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  #71  
Old 08-17-2014, 01:11 AM
Rheon Rheon is offline
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Thanks for this Danyelle! i can finally see the eyes of Half elfs and humans through helms now. [You must be logged in to view images. Log in or Register.]
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  #72  
Old 08-17-2014, 08:17 AM
Danyelle Danyelle is offline
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Mmmkay running into a couple issues. Luclin wolf is loading but it's overlaying the Classic textures onto the Luclin mesh. Issue with the texture files for both sharing the same name. Luclin skeleton is not loading at all, no matter what file is loaded or the load order it's using the Classic Skeleton.

I already edited the Luclin Guide with the new wolf/skeleton changes and appropriate downloads but i'd recommend people not use Luclin wolves/skeletons until these issues can be resolved.
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  #73  
Old 08-17-2014, 06:25 PM
Zaela Zaela is offline
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You didn't rename the s3d file for the skeleton model after extracting, did you? The name of the s3d needs to be the same as the name of the internal .wld file.

As for wolf textures, I had something like that happen a few times while messing around, but it always straightened itself out the next time I loaded in. I assumed it had something to do with texture caching.
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  #74  
Old 08-17-2014, 06:30 PM
Danyelle Danyelle is offline
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Quote:
Originally Posted by Zaela [You must be logged in to view images. Log in or Register.]
You didn't rename the s3d file for the skeleton model after extracting, did you? The name of the s3d needs to be the same as the name of the internal .wld file.

As for wolf textures, I had something like that happen a few times while messing around, but it always straightened itself out the next time I loaded in. I assumed it had something to do with texture caching.
Nope didn't rename any of em.

Hmmm didn't think about Caching.
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  #75  
Old 08-17-2014, 08:28 PM
Danyelle Danyelle is offline
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Quote:
Originally Posted by Abs [You must be logged in to view images. Log in or Register.]
When will Nilbog sign off on the texture pack and just implement it into a patch so there doesn't have to be a back door download?
He's the one that was doing it originally, I took it over when he wanted to stop. It's likely because you're either gonna have to download all the patched files (they don't wanna do that) or you'll have to run the patch yourself anyway. Plus this way we can keep it up to date.
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  #76  
Old 08-19-2014, 01:58 AM
Yami Blind Yami Blind is offline
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thank you for your great work on these

I just started and i very much appreciate these customizations you've spent your hard time working on

Thanks so much!!!
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  #77  
Old 08-19-2014, 08:35 AM
Danyelle Danyelle is offline
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Ok skeletons was a load order issue after all. It has been remedied. The Guide has been updated with the proper order (It's no longer the last step, but the second to last step) and i have changed the files for classic/luclin variants of wolves and skeletons. Removed the unnecessary _old from the Classic files so both Classic and Luclin are the same file names and you can simply drag/drop and overwrite to swap models rather than change GlobalLoad every time. Recommend people redownload.

Wolves are still putting the Classic textures on the Luclin model no matter how many times i log in/out and even if I turn Texture Caching off. Not sure what's wrong but i'm afraid i may end up having to overwrite the textures for the Classic wolf within it's original files with the Luclin ones and provide another file in the downloads (one whit Luclin textures and one with Classic) if I can't find another easier work around.

Classic Wolves and Luclin and Classic Skeletons are all 3 fully functional now. Luclin Wolves still have the texture issue but animate and are sized fine. I'll work on a remedy for that asap. You all may proceed with using the Wolf/Skeleton patches now.


Furthermore i have my old Luclin discs. I'll see if i can't rip the Luclin skeleton from there rather than a Live install. With any luck it'll have the undead animations (like on EQMac) and not only will finally act like a real skeleton, but should be independent of the Luclin Human Male model (as of right now you have to have it loaded for Luclin Skeletons to animate). will let you all know if that goes anywhere. EDIT: Hah there wasn't even a Luclin skeleton model in the base Luclin install. Come to think of it i think it was patched in a bit later. So much for that.
Last edited by Danyelle; 08-19-2014 at 08:45 AM..
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  #78  
Old 08-19-2014, 09:17 PM
Danyelle Danyelle is offline
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For the record Zaela I tried the extractor/renamer on Live with....mixed results... lol

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  #79  
Old 08-19-2014, 09:58 PM
Zaela Zaela is offline
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Yeah probably wouldn't work to good overriding player races assuming that's what you were doing there ;p

Some textures are present in multiple files... have you tried moving wolf up in the global load file too? If it still gets messed up even if it's the first thing in the global load file, I could add a function to rename the texture files and the internal references to them in the extracter tool. Shouldn't be too much trouble.
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  #80  
Old 08-20-2014, 07:22 AM
Danyelle Danyelle is offline
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Yeah it was the female dark elf lol. Gonna try my pet next though. ;P The texture issues actually were fixed for all but the head/face by simply unequiping her armor. Didn't try to see if the face selector tool would fix the face. I noticed the animation issue you mentioned with the LDoN over Classic/Luclin skeleton. It uses the other gnoll animations (running, idle etc) but when casting it tries to force the Classic era female dark elf casting animations, despite gnolls having their own casting anims, which results in this:

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Was hilarious.

I didn't try the very top of the GlobalLoad yet, will try that in a sec. But it IS above all over global s3d files that house any form of the wolf model. That's where i had to put them to get the skeleton to work in the first place. will try the very top real quick. If it fixes it I'll amend the guide, otherwise I'll let you know :3

EDIT: Yeah issue is still persisting.
Last edited by Danyelle; 08-20-2014 at 07:29 AM..
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