrower Shock Skill.
+Electric Elemental - Gained Elemental Lightning & Electric AoE skills.
+Fire Elemental - Gained Lich Fireball & Gained Gel Inferno skills.
+Goblinhound - Gained Gobbler Spit & Gained Goblinhound Dash skills.
+Ice Elemental - Gained Elemental Frostball & Gained Ice Meteor skills.
+Poison Elemental - Gained Lich Poisonball & Gained Wisp Poison Missles skills.
+Skeleton - Now has a Sword.
+Spider - Gained Spider Spit skill.
+Troll - Now has a Mace.
+Varkolyn - Gained Varkolyn Jump Attack skill.
+Zealot - Gained Zealot Lightning & Zealot Missles.
+Zealot - Now has a Spear. ( Polearm rather. )

-Version 1.1-
+Balanced all current pets.
+Changed Mod Name to be more accurate now. ( May cause unstableness on saves made with version 1.0 )
+Re-Created all pets based on Cat / Dog base stats.
+Removed Ferret. Is not part of base game. Causes crashes when attempting to reuse model from edit in game!

-Version 1.0-
+Initial Release
Last edited by Darkfirebird on Thu Feb 09, 2012 6:46 am, edited 40 times in total.
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: All Base Pets Enabled

Postby Tanuki » Sun Apr 04, 2010 1:26 am

looks good, I'll bite.

i rolled a vanquisher named beast and a pet troll named beauty, its cool ... big guy is a little slow but i can just feed him a haste spell and fix that. i kinda get the feeling that allot of these pets aren't balanced to be permanent.

(btw, the ferret is showing up invisible to me too.)
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Re: All Base Pets Enabled

Postby Darkfirebird » Sun Apr 04, 2010 9:35 am

Well I did not touch anything for the base pets. I haven't used any of them for more then a few minutes to test them. I can go over it if needed but mostly wanted to do this to add more pets easily. I did work on my zealot for testing purposes and got it working fairly well. The only issue is pets cant have weapons so their skills that may require a weapon may not work. I can edit those skills to work though. As for speed, not a issue at all to fix.

Any info regarding ideas on balancing is welcomed though. I personally didn't check every pet aside the basic 2 you start with. They just looked interesting when I buffed them :) figured someone would like a permanent pet instead of the fishes. ( which I read 'breaks' after using a temp transformation. )

As for balancing ideas, maybe I'll use the Dogs stats and change them all to match it. So it's more on personal taste then strengths and weaknesses. ( Maybe just the elementals gain a 'weakness'. )

Glad its working though :)
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: All Base Pets Enabled

Postby Twitchmonkey » Sun Apr 04, 2010 4:05 pm

Just my 2 cents, but I'd love to see this mod expanded to include a sort of upgrade system. Using fish for 2 minutes of transformation just isn't something I usually care enough to bother with, but if I could upgrade my pet permanently through the use of special fish (like the dogfish) then that would be great. I'm not sure of the layout of the editor or if this was possible, but you could include different rarities leading to more powerful transformations, that would be awesome. Maybe include the cat and dog and a couple of class specific pets of equal strength at character creation and then open things up from there.

Perhaps that's all a bit much for now, but I would appreciate for the time being all the pets being reduced down to the power of the dog, so we could have the visual variety without things becoming unbalanced.
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Re: All Base Pets Enabled

Postby Darkfirebird » Sun Apr 04, 2010 4:15 pm

This mod allows you to PICK ANY pet you are allowed to use ( the ones available through using fishes ). So I am not sure on what you mean on upgrading. If you mean like Champion versions then maybe. I am still learning to use the editor and this mod wasn't done within it. ( was directly editing the layout using notepad. :D ) I can add many more pets that aren't available by normal means ( fish or otherwise ) from the base game if that's what you're asking.

If you can, be more specific :) I am confused on what you are asking :D

To be more specific, this mod allows you to start with:
Cat
Dog
Electric Elemental
Fire Elemental
Ice Elemental
Poison Elemental
Goblinhound
Imaginary
Aloe Gel
Gel
Mimic
Spider
Varkolyn
Troll
Burrower
Ferret
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: All Base Pets Enabled

Postby Twitchmonkey » Sun Apr 04, 2010 4:23 pm

What I was referring to is a way you could improve your pet permanently through the use of items or fish, thus increasing the power and variety of creatures you had access to. Making them all available at character creation is fine too (so long as they are balanced) but being able to acquire new permanent forms over the course of the game would be something I would be much more interested in.

