Fnakasjg Posted March 2, 2024 Posted March 2, 2024 8 from 15, 7 left (only skill sprites, and as i already said - some of them are "duplicated" in tem of body parts, will be easier (almost "cntrlc - cntrlv") for those), so actual work even less than 7 Spoiler 3
MasterzCv Posted March 2, 2024 Posted March 2, 2024 On 2/27/2024 at 11:55 PM, sageone123 said: You got it right, man, it just one of concept art for modding. STMast make so good that make me cope so hard 1
papadude86 Posted March 2, 2024 Posted March 2, 2024 1 hour ago, MasterzCv said: STMast make so good that make me cope so hard Cute! What class is this?
XelswordHaremSimEnjoyer Posted March 2, 2024 Posted March 2, 2024 On 3/1/2024 at 2:34 AM, Fnakasjg said: You can use searching (top right) from LL page to give that result, since im alwayes using for every mod name of original skin (like "Xelsword Bloodleterr" or "Xelsword Cutthroat") - you can use those tags and searching will give you my page in first or one of the first in results At least its the best way i know myself in current view, better will be only create whole separate page as Dan did for example, with all staff on it But i myself just dont bother too much to do that - mostly creating those things first of all just for my own game usage to play with comfortly and properly immersive, sharing with others in that LL page just bcs im not greedy and if someone else will want to play with same staff i did for myself - just will be cool and "why not") Also i dont mind too much if someone else will volonteer to do that page for my staff, but its up to them, as i said - i dont bother too much with both of that outcomes)) Thanks a lot! Managed to find your Brigand Cutthroat, Brigand Fusilier and Cultist Brawler converted enemy mods this way. Not sure if there's more. Having a lot of fun with them, it's funny to just have an all-brigand party dungeoneering through the game with a healer in the back as if they didn't try to kill you before. I'm happy with the manual animations for the sprites that were missing which you did, like walking, it's obviously not as good as having new assets entirely but it's serviceable and works just fine in terms of immersion with all the other Xelsword packs. And the way you used the skeletons of other Xelsword class skins for Fusilier and Cutthroat's idle and walking anims, is surprisingly fitting. I do wish Brigand Bloodletter's walking animation was just a bit faster as it just looks kinda off, and it's too bad that none of the Butcher's (the modded class that you appear to have used as a base to layer the Brigand Cutthroat skin on top of) attacks use the same soundeffect as the enemy Cutthroat's Slice and Dice move, as I really find that sound super satisfying, especially with the sprite used, and it would be nice to have an updated version of Cutthroat and Fusilier to have a skin with visible eyes to match Brigand Bloodletter and the Cultists, but these are minor things and I'm fine without them. I'm not sure if the files you posted in september 9th 2023 are the most up-to-date ones, but that's what I found. Looking forward to more Xelsword enemy conversions if you ever attempt more! I think you'd get a lot of attention and downloads if you posted these skins on Nexusmods if you ever feel like it. Though that'd probably require asking for permission from the creators of the modded classes you used as well as Xelsword first. And the proper credit in the descriptions, duh.
