I understand the frustration of my mods conflicting with others and I DO APOLOGIZE for that. I really tried to make it as best I could.
However after looking into things more I MAY be able to make my mods compatable with all other mods, but I need YOUR HELP.
Miho and other modders, I need to know the EXACT methods you use to create your mods, that way I can put in BUILT-IN support of my mods to support anything you guys put out.
I REALLY want to WORK TOGETHER on this.
It could be a combination of all our work, supported by all who contribute to it.
I am looking to create an ambitious project which will include all modders who want to mod for Two Worlds.
We could call it....Two Worlds: REVOLUTION
This is what I am proposing:
1: We compile all mods into one huge mod.
2: We create tutorials for other modders.
3: We all share in the development & support.
I think we already have a great setup going so far and ALOT is going on within the modding community. I'm finishing up my mods and am making great progress and then will be ready to go full throttle on this.
Let me know what you think and if you would like to join. If you would like to be part of this here what I propose we start doing.
FIRST STEPS:
1: I will try and include your mods into my major mods. I'm 90% certain I can accomodate just about any mod out there as long as I know how it was made. This will be a good test start to see how things go.
2: I will create tutorials on what I have done so far.
As I finish the other mods, Elemental Half-Plate, Chain, Leather, Robe, Shield, & Weapons mods they will be incorperated into my other mods. Currently I am finishing up half-plate, if you would like me to try and include your mods in the next release, please let me know ASAP!
Last edited by Phalynx; 12. September 2007 at 10:28..
This is something I will support 100%. At least the devs proposed to do it this way.
We should take a look how can we avoid conflicts.
But I have some thoughts on this: Some mods could bring functions that are in conflict to your female mod.
I understand the frustration of my mods conflicting with others and I DO APOLOGIZE for that. I really tried to make it as best I could.
However after looking into things more I MAY be able to make my mods compatable with all other mods, but I need YOUR HELP.
Miho and other modders, I need to know the EXACT methods you use to create your mods, that way I can put in BUILT-IN support of my mods to support anything you guys put out.
I REALLY want to WORK TOGETHER on this.
It could be a combination of all our work, supported by all who contribute to it.
I am looking to create an ambitious project which will include all modders who want to mod for Two Worlds.
We could call it....Two Worlds: REVOLUTION
This is what I am proposing:
1: We compile all mods into one huge mod.
2: We create tutorials for other modders.
3: We all share in the development & support.
I think we already have a great setup going so far and ALOT is going on within the modding community. I'm finishing up my mods and am making great progress and then will be ready to go full throttle on this.
Let me know what you think and if you would like to join. If you would like to be part of this here what I propose we start doing.
FIRST STEPS:
1: I will try and include your mods into my major mods. I'm 90% certain I can accomodate just about any mod out there as long as I know how it was made. This will be a good test start to see how things go.
2: I will create tutorials on what I have done so far.
As I finish the other mods, Elemental Half-Plate, Chain, Leather, Robe, Shield, & Weapons mods they will be incorperated into my other mods. Currently I am finishing up half-plate, if you would like me to try and include your mods in the next release, please let me know ASAP!
I for one DO NOT SUPPORT this. We have enough "control" already being done on this game by the head of this site. Putting more control by having mods go through you for compatibility/incorporation into your mod is just another step in taking control of all mods. This idea is YOURS and maybe you should reflect that you would like to start up a team and do it. Not suggest that everyone follow what you have done, which is a basic re-tex and parameter changing, not a true mod at all imo.
And please could we not have 3 or four versions of your same post be done each time you post anything? Phalynx deletes or moves mine when i do it, why are not your being treated the same way??
Where do you get that I would be controlling everything?
I'm just trying to make things go smoothly.
Also if someone does NOT make sure mods are compatable who will?
Are you going to make sure any mods YOU release are compatable with all the others?
A number of modders simply don't care whether it works or not.
I do.
Do you prefer people try and mish and match mods and corrupt their game and them blame the developers and modders?
I for one do not appreciate being blamed for problems when it is someone elses fault.
Also quite frankly you are undercutting my work. Adding females is NOT a trivial mod at all.
It sounds like your a bit jealous honestly.
Sorry for the double posts I was trying to start different threads, this is a completely different topic.
I already run Starfyre Studios. I am NOT LOOKING to start another modding team. I'm looking to work together to make it SIMPLER for people to use mods.
Looking at this objectively currently my mods are the biggest and make the most modifications, therefore it would make the best choice for testing this project, would you not agree?
If you have other ideas to make this work then by all means give us some suggestions and not flames.
