I had a thought today, and what about some compatibility between the texture pack and this mod?
You can use the textures if you wish, and/or you can possibly extend on that and provide texture pack use for the items and blocks in this mod?
It was just a small thought that might help us both out, once I get a link that is, I'll add it to the OP, maybe it will help get a few more people in here. Apart from that little thought, seeing as you're the only poster as of late, what do you think about me doing more posts on the progress of the mod? or at the least sneak peeks of things I will work on?
Production kind of slowed due to real life but that's the same with everything really, that and I've got another mod to work on (not on my own though) however once I get into a good routine I should get something done.
Also, what's your opinion on updates, small updates with something in or a large update with a lot of stuff in?
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
You're not a texturer then, and you can't texture the fonts in the mod as you can't just rip the textures from any of the games and try to paste them on, it just doesn't work like that. And you don't specialise at Re-Texturing, you specialise at copy and paste, re-texturing would still imply you can texture to begin with but instead you have a basic image already and you just improve on it. You got my hopes up for better textures and let me down :/
As a last note, you didn't even answer my questions, let down again :/
Well enjoy what you can.
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
I may have sounded rather off with my last post as well, sorry about that.
This time you did answer my questions, so I'll leave the mod to be updated in big chunks rather than little amounts and keep things together at least for now until it gets to the point of being small updates with very few things left to add to the mod.
Now I understand a little better about the whole situation too, I've saved that file and loaded it in the game to see how it looks, It definitely looks better on most of it, however I'm not a fan of the bright white on one corner. If you want to work on all of them and have them purely as a more advanced texture or even as a texture add-on pack thing (no clue what I'm saying), but I do like it, but don't quite feel it's finished yet. It's probably hard because you don't actually have the model to skin the texture on.
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
Well it has been a long time, sadly not much done on my end yet, I've been way too busy with just too much >.<
Either way, welcome back. Now have you had the chance to play the mod now? (I'm just curious for actual feedback on it all)
Now, onto your texture. It looks really nice and I do like it, but for me it just feels far too contrasting going round the model. Here's an image of it in my Techne file. Now to me it just doesn't fit right. It's hard for me to explain. If you want to keep trying in future, not a problem, if you feel this is as good as this one will get I could always look into having a config option to enable these textures, or you could just have it as a resource pack to override them.
Make updates in this mod i love LoK series pleaase
Welcome Ron_Gamer, and thank you for posting. That's another one to express their interest.
Now I realise this is about 2 weeks after your post, however I think It's time to update people on what's actually happening with this mod.
It's not dead, take that how you will, however I believe I have stated in the OP that I will never abandon this mod, which is true, I won't abandon it, however leaving it to gather dust is not a good idea either.
As of this post, I've decided to scrap any plans I had for the next update and focus purely on adding things to the mod, nothing specific, just whatever I can get done within a month's time and release, even with bugs and glitches that might run rampant. I will begin this process some time in September and release a new update either near the end of September, or early October, might even try to get another out for Halloween to match the season.
If anyone has any thoughts on the current release please let me know, as for the actual future of the mod, I guess it would be best to see it progress and see where it does actually go. Anything anyone really wants, please let me know, and maybe I can focus on those aspects, otherwise, it's random.
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
hmmm... how hard would it be to add spells? or the ability to drink mobs blood like in blood omen?
perhaps add in the armors and weapons from blood omen (iron sword, iron armor, spiked mace, bone armor, axes, chaos armor, flame sword, flesh armor, and the wraith armor?)
also, SOME form of vampirism would be nice. like, the ability to bargain with a necromancer to turn yourself into a vampire with the ability to change form... like a bat form (for flying around) wolf form (for faster ground based movement) a disguise form (which prevents villagers from being hostile towards you unless you attack them) and beguile (same as disguise though attacking villagers will not cause them to be hostile towards you; only attacking golems will trigger hostility)
hmmm... how hard would it be to add spells? or the ability to drink mobs blood like in blood omen?
perhaps add in the armors and weapons from blood omen (iron sword, iron armor, spiked mace, bone armor, axes, chaos armor, flame sword, flesh armor, and the wraith armor?)
also, SOME form of vampirism would be nice. like, the ability to bargain with a necromancer to turn yourself into a vampire with the ability to change form... like a bat form (for flying around) wolf form (for faster ground based movement) a disguise form (which prevents villagers from being hostile towards you unless you attack them) and beguile (same as disguise though attacking villagers will not cause them to be hostile towards you; only attacking golems will trigger hostility)
i've never tried anything remotely like spells, if they were say a book for each spell, or a glyph item, then it might be feasible with my knowledge. I know looking at something like ars magica it is possible.