Fnakasjg Posted March 2, 2024 Posted March 2, 2024 (edited) 44 minutes ago, XelswordHaremSimEnjoyer said: Thanks a lot! Managed to find your Brigand Cutthroat, Brigand Fusilier and Cultist Brawler converted enemy mods this way. Not sure if there's more. Having a lot of fun with them, it's funny to just have an all-brigand party dungeoneering through the game with a healer in the back as if they didn't try to kill you before. I'm happy with the manual animations for the sprites that were missing which you did, like walking, it's obviously not as good as having new assets entirely but it's serviceable and works just fine in terms of immersion with all the other Xelsword packs. And the way you used the skeletons of other Xelsword class skins for Fusilier and Cutthroat's idle and walking anims, is surprisingly fitting. I do wish Brigand Bloodletter's walking animation was just a bit faster as it just looks kinda off, and it's too bad that none of the Butcher's (the modded class that you appear to have used as a base to layer the Brigand Cutthroat skin on top of) attacks use the same soundeffect as the enemy Cutthroat's Slice and Dice move, as I really find that sound super satisfying, especially with the sprite used, and it would be nice to have an updated version of Cutthroat and Fusilier to have a skin with visible eyes to match Brigand Bloodletter and the Cultists, but these are minor things and I'm fine without them. I'm not sure if the files you posted in september 9th 2023 are the most up-to-date ones, but that's what I found. Looking forward to more Xelsword enemy conversions if you ever attempt more! I think you'd get a lot of attention and downloads if you posted these skins on Nexusmods if you ever feel like it. Though that'd probably require asking for permission from the creators of the modded classes you used as well as Xelsword first. And the proper credit in the descriptions, duh. Cultist Acolyte exist as well (you can find her same way i guess) Recomending to use darkwerr version with his "polished proper" animation version for this one (he relised it already after i did my old one variant, its same version of conversion just with proper sexy animation) - since its much smoother and polished in term of animations (almost original Xelsword classes quality) Also in not so far future will be Xelsword Madwoman as well (already decided class for her, she is in "queue" just waiting for her turn to take care off) By the way you can follow that profile to easly check and not miss any future publications on this page to not search for them after (not working for old ones sadly) Also ye - as i said i dont bothering too much to make those edits popular, just sharing them here in case, mostly just doing them for myself and my own game You right - sharing those on Nexus, or creating whole page as Dan did for his works - will require a lot of permissions from authors, i just dont bothering with it too much, im fine the way as it is, gathering popularity or even money not even a goal here, especially since i dont making my own staff, just "editing existing", like doing 1% of work and 99% is from original authors About those classes you gave some thoughts|feedback - Walking speed of Bloodletteress is fine as for me - since she is so big - she moving her legs slower, same time covering same distance, its realistic and make sence (you also alwayes can edit it just using DragonBone and increasing frame rate with it in 1 click, its easy (not even need to edit, just 1 number) and i dont mind if you will edit my edition further, as i alwayes saying) For Cutthroat and Fusilier - about sounds i cannt help since i just using original mod class as basis and dont editing core of it (like sounds), only balancing some numbers|effects to fit better original enemy So with sounds i more likely will not help, ecpesially since i myself satisfied with current ones (as usual - you can do it yourself if you will want to figure out and even release your owan version later as "variant" - any furhter edits|imporvments|polishes for my own edit is only welcomed) What about "visible eyes" - at least for eyes i for sure will cover (already planning just to make edit "finished" and count myself as "complete") that later on when will do a little revamp|polishing for those mods as i did with Bloodletteress, just when will be time (also for eyes - you easly can "restore" that skin variant on your own for current existing version, its really easiest and fastest part actually when you have both skins materials and matched body parts - its like 30-60 minutes of easy "cntrlc-cntlrv" without any skill issues, in Photoshop (need to pay) or in