I for one DO NOT SUPPORT this. We have enough "control" already being done on this game by the head of this site. Putting more control by having mods go through you for compatibility/incorporation into your mod is just another step in taking control of all mods. This idea is YOURS and maybe you should reflect that you would like to start up a team and do it. Not suggest that everyone follow what you have done, which is a basic re-tex and parameter changing, not a true mod at all imo.
And please could we not have 3 or four versions of your same post be done each time you post anything? Phalynx deletes or moves mine when i do it, why are not your being treated the same way??
ModdingFanatic
Where do you see Reynen trying to control mods? I'm puzzled by this view, as every modding community I have been a part of to date has worked hard to ensure as many compatibilities between different modders as possible. Most of the people I know who have created large overhauls like Reynen's also try their best to encorporate as many mods as they can, so that players don't have to choose.
I see attempting to work together as a courtesy to the players using mods. Particularly with this game, as it seems to be rather modding unfriendly, despite having an SDK.
Mayhap Are any of my mod requests done yet? Stop arguing and start modding. I need a sleeping bag mod asap Mayhap, my guy never sleeps and its showing. Eikona i trust you can have this done before nightfall, mayhap?
Where do you get that I would be controlling everything?
I'm just trying to make things go smoothly.
Also if someone does NOT make sure mods are compatable who will?
Are you going to make sure any mods YOU release are compatable with all the others?
A number of modders simply don't care whether it works or not.
I do.
Do you prefer people try and mish and match mods and corrupt their game and them blame the developers and modders?
I for one do not appreciate being blamed for problems when it is someone elses fault.
Also quite frankly you are undercutting my work. Adding females is NOT a trivial mod at all.
It sounds like your a bit jealous honestly.
Sorry for the double posts I was trying to start different threads, this is a completely different topic.
I already run Starfyre Studios. I am NOT LOOKING to start another modding team. I'm looking to work together to make it SIMPLER for people to use mods.
Looking at this objectively currently my mods are the biggest and make the most modifications, therefore it would make the best choice for testing this project, would you not agree?
If you have other ideas to make this work then by all means give us some suggestions and not flames.
Hey, Just got back to this thread and would like to point out this is not a FLAME Reynen and please refrain from saying it is. It is just an observation. I for one oppose it, does that mean I get black listed because I do not agree with you? That is what forums are for to say what your opinion is without being "labelled".
And if you say yours are the "Biggest and make the most modifications then thats great but releasing a mod that stops others from working and then saying everyone should "conform" to it,, just seems wrong to me..sorry..
I understand the frustration of my mods conflicting with others and I DO APOLOGIZE for that. I really tried to make it as best I could.
However after looking into things more I MAY be able to make my mods compatable with all other mods, but I need YOUR HELP.
Miho and other modders, I need to know the EXACT methods you use to create your mods, that way I can put in BUILT-IN support of my mods to support anything you guys put out.
I REALLY want to WORK TOGETHER on this.
It could be a combination of all our work, supported by all who contribute to it.
I am looking to create an ambitious project which will include all modders who want to mod for Two Worlds.
We could call it....Two Worlds: REVOLUTION
This is what I am proposing:
1: We compile all mods into one huge mod.
2: We create tutorials for other modders.
3: We all share in the development & support.
I think we already have a great setup going so far and ALOT is going on within the modding community. I'm finishing up my mods and am making great progress and then will be ready to go full throttle on this.
Let me know what you think and if you would like to join. If you would like to be part of this here what I propose we start doing.
FIRST STEPS:
1: I will try and include your mods into my major mods. I'm 90% certain I can accomodate just about any mod out there as long as I know how it was made. This will be a good test start to see how things go.
2: I will create tutorials on what I have done so far.
As I finish the other mods, Elemental Half-Plate, Chain, Leather, Robe, Shield, & Weapons mods they will be incorperated into my other mods. Currently I am finishing up half-plate, if you would like me to try and include your mods in the next release, please let me know ASAP!
Quote:
Originally Posted by Vinniemc
I for one DO NOT SUPPORT this. We have enough "control" already being done on this game by the head of this site. Putting more control by having mods go through you for compatibility/incorporation into your mod is just another step in taking control of all mods. This idea is YOURS and maybe you should reflect that you would like to start up a team and do it. Not suggest that everyone follow what you have done, which is a basic re-tex and parameter changing, not a true mod at all imo.
And please could we not have 3 or four versions of your same post be done each time you post anything? Phalynx deletes or moves mine when i do it, why are not your being treated the same way??
ModdingFanatic
Okay, if I may be permitted to interject an outsider's opinion? I think I can see where the conflicts, and possible solutions, with this idea may lie.
First, Reynen has a good point of collaboration between all the modders as far as ensuring, as much as is humanly possible, that everyone's mods are compatible with each other.
