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November 15, 2018, 06:29:01 AM
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Author Topic: Pet Variants Mod  (Read 10571 times)

Offline Korzeam

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Pet Variants Mod
« on: May 15, 2018, 05:32:12 PM »
Link for testing the mod :
https://drive.google.com/open?id=1-0DVO6u-tA2rRR8YKUtbowJhg_CnHRWC

Link for the Big Version (you need Variant Pets mod to make it work) :
https://drive.google.com/open?id=19CXjjO7GTuibnq93yKn38V_kbQzx4XuW

Link for the Dark Portal (you need Variant Pets mod to make it work) :
https://drive.google.com/open?id=1-58H4R9BDzzLXwMJQnnZLFJrn0Peb93O


If Viz (or anybody else) does'nt have the time to address this, it is a project that coud interest me to work on.
There are pets everywhere on the Steam workshop, we really need a compilation.

Phase 3 of the project seems much more complicated though.
I'm not sure I would have the necessary skills.
« Last Edit: August 24, 2018, 05:19:36 AM by Korzeam »

Offline Sch123

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Re: Pet Variants Mod
« Reply #1 on: May 15, 2018, 06:43:50 PM »
[For Previous Discussion]

Hi @Korzeam

Quote
If Viz (or anybody else) does'nt have the time to address this, it is a project that coud interest me to work on.

I'm very happy if you are interested in making it happen. Maybe we can list which Pet wants to include and the Skin pet you want to add. Can start from Original Pet & extra Skin for Original Pet.

It would be easier if you could take a stable Pet for example like the one on "Torchlight II Essentials", then just add a Pet that has not been added.

And also to note is, Pet Icon of pet who want to be added. Because a lot of Pet that has not own Pet Icon / still use the icon from other pet.

If you have any input or ideas for the pet list you want to include, maybe you can share it here. ;)

Note:

Do you also hope to include Human Companion? I feel that it is less suited to this theme, and also  Human Companion who can use Item can interfere with "Comparison of Items". :(

I also hope the size is also not too big and beyond the screen, normal size is also good. ;)

Quote
There are pets everywhere on the Steam workshop, we really need a compilation.

For that reason I requested to make a Pet Compilation to be made from an existing pet. :)

Quote
Phase 3 of the project seems much more complicated though.
I'm not sure I would have the necessary skills.

I think Phase 3 can be thought of later when Phase 1 & 2 has been achieved. ;)
It's more important to finish Phase 1 first.



If you have used "Torchlight II Essentials" surely you are familiar with the many pet & pet skins that are there. Especially on Pet Merchant that sells Pet & Special Pet that have skill. Do not forget also Fish Merchant that is there, in addition to selling fish that already exist there also sells Pet fish with the ability as well.

I hope at least later it will be like that. :D
« Last Edit: June 19, 2018, 08:45:13 AM by Sch123 »

Offline Sch123

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Re: Pet Variants Mod
« Reply #2 on: May 16, 2018, 12:36:48 PM »
Hi @Korzeam

I've sort of some Pet that will be included into Variant Pet Collection (Variant Pet Collection Phase 1).
If anything is not included please add & tell me what is missing. ;)

But before that can you help to fix a Pet that can not use Spell?

- Big Bad Voodoo: Gao / Torchlight II Essentials Pet
- Flying Books PETS: Gao / Torchlight II Essentials Pet
- Treasure Goblin PET: Gao / Torchlight II Essentials Pet
- Baneling PET: Gao / Torchlight II Essentials Pet
- Eye of The Beholder: Gao / Torchlight II Essentials Pet
- Lich: MPC Mamba / SynergiesMOD Pet
- Protofish : Galandrix Pet

It is not the main problem, but it would be better if Pet can also use Spell.

Update File:

- Add Creepers Minecraft.
- Add Hobsprite
« Last Edit: June 19, 2018, 08:04:39 AM by Sch123 »

Offline Korzeam

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Re: Pet Variants Mod
« Reply #3 on: May 19, 2018, 04:30:44 AM »
Hi @Sch123 .

I won't lie, I think it will take some time before I really start the poject.
Because I don't have so many time these days and I have a few started projects I want to finish on my own.
So if someone else is also interested by the project, he can replace me.

That being said, a few comments :
- I don't think human companions is a good candidate for the mod, it's too specific
- I thought about Phan's big pets as a starter for the project. It's Phanjam's work so probably very clean and effective, a good base for watch and learn.