GIMP (free for all, just little less functionality as Photoshop, but for works with DarkestDungeons sprites its more than enough for sure) I myself will take care of that "visible eyes" - but not RIGHT NOW bcs its no point at all to make only them ("visible eyes") for current version, and then later on again return another time to polishing and balancing mod - i will do ALL in complex together at once, when will be time to "polish whole mod") Probably not only eyes, but polishing "camp", "investigate", "virtue|affliction" sprites as well - as i did for "final version" of Bloodleterress Animations for them - i will look carefully about them when will be time to take care of their mods, may be will revamp from scratch, may be not, as i remember they are fitting pretty good and dont breaking immersion as it was for Bloodletteress, just because their body size (Bloodleteress was too big so "dirty way" cut her body in half in size on replacers, for Fusilier and Cutthroat is is fitting just fine as for me) So - i WILL sooner or later do polish for all those "old edits" from me, just using "modern tricks" and "ways" i learned from time when i first release them, to make their "complete final" versions with all proper staff, polished and smoothed) Take a look for that moment, it will come at some point - 146% (if i will be not dead, ofcource )) "When" it will be that "final version revamp|polish" for them - or when i will encounter them in-game and recruit (pretty low chance during my in-game "find any recruites only in dungeons in prisons" roleplay system, but still exist and possible at any moment for proper current playthrough), or when will deal with ALL current ongoings and will go for "2nd wave staff", like balancing|polishing|revamping most of my old one mods Edited March 2, 2024 by Fnakasjg
Fnakasjg Posted March 2, 2024 Posted March 2, 2024 (edited) 40 minutes ago, XelswordHaremSimEnjoyer said: I'm not sure if the files you posted in september 9th 2023 are the most up-to-date ones, but that's what I found. Looking forward to more Xelsword enemy conversions if you ever attempt more! I think you'd get a lot of attention and downloads if you posted these skins on Nexusmods if you ever feel like it. Though that'd probably require asking for permission from the creators of the modded classes you used as well as Xelsword first. And the proper credit in the descriptions, duh. Updated previous answer (added some more tips|answers in it) - if you already read it will be probably worth it to re-read )) Edited March 2, 2024 by Fnakasjg
Fnakasjg Posted March 2, 2024 Posted March 2, 2024 (edited) I also planning to do balance|polishing for almost any of my old mods, just using "modern tricks" and "improved ways to do things" i figured out from all this time and gathered expirience, one by one, by same pattern i mentioned - Quote "When" it will be that "final version revamp|polish" for them - or when i will encounter them in-game and recruit (pretty low chance during my in-game "find any recruites only in dungeons in prisons" roleplay system, but still exist and possible at any moment for proper current playthrough), or when will deal with ALL current ongoings and will go for "2nd wave staff", like balancing|polishing|revamping most of my old one mods Since with most of them i didnt play myself too much in proper playthroughs yet - it may be just some balance fixes for their numbers or effects after playing with them in party like 5-10 dungeons and 5-10 hours For some of them it will be also some sprite|animations polishing or improving (since now i can work with DragoneBone and will be able to revamp|improve some of leg|arm|boobs animations on my own if will want to) For now i counting myself as "fully finished and complete version which i probably will not touch and change again myself" only "Outlaw"(Brigand Bloodletteress) mod (because i played only with her for now A LOT of hours in proper playthroughs, so that why she is so polished and "finished" right now - bcs she is totally deserved it, spending together "in party of only 2 people" with my avatar charachter so much time in dungeons ) - for ALLl others old edits it can be or numbers|balances fixes, or sprite|animations fixes, or both At any point in time just "when i will take a look for them bcs its their time has come")) For sure i will rerelease ANY updated versions of those as well - if here will be any big enough changes from old one release version, in sprites, in animations or just in their numbers Edited March 2, 2024 by Fnakasjg
