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Releases / Re: [REL] Red Werewolf
« on: 2014-09-13 02:45:12 »
Yeah I converted and assembled the field model mostly in plain white and added the textures outside of kimera, directly in the rsd files.
Just a heads up as a possible issue may arise. The Red Werewolf is really about half a graphical and gameplay mod due to the files necessary for the mod to work. For compatibility I put together a gameplay mod patch for the gameplay mod iro in the Qhimm catalog, otherwise the Red Werewolf will overwrite the majority of gameplay mod files. This does mean that parts of each gameplay mod (or at least the ones that required patching) are included with patches so the Red Werewolf will function correctly without disrupting anything. This is purely for compatibility so no one has to pick and choose. You are still required to install the gameplay mod of your choice directly or through 7H, as this mod is not a replacement for any of them. I'd send out pms to different authors, but I'm not even sure how many there are as the list of gameplay mods in the iro is quite long. If anyone has questions or seriously rejects having their mod included in the compatibility patch just pm either Wolfman or me and we'll see what we can do.
What was actually done:
I unzipped the iro from the catalog. Red XIII's limits were altered in the kernel using Walmarket, so I exported a patch file and applied it to each gameplay mod. Changing nothing other than Red XIII's limit settings.
For the field model some animations don't transfer over exactly the same so some are being edited in the flevel, mainly three scenes. As we don't want to overwrite these particular scenes from the gameplay mods the animation alterations are being added to the flevels and these three scene ids are being exported alone. Nothing else is touched.
Just a heads up as a possible issue may arise. The Red Werewolf is really about half a graphical and gameplay mod due to the files necessary for the mod to work. For compatibility I put together a gameplay mod patch for the gameplay mod iro in the Qhimm catalog, otherwise the Red Werewolf will overwrite the majority of gameplay mod files. This does mean that parts of each gameplay mod (or at least the ones that required patching) are included with patches so the Red Werewolf will function correctly without disrupting anything. This is purely for compatibility so no one has to pick and choose. You are still required to install the gameplay mod of your choice directly or through 7H, as this mod is not a replacement for any of them. I'd send out pms to different authors, but I'm not even sure how many there are as the list of gameplay mods in the iro is quite long. If anyone has questions or seriously rejects having their mod included in the compatibility patch just pm either Wolfman or me and we'll see what we can do.
What was actually done:
I unzipped the iro from the catalog. Red XIII's limits were altered in the kernel using Walmarket, so I exported a patch file and applied it to each gameplay mod. Changing nothing other than Red XIII's limit settings.
For the field model some animations don't transfer over exactly the same so some are being edited in the flevel, mainly three scenes. As we don't want to overwrite these particular scenes from the gameplay mods the animation alterations are being added to the flevels and these three scene ids are being exported alone. Nothing else is touched.