[CLASS] Sith Lord

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Re: [CLASS] Sith Lord

Postby belgarathmth » Mon Sep 12, 2011 11:54 am

Okay, I did some testing, and all the above-mentioned problems are coming from the original Jedi mod, not the Sith mod or the Force Power Revisions mod, although the Revisions mod does not fix any of them.

I tested by uninstalling all mods except for the original Jedi mod in its latest version. The four issues mentioned in the last post are already there.
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Re: [CLASS] Sith Lord

Postby Phanjam » Mon Sep 12, 2011 10:17 pm

Hi Belgrathmth! Thanks for looking so closely into this. With your latest report, please allow me to transplant your post over to the Jedi mod thread and respond to it there instead. I'll respond as soon as I can, am just kinda swamped at work ATM :(

EDIT
Okay I've transplanted your posts - will respond as soon as time allows
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Re: [CLASS] Sith Lord

Postby belgarathmth » Tue Sep 13, 2011 5:58 am

Thanks, Phanjam. Sorry I put the report in the wrong place. I wasn't sure at the time exactly which part of the modset had the problems.
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Re: [CLASS] Sith Lord

Postby robcallis » Sat Oct 29, 2011 7:55 am

Just a quick question, I have the old Jedi mod, the final version before it was released. Do I have to upadate it before installing this one?
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Re: [CLASS] Sith Lord

Postby Omnicide » Fri Dec 02, 2011 7:06 pm

Ok Phanjam, I've finally taken a break from the Vindicator mod to give the Jedi/Sith class mods a try. So far I really like the way the lightsabers and the skin design/coloring on the Sith look, not to mention the killer sound effects on the lightsabers; very cool indeed. 8-)

I've just recently gone in to run a quick test to make sure the basic mods are working, but I could have sworn there was a previous fix to make the Sith's blue lightsaber red. Also, did you ever get a droid pet for the Jedi?

Now I'm wondering if I have the latest download, since the downloads I've installed have been on my computer for a couple of weeks now.

I think I'm gonna take another look at the details on the Hotspot website... :?
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Re: [CLASS] Sith Lord

Postby Omnicide » Fri Dec 02, 2011 7:25 pm

Omnicide wrote:Ok Phanjam, I've finally taken a break from the Vindicator mod to give the Jedi/Sith class mods a try. So far I really like the way the lightsabers and the skin design/coloring on the Sith look, not to mention the killer sound effects on the lightsabers; very cool indeed. 8-)

I've just recently gone in to run a quick test to make sure the basic mods are working, but I could have sworn there was a previous fix to make the Sith's blue lightsaber red. Also, did you ever get a droid pet for the Jedi?

Now I'm wondering if I have the latest download, since the downloads I've installed have been on my computer for a couple of weeks now.

I think I'm gonna take another look at the details on the Hotspot website... :?


Just checked the Hotspot forum on the Sith, and it looks like the Sith doesn't have a bot pet, or causes the bot pet to be missing from both the Jedi and the Sith mods, not sure.
No biggie, though, as I can settle for any pet at this point. I wish my lightsaber for my Sith was red, though... :twisted:

Edit: I just found this file 'Light and Dark Sabers v1.0' and downloaded it. It's supposed to turn the Sith Lord's sabers red yet mine are still blue. Also, some of the armor doesn't look right. :cry: Now I just gotta remember how to fix it.
Last edited by Omnicide on Fri Dec 02, 2011 8:12 pm, edited 1 time in total.
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Re: [CLASS] Sith Lord

Postby Phanjam » Fri Dec 02, 2011 8:05 pm

Omnicide wrote:So far I really like the way the lightsabers and the skin design/coloring on the Sith look, not to mention the killer sound effects on the lightsabers; very cool indeed. 8-)

Thanks! a lot of what you mentioned are courtesy of the Jedi mod which the Sith mod uses as its base. So credit goes to the Jedi mod authors!

Omnicide wrote:...I could have sworn there was a previous fix to make the Sith's blue lightsaber red.

You are correct sir. That would be the Light and Dark Sabers mod. It just makes "sith sabers" available in-game that are always red-tinged. Abilities-wise, they're just clones of the original sabers.

