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 Post subject: Re: RELEASED - Driders
PostPosted: Sun Mar 29, 2009 3:02 am 
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I believe the Purple Worm is Hellfire or Baron from RWS.

dunniteowl

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 Post subject: Re: RELEASED - Driders
PostPosted: Mon Mar 30, 2009 12:18 am 
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Do battle with Driders in Markus "Wayne" Schlegel's, A Hunt Through the Dark Remastered.
http://nwvault.ign.com/View.php?view=nw ... ail&id=273


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 Post subject: Re: RELEASED - Driders
PostPosted: Mon Mar 30, 2009 1:00 pm 
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Nice screen shot! Thank you for sharing Zodiac!

:)

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 Post subject: Re: RELEASED - Driders
PostPosted: Sat Oct 31, 2009 4:10 pm 
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Location: Orlando, FL
Hey Michele and Ree,

I'm having trouble seeing the driders in the tool-set.

I can see and tint them in a small module, but when I add them to the campaign they disappear from the toolset.

Well, not completely. They are still listed under creatures and I can select them, but the cursor is empty.

If I go ahead and place them, (without actually seeing them in the TS) and run the campaign with the hak associated to it they show up and do drider stuff.

Is this an appearance 2da conflict, or a campaign thing?

I've copied them to the appearance 2da, even used line 1206 and 1207 like you did.

Please help me oh guru of custom content, we really want to have driders in Trinity.

Thanks.

Oh and before I forget ...

Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly Shelly

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 Post subject: Re: RELEASED - Driders
PostPosted: Tue Nov 03, 2009 3:01 pm 
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hum, I'm not quite sure what may be causing this. I'll try to ask Jason as he's got more experience with Module building. :-/


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 Post subject: Re: RELEASED - Driders
PostPosted: Wed Nov 04, 2009 1:35 am 
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Location: Orlando, FL
Thanks, I appreciate any help you can offer.

And, if I hadn't said it before ... really love the custom content you make!

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 Post subject: Re: RELEASED - Driders
PostPosted: Sun Nov 08, 2009 8:49 pm 
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Location: Northshore, MA
Hi there,

I would've replied sooner, but I just got a new card after being down for over a week.

Are you placing the Drider's files inside the Campaign directory itself and not seeing them? Or is does happen to any module you set under the Campaign?

I think I'm running the same issue when I associate any mod to a campaign. It's like the appearance in it's properties goes blank.

I copied the Blueprint to the module and set the copy's appearance to ree_driderm and it was working. I'm not sure why it went blank - that's going to need some investigation.

Are you at least able to copy the blueprints and switch its appearance?

Let me know!

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 Post subject: Re: RELEASED - Driders
PostPosted: Mon Nov 09, 2009 3:43 am 
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We have the driders working now, was a matter of a mistake when editing a 2da I think.

Also, I forgot to edit the 2da in the driders_hak and apparently that loads first.

Thanks again.

Really love those driders and they're even tintable!

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 Post subject: Re: RELEASED - Driders
PostPosted: Mon Nov 09, 2009 5:17 am 
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Good to hear - Looking forward to Trinity!

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 Post subject: Re: RELEASED - Driders
PostPosted: Thu Nov 26, 2009 8:16 pm 
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Posts: 103
The issue was this: Trinity's appearance.2da is based on MotB's version, and the Drider's appearance 2da is based on the SoZ version. And... there is an extra column in SoZ!: animation speed or something. So copying the 2 lines from the Drider 2da to our 2da was causing the error. I had to remove the extra field.

Would be nice if the Driders came with MotB compatible 2da lines (or at least a little note about the need to remove the extra field). And if you do that, may as well delete the repute.fac file from the archive as this too gave me grief for a while.

But now everything is well, and the Driders kick ass in Trinity now! They are a bit weaker than I expected though. I thought they'd be as tough as the beholders ;)

Thanks for trying to help us work out the issue, and thanks for the great models!

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