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Author Topic:   about a planescape mod.. and a second set of questions =)
PandaMonium
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Posts: 22
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Registered: Jan 2002

posted 28 January 2002 17:44     Click Here to See the Profile for PandaMonium   Click Here to Email PandaMonium        Reply w/Quote   
Yeah I know, asking questions is becoming a habit, but hey ~_^ Before i was just dabbling, now i'm trying to make an actual mod.

Okay, so, first up, the questions-
So, ressurecting fallen with each other didnt work, but is there any other way round this you think? Would using the baals stupid skeleton return to life thing work on them maybe?

I would really like to simulate the very hard to killness of a group of Nuppibos and Lemures by having them ressurect and/or get back up again. If its not possible though, i'll live =)

Secondly... Blaze. A skill like blaze that should always be on... is that any harder to make than a normal skill, and in theory it should work as its not got an animation to it? My Balors need to flame mercilessly =)

Thirdly... I assume that you cant replace andariel, duriel etc with a different superunique without eating the game? =) A shame, as they all suck, especially Baal =)

Fourthy... Can monsters drop traps that don't shoot each other? I'm willing to try these things if no one has an answer, but my PC is slow as hell and if someone knows you can save me time experiementing =)

Fifthly... changing the poison death of the stupid embalmed corpses... i assume thats not too hard? Manes need to explode in lots of acid =)

sixthly- Can you make onhit effects for a monster- like making in effect a normal monster lightning enhanced?

seventhly- can ball summons be used by other creatures and modified? it would be a shame to have no gating tanar'ri and baatezu

Lastly for the questions... I assume that the entry for the text Undead and Demon *as in does extra damage to demons* and *Demon* under a monsters names, can be changed in string.tbl or whatever?


anyway, now for peoples opinion on the mod ideas. I nhave lots of spare time to make this, and i'm starting to get the hang of things so maybe i'll manage =)

I have the list of monsters i'd include and their abilities, so which are feasible? =)

Blood Hawks- Replace with Eyewings

fallen and fallen shamans would be replaced with nuppirbos and lemures, who i want to get to return to life somehow but which doesnt look possible alas. But maybe i can work something out

little fetishy buggers will go completely.. i hate them so much =)

Giant spiders can stay, as they are Tanar'ri Yochol

Goatmen are Tanar'ri Bulezau of course

the hellhoundy things are Yougoloth- Canaloths, and have poison rather than ice attacks

Vampire Lords are vampires =) Very evil

Zombies are zombies, but the highest level ones would be Bodaks, with a telekinetic attack simulating the death gaze

Wendigos... well.... i have no idea.. maybe i'll junk them =)

Act 2 beasts

the bat demons will be Varragonin- Abysall Bats- Higher level versions would cast lightning and use meteors

Blunderbores- not sure about them yet... possibly Yugoloth Nycaloths

Claw vipers- well, these would be my wonderful Tanar'ri alkilliths, with some neat posion attacks

Gtreater Mummies- now they are a problem.. i may have to leave them out entirely, as i dont want them ressurecting random baatezu =)

those vultures- they should be tanar'ri Vrocks.. but man, they look too sucky for that =) maybe i'll rip the Nabassu from BG1 expansion and replace it with those =)

act three.... please tell me i can lose the dumb fetishes =)

The water snakes are Wastrillith of course

Replace the zakurumites with storm riders.

The council can stay, and they are tanar'ri of some description =)

Act 4-

Balrogs would get blaze skill and a paladin fire aura and be balors

eaters would go, along with egg layers.. they suck =)

Finger Mages would stay as some kind of demon =)

The Knights would also stay as evil tanar'ri =)

Act 5- The Maulers are Baatezu Hamatuala

maggot layers go =)

Imps are Quasits and Imps

Minions are some kind of thing or other =) they cant go =)

Overseers are Tanar'ri Babau

Siege beasts are Tanar'ri Goristroi


and that leaves a lot of space for other monsters =)

I'd have to add the Pit Fiend from BG, Glabrezu, Abishai and a few others from Planescape torment and maybe a drgaon, plus advocates and steel lords, and that would be the monsters =)


so, how feasible is that for someone with too much time on his hands? =)


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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 28 January 2002 18:10     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"I would really like to simulate the very hard to killness of a group of Nuppibos and Lemures by having them ressurect and/or get back up again. If its not possible though, i'll live =)"

Try using the AI of the Reanimated Horde and see what happens. But you need a rising animation for your monsters or they will crash when they try to get back up.

