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  #101 (permalink)  
Old 09-01-2007, 05:35 PM
mcwerewolf
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

Just saying great work -- but trying to load the mods up in TQ IT the game refuses to start the mod, saying "It was created with an earlier version of titan quest" -- I have tested the same mod (jackalman) with the original TQ version and there it works fine. But I would really like to be able to play the models in IT as well. Any way to fix this?
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  #102 (permalink)  
Old 09-15-2007, 08:55 PM
Sunaris
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

I'm getting the same error. Everything works just fine with the original Titan Quest, but with Immortal Throne it gives me the 'old version' error. Other people seem to indicate that they have started this mod just fine in IT, so am I just missing something?
I am using both the version 0.5 and 0.5 exotics.

I've tried resaving them in the art manager but it seems to remove the map and other associations. The editor also doesn't seem to find the map files. (Though this is largely a lack of knowledge on my part I'm sure.)

I would like to see a second version of this wonderful mod that is an 'Immortal Throne only' version. Clearly a lot of time has been put into this mod making it work and it would be a shame to limit its audience.
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  #103 (permalink)  
Old 09-16-2007, 05:51 AM
Kalicat
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

I've been experimenting with database entries, finally been driven past the point of laziness by the ending credits featuring a tiger sorcerer in a perfectly fitting mage robe. Drove me nuts.

So, long story short I found a partial solution. Someone named Pit in the Playable Tigermen thread of this forum found that if you modify the Character->characterGenderProfile in malepc01.dbr from 'Male' to 'Tigerman' much of the armour resizes to fit tigermen.

I tested this by modifying the single-player database(make a mod w/art manager, import malepc01.dbr,build and quit, replace mod db with single player db, reload, edit, build and say no to deleting stuff, take mod's database and put it back in the single player database), and found it largely works:


Even better is the fact that this can be used not just with Tigermen, but Jackalmen and probably most other creatures that wear armour. This doesn't work with every armour, some of them (particularly uniques and such) stubbornly refusing to resize or even show up on the character model, but it's a pretty big improvement over no clothing fitting at all.

Oh, no hat seems to fit still. Can't have everything, I guess. :\

If you could make the modification, recompile the database and re-release it would be just peachy, since I can't and have to make my own mod as a result.

Last edited by Kalicat : 09-16-2007 at 10:45 AM.
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  #104 (permalink)  
Old 09-16-2007, 08:18 PM
mcwerewolf
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

Quote:
Originally Posted by Sunaris View Post
I'm getting the same error. Everything works just fine with the original Titan Quest, but with Immortal Throne it gives me the 'old version' error. Other people seem to indicate that they have started this mod just fine in IT, so am I just missing something?
I am using both the version 0.5 and 0.5 exotics.
Yeah, I've got both installed and I can load them up fine in TQ, just not in IT.
Kalicat's post is nice, since the way these are set up you can easily change the dbr files that are supplied.. Not sure if it would work, I haven't tried it yet.

Basically, I guess what would fix all thr trouble would be to have the source posted, not just compiled modules, so they can be built by editor savvy people into mods that would work on their own specific version/combo of TQ and/or TQIT.
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  #105 (permalink)  
Old 11-30-2007, 03:05 PM
Ocean1337
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

As Kalicat mentions a couple of posts above, the character dbrs that MadMan created for each of his model mods are fully functional in IT with only a few small adjustments.

Simply create a new mod in artmanager, import the malepc.dbr (from records/xpack/creatures/pc), open Editor select your mod, create a new map in the maps folder, select file/saveall, and exit. Go back to Artmanager, under source/maps right click on the .wrl file and auto create assests, exit Artmanager. In windows explorer copy the malepc.dbr from Madman's mod of your choosing and paste into your mod (overwritting the maplepc.dbr that is there). Back in Artmanger, open the malepc.dbr, do a file/save then build. This mod will now be mostly functional

To get the quests working properly, under "Character", change the value for "triggerboundingvolumes" to 1 (from 0). the quests will now behave normally.

The last 3 lines under "skill tree" will also have to be changed to enable Dream mastery, the use of artifacts and scrolls.

Other tweaks include changing the characterracialprofile (discovered by Pit in the Playable Tigermen thread)to one of the choices in the drop list (male, female, stayr, tigerman, jackalman) or clearing the cell contents if you are using a model not in that list (such as centaur). This will enable dropped armour to scale to fit the model, or in the case of models not in the list, the monster specific armour to fit the model (such as centaur's curiass)

Last edited by Ocean1337 : 12-01-2007 at 02:39 PM.
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  #106 (permalink)  
Old 12-12-2007, 09:54 PM
cantlisten
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

How can i apply this mod in Immortal Throne??
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  #107 (permalink)  
Old 12-13-2007, 01:36 AM
cantlisten
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

I create a new mod in artmanager, import, create a new map, and paste maplepc.dbr to my mod. I can't find 'open', so edit my malepc.dbr in database tap(in Artmanager) and build(F7). But my new mod is not working.

Making new Character -> start -> loading -> Making new Character(not changed skin) ...

I don't know what was wrong.
Please make IT able mod for this poor man.. :-C
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  #108 (permalink)  
Old 12-30-2007, 02:35 PM
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Alek_tq
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Default Re: [Mod] Model's Mod (0.4)

This mod opens a huge new world for those who seek to create cool looking char. Thanks.
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  #109 (permalink)  
Old 01-07-2008, 04:58 PM
Handballfreak
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

These mods are awesome

Can someone make it IT possible ?
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  #110 (permalink)  
Old 01-13-2008, 03:41 PM
Cat-Cleaver
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

Actually it works fine in IT with the minor changes posted by Ocean, but I didn't find the "triggerboundingvolumes" value... so some Quests don't trigger.

And of course, the "mesh-bug" for unique/rare armor. Is there a way to completly disable armor ( w/o weapons of course )?

Edit: If someone is interested, I've got the working version for Tigerman. ( IT )

Last edited by Cat-Cleaver : 01-13-2008 at 07:29 PM.
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