Imphy24 Posted March 2, 2024 Posted March 2, 2024 (edited) 7 hours ago, papadude86 said: Cute! What class is this? That's not an actual mod. This guy, STmast, does incredible art in the way DD mods would look like, but most of them aren't converted into actual mods. He has worked in some of Deovolente's team mods but that's it. Such a shame because as you can see here, most of his work could be awesome mods https://twitter.com/Stmast1993/media I specially love this one Edited March 2, 2024 by Imphy24 2
cressar Posted March 2, 2024 Posted March 2, 2024 (edited) 18 hours ago, cressar said: I'm sorry if I am out of line asking this, but can you tell me how to switch out classes like this? I got on the patreon of the person who made the orca mod and while I love the skins I really really don't like the gameplay of the classes and want to put them on vanilla classes. I was trying to learn how to swap Orca over to Crusader and googling gave me a very difficult to understand guide that was talking about .art files, many of which I simply cannot find. In fact, google led me to this post specifically due to the keywords I used, really at wits end here. Bumping this to give an update if anyone is having similar problems to me. So I was trying to swap the Orca class over to Crusader and I was having a problem similar to another user where their afflicted portrait would be stuck on the screen. The walking animations worked, I also ported an attack animation to test and that worked. The problem the entire time seems to be the combat stance animation, no matter what I use it just isn't working and that's what is causing such weirdness. I then saw topic on transformation classes needing additional TLC to properly port over to another hero, and Orca technically is one I think? She can switch stances in battle which does change her combat stance, and has two types of combat stances in her SKEL files. One thing I tried was to download dragonbones, grab the skel converter, change the combat stance(regular one, not ''transformed'' one) into a Json with that, rename it to the Crusader.combat.sprite idle while it was a Json and recompile it into a SKEL. This actually solved the problem with the AFFLICTION screen being stuck on reloading in combat but now I have another problem, her combat stance is completely without any animation at all. She does the basic combat pose she is supposed to, but does not move at all or go into the defend animation when attacked. Really at my wits end on what to do here. I've been experimenting with things one by one(with proper backups of course) and have fixed a lot of issues but the combat stance thing just seems to not work. If anyone has any tips on what I could possibly do to fix this I will love you. Now that I think about it, the defend animation doesn't work either, but I'm gonna do that json trick on it to see if that changes things. (I did it, it makes the character turn into a big image that fills the entire screen for some reason, but at least it's actually doing something at all now.) EDIT: I DID IT WITH THE COMBAT STANCE! The guide that people link to wasn't quite detailed enough but this is what I did. Take the combat Atlas and Skel into a seperate folder(make sure to have backups). Use it on the skel converted to turn the skel into a Json, go into that Json with notepad++, CTRL+F "anim" without quotation marks. You kinda have to guess what you're looking for, in my case there were animations called "Combat_orca_a1" "Combat_orca_a2", with B and C equivalents. I just changed every name to ''Combat". Every, single, one, there was like 12 total. I then repackaged it into a SKEL file and renamed it to crusader equivalents, and the combat stance is FINALLY working. No more affliction portrait on the character, no more frozenness. Took me forever to figure this out, I feel so dumb. Edited March 2, 2024 by cressar
papadude86 Posted March 2, 2024 Posted March 2, 2024 2 hours ago, Imphy24 said: That's not an actual mod. This guy, STmast, does incredible art in the way DD mods would look like, but most of them aren't converted into actual mods. He has worked in some of Deovolente's team mods what that's it. Such a shame because as you can see here, most of his work could be awesome mods https://twitter.com/Stmast1993/media I specially love this one Awh man, such potential wasted!
Imphy24 Posted March 2, 2024 Posted March 2, 2024 17 hours ago, DDZATH said: Now the real petition: I cant seem to find these mods, could someone please share them. Thanks U.U https://steamcommunity.com/sharedfiles/filedetails/?id=2928491130 https://steamcommunity.com/sharedfiles/filedetails/?id=3010189478 https://steamcommunity.com/sharedfiles/filedetails/?id=2325415039&searchtext= I'm pretty sure all these have been shared before. But yeah I guess almost 400 pages and the fact that people usually never type their class names requests don't help. Here you go: Krakenslayer class: krakenslayer.rar The Ringmaster class: 2325415039.rar The Astronomer class: 3010189478.rar 2