Essentially the same as the Dogfish is in the game now, the fish which permanently turns your cat into a dog. You could just take that idea and run with it, allowing you to be able to turn your pet into all sorts of creatures, with varying levels of power based on fish rarity and level. I like what you're doing thus far, just some thoughts as to where you can take this in the future.

Oh, and as for class-specific pets, you wouldn't even necessarily have to do this, it was just an idea, but if it's possible, you could limit each class' starting pet, to set them apart and make them more thematically appropriate. You could do something like this:

Destroyer:

Cat
Dog
Troll
Goblinhound
Burrower

Vanquisher:

Cat
Dog
Spider
Mimic
Varkolyn

Alchemist:

Cat
Dog
Electric Elemental
Fire Elemental
Ice Elemental

Or any other combination you like better.

Hopefully this post helped to clarify things a bit.
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Re: All Base Pets Enabled

Postby Darkfirebird » Sun Apr 04, 2010 5:02 pm

I am sure that is not possible to do to make a pet class specific on choosing. May require some tricks that I am unsure of. I am getting to work on balancing out the pets and removing their dependencies on monster base dat file ( Which i think is why some pets act weird due to having a monster base dat instead of self dependent. )
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: All Base Pets Enabled

Postby Darkfirebird » Sun Apr 04, 2010 5:52 pm

Currently attempting to figure out how to make a custom base.dat but I get errors when attempting to set it as mymodname/media/units/dfb_pet_base/base.dat... it exists but only works when it shows c:/documents and settings/... so I will have to set up all the pets manually it seems. Ah well, off to changing them all 1 by 1 :)

Edit: re-created ALL the base pets. No longer uses the In-Game versions currently made. All stats etc are the same as the Cat / Dog bases. Currently testing them all out to make sure.
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: All Base Pets Enabled

Postby Tanuki » Sun Apr 04, 2010 6:42 pm

i got a special pet request: Ordrak
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Re: All Base Pets Enabled

Postby Darkfirebird » Sun Apr 04, 2010 6:51 pm

Tanuki wrote:i got a special pet request: Ordrak


Who is Ordrak? I barely play x.x I got to Lv7 I think before wanting to make this mod on friends comp and continue it on my own :D
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: All Base Pets Enabled

Postby Darkfirebird » Sun Apr 04, 2010 7:19 pm

Updated to v1.1

+Balanced all current pets.
+Changed Mod Name to be more accurate now. ( May cause unstableness on saves made with version 1.0 )
+Re-Created all pets based on Cat / Dog base stats.
+Removed Ferret. Is not part of base game. Causes crashes when attempting to reuse model from edit in game!

Small change... Required to be sure nothing is conflicting with the pickable pets / replacers.
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: Darkfirebirds Pet Mod

Postby Darkfirebird » Sun Apr 04, 2010 8:13 pm

Added Ordrak... Man he is HUGE man... Working on fixing him up while adding more pets for Version 1.2

Cheers

Edit: Completed basic stats of Ordrak. Current his skills are unknown to me. Editor Loop Crashes when attempting to even view it. I can view it in the dat file but currently I am not adding skills to pets yet :) ( aside Elementals for their melee attacks )

Edit: Aside Cat / Dog / Ordrak/ The Gels / Imaginary / Troll / Mimic all current pets now have Spells / Abilites ( 5 / 15% chance to use, 10 / 30% cancel )
Suggestions for these are welcomed :)
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: Darkfirebirds Pet Mod

Postby Darkfirebird » Sun Apr 04, 2010 9:40 pm

Alright got a question for those who enjoy this mod. I current edited the Character Selection Listing to be just like the Pets. If this is a feature you all will enjoy, I will keep it in for the next version. This will allow near limitless amount of custom classes ( you will have to add them in yourself. I currently do not know how to do this fully. )

If anyone can enlighten me on how the Descriptions are set, I will be willing to hear it :D

