[CLASS] Sith Lord

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Re: Pet For Sith Lord

Postby Phanjam » Mon Dec 05, 2011 7:44 pm

Omnicide wrote:The new droid pet for the Sith is very nice. 8-) +1

Thanks! I should have that out soon too for peeps to use :P
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Re: [CLASS] Sith Lord

Postby Omnicide » Mon Dec 05, 2011 9:33 pm

Phanjam wrote:
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.


Cool; I'm glad to hear it wasn't just 'user error' this time around. I was getting frustrated thinking I was doing something wrong (I'm really trying to learn this stuff).
Thanks, and can't wait for the fix; out of all the mods I've seen so far, I really like the Sith and Vindicator the best, primarily due to their appearances and interesting skill sets.
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Re: [CLASS] Sith Lord

Postby Phanjam » Sun Dec 11, 2011 2:27 am

Hi Omnicide! From your Dec.9 post over at the Vindicator thread, it sounds like you've gotten your class mods to display correctly :D am really glad about that!

There are a bunch of updates lined-up for both this Sith mod and the Jedi mod too, I just need to find the time to do them :( but pls feel free to provide any feedback about these mods.

EDIT:
Thought I'd list what I'm looking at for updates to this Sith mod:
Spoiler: show
1. Fold-in the "Sith lightsabers" mod into the main Sith class mod and have him start off with one(basically done, just a packaging matter)
2. Fix it so the Sith mod doesn't remove the Jedi mod's Droid pet (number of ways to do this. Also affects next item...)
3. Give the Sith mod a class-specific pet like the Jedi's Droid (pet is done. Now a packaging matter)
4. Give the Sith mod a summons skill similar to the Jedi's "Request Padawan" skill (semi difficult)
5. Let the Sith Lord's default starting skill be "Force Push" rather than "Force Bubble" (not difficult)


Pls don't take the difficulty notes above as indicators of time-to-complete. The main challenge for me is actually having the time to put in work on these :( pls be patient...

I'll list the proposed updates for the Jedi mod over at the Jedi discussion thread...
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Re: [CLASS] Sith Lord

Postby Omnicide » Sun Dec 11, 2011 2:55 pm

Phanjam wrote:Hi Omnicide! From your Dec.9 post over at the Vindicator thread, it sounds like you've gotten your class mods to display correctly :D am really glad about that!

There are a bunch of updates lined-up for both this Sith mod and the Jedi mod too, I just need to find the time to do them :( but pls feel free to provide any feedback about these mods.

EDIT:
Thought I'd list what I'm looking at for updates to this Sith mod:
Spoiler: show
1. Fold-in the "Sith lightsabers" mod into the main Sith class mod and have him start off with one(basically done, just a packaging matter)
2. Fix it so the Sith mod doesn't remove the Jedi mod's Droid pet (number of ways to do this. Also affects next item...)
3. Give the Sith mod a class-specific pet like the Jedi's Droid (pet is done. Now a packaging matter)
4. Give the Sith mod a summons skill similar to the Jedi's "Request Padawan" skill (semi difficult)
5. Let the Sith Lord's default starting skill be "Force Push" rather than "Force Bubble" (not difficult)


Pls don't take the difficulty notes above as indicators of time-to-complete. The main challenge for me is actually having the time to put in work on these :( pls be patient...

I'll list the proposed updates for the Jedi mod over at the Jedi discussion thread...


No hurries, Phanjam. I'm keeping myself plenty busy with all the rest of the mod toys that are already out. The above updates will definitely add more of a fun and coolness factor to an already great mod. I have to say I'm more into the Sith than the Jedi, but that's just because I think the Sith is way cooler looking. 8-)

Other than feedback for any in-game issues, nothing beyond what's already been listed on these forums. Everything else is looking good so far. :D
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Re: [CLASS] Sith Lord

Postby Phanjam » Sun Dec 11, 2011 4:12 pm

Thanks Omnicide! I appreciate the encouragement :)
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Re: [CLASS] Sith Lord

Postby Phanjam » Mon Dec 12, 2011 8:17 am

Okay an add-on mod is now available to bring back the Droid Pet option for Jedi characters, and to give the Sith Lord a properly sinister pet option too.

The mod uses transforming Fish to give you the pets, because I wasn't able to edit the character select screen to put both new pets in there along with the Dog and Cat :( I've tested the mod and it works, but pls let me know if you have any issues with it.
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Re: [CLASS] Sith Lord

Postby spacepirate » Mon Dec 12, 2011 10:20 am

Phanjam wrote:Okay an add-on mod is now available to bring back the Droid Pet option for Jedi characters, and to give the Sith Lord a properly sinister pet option too.