Armours and weapons for the soul reaver saga are on their way, sadly I don't know much abut the blood omen saga as I've only played blood omen 2 for about an hour, and not even touched blood omen 1. I'm sure a search online might give me somethings to work with, but they'll still need textures.
I have wanted to add a vampirism aspect to the mod adding the added vampire side of things instead of purely vampire hunter but I'm not sure how to go about doing it.The necromancer idea I would guess is Kain's origins? however I've always been a bit partial to the classicc biting, however would that be canon to LoK?
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
blood omen 1 is a PHENOMENAL game.... if you can get past the clunkiness of the menus and the stiff combat. the voice acting and story are quite amazing. and is a great starting point to the series. if any game deserves to be remade in this day and age, it would be blood omen 1.
and yeah. kains vampire origins were because of a necromancer resurrecting him. also in bo1 you dont even have to bite someone to drink their blood. you hold out your hand on a dazed or chained up oponent and the blood magically gets absorbed into you. when you drain someone the first time, they have red blood that replineshes health. coming back later they will respawn as ghosts and have blue blood, which replinishes magic. monsters however, are NOT recommended to drain from... they have green blood which damages kain.
I'll have to play BO1 when I get the chance then and research the lore behind it whilst I play.
The blue blood and the green blood is something new, I did know about the red blood from BO2 being telekinetically absorbed though, and I've thought about how it might work, think the leash but with redstone particles as "blood" but my coding skills are sub-par so don't know how well I'd be able to do it. Lets see, any ghost type monsters i add wilhave blue blood and any other types of monsters would have green blood, but th question here is, do i add the mana as well, plus, would the red blood fill up food and health, just health, just food, or a hidden bar that slowly replishes both food and health but constantly degrades itself... many questions, many vampiric things to think about, such as Vampyres and the black heart.
Just thought of how to implement my original idea on vampirification with the added requirement of a Necromancer, still fits into the rest of my othr plans, we'll see how well they turn out after I restart the coding.
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
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Well "vampires" are a curse, not really a necromancer, but kain was cursed-cursed for deevolution from a necromancer, soo...
Well the devolved vampires are from necromacers, the others are thanks to the Hildegarns? (or something like that, i can't remember the name now sorry XD), but about ítems and all of that...
What about a "world event" i mean, add the pillars fixed to the X=0 Z=0 pos/coords, and if you break anyone the game will spawn "less" minecraft mobs and more "Blockacy of Kain mobs" until (something like 10% of the initial size of the pilars) you will only spawn, instead of the normal hostile mobs, just the "Blockacy of Kain mobs", until you fix it!.
The idea of this last part is this one: The Pillars are like the cati, you break one part and all of the upper parts break to, and instead of giving you the pillar parts you don't get anything (a message or something like that), and thats all.
Vampires are a curse yes, and I believe it's spelt Hylden, I know what you mean though, the demons of the Kain universe, first caused the old ones to fall into the blood drinking to keep themselves alive and rendering them incapable of reproduction. Whether or not the mod takes this aspect as well and applies it to anyone in the mod to enhance it further is unknown. I'd like to add the Vampyres and a curse effect on any that are alive, however it's only Janos Auldron who is still alive though, would allowing the player the ability to become a Vampyre be a good thing? or only allow it to be creative for roleplay on say a server or something?
Devolved vampires are from necromancers, so you mean like Kain, so did Kain then become a Necromancer when he resurrected Raziel and his kin? or is there just a natural "infection" like which is seen in the Soul Reaver series from Raziel's brothers, particularly from the undead vampires from Melchiah's clan, in one of the cinematics it explains how they feasted on the rotting corpses of the dead and birthed new undead dead vampires.
