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  #151 (permalink)  
Old 06-29-2008, 04:02 PM
Gremlin
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

Do you have vanilla TQ or IT?
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  #152 (permalink)  
Old 06-29-2008, 09:14 PM
bosjo
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

i have vanilla TQ

Last edited by bosjo; 06-30-2008 at 07:45 AM.
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  #153 (permalink)  
Old 07-12-2008, 05:43 AM
Darxide88
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

I know this is an old thread, but I REALLY want this mod to work and my textures on all the models I load a game with are all human still. :/ How do I get the monsters textures to appear?

Please help,

Darxide
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  #154 (permalink)  
Old 08-08-2008, 05:00 AM
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Valushka
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

... Make an update for IT please!!
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  #155 (permalink)  
Old 08-31-2008, 05:12 PM
Sand
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

plz someone help i dont know how to install the mod plz i need help
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  #156 (permalink)  
Old 09-01-2008, 06:18 PM
Kwitzak
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

Please make an update for IT.. Thanks
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  #157 (permalink)  
Old 09-05-2008, 11:25 PM
dem0nmaster
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

I know this is an old thread and probably forgotten, but did anyone made the reptilians (crocs) playable? I think there is one for IT, but nothing for the original TQ.

I'm too stupid to figure it out on my own. :/
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  #158 (permalink)  
Old 09-07-2008, 10:33 PM
Docktor
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

Quote:
Originally Posted by Kwitzak View Post
Please make an update for IT.. Thanks
DIY:

#1: Get the correct templates, found on this forum, I think you'll need them.
#2: Download the TQ versions of these mods.
#3: Install the mods in a folder, doesn't matter which.
#4: Put the mod you want to transfer to IT in the working folder of your ArtManager.
#5: Opet the IT ArtManager.
#6: Open the mod you want to transfer.
#7: Locate the malepc01.dbr in records\creatures\pc\malepc01.dbr, found in the Database tab. Copy it.
#8: Create a NEW mod, and paste the .dbr into a correct folder in the database tab: 'records\xpack\creature\pc\malepc01.dbr'
#9: Build the mod.
#10: Create a world for the mod in the IT Editor, and save it, but don't add any levels, leave it empty.
#11: Create an auto asset for your world in the ArtManager, build the mod again.
#12: Play the mod in IT: it will transport you to the main campaign screen. Create a NEW, MALE character, preferably with a white toga, and play.
#13: Whenever you want to play again, you have to reload the mod.

Buggy behaviour is common. As in, armor won't show up properly, and there is often not much one can do about it, some animations will look awkward, and to fix them would require animating knowledge, and a substantial amount of time. So... you decide if it's worth the effort.
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  #159 (permalink)  
Old 09-10-2009, 07:04 AM
dragonian
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

Omg You Are Awesome =)
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  #160 (permalink)  
Old 09-23-2009, 01:51 AM
Bacon911
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Default Re: [Mod] Model's Mod (0.5 - Exotics)

i installed it, it let me use the mods in custom maps and stuff, but im not sure if the textrues or something is right.they dont have their own skins. they all have human skins but streched out onto a different body,
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