Search found 32 matches

by
Sat Dec 02, 2017 11:54 pm
Forum: Miscellaneous Mods
Topic: Walk/Run Animation Improvement Mod
Replies: 12
Views: 24172

Re: Walk/Run Animation Improvement Mod

Disgustedorite wrote:Did you ever get around to looking into the speed issue?
I did, never found any way to fix it. I might try taking another look after my break rolls around.
by
Wed Mar 15, 2017 6:19 pm
Forum: DI 9.r suggestions, ideas, and contributions
Topic: Weapon Parts and Abilities
Replies: 2
Views: 6700

Re: Weapon Parts and Abilities

Ummm... Not to sound volatile or disrespectful, but why not in the mod itself?
by
Mon Oct 24, 2016 12:44 am
Forum: Miscellaneous Mods
Topic: Walk/Run Animation Improvement Mod
Replies: 12
Views: 24172

Re: Walk/Run Animation Improvement Mod

I'll try it out. Oddly enough the default y value for the lvl 5 speed stat is 1000.
by
Sun Oct 23, 2016 6:41 pm
Forum: Miscellaneous Mods
Topic: Walk/Run Animation Improvement Mod
Replies: 12
Views: 24172

Re: Walk/Run Animation Improvement Mod

Huh. You're right. For some reason my method does set the speed to level 0. I'll look into this some more and try to find a way to fix it.
by
Sun Oct 23, 2016 5:53 pm
Forum: Miscellaneous Mods
Topic: Walk/Run Animation Improvement Mod
Replies: 12
Views: 24172

Re: Walk/Run Animation Improvement Mod

is it like the beta run animation? look it up, it looked way better, but for some reason the official release scrapped it even though they made one no, but it keeps the creature's legs from going through themselves. My only gripe is that it makes every creature have a speed of level 0... My desired...
by
Sun Oct 23, 2016 12:52 pm
Forum: Miscellaneous Mods
Topic: Walk/Run Animation Improvement Mod
Replies: 12
Views: 24172

Walk/Run Animation Improvement Mod

READ: This is not a fix for the bug where creatures don't animate at all. As far as I know. I never had that bug. Now, On to the mod. This mod will make the in-game walking/running animations slightly less atrocious. I noticed that high speed level creatures tend to animate in a very weird fashion. ...
by
Sun Oct 23, 2016 12:20 pm
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

No problem.
by
Sat Oct 22, 2016 3:05 pm
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

Here it is: <?xml version="1.0" encoding="utf-8"?> <properties> <keys name="palettePalettePages"> <key groupid="creature_editor_palette_pages~" instanceid="DI_Armor_1" /> <key groupid="creature_editor_palette_pages~" instanceid="DI_Arm...
by
Sat Oct 22, 2016 10:39 am
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

Oh it is. Downloads is where I saved the initial package.
by
Sat Oct 22, 2016 9:58 am
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

Downloads. I named the package file "ArmorOutfitter".
by
Fri Oct 21, 2016 8:09 pm
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

Well for some reason it still isn't working. I removed the unedited file and tried multiple load orders but for some reason it still doesn't seem to do anything.
by
Fri Oct 21, 2016 1:04 pm
Forum: General Discussion
Topic: New editors found in Spore's files?!?!
Replies: 5
Views: 10131

Re: New editors found in Spore's files?!?!

The "level editor" probably was an early version of the Adventure Editor that was cut so EA could release an expan- I mean, because of bugs.
by
Fri Oct 21, 2016 12:37 pm
Forum: DI 9.r suggestions, ideas, and contributions
Topic: Weapon Parts and Abilities
Replies: 2
Views: 6700

Weapon Parts and Abilities

I was thinking it might be helpful to add a little note to the description of the Abilities that mentions what weapon piece they compliment. For example the "bite" ability that has an axe icon could say in its description "Goes best with Axe weapons".
by
Fri Oct 21, 2016 12:29 pm
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

I should probably mention: The original file has hashes rather than lettered names when I open it.
by
Fri Oct 21, 2016 10:18 am
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

Ah. So my file tree would only include the modified version? Anyway I switched over to 9.r after I found a way to remove the part of it that's altering the bite graphic.
by
Thu Oct 20, 2016 9:13 pm
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

I'm glad you're not upset. I must have done something wrong because I followed the steps you outlined and it didn't work. I made it for DI9r since your original instructions use it. My "File Tree" in sporemaster looks like this(Show only modified files is checked): animations~ part_models_...
by
Thu Oct 20, 2016 1:37 pm
Forum: Mod Discussion
Topic: Custom auto blasters
Replies: 5
Views: 10469

Re: Custom auto blasters

Well, you can make it look like the DI blasters are functional by hiding a GA pulse gun in the hand. At least that's what I find works best.
by
Thu Oct 20, 2016 1:17 pm
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

Don't worry, I won't ask you to sift through file names for me. If my comment was hurtful or pushy in any way you have my apologies. I like the component system by the way.
by
Thu Oct 20, 2016 12:29 pm
Forum: General Discussion
Topic: Adding the new armors to outfitters.
Replies: 25
Views: 22476

Re: Adding the new armors to outfitters.

Forgot to ask: What would I have to do differently if I want to make this for the DI9 stable version? Not that 9.r is bad, but I have some symptoms of OCD when it comes to graphic and animation glitches so I've been using the DI9 Stable version while I wait for the next beta release.

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