Omnicide wrote:...looks like the Sith doesn't have a bot pet, or causes the bot pet to be missing from both the Jedi and the Sith mods, not sure.

Yes, that is something I promised to fix (some time ago actually) but haven't yet. But since I'm in cool-down mode, I can get to it now :D thanks for reminding me! I'll let you know as soon as I have it done.

EDIT: you might also want to look into this mod which is supposed to establish a special relationship between the Force-user and his lightsaber.
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Re: [CLASS] Sith Lord

Postby Omnicide » Fri Dec 02, 2011 8:44 pm

Thanks for the answers/info., Phanjam. I've installed the Lightsaber mod, but my Sith's lightsaber is still blue. Also, my armors aren't displaying correctly. I remember having this issue before, and I'm thinking it might be a mod sequence loading issue, but I can't remember. Does this have something to do with the order things load in the mods.dat file?

This is the current order in which I have things loading:

Spoiler: show
[MODS]
<BOOL>CHECKFORNEW:true
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[CLASS]VINDICATOR/
<INTEGER>PRIORITY:0
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[CLASS]VINDICATORSKILLS/
<INTEGER>PRIORITY:1
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[FIX]ZEALOTSHRINE/
<INTEGER>PRIORITY:2
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/[ITEM]MAGICPOTIONS/
<INTEGER>PRIORITY:3
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/RESPECMOD/
<INTEGER>PRIORITY:4
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/FROSTMOURNEMOD/
<INTEGER>PRIORITY:5
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/FROSTMOURNESOURCES/
<INTEGER>PRIORITY:6
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/LIGHT AND DARK SABERS V1.0/
<INTEGER>PRIORITY:7
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/JEDI MOD/
<INTEGER>PRIORITY:8
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/SITH LORD (JEDI PATCH) V1.3/
<INTEGER>PRIORITY:9
<BOOL>COMPRESSED:true
[/MOD]
[MOD]
<STRING>DIRECTORY:C:/USERS/OMNICIDE/APPDATA/ROAMING/RUNIC GAMES/TORCHLIGHT/MODS/VANQBEAUTYMOD1.0_BLACKSTOCKINGS/
<INTEGER>PRIORITY:10
<BOOL>COMPRESSED:true
[/MOD]
[/MODS]


Thanks for any help in advance. 8-)
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Re: [CLASS] Sith Lord

Postby Phanjam » Fri Dec 02, 2011 9:05 pm

Omnicide wrote:Thanks for the answers/info., Phanjam. I've installed the Lightsaber mod, but my Sith's lightsaber is still blue.

Yeah you still need to find some Sith saber drops in-game then shift over to them :(

A work-around (which will only work if you have the Light/Dark Sabers mod already installed) is to change the Sith Lord's starting equipment (in the sithlord/media/units/players/sithlord/sithlord.dat file) as follows...

[EQUIPMENT]
<STRING>RIGHTHAND:Sith Saber
[/EQUIPMENT]


Then any newly created Sith Lord will use a red-tinged sith saber from the beginning.

Let me get back to you on the armor mess-up; just a few things I wanna check in the last mod version files...
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Re: [CLASS] Sith Lord

Postby Phanjam » Fri Dec 02, 2011 10:34 pm

Phanjam wrote:Let me get back to you on the armor mess-up; just a few things I wanna check in the last mod version files...


Okay, this has to do with the unit .dat files of all the other items which the class is supposed to be able to use in-game (look in sithlord/media/units/items). Each item needs to be modified to tell the game how to use the item in relation to each class installed.

The item .dat files in the Sith Lord mod are modified for both the Sith Lord and Jedi classes, so it shouldn't be a conflict between the 2 of them that's causing the funky armor.

Since you've got other classes installed, this means the item .dat files have to be "fixed" again to account for all other classes present!

For now, can I direct you to this tutorial about item fixing? Have a look-see and let me know if you still have trouble, or if the tutorial is just too much :P
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Re: [CLASS] Sith Lord

Postby Omnicide » Fri Dec 02, 2011 10:57 pm

Thanks for the lightsaber tip; I'll just run through some levels until I find the red ones. I have no problem using the blue starting lightsaber until then.