tlff83 Posted March 2, 2024 Posted March 2, 2024 On 2/22/2024 at 12:57 PM, sageone123 said: This is the zimik's original compatible skin, Maybe you need it.It should be noted that this has two layers of folders, so you need to take it out. botanist_B.7z 18.41 MB · 121 downloads It's nice to be able to play your MOD, test it out and find a problem, the camp skill conflicts with other mods, the icon is misaligned, causing new characters to be unable to learn camp skills Thank you for your efforts. Thank you
sageone123 Posted March 2, 2024 Posted March 2, 2024 (edited) 8 hours ago, tlff83 said: It's nice to be able to play your MOD, test it out and find a problem, the camp skill conflicts with other mods, the icon is misaligned, causing new characters to be unable to learn camp skills Thank you for your efforts. Thank you But I didn't change the program, just the pictures and bones, which won't affect the program. I only modified the art file, but the program inside does not contain camp skills. But it doesn't matter, because fank is making a better nsfw, after all, I am just getting started in this area. Edited March 2, 2024 by sageone123 1
sageone123 Posted March 2, 2024 Posted March 2, 2024 (edited) 12 hours ago, papadude86 said: Awh man, such potential wasted! I think if you like her, you can try to decompose her on PS. Then use the plug-in to import it into dragonbone to create her dd animation. At last using AI to supplement her other skills and movements. I think this is feasible, as long as you are willing to spend time to try. But this obviously takes a long time, because it is equivalent to making a skin mod yourself. It's obviously not worth it. Rather than making mods ourselves, we should prefer those made by others. After all, you can get everything you want with your money. 😇😇😇 Edited March 2, 2024 by sageone123 3
papadude86 Posted March 2, 2024 Posted March 2, 2024 (edited) 45 minutes ago, sageone123 said: I think if you like her, you can try to decompose her on PS. Then use the plug-in to import it into dragonbone to create her dd animation. At last using AI to supplement her other skills and movements. I think this is feasible, as long as you are willing to spend time to try. But this obviously takes a long time, because it is equivalent to making a skin mod yourself. It's obviously not worth it. Rather than making mods ourselves, we should prefer those made by others. After all, you can get everything you want with your money. 😇😇😇 I'd love to learn how to use dragonbones then i can port some monsters i like to actual standalone characters. Edited March 2, 2024 by papadude86
sageone123 Posted March 3, 2024 Posted March 3, 2024 (edited) 49 minutes ago, papadude86 said: I'd love to learn how to use dragonbones then i can port some monsters i like to actual standalone characters. In fact, the dragonbone carries a tutorial video, I think you should just click on it and watch it. Edited March 3, 2024 by sageone123 1
Fnakasjg Posted March 3, 2024 Posted March 3, 2024 20 hours ago, XelswordHaremSimEnjoyer said: Not sure if there's more. Having a lot of fun with them, Forgot myself about another one to mentioned - here one more my conversion for Xelsword skin - "Tamed Doggo" class, using Xelsword standalone Hound from Houndmaster skin
papadude86 Posted March 3, 2024 Posted March 3, 2024 3 hours ago, sageone123 said: In fact, the dragonbone carries a tutorial video, I think you should just click on it and watch it. Kk i will check it out thanks champ
Fnakasjg Posted March 3, 2024 Posted March 3, 2024 (edited) 26 minutes ago, papadude86 said: Kk i will check it out thanks champ Also this one helped me a lot (and continuing to help right now since i still figuring out a lot of things and will need to figure out even more in the future to improve skills and understanding with DB) while i was doing just first steps of figuring out "how, where and what to click in DragoneBone and whats going on")) May be this one guide will be helpfull as well for you too - Edited March 3, 2024 by Fnakasjg 3
papadude86 Posted March 3, 2024 Posted March 3, 2024 (edited) 24 minutes ago, Fnakasjg said: Also this one helped me a lot (and continuing to help right now since i still figuring out a lot of things and will need to figure out even more in the future to improve skills and understanding with DB) while i was doing just first steps of figuring out "how, where and what to click in DragoneBone and whats going on")) May be this one guide will be helpfull as well for you too - Perfect! Hopefully once i get dragonbones figured out i can finally turn Alcors collector into a standalone class! Thanks Edited March 3, 2024 by papadude86
