Process for Changing Hatchling Model to Ancient/Adult
I'm not sure if this was posted anywhere else; I couldn't find it on search. I assume it hasn't because people in the khutit form mod thread don't seem to have seen it anywhere.
Anyway, this is actually incredibly easy to do. Go into your Horizons folder, then from there go to resources-->entities-->characters. You should see files called dragon_u.ent, dragonj_u.ent, and dragona_u.ent among a bunch of others. dragon_u is adult, dragonj_u is hatchling, and dragona_u is ancient.
If you want to have your hatchling appear as an adult, copy dragon_u.ent to the resources_override folder and rename it to dragonj_u.ent. Make sure you only rename/edit this in the override folder otherwise you'll overwrite the original hatchling file and have to do a full scan/replace the file. If you want ancient, copy the dragona_u.ent file instead of the dragon_u.ent file.
That will make any hatchling appear to be adult/ancient. The direct copy should also give you the appropriate emote set.
If you try to go into character creation while this is active, you will notice the camera angles and distances are less than ideal. I played round with that a while and found more suitable parameters.
To fix these, open the .ent file in notepad. For ancients, you will copy and paste this directly on the end of the file, but the line above the ending " } ". For adults, I found some of this already present, so just paste it -over- that.
Code:
float charCreation_distCloseup = 8
float charCreation_distFaceCloseup = 6
float charCreation_faceCloseUpLookAtTension = 15.0
And that should do it. As a note, the adults/ancients were obviously not meant to fit in the character creation screen, so it helps to set the height all the way down.
To disable this, just delete/otherwise remove the dragonj_u.ent file from the override folder. This shouldn't cause any problems, but as always I'm not responsible for anything bad that happens to your game/computer/etc.
Re: Process for Changing Hatchling Model to Ancient/Adult
Yay! Thank you! This will do nicely until we get a slider ^_^
Re: Process for Changing Hatchling Model to Ancient/Adult
Even easier way *chuckles*
Copy dragon_u.ent, dragonj_u.ent, and dragona_u.ent you your resources_override folder. and make a hotkey to them on your desktop.
From your desktop open the one you want to temporarily change, and make a miniscule alteration to the spelling on;
string chardef = "dragona_u_char.def"
string emotedef = "dragona_u_emote.def"
(ancient)
that is of course from the dragona_u.ent file, to make it a hatchling you change dragona to dragonj, to make it an adult you change dragona to dragon...
Eg..
string chardef = "dragon_u_char.def"
string emotedef = "dragon_u_emote.def"
for adult
string chardef = "dragonj_u_char.def"
string emotedef = "dragonj_u_emote.def"
for hatchling :)
once you have the file in your resources override and linked to your desktop changing models takes about as long as it takes you to close and reopen HZ :)
BTW.. for a bit of value added mod. on the adult and ancient if you go down and modify;
float takeoffTime = 1.0
to something more like
float takeoffTime = 0.2
you can fly alot faster, note however make the number too low and you will only hop so you may need to fiddle the number up and down to find what works right on your system.
Soraii
Re: Process for Changing Hatchling Model to Ancient/Adult
Oooh, that reminds me. If you are changing adult or ancient to a hatchie it's flying animation will be just the hop animation, however to fix this copy dragonj_u_char.def you the resources_override folder and then edit it, You will want to modify
"dragonj_u_anim_standard.def"
"dragon_u_anim_gathering.def"
"dragon_u_anim_magic.def"
"dragonj_u_anim_movement.def"
"dragonj_u_anim_combat_h2h.def"
"dragonj_u_anim_combat_h2h_special.def"
"dragon_u_anim_eat.def"
to
"dragonj_u_anim_standard.def"
"dragon_u_anim_gathering.def"
"dragon_u_anim_magic.def"
"dragonj_u_anim_movement.def"
"dragon_u_anim_flight.def"
"dragonj_u_anim_combat_h2h.def"
"dragonj_u_anim_combat_h2h_special.def"
"dragon_u_anim_eat.def"
to get the correct flight animations... you may want to however try altering all the hatchie animations to the adult ones like I have
"dragon_u_anim_standard.def"
"dragon_u_anim_gathering.def"
"dragon_u_anim_magic.def"
"dragon_u_anim_movement.def"
"dragon_u_anim_flight.def"
"dragon_u_anim_combat_h2h.def"
"dragon_u_anim_combat_h2h_special.def"
"dragon_u_anim_eat.def"
as I find the hatchling looks much better with the adult run animation, less.. erm.. Disney lol.