Second, I can also see where Vinnie's frustration with the current control placed on the SDK comes from, as this is the only game I've ever seen where someone picks and chooses who gets to mod the game, and who doesn't. I also believe the reason given by the devs for this has no real rhyme or reason to it, as the SDK for TW gives no more control over the game than NWN/NWN2, Oblivion, or any other game's editing software does over them. And multiplayer already has enough cheaters, so there's really nothing more the SDK could do to mess that up.
However, that's how they want it. So, back to the point at hand.
I would say there would be no detrimental harm in different modders showing the others how they make their mods. I think the point that is bothering Vinnie right now is no different than any other artist would feel in regards to their creation. Working together to ensure compatibility doesn't mean that mods should be lumped in one package under any one distributor.
Just show each other the differences in your techniques, but allow each artist his own avenue of distribution. If later on, you guys decide a "community pack" or some such would be warranted, and proper credit is included for everyone who's mods have been contributed to the project, go for it. In the meantime, share your knowledge with each other ( like any other community ), but maintain your mods seperately as far as distribution.
This allows for every modder to benefit from the others techniques and knowledge; while at the same time allowing each modder his independence and enabling them to showcase their individual projects and achievements for their own credit.
This way, noone is, or can be percieved to be, "in control" of anyone else's projects, and nobody has their ego bruised.
Hope this helps a little to ease the tension here, as I think both of you guys are very talented and being able to work in harmony would only increase the potential of what you both could accomplish for the game and it's community.
Heck, if my SDK request gets approval, I'm going to be watching both of you guys so I can learn what the hell I'm doing.
Last edited by Zorvan; 16. September 2007 at 15:23..
Reason: spelling:P
Miho and other modders, I need to know the EXACT methods you use to create your mods, that way I can put in BUILT-IN support of my mods to support anything you guys put out.
Atm the 99% of the "little" mods do nothing else but
A: take custom bit/bumpmaps and replace the org. ones with a propper wd-file
or
B: take an existing chv-file (complete "Armor") from those npc´s in the game and replace a robe_01 11 21 or robe_full_01 11 or 21 with that one
C: combine both things to new playable armor in different colors/textures ...
atm most mods do not alter the inventory-icons for those items - but this will soon change too i think ...
Maybe every little mod should have a list in a plain ASCII-File with
a line for every model and texture they change.
Like:
Case A: only texture-changes
Textures/AR_BUCKLER_14.DDS changed
Case B: models changed / replaced and the textures change with them too as the NPC-Clothes have other bitmaps tagged to them
Models/Equipment/CLOTHES/ROBE/ROBE_FULL_11.chv replaced Models/Equipment/NPC/XXX.chv
Models/Equipment/CLOTHES/ROBE/ROBE_FULL_11.chv new texture Textures/Robe_full_11.DDS, Textures/Robe_full_11_bump.DDS
with this infos provided - TW-ControlCenter could parse the file and at least check those small mods if they replace something a 2nd one does too and
put some warnings on the screen what does conflict with other enabled mods.
For those larger "total conversions" i don´t see a chance to avoid conflicts completely ... the only chance i would see is to separate the mod from the org-Game but this would result in downloads with some GBs in filesizes.
Last edited by Deathtiny; 16. September 2007 at 15:57..
Let me explain. I only change the modelfiles in my mods. For example I take the .chv file from the samurairobe and rename it to robe_11.chv. The new file takes automatically the right textures because they can be found in the file.
BUT, there are many dependences given only through the name of the file.
You cannot change a dragon modelfile with a human modelfile. That don't work.
If you rename a .chv file into robe_11.chv for example, the program handles the new skin like a robe. That means, you can see the face and the feet of the real character and not from the skin (maybe this can be changed with the twoworlds.par file).
So there wasn't many choices which .chv file I could take for my skins. That's why I take almost the same file.
I have a idea to make it eventually possible to use all mods with one file.
I have no MS Excel, so I cannot test it for myself (Shame on me). ReynenStarfyre, maybe you can add new items in the twoworlds.par in the equipment part. The Skins and textures exists. So why not defines new kind of items. Robe_31.chv for example with textures Robe_31.dds, Robe_32.dds and so on. The problem will be, how you can use this new items in the game. Don't know, where you can set the items which the merchants sell.
Don't know if that works at all, but you can give it a try.
Greets Miho
__________________
"Deadly little Miho. She won't let you feel a thing unless she wants you to. She twists the blade. He feels it."
Let me explain. I only change the modelfiles in my mods. For example I take the .chv file from the samurairobe and rename it to robe_11.chv. The new file takes automatically the right textures because they can be found in the file.
BUT, there are many dependences given only through the name of the file.
You cannot change a dragon modelfile with a human modelfile. That don't work.
If you rename a .chv file into robe_11.chv for example, the program handles the new skin like a robe. That means, you can see the face and the feet of the real character and not from the skin (maybe this can be changed with the twoworlds.par file).