Offline Sch123

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Re: Pet Variants Mod
« Reply #4 on: May 19, 2018, 04:43:37 AM »
It's okay, I understand your situation. But if you want to start making it you can tell here. I would love to hear it. ;)

Offline Sch123

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Re: Pet Variants Mod
« Reply #5 on: May 19, 2018, 10:54:58 AM »
Quote
- I don't think human companions is a good candidate for the mod, it's too specific

That's not to say I do not like Human Companion, but I'm more avoiding the trouble going forward as I've said there will be a problem with "Item Comparison".  I think it might be better for now to focus adding on Pet Monster first, if there is no problem in the future, maybe we can be discussed about adding Human Companion. Because I also feel Human Companion more appropriate to stand alone. ;)

It might be more appropriate to say "avoid pets that can use items that cause interruptions to Item Comparison".

Because I found a mod that makes a pet can use necklaces and rings but it does not affect the Items Comparison of players. If anyone can make it that way (for all items) then I be happy to add Human Companion as well. :)

Quote
- I thought about Phan's big pets as a starter for the project. It's Phanjam's work so probably very clean and effective, a good base for watch and learn.

If you make Phan's big pets as a starter for the project with the possibility of Pet is quite clean and effective, I agree ;). But keep in mind there are some pets that I think are too big in size need to be resize (At least not to exceed the screen). Also need to add more of pet skins (That's not a big problems).

If I may suggest you might consider using MPC - Mamba's Pet Collection as a starter for the project. From pet size I think there is no problem (More like on human size), pet skins are also more complete. It just needs to eliminate some unnecessary pet and the addition of pet and skin.  :D

As you can see on the Pet list I made. ;D
« Last Edit: June 19, 2018, 08:46:22 AM by Sch123 »

Offline steffire3

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Re: Pet Variants Mod
« Reply #6 on: May 21, 2018, 09:27:41 PM »
Didn't Doudley mention both here and on the Steam discussions somewhere that he admired the work of a certain modder (forgive me as the name eludes me) who already created the framework for adding pets without conflict? Otherwise I'm sure Mamba figured out something equally for his pet mod pack on Steam.

What I really want to know is if there is a way to take a pre-existing animation and weight painted set like the Alpaca or Hawk and just add in Blender meshes of custom made Cute Crocodile, Tall Giraffe, Woolly Mammoth, Saber Tooth Tiger, Fluffy Penguin, Pirate Parrot, Giant Mouse, Giant Bunny, Giant Kitten, Fluffy Chicken, and other such critters?
« Last Edit: May 21, 2018, 09:31:06 PM by steffire3 »
At this point after playing Torchlight 2 for 4 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Offline Kva3imoda

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Re: Pet Variants Mod
« Reply #7 on: May 21, 2018, 09:43:35 PM »
What I really want to know is if there is a way to take a pre-existing animation and weight painted set like the Alpaca or Hawk and just add in Blender meshes of custom made critters?
I do not think it's possible. In theory, someone with broad knowledge of animation could do something like this, but we do not have such people, we just learn now. In any case, it requires a lot of time.

Offline Vkoslak

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Re: Pet Variants Mod
« Reply #8 on: May 21, 2018, 10:55:50 PM »
I've been messing with a way to do this kind of thing.

What I have been doing is I make a proxy skeleton for my "critter" in my blender file, and use drivers and modifiers to animate it from the torchlight skeleton that has the animation I want on it.  I typically make a "bone.follow" that copies the transforms exactly, and then make a child bone off of it to act as the IK target. Then I can adjust the position of the target more precisely and it keeps the delta between frames.  Then I have the critter skeleton copy the position of the proxy deformation bones.  I will end up with a lot more bones on the proxy that you don't want in the final output.

Then I just "bake" the animation to an NLA track and export it.

This is the kind of thing I'm going to put in my wiki.

Offline Kva3imoda

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Re: Pet Variants Mod
« Reply #9 on: May 22, 2018, 12:00:28 AM »
What I have been doing is I make a proxy skeleton for my "critter" in my blender file, and use drivers and modifiers to animate it from the torchlight skeleton that has the animation I want on it.  I typically make a "bone.follow" that copies the transforms exactly, and then make a child bone off of it to act as the IK target. Then I can adjust the position of the target more precisely and it keeps the delta between frames.  Then I have the critter skeleton copy the position of the proxy deformation bones.  I will end up with a lot more bones on the proxy that you don't want in the final output.
And it sounds like a voodoo magic for most people, and for me too.  :D

Offline Korzeam

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Re: Pet Variants Mod
« Reply #10 on: May 31, 2018, 03:55:23 AM »
Didn't Doudley mention both here and on the Steam discussions somewhere that he admired the work of a certain modder (forgive me as the name eludes me) who already created the framework for adding pets without conflict?
I think you are refering to lyravega, who is mentioned on this Steam thread :
https://steamcommunity.com/workshop/discussions/18446744073709551615/133261124639852819/?appid=200710

Offline Korzeam

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Re: Pet Variants Mod
« Reply #11 on: June 02, 2018, 02:35:30 PM »
I have not started working on the project yet, for now I'm just looking at the existing mods.
Some questions that come to me:

- Should the pet stats be harmonized? Or do we have to respect the differences just by ensuring that it is balanced?
This concerns these stats: SPEED, ATTACK SPEED, HP, DMG, REACH, ARMOR VALUES

- What to do with pets who already have skills ?