reguser00001 Posted March 3, 2024 Posted March 3, 2024 On 2/28/2024 at 1:13 AM, Fnakasjg said: Finally - finished, polished and complete "final version" of my old one conversion for "big girl" Xelsword Brigand Bloodletter - she is totally deserved it) Now all proper, smooth and as supposed to be, without glitches, issues and dirty placeholders for her animations - she is very happy with that )) Will not leave link on old version this time - since here is a lot of revamping and no point to stick on old version any way, just take this one and enjoy her beatiful company)) The Outlaw (Brigand Bloodletter Class Conversion).zip 27.19 MB · 130 downloads The Outlaw (Brigand Bloodletter Class Conversion) Town Event.zip 634.7 kB · 97 downloads Yes, she is, now fully and properly complete)) For best and proper roleplaying recomending to also have reskin for original enemy Brigand Bloodletter - so after "Old Road" into quest you will really feel like "knock out and capture alive that one final room Bloodletter" and just will be able to decide on your own - to execute her (dont hire into roster), or to convince to join you and use her as your party member|befriend with her (hire into roster) - roleplaying and choices, with help of her 1st week Town Event)) This time i decided to make ALL skin variants on my own, just to make sure it is "complete final version" for me, never return to editing it again and just be able to simply play and enjoy mod itself So - 6 skin variants this time, 3 "shadow eyes" 3 "visible eyes", "Clothed" "Topless" "Nude" versions for each one, chose any you will like, they are also fully compatible with her original enemy - just rename file titles if you will want "Topless" for enemy as well (originally Xelsword did "Clothed" and "Nude" ones, "Topless" is just "mild mix" of them from me) Also from time of old version i did a lot of playing with her and did a lot of rebalancind to feel playing with her in party really unique and interesting same time Rebalance her stats (now she is very healthy, but very slow, same as her enemy original), balanced her skill numbers more properly (to fit both original "HighWayMan" class family line and same time staying close and natural to Bloodletter original), fixed|properly match positions for "camp", "investigate" and "affliction|virtue" sprites (now all cool-looking, proper-positioned and smooth as should be) and revamped one of her skills into complete new one ("Take aim" into "Prepare for Slaughter" - now its free-action self-buff skill with advantages and disadvantages (slowing her a lot since she is "preparing next attack carefully and slowly", buffing crit|ACC for 1 turn, mark aimed target for 1 turn and little self stress heal since she is enjoying upcoming slaughter thank for her brute Bloodletteress nature) - fitting perfectly her brute-force nature and hulking body) For that new skill i also made new skill "fx" effect, so its looking more unique now (same nature as HWM "Take Aim" - eyes becoming visible for a second even in "shadow eyes" skin, same effect as Xelsword did for his original HWM reskinned "Take Aim") The main difference by the way - i made brand new "walk" and "idle" animations for her, old ones were "dirty messy placeholders with GIMP just to being playable", now all proper, smooth, sexy and cute (as for my oppinion ofcource) as it should be and as she is totally deserved This time i did on my own, its my first attempt to work with "Dragonebone", so quality is ofcource "amateur" and "here a lot of where to improve", but "it is what it is") Big thank for darkwerr, this time not for actuall work with animation, but for help with advices and guidence "from what start with") Reveal hidden contents Original materials i used are completly the same - all from our beloved friend Xelsword https://www.patreon.com/xelswordart Skin - Xelsword Female Brigand Bloodletteress https://www.nexusmods.com/darkestdungeon/mods/1672 Class - Xelsword Outlaw class (Highwayman dublicate by him made for have in game both (vanilla and his) skins at the same time, dont use this one and his original "Outlaw" class at the same time) https://www.nexusmods.com/darkestdungeon/mods/959?tab=description Also - even if me myself counting this one version as "final and complete" - i will dont mind (and even will be happy) if someone will decide to improve|polish it further and then will share his own edit as well as