Search found 537 matches
- Fri Nov 14, 2014 7:32 pm
- Forum: Mod Creation
- Topic: [TOOL] EDI TOOLS
- Replies: 11
- Views: 8860
[TOOL] EDI TOOLS
Edi Tools Custom Modding Tool by Leki Update 17.11.2014 http://www.youtube.com/v/dOWPW6uwWx0?rel=0;allowfullscreen="true";vq="large";frameborder="0" Direct Link to Video: http://youtu.be/dOWPW6uwWx0 While working on Dawn of Lore, I found that I need some tools first. You know that... e.g. You work ...
- Thu Nov 13, 2014 10:33 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3707
- Views: 1254491
Re: Ask a simple question, get a simple answer
Here:MasterworkStone wrote:Are new skills addable? or are we forever stuck with no unarmed skill?
viewtopic.php?f=22&t=8136&p=83046&hilit ... ing#p83044
- Thu Nov 13, 2014 10:17 am
- Forum: Mod Creation
- Topic: [TUTORIAL] How to make LoG2 Normal Maps
- Replies: 28
- Views: 23884
Re: [TUTORIAL] How to make LoG2 Normal Maps
Actually it's easy to google it if you know what you are looking for. Making normalmap in GIMP: http://www.youtube.com/v/8Jdo3ZmtPWk?rel=0;allowfullscreen="true";vq="large";frameborder="0" Direct Video Link Following FS2_Open Normalmap GIMP tutorial is important part of this article : GIMP offers a...
- Wed Nov 12, 2014 4:44 pm
- Forum: Mod Creation
- Topic: [SCRIPT] Automatic Elevator with Working LEDs
- Replies: 14
- Views: 10537
Re: [SCRIPT] Automatic Elevator with Working LEDs
Ninja, we really need bigger images... please, next time try 4K

- Mon Nov 10, 2014 2:19 am
- Forum: Mod Creation
- Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
- Replies: 53
- Views: 33913
Re: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
Yes, and snails tentacles are going through the wall because of the animation etc...
... as I said: Enjoy.
... as I said: Enjoy.

- Mon Nov 10, 2014 1:58 am
- Forum: Mod Creation
- Topic: [ASSETS] LOG 1 MONSTERS - Enhanced Edition
- Replies: 53
- Views: 33913
[ASSETS] LOG 1 MONSTERS - Enhanced Edition
As petri noticed here we can freely use LoG 1 monsters in LoG2 mods. As you can see, it was easy to guess import scripts, but solving materials... well thats another story. Hope in next patch, missing assets will be added. How to: Just add into your init.lua following code: -- Import LOG 1 Monsters...
- Fri Nov 07, 2014 4:42 pm
- Forum: Mod Creation
- Topic: scripting new skill / class
- Replies: 22
- Views: 9566
Re: scripting new skill / class
Well... You were right petri, looking for the reason of this mess, I went through system and here is the true story: I made definition, It was ok, but the game wasnot updated! Looking for solution, after crashes I restarted game very first - and it happened few times. After last crash I started to ...
- Fri Nov 07, 2014 4:11 pm
- Forum: Mod Creation
- Topic: scripting new skill / class
- Replies: 22
- Views: 9566
Re: scripting new skill / class
Comparing my definition and hobbits: the only difference is, that 'onRecomputeStats' probably is not optional as scripting definitions says. Adding that took my custom class to work.
- Fri Nov 07, 2014 3:54 pm
- Forum: Mod Creation
- Topic: scripting new skill / class
- Replies: 22
- Views: 9566
Re: scripting new skill / class
Hobbit / King is there, so conclusion is we really need assetpack 
Thanks for your help!

Thanks for your help!
- Fri Nov 07, 2014 3:45 pm
- Forum: Mod Creation
- Topic: scripting new skill / class
- Replies: 22
- Views: 9566
Re: scripting new skill / class
I have 2.1.16petri wrote:I would guess you aren't running beta 2.1.15 or later?
... and ingame console command
Code: Select all
party.party:getChampion(1):setClass("my_custom_class")