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I've looked through various posts but nothing is helping me. I'm trying to make a mod that kind of relates to Woodie. I'm trying to make my character transform into tree guard at 50 sanity, and have a meter like werebeaver, but it can't be replenished. I'm not sure how to do this...

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https://forums.kleientertainment.com/forums/topic/52951-transformation-help/
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if its your first modcharacter, just start with http://forums.kleientertainment.com/topic/46849-tutorial-using-extended-sample-character-template/ , follow the tutorial till u have your character done, but for the transformation-part.

if that was a lot of work for u, be warned that the rest will be a lot more work:

take the woodie.lua and all the files it needs to work(probably just the luafile and the animationfile for the beaver) and start integrating them your mod,piece by piece. i would probably start with trying to make your character to be able to transform into the beaver(code from woodie.lua), then renaming everything, so u can be sure that the mod uses only files from your modfolder and not any woodierelated files from the game itself, and after that replace the textures and animfiles from the beaver with the one from the treeguard and try to get that working. the rest after that is just polishing and finetuning, like that the meter doesnt replenish.(be sure to copy a working version of your mod every once in a while, so u can go back to it, if u get stuck in errors)

Edited by Seiai

well, i was asuming that the stategraph of the beaverstate was pretty simple(he can really only do 4 or so things). ofc u now have to change the stategraph of the beaver(one of the files u should have copied and renamed for your custom mod should have been SGwerebeaver.lua; in woodie.lua in the becomebeaver function it calls inst:SetStateGraph("SGwerebeaver")) for just your mod, so it doesnt use animations like "werebeaver_idle" but "treeguard_idle". u have to find out what animations the stategraph of the beaver uses, and what animations the treeguard has(see treeguard stategraph) and try to map animations from the treeguard to animations from the beaver(if they are compatible). and yes, that is the part with "replace the textures and animfiles from the beaver with the one from the treeguard and try to get that working." and "a lot more work" and "getting stuck in errors".

in my mod http://forums.kleientertainment.com/topic/52855-custom-character-kerrigan-the-queen-of-blades/ i used all the code from spiders and put the animations from hounds with my custom artwork on top, getting that to work was a whole week of try and error, and it took a long time until they even stopped being invisible for the first time.

 

one big problem i often had, is that the timelines in the stategraph contain important functions to keep everything working correctly, but if the animation is too short, something from the timeline might not get activated, so u will have to change the timelines too probably.

and there might other problems with mapping animation from creatures to a player, but basicly u only replace the animations from the beaver, so it should be doable.  

Edited by Seiai

well, u have at least the treeguard now. if u cant do anything, u should use print() everywhere in the stategraph to see where he gets stuck. maybe the timeline doesnt reach something like "actually start moving and dont just do the animation". remember, we only changed the animation, the only real problems can be missing animations and timelines that are too long/short for the new animations.

and yeah, upload them here pls.

Edited by Seiai

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