- What is the pets basic file supposed to bring? I looked at it and it seems to contain only a few Inventory tags, knowing that these tags are already in the original files. I'm a little confused about it.  :o

Offline Sch123

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Re: Pet Variants Mod
« Reply #12 on: June 02, 2018, 04:28:45 PM »
Hi @Korzeam

Quote
- Should the pet stats be harmonized? Or do we have to respect the differences just by ensuring that it is balanced?
This concerns these stats: SPEED, ATTACK SPEED, HP, DMG, REACH, ARMOR VALUES

I think we should appreciate the difference on every Pet. I think if we generalize all the Pet's status is not quite right.

For example, you imagine Pet Owl and Pet Dragon have the same power, it may not seem to matter at first glance but if we think about it it feels weird too if Owl & Dragon has the same power. Because of its size alone is different Dragon has a larger size, certainly people will think Dragon is stronger than Owl. That is more to the perception alone.

But it will be slower in the making, because it must provide a different Status on each Pet, but to make it look more real sometimes it is necessary.

Not only must pay attention to Pet Status alone but we also must pay attention to the Pet Size, so that Pet is not to Over Size.

But if you think it will be troublesome because there will be a lot of Pet that will be in merge you can ignore it (just make the pet stats be harmonized). Because most important now we can merge the existing Pet first.

Quote
- What to do with pets who already have skills ?

This is interesting, there are indeed some Pet that I found to have skill. Actually I like the Pet who already have the skills (more varied)  ;D, but there is a pet that has too much skill and over power.

Maybe you can be made Pet has only 1 skill as an innate ability in addition to regular attacks. Of course if that's what you do then you need to adjust it like, cost MP (MP = 0) and MP cooling down (not too short).

It might be good, for example Wolf Pet that has the ability to make Bleeding / Poisoning enemies. Dragon that can Spit out fireballs / ice breath. A kind of support skill for our Pet in addition to regular attacks.

But you must pay more attention to the "Duration of Cooling Down", because if the duration is too short then the pet's tendency will automatically use the skill instead of attacking with regular attacks.

I found there is a pet that has a skill with a small MP cost and its short cooling down duration. The pet only uses the skill and spends the MP he has, consequently he can not use the spell skill we give him.

Quote
- What is the pets basic file supposed to bring? I looked at it and it seems to contain only a few Inventory tags, knowing that these tags are already in the original files. I'm a little confused about it.  :o

Sorry, I do not quite understand about that.  :(
Is it different from how to merge Class?
« Last Edit: June 02, 2018, 05:03:00 PM by Sch123 »

Offline Korzeam

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Re: Pet Variants Mod
« Reply #13 on: June 03, 2018, 05:58:39 AM »
Quote
- What is the pets basic file supposed to bring? I looked at it and it seems to contain only a few Inventory tags, knowing that these tags are already in the original files. I'm a little confused about it.  :o

Sorry, I do not quite understand about that.  :(
Is it different from how to merge Class?
I was talking about the PETBASE.DAT that is used in some pet mods but not all of them.
This file doesn't exist in Vanilla game.
It is supposed to improve compatibility.

But it only contains this :
Quote
[UNIT]
   <STRING>UNITTYPE:PET
   <STRING>NAME:PetBase
   <STRING>UNIT_GUID:-1349721876707312633
   <TRANSLATE>DISPLAYNAME:PetBase
   <BOOL>DONTCREATE:true
   [INVENTORY]
      <STRING>CONTAINER:PET_BAG_ARMS
      <STRING>CONTAINER:PET_BAG_CONSUMABLES
      <STRING>CONTAINER:PET_BAG_SPELLS
      <STRING>CONTAINER:PETBODY
      <STRING>CONTAINER:POINTER
   [/INVENTORY]
[/UNIT]

These inventory tags are already in all units pet files that doesn't use the petbase file.
So I'm not sure what compability it is supposed to bring.

Offline Phanjam

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Re: Pet Variants Mod
« Reply #14 on: June 03, 2018, 07:37:22 AM »
hey @Korzeam if those are the contents of the file, my guess is lyravega just made it to lessen the amount of code you need to put into the pet unit's .DAT (just guessing ;) )



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