I think I will just go ahead and play through the game a little (should have done that in the first place) and try out some more armors. If it's just a few that are messed up here and there, I'm not gonna worry about it too much.

If I have any other major issues, I'll let you know. I think it should be ok, though. Besides, I'm too impatient to try out the this new class, so I'm not gonna worry about the way the armor looks as long as I don't end up with my character's groin cup on his face or something to that effect. :lol:
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Re: [CLASS] Sith Lord

Postby Phanjam » Fri Dec 02, 2011 11:08 pm

are you using Hotspot? the latest version is supposed to address most of these multi-class issues already :)

or a quick-and-dirty fix is to force the load priority of your mods to have the Sith and Jedi mods (and their patches) load-up before the other classes (though that'll transfer the armor issues to the other mods :( )
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Re: [CLASS] Sith Lord

Postby Omnicide » Fri Dec 02, 2011 11:19 pm

Phanjam wrote:are you using Hotspot? the latest version is supposed to address most of these multi-class issues already :)

or a quick-and-dirty fix is to force the load priority of your mods to have the Sith and Jedi mods (and their patches) load-up before the other classes (though that'll transfer the armor issues to the other mods :( )


I'm not using HotSpot, although I might give it a shot if I decide to load any more class mods.

Yea, tried the quick-and-dirty fix, but my awesome looking Vindicator lost all of her bad-ass looking assassin armor... :cry:

I will see how things go with the Sith character; I'm sure I can find some suitable looking armor to get me through the game.

Thanks again for the pointers, Phanjam :mrgreen:
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Re: [CLASS] Sith Lord

Postby Phanjam » Sat Dec 03, 2011 12:54 am

Here, use this set of modified item files (couldn't bear my mods being the cause of someone's troubles :oops: ).

It's set-up like a mod that you can just drop into your mods folder; just make sure it loads before any of your other mods. It has an empty UI folder too (media/UI/) so you can put any modified charactercreate.layout file in there as well :)

Let me know if this solves the problem for ya :)

P.S. this modified item files mod is from my own mods folder and it's actually modified to handle several other mods in addition to the Sith Lord, Jedi and Vindicator (consider it a bonus :lol: )
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Re: [CLASS] Sith Lord

Postby Omnicide » Sat Dec 03, 2011 12:36 pm

Phanjam wrote:Here, use this set of modified item files (couldn't bear my mods being the cause of someone's troubles :oops: ).

It's set-up like a mod that you can just drop into your mods folder; just make sure it loads before any of your other mods. It has an empty UI folder too (media/UI/) so you can put any modified charactercreate.layout file in there as well :)

Let me know if this solves the problem for ya :)

P.S. this modified item files mod is from my own mods folder and it's actually modified to handle several other mods in addition to the Sith Lord, Jedi and Vindicator (consider it a bonus :lol: )


I put the fixed items Vindicator+ file that you gave me into my Mods folder, and set it up to load before any other mod at postion '0.' It made it so the Jedi/Sith armors display correctly while in game, but unfortunately it caused my fully wardrobed Vindicator characters to not load, only the Vindicator mule character I have with absolutely no armor (strange). Also, the Vindicator and Sith icons were missing on the create new character screen afterwards. I removed your custom folder which put everything back to the way it was, but now the Sith wears his helmet over his face instead of his head. :lol: :cry:

Just out of curiousity, do you have the latest Vindicator v1.5 file downloaded?

As always, thank you for your help, Phanjam 8-)
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Re: [CLASS] Sith Lord

Postby Phanjam » Sun Dec 04, 2011 8:56 pm

Argh! It should have worked :( will continue to work on this! I don;t wnat to leave that issue hanging...

For info, the settings in those items specific to the Vindicator class are as follows...

Code: Select all
[WARDROBE]
<STRING>CLASS:VINDICATOR
<STRING>TEXTURE:media\wardrobe\vindicator\(texture file for the item)
<STRING>MESH:media\wardrobe\vindicator\(mesh file for the item)
<STRING>ICON:(icon for the item, as set by the class that was "copied" during the item fixing)
[/WARDROBE]

Is it using the right wardrobe folder name (media\wardrobe\vindicator\) for the Vindicator?

