Hi to all,
I'm new in the modding community; i've never modded a game in my life. However, I really love this game but I have a phobia of sorts with Spiders. As you all know, they run rampant through parts of this game. I am so passionate about playing this game through that i'm willing to learn how to Mod the game a bit so that I can enjoy it more.
Can anyone tell me how to replace all the Spiders in the game with another enemy; like a Wolf or something? I'm downloading the toolset now and am learning how to use it. Any information you can give me will be very helpful.
Thank you.
-Mario
How to replace Spiders with Something Else (i.e., Wolves)
Débuté par
diskjokk
, nov. 18 2009 03:45
#1
Posté 18 novembre 2009 - 03:45
#2
Posté 19 novembre 2009 - 07:05
Creatures are placed using the area editor, you'd need to edit the area to swap out which creatures are in any given encounter. And unfortunately we haven't released the main campaign's designer resources yet, so I can't think of a way to do it right now.
Just blue-skying here but perhaps you could come up with a script that gets a list of all creatures in the area, checks their appearance type (via GetCreatureTypeclassification, found in 2da_data_h? Or some related function? Dunno), and then if it finds spiders it destroys the creature? You could use a PCRSRC 2DA set to run the script on "any" area, then whenever you entered an area the script would run and silently wipe out the spider population.
This would likely break some plots, though. For example, in Mage Origin there's a subplot you can follow where you're tasked with killing all the giant spiders that are infesting a storage cave, and destroying the spiders via scripting might leave that one unsolvable. Maybe some sort of auto-kill mechanism that causes spiders to die the moment they appear... though that's not necessarily going to help much with a phobia, since it'd still be kind of freaky having giant dead spiders falling from the ceiling onto you.
Would retexturing the spiders so they're bright pink with goofy faces help, perhaps?
Just blue-skying here but perhaps you could come up with a script that gets a list of all creatures in the area, checks their appearance type (via GetCreatureTypeclassification, found in 2da_data_h? Or some related function? Dunno), and then if it finds spiders it destroys the creature? You could use a PCRSRC 2DA set to run the script on "any" area, then whenever you entered an area the script would run and silently wipe out the spider population.
This would likely break some plots, though. For example, in Mage Origin there's a subplot you can follow where you're tasked with killing all the giant spiders that are infesting a storage cave, and destroying the spiders via scripting might leave that one unsolvable. Maybe some sort of auto-kill mechanism that causes spiders to die the moment they appear... though that's not necessarily going to help much with a phobia, since it'd still be kind of freaky having giant dead spiders falling from the ceiling onto you.
Would retexturing the spiders so they're bright pink with goofy faces help, perhaps?
#3
Posté 19 novembre 2009 - 07:22
Oh, it just occurred to me. The "right" way to change an appearance type is to edit the APR_Base 2DA. This 2DA assigns the model to an appearance and also assigns the various animation blend trees. You could give a spider a wolf's animations this way, preventing the freaky mutant wolves-from-ceilings problem.
To keep things looking thematically consistent you might want to use something like deepstalkers instead of wolves, though.
To keep things looking thematically consistent you might want to use something like deepstalkers instead of wolves, though.
#4
Posté 20 novembre 2009 - 12:01
Heck, I'm not phobic and I get pretty unsettled whenever one of those spiders hits my PC with its "overwhelm" attack. It's really nasty looking. Nice to have a party member with shield bash handy to smack the thing off of you in those situations.
#5
Posté 20 novembre 2009 - 05:15
diskjokk wrote...
I stopped playing for a while until I figure out how to replace the Spiders. I haven't seen their "overwhelm" attack but it sounds like it will send me yelling from the room. What is their overwhelm attack? I'm just curious.
The giant spider lunges at the character, knocking them prone, and then straddles the fallen character and holds him down while ripping at him with its fangs. The overwhelmed character is helpless while this goes on, though you can disrupt the attack while it's in progress with a second character by using a shield bash or other such technique.
Lots of nasty noises and fountaining blood, too. Not pleasant.
#6
Posté 08 décembre 2009 - 08:05
For those that just want to get straight to playing a spider-free game without worrying about modding, I put together a super quick and dirty mod based on the APR_base-modifying idea I mentioned earlier. The modified 2DA file is here: http://social.biowar...m/project/1237/
To install, you'll have to download and extract a 2 kilobyte GDA file and put it in your core override directory. I decided for a mod this simple putting it into a DAZIP would likely be more trouble than installing it manually.
To install, you'll have to download and extract a 2 kilobyte GDA file and put it in your core override directory. I decided for a mod this simple putting it into a DAZIP would likely be more trouble than installing it manually.
#7
Posté 08 décembre 2009 - 08:51
They do, and they will do the overwhelm attack normally. I've only done about half an hour of testing on this thing, jumping around from spider-infested area to spider-infested area using console commands to see what they look like now, and the deepstalker-spiders seem to be about as tough a fight as the spiders they used to be.
I have noticed that they try to do a "web" attack and nothing happens, though, so that part is a bit easier.
I have noticed that they try to do a "web" attack and nothing happens, though, so that part is a bit easier.
#8
Posté 08 décembre 2009 - 08:52
Heh. Don't consider this an "official" mod by any stretch of the imagination. I threw it together during my lunch break.
#9
Posté 09 décembre 2009 - 01:36
There are only three spider "appearances" in the APR_base 2DA; the giant spider, the corrupted spider, and the poisonous spider. All of the spider creatures in the game should use one of those three appearances, and I've turned all three of them into copies of the deepstalker's row. So that should account for all of them.
Mind you, in areas where there were lots of spiders there's still likely to be a lot of creepy spider-related stuff still around. There's webbing and there are ambient sounds of spiders in the distance. So expect some areas to still be real nasty experiences. Hopefully not insurmountably nasty ones, though.
Mind you, in areas where there were lots of spiders there's still likely to be a lot of creepy spider-related stuff still around. There's webbing and there are ambient sounds of spiders in the distance. So expect some areas to still be real nasty experiences. Hopefully not insurmountably nasty ones, though.
#10
Posté 09 décembre 2009 - 01:55
Oh, and if you folks don't like Deepstalkers, it turns out someone beat me to the punch and made a mod that turns spiders into bears instead. Sadly, they don't have a descend-from-the-ceiling animation.
http://social.biowar...m/project/1013/
#11
Posté 21 janvier 2010 - 05:48
Don't know about the bear one specifically, but the deepstalker one should. There are only three spider "appearances" in the game; Giant, Poison, and Corrupted. All the variations of spider use one of those three appearances and I replaced all three of them with the deepstalker appearance. I presume the bear mod did the same thing.





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