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  1. #41
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by doudley View Post
    Thank you longfellow for that screenshot! What do you think of my Mushato weapons, weapons with skills is cool isn't?

    BTW I'll be releasing a new update regarding PENALTY and gonna start working on ADDED SKILLS for other classes.

    Great....still using 2616 Mod ...... but with your new 2777 HAP.....right ????

  2. #42
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by longfellow View Post
    Great....still using 2616 Mod ...... but with your new 2777 HAP.....right ????
    It's upload number 2786 now. The numbering doesn't effect the usability of the mod, it's just how RGF website itemize uploads . Delete your former HAP and use the recent one.

    Brother-in-Arms (Humans as Pets MOD) Update 05/12/2013

    -New look for the Musha class humanoid pets: Musahi and Tomoe.



    *The gloves on Tomoe is not part of the wardrobe BTW!

    I was going for traditional samurai look but I ended up with a battle suit and Hakama with bandaged arms....I guess modern-traditional theme isn't bad

  3. #43
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by doudley View Post
    It's upload number 2786 now. The numbering doesn't effect the usability of the mod, it's just how RGF website itemize uploads . Delete your former HAP and use the recent one.

    Brother-in-Arms (Humans as Pets MOD) Update 05/12/2013

    -New look for the Musha class humanoid pets: Musahi and Tomoe.



    *The gloves on Tomoe is not part of the wardrobe BTW!

    I was going for traditional samurai look but I ended up with a battle suit and Hakama with bandaged arms....I guess modern-traditional theme isn't bad
    Looks great.....d/l as we speak. Btw need a little help with the sage.....I can't seem to get her involved in the action...she just sort of stands there....and I have yet to find the dual swords....they have never dropped for me and I have 14 characters with your HAP at various levels of HCE ......what am I missing????
    Last edited by longfellow; 05-12-2013 at 10:30 AM.

  4. #44
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by longfellow View Post
    Looks great.....d/l as we speak. Btw need a little help with the sage.....I can't seem to get her involved in the action...she just sort of stands there....and I have yet to find the dual swords....they have never dropped for me and I have 14 characters with your HAP at various levels of HCE ......what am I missing????
    The Sage is a SUPPORT TYPE as described in the transformation elixir. In DEFENSIVE MODE, the sage will attack only if you are being hurt. In AGGRESSIVE MODE, the sage will heal you deliberately. Dual sword katana is just katana on each hand. They are undroppable, all Musha weapons must be transmuted. Read the recipe at the download page.

  5. #45
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by doudley View Post
    The Sage is a SUPPORT TYPE as described in the transformation elixir. In DEFENSIVE MODE, the sage will attack only if you are being hurt. In AGGRESSIVE MODE, the sage will heal you deliberately. Dual sword katana is just katana on each hand. They are undroppable, all Musha weapons must be transmuted. Read the recipe at the download page.

    Thanks very much....for some reason the description never appeared in my browser. As I said I have a poor connection hence the fun of playing your mod.
    Last edited by longfellow; 05-12-2013 at 08:52 PM.

  6. #46
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by doudley View Post
    UPLOADS:
    Humans as Pets - added 12 starting pets and made them into functioning human alternatives with skills same as players
    Hi, I wanted to ask you something about this mod: do this overwrite all the vanilla fishes? Will I still find permanent transformation fishes?
    Last edited by BadShad; 05-16-2013 at 02:44 PM.

  7. #47
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by BadShad View Post
    Hi, I wanted to ask you something about this mod: do this overwrite all the vanilla fishes? Will I still find permanent transformation fishes?
    The answer is yes, it overwrites all fishes, and no, you can't find any, BadShad. But I can make the fish-transformed-pets to appear in the game, although I don't see the point because if you installed my mod that means you want to use humanoid pets isn't?

    Actually, in some earlier point when working on Humans as Pets, I thought of making the fish-transformed-pets to be summoned rather than transforming your pet. A summoned pet for your human companion. But of course this is just one of my wild ideas, not really sure if they can sustain a pet on their own, specially if the summoned pet is permanent....i'll try to work on this and see how it goes but there's a big possibility that summoned pets won't be permanent to maintain BALANCED in the game.

    EDIT: I just remembered that the original concept for the MUSHA are hirelings, and I'm calling them BUNSHIN (means army). Different fish, different kind of bunshin, you can summon 2 or more hireling in one use of fish depends on the rarity of the fish. But when I saw that synergies already implementing mercenaries back then, I dropped the project and just made it to another starting pet, then comes Musashi and Tomoe.

    *And of course I haven't figured out a way to make the PET SKILLS, naturally improve based on skill usage or level requirement.
    Last edited by doudley; 05-17-2013 at 06:36 AM.

  8. #48
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by doudley View Post
    The answer is yes, it overwrites all fishes, and no, you can't find any, BadShad. But I can make the fish-transformed-pets to appear in the game, although I don't see the point because if you installed my mod that means you want to use humanoid pets isn't?

    Actually, in some earlier point when working on Humans as Pets, I thought of making the fish-transformed-pets to be summoned rather than transforming your pet. A summoned pet for your human companion. But of course this is just one of my wild ideas, not really sure if they can sustain a pet on their own, specially if the summoned pet is permanent....i'll try to work on this and see how it goes but there's a big possibility that summoned pets won't be permanent to maintain BALANCED in the game.
    Yeah I installed your mod for humanoid pets, but I already had characters with vanilla pets and now I can't use them at 100% :/ wasn't simplier to just add new fishes for humanoids while keeping the vanilla ones? Or just merge them so that when used on a vanilla pet it has the transformation effect and when used on a humanoid it has the rank skill level up?
    By the way I found out that it's enough to decrease the mod priority with the mod launcher and the normal fishes will spawn again (I use other mods which add items or change some features, like Synergy and Torchfun), so it's manageable
    Thank you anyway.

  9. #49
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    Quote Originally Posted by BadShad View Post
    Yeah I installed your mod for humanoid pets, but I already had characters with vanilla pets and now I can't use them at 100% :/ wasn't simplier to just add new fishes for humanoids while keeping the vanilla ones? Or just merge them so that when used on a vanilla pet it has the transformation effect and when used on a humanoid it has the rank skill level up?
    No, this won't work on my humanoid pets because the idea is to simulate companion not to have a pet anyways....

    Quote Originally Posted by BadShad View Post
    By the way I found out that it's enough to decrease the mod priority with the mod launcher and the normal fishes will spawn again (I use other mods which add items or change some features, like Synergy and Torchfun), so it's manageable
    Thank you anyway.
    Or just turnoff my mod if you are not using it...but yours can work too, if your gonna use humans as pets mod enabled save game, put my mod on top of the priority list, then if going back to a character save game with synergies enabled, lower my mods priority or just turn it off/uncheck. COMPATIBILITY with other mods (esp. Synergies) has been a real issue. I didn't know how big the synergies back then while working on pets.

  10. #50
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    Re: MODs by doudley (Added skills, customized spells, etc...)

    hey there! Really enjoyed playing with your additional engineer skills mod, great work!
    I was thinking about making a canoneer engineer and saw your blast cannon charged blast mod, and knew I had to check it out. Unfornately it seems that both the RGF and the mediafile links are broken. Is there any possible chance they could be reuploaded?
    Thanks in advance, and again, really awesome modding job you are doing!

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