EDIT: read your post again. how do you mean "the vindicator chars don't load but the mule char (without armor) does"? does the game start but crash when you try to select the chars? or does the gmae not start at all?
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Pet For Sith Lord

Postby Phanjam » Sun Dec 04, 2011 9:12 pm

Just to update that I have successfully created a pet for the Sit Lord :) it's a re-textured mech-crawler actually (so same mesh as the R2D2 pet). I'm calling it the "Sith Drone" (screenies to follow).

But I am having a really difficult time getting the char-selection screen to display it as a pet option, along with the Dog, cat and the Jedi's Droid pet :evil: !

Right now I'm able to use it because I have DarkFireBird's Pets Mod installed, which has that ingenious char-select menu generator feature. So i've just placed the Sith Drone as one of the many pet options for the mod. I think I may just copy DFB's code from the menu generated by his his mod...

EDIT: here's a screenie...
Spoiler: show
Image
The legs are just hidden via making them transparent on the texture file. Now what I would like to do is get him higher off the ground...
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Re: [CLASS] Sith Lord

Postby Omnicide » Mon Dec 05, 2011 5:21 pm

Phanjam wrote:Argh! It should have worked :( will continue to work on this! I don;t wnat to leave that issue hanging...

For info, the settings in those items specific to the Vindicator class are as follows...

Code: Select all
[WARDROBE]
<STRING>CLASS:VINDICATOR
<STRING>TEXTURE:media\wardrobe\vindicator\(texture file for the item)
<STRING>MESH:media\wardrobe\vindicator\(mesh file for the item)
<STRING>ICON:(icon for the item, as set by the class that was "copied" during the item fixing)
[/WARDROBE]

Is it using the right wardrobe folder name (media\wardrobe\vindicator\) for the Vindicator?


EDIT: read your post again. how do you mean "the vindicator chars don't load but the mule char (without armor) does"? does the game start but crash when you try to select the chars? or does the gmae not start at all?


Ok all I know is that I dropped your custom fix folders into the mod folder and made sure the loading order was at 00 (loading before all other mods). I have 3 Vindicator characters currently: 'Glaz'ya' (ranged/caster/fully armored with assassin armor); 'Lunavari' (melee/fully armored with misc armor); Unique Mule (no armor or weapons/only used for storing extra unique items). Your fix worked fine for displaying all of the Jedi and Sith armors correctly, but both of my fully armored Vindicator character would not load at all (they would just hang when I selected them to play the game, so I had to control+alt+delete to get out of the game at that point). The mule Vindicator loaded without issue. So I definitely think it's an issue with the specialty armor the Vindicator uses in version 1.5 (the latest Vindicator update).
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Re: Pet For Sith Lord

Postby Omnicide » Mon Dec 05, 2011 5:39 pm

Phanjam wrote:Just to update that I have successfully created a pet for the Sit Lord :) it's a re-textured mech-crawler actually (so same mesh as the R2D2 pet). I'm calling it the "Sith Drone" (screenies to follow).

But I am having a really difficult time getting the char-selection screen to display it as a pet option, along with the Dog, cat and the Jedi's Droid pet :evil: !

Right now I'm able to use it because I have DarkFireBird's Pets Mod installed, which has that ingenious char-select menu generator feature. So i've just placed the Sith Drone as one of the many pet options for the mod. I think I may just copy DFB's code from the menu generated by his his mod...

EDIT: here's a screenie...
Spoiler: show
Image
The legs are just hidden via making them transparent on the texture file. Now what I would like to do is get him higher off the ground...


The new droid pet for the Sith is very nice. 8-) +1
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Re: [CLASS] Sith Lord

Postby Phanjam » Mon Dec 05, 2011 7:42 pm

Omnicide wrote:...both of my fully armored Vindicator character would not load at all (they would just hang when I selected them to play the game, so I had to control+alt+delete to get out of the game at that point). The mule Vindicator loaded without issue. So I definitely think it's an issue with the specialty armor the Vindicator uses in version 1.5 (the latest Vindicator update).

Yes, Spacepirate's description about item-fixing for the Vindicator explains why my fix was "close but no cigar". But I know what to do now :) will have it ready for you asap.
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