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Author Topic: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)  (Read 79722 times)

Ult1mara

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #195 on: July 22, 2011, 09:07:37 am »

So Iados are u ever gonna give us an already installed version of this mod or are we gonna have to put the files in ourselves each time?
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threes4luck

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #196 on: August 25, 2011, 04:57:47 pm »

So I was doing a bit of digging in the item_weapon_wyvern folder and I noticed something funny about the ammo for the bowguns:

[ITEM_AMMO:ITEM_AMMO_SHOTS]
   [NAME:shot:shots]
   [CLASS:SHOT]
   [SIZE:50]

Now here is the bolt for the vanilla crossbow:
[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:150]
[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000]

And a bullet from the gunpowder mod:
[ITEM_AMMO:ITEM_AMMO_BULLET]
[NAME:gunstone:gunstones]
[CLASS:BULLET]
[SIZE:25]
[ATTACK:BLUNT:5:5000:pierce:pierces:NO_SUB:7500]

I took it upon myself to give it a quick fix until Iados gets around to it. I don't play monster hunter but I took a look at some pictures and the bowguns are SIGNIFICANTLY larger than your average crossbow so I upped the ammo size, velocity, and piercing.

[ITEM_AMMO:ITEM_AMMO_SHOTS]
[NAME:shot:shots]
[CLASS:SHOT]
[SIZE:50]
[ATTACK:EDGE:8:3000:stab:stabs:NO_SUB:3000]

You really just need the last line. Just copy it into your raw folder and if you don't feel like starting a new world go into data\save\region and you'll find your worlds own personal raw folder.
I've also been thinking about modding gunlances so they actually shoot with the gunpowder mod. Make them into a swiss army knife of sorts.
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threes4luck

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #197 on: August 25, 2011, 05:16:40 pm »


Whoops forgot to change the actual size.

[ITEM_AMMO:ITEM_AMMO_SHOTS]
   [NAME:shot:shots]
   [CLASS:SHOT]
   [SIZE:300]
        [ATTACK:EDGE:8:3000:stab:stabs:NO_SUB:3000]

They're about the size of short swords now (overkill?).
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kisame12794

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #198 on: August 25, 2011, 10:39:50 pm »

No kill like Overkill.
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threes4luck

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #199 on: August 26, 2011, 02:35:00 pm »

Has anyone noticed a lack of Remombra's in their world?
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theGman

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #200 on: August 26, 2011, 05:19:02 pm »

Has anyone noticed a lack of Remombra's in their world?
I seem to find them in large numbers around evil areas but nowhere else.
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dezan

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #201 on: September 10, 2011, 05:49:56 pm »

Is there a way to disable the Dwarf Fortress Creatures of the world and have it just be 100% monster hunter? I don't mind the dwarves and humans but... I'd like the rest of the stuff to go.
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SirAaronIII

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #202 on: September 10, 2011, 06:35:42 pm »

The only way is to delete all creature files except creature_standard.txt. I think that might be !!FUN!!.
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Wwolin

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #203 on: September 21, 2011, 01:04:18 pm »

I am having an issue with the butchers shop getting cluttered whenever I try to butcher a monster hunter creature. Also, why are all velocidromes legendary miners? One thing that may be a bug is that the Great Jaggi can use wrestling moves with deadly efficiency, but i kind of like it that way. Finally, Shen Gaoren tend to die of old age after 10 years, which makes them extremely rare.

Anyways, I absolutely love this mod.
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SirAaronIII

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #204 on: September 21, 2011, 05:16:51 pm »

1. That's a vanilla bug where the skin, bones, and other parts take up the same amount of space as the creture would itself. Keep in mind EACH BODY PART takes up the whole creature's size, so basically, lots and lots of clutter. At least that's how I remember it working...
2. It's for castes having different graphics. Like how your military dwarves get a new symbol (the filled in dwarf happy face is actually a whole different symbol) at legendary levels, other animals get different graphics.
3. May or may not be intended. No clue here.
4. If it really bothers you, just go into the raws and change their max age to something something ridiculously high. Again, I don't really know about this one as I've never experienced it myself.
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utilitarian

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #205 on: November 30, 2011, 06:41:07 pm »

Does anyone know why the addition of the 'More Creatures' segment would crash my game? It runs fine without it, but when I copy those extra files in the game does not start.
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Harry959

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #206 on: January 08, 2012, 01:51:31 pm »

Does anyone know why the addition of the 'More Creatures' segment would crash my game? It runs fine without it, but when I copy those extra files in the game does not start.
It just happens with some mods sometimes. Try using a shorter world generation, if you can.
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Thuellai

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #207 on: December 27, 2012, 08:23:27 am »

Checked this in the new version to see what would need to be converted.  So far, all I'm seeing is a few missing/name-changed body plans and of course the interaction changes obsoleting the old firebreath/dragonfire tags.

I could probably patch it up, but I don't want to do so unless I can contact Iados and get his permission.  I could post instructions when I'm done converting it myself, though, if there's still interest in this mod.
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SirAaronIII

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #208 on: December 27, 2012, 12:58:28 pm »

Iados hasn't been active since June, so.. I'd say go ahead.
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Ryusho

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Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« Reply #209 on: May 18, 2013, 07:31:57 pm »

I do appoligise for bumping a "Dead mod" so far, but I, as well as probably several others, would love to potentially see this updated to the latest version of Dwarf Fortress, if someone felt up to it, I myself don't have much if any modding knoledge for the game though to do so my self
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