Screenshot ( WIP ) - http://img163.imageshack.us/i/screenshotnewcreateui.jpg/
And yes that is Ordrak :) Mini-Sized to fit player size. Heh ( will be released w/ version 1.2. )
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
Darkfirebird
 
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Re: Darkfirebirds Pet Mod

Postby Darkfirebird » Sun Apr 04, 2010 11:40 pm

-Version 1.2 is nearly ready.
+4 new pets added.
+Sound for current pets added.
+Some now have weapons. ( As the had before as normal monsters. )
+Most Pets have base spells / skills added. ( Based on actual monsters. )
+Updated UI for Character for easy adding like Pets. ( For those who like custom classes. I may even take this mod even farther to add current custom classes w/ permission from original authors to include it into this mod to lessen conflicts with them. )
+Although the UI is still on Questions in regards to keep it or return it back to normal and focus only on the pets.
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: Darkfirebirds Pet Mod

Postby Darkfirebird » Mon Apr 05, 2010 12:51 am

Version 1.2 is now live.

Installer contains BOTH Original UI ( Regular Character Picking UI. ) and the changed version to make it look like the pets version.
View Changelog for more details or read it inside the Mods folder. ( Installer displays the changes during install as well as includes it in the mods folder. )
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
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Re: Darkfirebirds Pet Mod

Postby Didero » Mon Apr 05, 2010 12:57 am

Maybe the reason the ferret pet doesn't work is that you don't include the ferret model and monster files in your mod. They're not included in the game, but they are included in the game files that come with TorchED.
There's a link to my Ferret mod in my signature. Included in that mod is the 'media\models\ferret' folder, the 'media\units\monsters\Ferret', and the 'media\sounds\Characters\ferret' folder (and a file to add the sounds to the game). Maybe if you add them to your mod, the ferret will work. My mod also includes a 'media\Spawnclasses' folder, but that's just to add a fish to a merchant to transform your pet to a ferret, so you can ignore that.
It's worth a try, the ferret's a cute little bugger :)
Creator of:
-Total Respec mod (v2.0, Jan. 10 2010)
-Faster Walking mod (v1.0, Nov. 11 2009)
Uploader of:
-Ferret Pet mod (ferret itself made by Runic) (v1.1.1, Jan. 4 2010)
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Re: Darkfirebirds Pet Mod

Postby Darkfirebird » Mon Apr 05, 2010 1:00 am

Didero wrote:Maybe the reason the ferret pet doesn't work is that you don't include the ferret model and monster files in your mod. They're not included in the game, but they are included in the game files that come with TorchED.
There's a link to my Ferret mod in my signature. Included in that mod is the 'media\models\ferret' folder, the 'media\units\monsters\Ferret', and the 'media\sounds\Characters\ferret' folder (and a file to add the sounds to the game). Maybe if you add them to your mod, the ferret will work. My mod also includes a 'media\Spawnclasses' folder, but that's just to add a fish to a merchant to transform your pet to a ferret, so you can ignore that.
It's worth a try, the ferret's a cute little bugger :)


Yeah I have figured that out. It was already in the editor though which is why I attempted to add it in the first place. Later learned it was actually part of an older mod.

I will attempt to add it as another pet in this mod. I been at it for hours for the passed few days attempting to get everything up and running and getting all the 'bones' set :P

Edit: Added Ferret. Went smoothly actually. Will (re)released with Version 1.3
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
Darkfirebird
 
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Re: Darkfirebirds Pet Mod 1.2

Postby goro3d » Mon Apr 05, 2010 1:47 am

My question is are these pets permanent until you use a fish etc or are they time limited like fish?
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Re: Darkfirebirds Pet Mod 1.2

Postby Darkfirebird » Mon Apr 05, 2010 1:51 am

goro3d wrote:My question is are these pets permanent until you use a fish etc or are they time limited like fish?


They last indefinitely.
Darkfirebird's Pet Mod ( Currently has 39 pets to choose from. )
viewtopic.php?f=20&t=11959
Darkfirebird's Class And Pet Mod
viewtopic.php?f=20&t=12163
Darkfirebird
 
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Re: Darkfirebirds Pet Mod 1.2

Postby goro3d » Mon Apr 05, 2010 2:26 am

Ok thanks for the info!
Cool soundong mod I might give it a shot sometime!!!
BTW good job!
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