The mod uses transforming Fish to give you the pets, because I wasn't able to edit the character select screen to put both new pets in there along with the Dog and Cat :( I've tested the mod and it works, but pls let me know if you have any issues with it.
Replace your current dog/cat options with this:

Code: Select all
    <Window Type="GuiLook/StandardButton" Name="Dog">
            <Property Name="UnifiedPosition" Value="{{0,-5},{0,25}}" />
            <Property Name="UnifiedSize" Value="{{0,152},{0,28}}" />
            <Property Name="Text" Value="Dog"/>
      <Property Name="onClick" Value="guiPet1"/>
    </Window>
    <Window Type="GuiLook/StandardButton" Name="Cat">
            <Property Name="UnifiedPosition" Value="{{0,-5},{0,55}}" />
            <Property Name="UnifiedSize" Value="{{0,152},{0,28}}" />
            <Property Name="Text" Value="Cat"/>
      <Property Name="onClick" Value="guiPet2"/>
    </Window>
    <Window Type="GuiLook/StandardButton" Name="Droid Pet">
            <Property Name="UnifiedPosition" Value="{{0,-5},{0,85}}" />
            <Property Name="UnifiedSize" Value="{{0,152},{0,28}}" />
            <Property Name="Text" Value="Droid"/>
        <Property Name="onClick" Value="guiPet1"/>
    </Window>
    <Window Type="GuiLook/StandardButton" Name="SithDrone">
            <Property Name="UnifiedPosition" Value="{{0,-5},{0,115}}" />
            <Property Name="UnifiedSize" Value="{{0,152},{0,28}}" />
            <Property Name="Text" Value="Sith Drone"/>
      <Property Name="onClick" Value="guiPet1"/>
    </Window>

The cat and dog are moved up slightly to make room for 4 options. Tested in game, too.
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Re: [CLASS] Sith Lord

Postby Phanjam » Mon Dec 12, 2011 9:14 pm

Hey thanks very much Spacepirate :D I appreciate the help!
I'll re-do the mod with a new charactercreate.layout using your code changes, and put it up on RGF.
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Re: [CLASS] Sith Lord

Postby Phanjam » Fri Dec 16, 2011 9:17 pm

Okay, FINALLY i was able to update this class mod to version 1.4!

Here are the changes:
1. Revised the Sith Lord's .dat file to have him start with only the "Force Push" skill and the lightsaber style skills.
2. Folded in the new pet unit, the Sith Drone to provide a "Sith themed" pet. The Sith Drone unit was first available via a transforming-fish type of mod. When I folded it into the main Sith Lord mod, I chose to leave the fish units in there :)
3. Revised the charactercreate.layout file so that all 4 pet options (dog, cat, droid pet and sith drone) are now selectable (big thanks to Spacepirate for showing me the correct code for that :) ). Of course if you're using a custom charactercreate.layout file this won't matter :D ...
4. Folded in the "Sith sabers" add-on mod which provides red-glow-only lightsabers for the Sith.

RGF download page

Still left to do:
1. Audit the "Force push" skill and fix as necessary.

Screenshot
Image

Enjoy and do let me know if there are any issues with this version :D !
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Re: [CLASS] Sith Lord

Postby N3MES1S » Sun Dec 18, 2011 3:19 am

Gawd, that looks awesome, a shame i still cant get the Jedi working withing my other installed classes, but i hope one day i should be able to try this, good job there.
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Re: [CLASS] Sith Lord

Postby Phanjam » Sun Dec 18, 2011 7:44 am

Thanks N3M3SIS :) I replied about your multi-class armor display issues over at the Jedi thread. I really hope I can help fix that issue for you...
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Re: [CLASS] Sith Lord

Postby screamosilence » Tue Jan 17, 2012 9:58 pm

grats on reaching 3k DLs for this mod :) its a really nice piece of art :D
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Re: [CLASS] Sith Lord

Postby Phanjam » Wed Jan 18, 2012 7:08 am

Thanks much Scream! :)
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Re: [CLASS] Sith Lord

Postby Omnicide » Wed Jan 18, 2012 6:22 pm

Phanjam wrote:Okay, FINALLY i was able to update this class mod to version 1.4!

Here are the changes:
1. Revised the Sith Lord's .dat file to have him start with only the "Force Push" skill and the lightsaber style skills.
2. Folded in the new pet unit, the Sith Drone to provide a "Sith themed" pet. The Sith Drone unit was first available via a transforming-fish type of mod. When I folded it into the main Sith Lord mod, I chose to leave the fish units in there :)
3. Revised the charactercreate.layout file so that all 4 pet options (dog, cat, droid pet and sith drone) are now selectable (big thanks to Spacepirate for showing me the correct code for that :) ). Of course if you're using a custom charactercreate.layout file this won't matter :D ...
4. Folded in the "Sith sabers" add-on mod which provides red-glow-only lightsabers for the Sith.

