RavenX

RavenX

Joined Member # 3364067
222 Posts 3,681 Replies 31,872 Reputation

[quote who="Xiwi" reply="3" id="2792898"]RavenX> Just save the file as xml when that happens (ctrl+s in most browsers) You can also right click on the link and select save target as... That happens because your default action for xml files is to open them in the browser. I think most people don't get confused with this, so I will go on not zipping single file mods and helping those with problems. [/quote] Ahh, thanks. That is indeed new

4 Replies 4,042 Views

While making tiles for the next version of Undead Rising I've been using a good deal of pedestrians and I find myself wanting more animations for them. Preferably animations of them "bowing" and "praying", and maybe some animations of them "fighting" or "sparring". It would come in real handy. Thanks.

1 Replies 2,184 Views

[quote who="UltimateElemental" reply="124" id="2793663"]RavenX, For the Master of Magic mod we need essentially the same models. So if we find/get any we will post them for you and if you get any, please let us know. Thanks! [/quote] Sounds like a plan brother :)

125 Replies 424,163 Views

[quote who="Tormy-" reply="21" id="2793875"] Quoting RavenX, reply 11 Been playing and modding since day one and before. Each patch brings more and more stability. I haven't had a memory crash with the new patch, the game plays really well now. They keep adding more and more to it as well. Magic and Combat are being reworked. Major Mods are in production and they've got more modding tools coming up as well. I'd say everything's looking up and quite a few of us are still

92 Replies 250,465 Views

[quote who="UltimateElemental" reply="99" id="2793751"]Hello RavenX, Great work on this mod! I have uploaded it to UltimateElemental.com so you have an alternate download location (not FileFront.) Here it is: http://www.ultimateelemental.com/downlaods/download-mods/Elemental-War-of-Magic-Downloads/mods/large-mods/Undead-Rising-2.1/ Also, on behalf of the Master of Magic mod team, can I ask permission to use your 3d models etc for our mod?

134 Replies 302,710 Views

Someone should try making the armors and weapons be usable in the XML for some of the more humanoid monsters like Drota and Darklings and see what happens. Would be cool to see if they could use the regular weapons and items.

20 Replies 73,449 Views

Been playing and modding since day one and before. Each patch brings more and more stability. I haven't had a memory crash with the new patch, the game plays really well now. They keep adding more and more to it as well. Magic and Combat are being reworked. Major Mods are in production and they've got more modding tools coming up as well. I'd say everything's looking up and quite a few of us are still very enthused ;) .

92 Replies 250,465 Views

[quote who="Heavenfall" reply="97" id="2793425"]By the way, in your description it says When creating a new Undead Unit, if you click "Design" and get a Skeleton and want a Zombie, just click "Cancel" and then click "Design" again. There is a 50/50 chance of getting either skin to show up. Enjoy the faction of Ravenloft!!!! There is no need to press cancel, there is a randomize button right next to the portrait. It looks like two spinn

134 Replies 302,710 Views

[quote who="RavenX" reply="95" id="2793412"] Quoting Heavenfall, reply 94 RavenX, do you think you could reduce the likelihood values in UR_CoreSkinsUndeadZombie.xml to 0? They're causing issues with the Altar faction when designing new units. If I change the likelyhood value to 0 it won't show up when the undead make units. It should be set to 50/50 for the undead modeltype alone. The other modeltypes and races shouldn't be using them by def

134 Replies 302,710 Views

[quote who="Heavenfall" reply="94" id="2793371"]RavenX, do you think you could reduce the likelihood values in UR_CoreSkinsUndeadZombie.xml to 0? They're causing issues with the Altar faction when designing new units. [/quote] If I change the likelyhood value to 0 it won't show up when the undead make units. It should be set to 50/50 for the undead modeltype alone. The other modeltypes and races shouldn't be using them by default.

134 Replies 302,710 Views

[quote who="Magog_AoW" reply="90" id="2792940"]There's an end-tag missing in UR_CoreHairHatsAccessories.xml. [/quote] Just fixed it. Was it causing any errors? Added in the tag and fixed the url to a new download. I'm never gonna be able to keep an accurate download count lol.

134 Replies 302,710 Views

I was hoping to get a fix in the Tile Editor where you can't mark parts as a "Favorite" and a "copy part" option would be really cool. :) Otherwise, excellent update :)

86 Replies 184,120 Views

[quote who="jshores" reply="19" id="2790521"]Either way, if Morgan took his ball home that quick, there was little chance of the project having a long life on this forum, someone would have criticized the project down the line and BAM Morgan would have been gone. [/quote] I can see why you would think that with what happened to the thread, but you couldn't be more wrong about Morgan. Morgan (Admiral) is one of my Most Dedicated Team members. That's why I made him Head Modeler. He

26 Replies 16,550 Views

I think that sounds like a great idea. Kyogre currently has "something" close to that with his master mod list. Granted it's not a list of mod resources, but it does list mods that have been made or are being made. People can look at that and see what's there but then have to dig a little deeper to see what all is in the mod they're looking at. If you could refine it some perhaps. Maybe get a list going of what custom goodies have been made and are available. If you do that, and the d

4 Replies 27,619 Views

[quote who="kenata" reply="20" id="2790600"] RavenX, I will happily admit when I am wrong, and looking back in this forum, you were right that there were only a hand full of threads with Dragon Lance in the title. That said, I think sometimes it is hard to tell since virtually every time you post you mention your dragon lance mod, and while I am personally excited to see a team working hard on such an ambitious project, I always find it odd that you mention so frequently a mod that is st

26 Replies 16,550 Views