To your "world event", now I haven't touched events, but I think it might be doable, and I can see the appeal but I also see downsides. With the pillars spawning at the same place all the time, it should be fairly easily to force the land to worldgen around it but it also makes it limited on the exploration, you must always come back to the same spot in every world, now not necessarily a bad and I don't want more than 1 spawning in the world, but it seems limited to me.
Destroying the pillar to spawn more mobs makes for a nice slide into the mod, also referencing Soul Reaver and the decayed pillars as they stand at the foot of Kain's empire, but speaking on a server aspect, it would force some players to protect them and others will definitely want to destroy them. Making them damage proof apart form the guardians would be nice, but then protecting the guardians is the issue, and if you're going to have the pillars spawn, wouldn't you want the guardians?
Also, for decoration in player homes, if the X=0, Z=0 coordinates aren't where the player wants, possibly having a craftable decoration one... made from a beacon? I was thinking of giving each pillar block a small buff to certain stats that matched the symbol on the pillar. Most of them come in pairs anyways so have both of a pair to get the required buff. Not op early game and not easily obtained to be useful apart from decoration?
TL;DR
Sorry, I ramble sometimes, anyways, I think your pillar world event is a good idea, just worried about server balancing and on "fixing" the pillars in the event you accidentally destroy them, also on wanting to keep pillars in a fixed state but with the mobs. And also decoration in a home. Cacti style destruction, easily doable. No drop, easy. Tracking how much were destroyed though is trouble, albeit just get from y=0 to y=max height and equate how many are within the column, actually doing it though is not my strong point, haven't touched events.
Anything else you think might make a good addition?
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Devolved vampires are from necromancers, so you mean like Kain, so did Kain then become a Necromancer when he resurrected Raziel and his kin? or is there just a natural "infection" like which is seen in the Soul Reaver series from Raziel's brothers, particularly from the undead vampires from Melchiah's clan, in one of the cinematics it explains how they feasted on the rotting corpses of the dead and birthed new undead dead vampires.
Kain was cursed by one necromancer, thus the curse extended to his descentants.
The other vampires, i think for being weaker and that kind of things, where killed making the cursed vampire race the only vampire race :/
Thats all, but about server aspects and balancing, well don't bother yet.
Also, better, instead of from 0 to 255 height (for the pillars i mean) put the start of them at 65 height.
Aaand..... Hyldens on the nether XD yup.
Now one rethink of my idea
What about 10% pillars Hyldens spawn on normal world, 40% pillars only nosghot mobs respawn (instead of the vanilla hostile ones) and at 80% pillars the spawning rates start to change. Would be great to start on the world with a "random" % of the pillars.
Kain was cursed by one necromancer, thus the curse extended to his descentants.
The other vampires, i think for being weaker and that kind of things, where killed making the cursed vampire race the only vampire race :/
Thats all, but about server aspects and balancing, well don't bother yet.
Also, better, instead of from 0 to 255 height (for the pillars i mean) put the start of them at 65 height.
Aaand..... Hyldens on the nether XD yup.
Now one rethink of my idea
What about 10% pillars Hyldens spawn on normal world, 40% pillars only nosghot mobs respawn (instead of the vanilla hostile ones) and at 80% pillars the spawning rates start to change. Would be great to start on the world with a "random" % of the pillars.
Well what do you think?
I'd still have the pillars spawn from y=0 though for looks sake, but the 65 up I presume is the percentage tracked for spawn rates. Randomized pillar length though, nice idea and changes each world. Must think on the guardians part though and whether or not players can become them.
Hyldens in the nether, I'll remember that, it's good.
I do bother thinking about Server side of things, it's an annoyance to me as I want the mod to be as balanced on all aspects as possible.
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
Update is going slow. I had a complete computer break down, had to buy new laptop. Managed to save a backup but still lost some work.
A 1.9 update will most likely depend on how stable Forge is, there is a Forge out, but as far as I'm aware it isn't stable and not deobfuscated I think. (names for the codes instead of numbers and letters).
I will make an update on 1.7.10, that's a definite, but depending on how much work is done or needed I may make another 1.7.10 afterwards or just skip to 1.8.9 or 1.9, depending on Forge and version want too.
Back to how the update is going, after the great crash I've been rather busy at work and home garnering almost no time to do some coding. The next 2 weeks possibly 3 are going to be a nightmare as well, so I doubt I'll get work done, but as it has been over a year and a month, I really need to get a new update out. What do you think about the 1st April?