RGF download page

Still left to do:
1. Audit the "Force push" skill and fix as necessary.

Screenshot
Image

Enjoy and do let me know if there are any issues with this version :D !


Thank you kindly for your efforts at polishing things up on this mod, Phanjam. 8-)
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Re: [CLASS] Sith Lord

Postby Phanjam » Wed Jan 18, 2012 8:07 pm

ur welcome omnicide!
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Re: [CLASS] Sith Lord

Postby Phanjam » Mon Jan 23, 2012 1:07 am

Hi itunes. Let me try to sort through what you're experiencing so I can give you a good answer...

Lightsaber Glow Glitches
itunes wrote:I seem to have somehow gotten the lightsaber glows to work o.o.

I'm glad! Did it get fixed after using the Light and dark Sabers v1.1 patch-mod? If you haven't used that yet, I suggest installing it.

Armor-related Glitches
itunes wrote:
    ...But i've now encountered a new problem which is the armour bug (helmet on face etc).
    ...Tried using Class Creator v3.1.0.0 by ugmojoe but it didn't seem to work. Any advice?
    ...In my previous screenshot the colours of my armour was black (presumably to match the colour of the sith armour) but after installing the mod it seems to have reverted to its original colour (green shoulders plates etc).

Some basic questions first:
1. Are you running version 1.15 of Torchlight 1?
2. Did you install version 1.4 of this Sith Lord mod
and the classic...
3. Do you have other custom classes installed and if so, what are they? (because all these symptoms point to file conflicts with other installed custom-class mods)

itunes wrote:If its not too much trouble, is it possible for you to zip and send me your fully patched and working sith & jedi mod? Thank you very much! Enjoying the class thus far

No that won't be too much trouble and Id be happy to do that. But it may not address the specifics of your personal installation, so let's find out a little more about your install first :)
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Re: [CLASS] Sith Lord

Postby Psychoslider » Fri Feb 10, 2012 6:49 pm

first off, love the torchlight game, lol, and second , idk if anyone else asked yet but wheres my Apprentice and dual bladed lightsader?? , i mean the jedi get that padywon.. lol but yea i just edited some files and i made on own lil Apprentice used with my sith, but i modified the weapons he starts with for fun, and when i gave him 2 sith sabers, one in right and left hand.. when i gave him my junk by shift clickin it, it took off both his sabers off and putn them in the bag too, so that was wierd, im always editing and learning this stuff, crashin the game a wholelot.. lol but sometimes it works, at one time i had 28 classes and like same in pets. . thx for the mods keep it up
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Re: [CLASS] Sith Lord

Postby Phanjam » Fri Feb 10, 2012 10:38 pm

Psychoslider wrote:...idk if anyone else asked yet but wheres my Apprentice and dual bladed lightsader??

Hi Psychoslider! Yup those questions were asked before :D I started making a female apprentice but I couldn't get her wardrobe to show properly in-game (I think I customized it too much) so I kinda shelved it for now. Nice to hear you got an apprentice going, even with equipment glitches!

As for the dual-blade lightsaber, there's 2 challenges with that. The first is to make the weapon mesh and textures, which isn't too hard as there are some very talented 3D modelers and artists in this community (sadly, that does NOT include me :( ). You can actually stop there and just use the existing 2-handed attack animations, but WHAT A WASTE that would be! And that's the 2nd challenge which is tougher - making good animations you can use with a weapon as beautiful as the dual-blade lightsaber.
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Re: [CLASS] Sith Lord

Postby N3MES1S » Sat Feb 11, 2012 6:04 pm

I dont think the dual blade light saber will fit in the game, since i dont think we can make the classic whirlwind animation for the dual lightsaber (remember the film lol). Well, we should start thinking on make another animation to the alchemist first, and after that, work in the weapon itself. I really dunno, cuz i am very noob at modding but i think just the first step is very hard... (anyways i still wasnt able to try the jedi class , sigh, so i really dunno how much work will need an animation like that).
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Re: [CLASS] Sith Lord

Postby Phanjam » Sat Feb 11, 2012 11:36 pm

N3MES1S wrote:Well, we should start thinking on make another animation to the alchemist first, and after that, work in the weapon itself. I really dunno, cuz i am very noob at modding but i think just the first step is very hard...

Yeah, the only work I'm aware of where someone tried to make custom animations were some modified animations for the vaquisher model done by member GnaReffotsirk.

There's also work by Arkham on getting a new non-TL character mesh into the game complete with its original animations.

So there is hope, but with TL2 so close now I think most modders would rather wait for it before putting too much time/energy into highly experimental efforts like custom animations.
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