They look great!!! Is there any clipping with the shields though? Mainly the steel one since it looks super long
in which way? into the ground, probably, hevenāt tested all the models since back in novemberā¦
Looks great ^-^ totally gonna download
just a note, this probably wont work with A14, i havenāt tested it but @yshan (i think it was yang) made a lot of helpful changes to stuff that caused mods to break.
Thats cool. Im still using good ole A13 anyway Dont want to stop the progress on my little hamlet XD
but not entities changes mods break because they use observers xD
so⦠does that mean my mod is broken or notā¦? (i have no idea what an āobserverā isā¦)
normally it should work without any issues ^^ because you just override the old models at the moment
oh awesome! and correction, i dont override the models, i just override the recipeās so that they can have multiple outcomes
my main concern is @Drottenās amazing little random crafting script⦠do you know if that will still work?
aslong i can see i can start the game without any errors (like the other mods) but im also have no idea why you need a new scripting with just an simple override ^^
edit: ahh ok because one of ,
ok normally this should work without it xD like i know this is already in ⦠or was that only for models?..
sorry if i misunderstood you, iām really tired right now,
but the reason i need the script is so that i can have a randomized result for the crafting, so instead of just always getting the same item, the script allows for there to be multiple results, each having an equal chance of being crafted.
its not a needed feature, i could have easily just had a separate recipe for each item, but i prefer to have it this way, partially because it allows me to make as many variants as i want without cluttering the recipe list.
hope that makes senseā¦
also, thanks for testing it out on A14 for me!
So have test it full - still works fine So you can update the Titelscreen xD
Also i think your mace should be the normal model (looks really fine xD)
@8BitCrab Thanks for the mention, Iām glad you liked my flamberge model =]
did you consider your models be like a āfineā version made by the blacksmith like the carpenter do with some of the decoration objects?
i did consider this, but in the end i preferred it to be randomized with an equal chance, this way i could have as many variants of one weapon/armor that i wanted to have.
##V1.2
whats new
- āversion 2ā in the manifest
- fixed model positions
known issues
- armor is messed up
sorry guys,due to the armor getting messed up iām going to have to hold off on screenshots until that gets fixed⦠probably not even worth V1.2 release actuallyā¦
edit: okay, V1.2 does work with A13, and it appears that the issue with the armor being messed up is only present on A14.
will get that fixed up soon as i can.
update
so it appears that my issue with the armor is coming from voxelshop, as any armor i export gets messed up. not sure why this only takes effect in A14, as i havent changed any of the models since they were originally created, perhaps something to do with the new layer system.
hopefully i can either find a way around this issue (already have a few ideas), or get a home edition of Qubicle 2.
until one of those two things happens the armor part of the mod will be messed up, the weapons and shields will work perfectly fine though
sorry about this guys, hopefully i can find a fix soon.
Great mod, would advise anyone considering it that the current build (A15) doesnāt quite agree with it, I encountered errors in the potterās menuāunselectable items, etc. Did a bit of guess-and-check with my mod folder and came up with this, which seems a bit counter-intuitive given that it doesnāt touch that class.
thanks
[quote=āBHunterSEAL, post:39, topic:19121ā]
I encountered errors in the potterās menuāunselectable items, etc.
[/quote]did you get a copy of the errors? if you did it would be awesome to see them so we can determine if it was caused by my mod or the game itself.