standalone "variant to chose from" - its just coolest thing about modding and making it much better and divercity) Hope you will enjoy company of this brute rude "dirty brigand wench" hottie in dungeons and will have a lot of fun together now when she is properly done and ready for ... "any" .... action (if you will be able to befriending with her and convince into it, ofcource) ... i myself certanly will do )) Cheers) Examples of sprites and animations, as usual - Reveal hidden contents The Outlaw (Brigand Bloodletter Class Conversion).zip 27.19 MB · 130 downloads The Outlaw (Brigand Bloodletter Class Conversion) Town Event.zip 634.7 kB · 97 downloads First of all; great job mate! But I detected a slight error/glitch: when used with Xelsword's standalone Highwayman mod class - also named outlaw, it overrides your mod and replaces the hero and vice versa
Fnakasjg Posted March 3, 2024 Posted March 3, 2024 (edited) 19 minutes ago, reguser00001 said: First of all; great job mate! But I detected a slight error/glitch: when used with Xelsword's standalone Highwayman mod class - also named outlaw, it overrides your mod and replaces the hero and vice versa I even mentioned - Quote Class - Xelsword Outlaw class (Highwayman dublicate by him made for have in game both (vanilla and his) skins at the same time, dont use this one and his original "Outlaw" class at the same time) https://www.nexusmods.com/darkestdungeon/mods/959?tab=description Read more carefull)) Its not an issue, its same class - i used it as basis for skin While i edited stats, effects and skills - its still same class recognized by game, so its obvious that you cannt use same class twice, even if it has different skills and numbers) So - its just easy choice to do for everyone - you want to use original Xelsword class "Outlaw", or my edit with that skin "Outlaw", up to you) Edited March 3, 2024 by Fnakasjg 1
reguser00001 Posted March 3, 2024 Posted March 3, 2024 6 hours ago, Fnakasjg said: I even mentioned - Read more carefull)) Its not an issue, its same class - i used it as basis for skin While i edited stats, effects and skills - its still same class recognized by game, so its obvious that you cannt use same class twice, even if it has different skills and numbers) So - its just easy choice to do for everyone - you want to use original Xelsword class "Outlaw", or my edit with that skin "Outlaw", up to you) Ah, my bad XD Sorry xd
noratheexplora Posted March 4, 2024 Posted March 4, 2024 i've made some new monsters,usually i have no problems i can't fix,but both of my newest monsters won't act,they just pass all their turns. anyone familiar with this issue? any replies can contact me on discord as NoraTheExplora or post a reply here. (on discord i can share my files and chat directly or post pics) the drowned knight is awaiting your help! 1
Fasterflight225 Posted March 4, 2024 Posted March 4, 2024 2 hours ago, noratheexplora said: i've made some new monsters,usually i have no problems i can't fix,but both of my newest monsters won't act,they just pass all their turns. anyone familiar with this issue? any replies can contact me on discord as NoraTheExplora or post a reply here. (on discord i can share my files and chat directly or post pics) the drowned knight is awaiting your help! Sounds like an AI problem. What does your AI file look like? ...Because it looks simple to me. For example, here's what runs through the exposed brains of the Swine King. Spoiler { "id": "swine_prince", "skill_cooldowns": [], "skill_selection_desires": [ { "type": "effect_key_status_skill", "data": { "base_chance": 10.0, "effect_key_status": "tagged" } }, { "type": "specific_skill", "data": { "base_chance": 1.0, "combat_skill_id": "obliterate_blind" } }, { "type": "ally_dead_skill", "data": { "base_chance": 1000.0, "combat_skill_id": "obliterate_enraged", "ally_base_class_id": "swine_piglet" } } ], "target_selection_desires": [ { "type": "random_target", "data": { "base_chance": 2.0, "specific_combat_skill_id": "", "is_exclusive_desire": false, "is_enemy_target_desire": true, "is_friendly_target_desire": false } }, { "type": "marked_target", "data": { "base_chance": 10.0, "specific_combat_skill_id": "", "is_exclusive_desire": false, "is_enemy_target_desire": true, "is_friendly_target_desire": false } } ], "bonus_initiative_desires": [ { "type": "ally_last_damaged", "data": { "is_round_start": false, "is_round_in_progress": true, "is_round_finish": true, "is_pre_turn": false, "is_post_turn": true, "combat_skill_id_override": "obliterate_enraged", "ally_base_class_id": "swine_piglet", "ignore_if_stun": true } } ] },
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