Soraii
Re: Process for Changing Hatchling Model to Ancient/Adult
Ooh, thanks for that. I haven't done much tinkering with the files in HZ, so I didn't know how to get flight on a hatchling model to work right. :P
Re: Process for Changing Hatchling Model to Ancient/Adult
Neither did I it took some tinkering :)
Re: Process for Changing Hatchling Model to Ancient/Adult
Quote:
Originally Posted by
Soraii
Even easier way *chuckles*
Copy dragon_u.ent, dragonj_u.ent, and dragona_u.ent you your resources_override folder. and make a hotkey to them on your desktop.
From your desktop open the one you want to temporarily change, and make a miniscule alteration to the spelling on;
string chardef = "dragona_u_char.def"
string emotedef = "dragona_u_emote.def"
(ancient)
that is of course from the dragona_u.ent file, to make it a hatchling you change dragona to dragonj, to make it an adult you change dragona to dragon...
Eg..
string chardef = "dragon_u_char.def"
string emotedef = "dragon_u_emote.def"
for adult
string chardef = "dragonj_u_char.def"
string emotedef = "dragonj_u_emote.def"
for hatchling :)
once you have the file in your resources override and linked to your desktop changing models takes about as long as it takes you to close and reopen HZ :)
BTW.. for a bit of value added mod. on the adult and ancient if you go down and modify;
float takeoffTime = 1.0
to something more like
float takeoffTime = 0.2
you can fly alot faster, note however make the number too low and you will only hop so you may need to fiddle the number up and down to find what works right on your system.
Soraii
? soo your saying if i read this right we can chang models in the game not haveing to colues out of hr ? to chang ? :confused:
Re: Process for Changing Hatchling Model to Ancient/Adult
If I understand you, Hellenia, you will still have to close HZ to change models. The game will have to reload the modified files, and that only happens when you launch the game again.
Re: Process for Changing Hatchling Model to Ancient/Adult
ahh ok thank you : ) sarry if my spelling and gramar is a littel off . :o i try to spell what i can
Re: Process for Changing Hatchling Model to Ancient/Adult
Does this still work? This will help me tremendously decide which dragon head I like best. :D
PS. Sorry about necro'ing a thread.
Re: Process for Changing Hatchling Model to Ancient/Adult
Quote:
Originally Posted by
lonewolf_kai
Does this still work? This will help me tremendously decide which dragon head I like best. :D
PS. Sorry about necro'ing a thread.
NM. I don't know why I didn't even think to just try this first before posting. *slaps forehead*
Re: Process for Changing Hatchling Model to Ancient/Adult
Unless the devs drastically overhaul the basic mechanics of how the game functions, this process should always work. And I really doubt they'd ever do that. :P
Re: Process for Changing Hatchling Model to Ancient/Adult
Quote:
Originally Posted by
Soraii
Oooh, that reminds me. If you are changing adult or ancient to a hatchie it's flying animation will be just the hop animation, however to fix this copy dragonj_u_char.def you the resources_override folder and then edit it, You will want to modify
"dragonj_u_anim_standard.def"
"dragon_u_anim_gathering.def"
"dragon_u_anim_magic.def"
"dragonj_u_anim_movement.def"
"dragonj_u_anim_combat_h2h.def"
"dragonj_u_anim_combat_h2h_special.def"
"dragon_u_anim_eat.def"
to
"dragonj_u_anim_standard.def"
"dragon_u_anim_gathering.def"
"dragon_u_anim_magic.def"
"dragonj_u_anim_movement.def"
"dragon_u_anim_flight.def"
"dragonj_u_anim_combat_h2h.def"
"dragonj_u_anim_combat_h2h_special.def"
"dragon_u_anim_eat.def"
to get the correct flight animations... you may want to however try altering all the hatchie animations to the adult ones like I have
"dragon_u_anim_standard.def"
"dragon_u_anim_gathering.def"
"dragon_u_anim_magic.def"
"dragon_u_anim_movement.def"
"dragon_u_anim_flight.def"
"dragon_u_anim_combat_h2h.def"
"dragon_u_anim_combat_h2h_special.def"
"dragon_u_anim_eat.def"
as I find the hatchling looks much better with the adult run animation, less.. erm.. Disney lol.
Soraii
Are these all the files needed for a total change to the models? Is there anymore files that should be copied/edited over to the resource override file?