"Secondly... Blaze. A skill like blaze that should always be on... is that any harder to make than a normal skill, and in theory it should work as its not got an animation to it? My Balors need to flame mercilessly =)"

Not sure really...isn't there some sort of parameter that tells it how long the skill lasts for until it stops. Just put it to a very high value, cast it once and it should last for a LONG time.

"Thirdly... I assume that you cant replace andariel, duriel etc with a different superunique without eating the game? =) A shame, as they all suck, especially Baal =)"

Well, you can change their animation by using a different animation and overwriting the boss animations.

"Fourthy... Can monsters drop traps that don't shoot each other? I'm willing to try these things if no one has an answer, but my PC is slow as hell and if someone knows you can save me time experiementing =)

Interesting, not sure about this one...Perhaps they can. But then all the traps will be hitting you(maybe even your own traps). You need to adjust somewhere if they are friendly, neutral or against you.

"Fifthly... changing the poison death of the stupid embalmed corpses... i assume thats not too hard? Manes need to explode in lots of acid =)"

Set their posion cloud dmg to 0 over 0 seconds or something.

"sixthly- Can you make onhit effects for a monster- like making in effect a normal monster lightning enhanced?"

This might require some .dll editing. I'm trying to find out myself how to simulate the lightning enchanted effect that the Beetles have.

"seventhly- can ball summons be used by other creatures and modified? it would be a shame to have no gating tanar'ri and baatezu"

Yes, just replace their animation files.

"Lastly for the questions... I assume that the entry for the text Undead and Demon *as in does extra damage to demons* and *Demon* under a monsters names, can be changed in string.tbl or whatever?"

Not sure what you are asking here. Do you want to remove the string that says "demon", do you want to change certain monsters from demon to undead or undead to demon or what?

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God gave me a brain to use but I miserably failed to use it to my advantage

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PandaMonium
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Posts: 22
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Registered: Jan 2002

posted 28 January 2002 18:20     Click Here to See the Profile for PandaMonium   Click Here to Email PandaMonium        Reply w/Quote   
I want Undead to read Baatezu and Demon to read Tanar'ri =)

anyway, thank you, you've been most helpful =)

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Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 28 January 2002 18:43     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
This sounds like a fun idea. I have been planning out something vaugely similar in the way that every creature in the game will be either Undead or Demon. And Demons will be much more rampant and varied, thanks to the influx of graphics from various games. I've always been a fan of Planscape and more specifically the Baatezu and Tanar'ri Blood War, if you need any help, just ask.

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"I have a plan so clever you could stick a tail on it and call it a weasel!"

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 28 January 2002 21:35     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
I haven't looked at skills yet. Is the beetle lightning different than charged bolt on get hit?

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PandaMonium
Serf

Posts: 22
From:
Registered: Jan 2002

posted 29 January 2002 05:07     Click Here to See the Profile for PandaMonium   Click Here to Email PandaMonium        Reply w/Quote   
Thanks Krazoth... if (when) I get stuck, i'll ask =)

and well, beetles dont lightning on gethit, only on death =)

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 29 January 2002 05:45     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"beetles dont lightning on gethit, only on death =)"

Not true...it's usually on gethit.

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God gave me a brain to use but I miserably failed to use it to my advantage

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FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 29 January 2002 06:31     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
More specifically, bettles lightning when they do their hit recovery and death animation. This means that they usually won't lightning if you damage them without stunning them, which is unlike an LEB.

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 29 January 2002 07:24     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Soo, FoxBat, got any idea how to make monsters have the LEB ability like Beetles do?

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God gave me a brain to use but I miserably failed to use it to my advantage

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