So there wasn't many choices which .chv file I could take for my skins. That's why I take almost the same file.
I have a idea to make it eventually possible to use all mods with one file.
I have no MS Excel, so I cannot test it for myself (Shame on me). ReynenStarfyre, maybe you can add new items in the twoworlds.par in the equipment part. The Skins and textures exists. So why not defines new kind of items. Robe_31.chv for example with textures Robe_31.dds, Robe_32.dds and so on. The problem will be, how you can use this new items in the game. Don't know, where you can set the items which the merchants sell.
Don't know if that works at all, but you can give it a try.
Greets Miho
Miho,
The easiest way to do this would be if I could include your mods with mine. I then could add the additional .CHV and .DDS files in the parameters that way they can get used. Also they would be added to new shops.
I would also add inventory textures so they show up properly.
If I have your permission I can get started on this.
Hey, Just got back to this thread and would like to point out this is not a FLAME Reynen and please refrain from saying it is. It is just an observation. I for one oppose it, does that mean I get black listed because I do not agree with you? That is what forums are for to say what your opinion is without being "labelled".
And if you say yours are the "Biggest and make the most modifications then thats great but releasing a mod that stops others from working and then saying everyone should "conform" to it,, just seems wrong to me..sorry..
VinnieMc
Before flaming me in an email regarding my "responces", why don't you check the date of them. That was over 4 days ago. I was letting things go...it seems you are not apt to however. I'll not argue with you anymore, I've got more productive things to do.
Last edited by ReynenStarfyre; 16. September 2007 at 23:15..
Reason: Doublepost merged by Aziraal
The easiest way to do this would be if I could include your mods with mine. I then could add the additional .CHV and .DDS files in the parameters that way they can get used.
I have tested it. You can use for example robe_31.chv, robe_41.chv, robe_101.chv and so on for the filenames (or maybe totally new names).
That's a way to use all my mods under a big one.
I don't know exactly how the new items must be added in the twoworlds.par.
If you want a perfect look you can change the equimentflags in the twoworlds.par.
Skins without Helm:
#eEquipmentBlockDrawLegsSlot |#eEquipmentBlockDrawFeetSlot
Skins with Helm:
#eEquipmentBlockDrawLegsSlot |#eEquipmentBlockDrawFeetSlot| #eEquipmentBlockDrawHelmetSlot
Quote:
Originally Posted by ReynenStarfyre
Also they would be added to new shops.
A nice idea, but I don't know, how you can make this possible.
Quote:
Originally Posted by ReynenStarfyre
I would also add inventory textures so they show up properly.
That's a great idea too. I was too lazy to make this
Quote:
Originally Posted by ReynenStarfyre
If I have your permission I can get started on this.
He he, I don't think you need my permission. I only use ingame graphics.
They are not my creation.
But nothing against the idea to work together. My software equipment is not so very good, so my possibilities are limited. But if you have some questions about the mods from me you can ask me. Maybe I can help.
Greets Miho
(Oh damn, I need always really a long time, to write all this in english, cause this is not my native language. But I will do my very best
Miho, You do a good job in english don't worry about it
I'll take care of everything for you
I don't know if I will be able to include it into the next version, maybe.
Miho, You do a good job in english don't worry about it
I'll take care of everything for you
I don't know if I will be able to include it into the next version, maybe.
Thank you for the compliment.
I like the idea to integrate some npc skins as new items in a big mod.
Because there are many good looking skins like the samurai armor for example.
Do you know a way to make it possible to get this items from merchants or find them in chests ?
I like the idea to integrate some npc skins as new items in a big mod.
Because there are many good looking skins like the samurai armor for example.
Do you know a way to make it possible to get this items from merchants or find them in chests ?
Greets Miho
Aye, what I have got planned:
1: Incorperate your items, but not so they are overwriting, but creating NEW items. This way I could techincally add ALL your additions by making them new models / textures:
2: Make them sellable in stores and such. There's several process involved in this and some you have to change the scripts.
This Community needs a modification worthy for 1.6 patch otherwise were going to get bored...
So i Support this as Reynen has proved he has great leading skills as ive seen TNG and that officially unless someone has a better idea.
2: Make them sellable in stores and such. There's several process involved in this and some you have to change the scripts.
Hello ReynenStarfyre,
didn't find a way for myself to do that. I open a thread in the developers corner. Hope I find an answer there.
I hope our mods will work after the release of the new patch
I would like to squeeze in a few quick words here if I may.
I Just wanted to thank everyone here that has released any & all mods for this great game. I appreciate your hard work. The more so since I have no modding abilities of my own.
So thanks again. I'm looking forward to what gets released next.