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
hey Knightdemon this is vampiredragonover900 from youtube. i had computer issues and lot's irl stuff going on. but i found a list of ideas i was working on for this mod. take a look and give them some thought. keep in mind this was made a few days after i commented on the youtube vid for ur mod showcase.
-spectral dimension: same world gen algorithm but diff blocks. Requires spectral conduits to switch between dimensions.
-utilities:
fire scone: have it emit a redstone signal when lit.
reaver doors: right click w/ correct sword to emit redstone signal 4 reaver doors
fire(/water) plinth: lilypad on steroids but with freezing-thawing radius
air plinth; toss player into air, with particle effects and air applied, like a fan. (Entity)
Rf -> emit level 9+ redstone for light/dark orbs and fire scones.
Blood Fountains: grant buffs and blood gifts (crafted from a beacon, and acts like 1)
spectral conduits: work like portals but randomly generated on 3x3 solid block radius in spectral dimension. can only b used if health is full.
-Forms:
vampire form: requires player to be attacked &/or killed by adult vampire (in respawn menu the player will be asked if they want to be turned into a vampire). Allow compatability with witchery.
Undead/revenant/wraith form: requires the player to die (with the bone and wraith armor in inventory) by wither AND poison effect while underwater (must currently be a vampire).
-blood gifts: another tab for enhancements given by blood fountains and from killing other generic vampire mobs.
(block push) like a piston a player can push blocks (max size 3x3x3) one space at a time by shift-right clicking said block (doesn't work on wooden blocks).
-Soul list: another tab for consumed/collected souls; displays the effects given to the undead player.
(Soul of Melchiah); enables player to pass thru iron bars, fences, fence gates, & acacia doors.
(Soul of Zephon); enables player to climb vertical surfaces.
(Soul of Rahab); grants player unlimited buffs of night vision and underwater breathing.
(Soul of Dumah); grants player shift-at-will ability to traverse between main dimension and spectral dimension irregardless of health. Also allows player to rotate most blocks.
-Structures & biomes:
vanilla ocean temple? (requires botania if converting from newer versions to 1.7.10). Rahab (boss) and his progeny (mobs) could spawn there. Guard water reaver enhancement, Rahab drops (Soul of Rahab).
graveyards and mausoleums; melchiahim (which attack undead mobs and can convert (v)illagers and zombies into more melchiahim) can break thru and replace dirt and then teleport (like an enderman). Melchiah (boss) spawns inside mausoleum which guards earth reaver enhancement, drobs (Soul of Melchiah).
black forests; better swamp?
volcanoes (the fane (see Nosgoth game)); has an underground volcanic temple/dungeon housing fire reaver enhancement guarded by hostile untamed phoenixes (mobs) and phoenix boss, drops phoenix ashes
oceanside stone mountain w/ gorge and lighthouse; has a cavernous temple/dungeon involving light puzzle mirrors & glowstone, housing light reaver enhancement.
Spider Air-bration tower?; Zephonim and spider mob generators abound, Zephon (boss) guards redstone switch leading to sound and air reaver enhancements, drops (Soul of Zephon)
Mountaintop fortress: Dumah (boss) drops (Soul of Dumah), Dumahim (mobs) spawn here.
better beacons? -> basically beds (being able to set spawnpoints) part of a portal structure
-Armors:
flesh; crafted w/ rotten flesh and blood fountain globules and wool
bone; crafted w/ rotten flesh (or flesh armor), bones, and a skull. undead mobs ignore the wearer
wraith; crafted w/ leather armor pieces + ender pearls + ?
Hello loyal Soul Reavers.
Sorry it's been so very long, and a while since the post by Drakepire with all his amazing suggestions.
First up, still coding in 1.7.10, haven't touched the code in a while though, no excuse. I would love for the mod to be updated at least once on 1.7.10 and then attempt an upgrade to 1.11, I have 2 drawbacks to that, 1 is that I have never coded in 1.11 so it'll be a new experience, and 2, I don't know if my laptop can even install 1.11 forge, I tried installing 1.8.9 at one point and my laptop couldn't get enough RAM to do so, windows 10 laptop with only 4GB of RAM. I'll install eventually.
In response to Drakepire's list of suggestions, some of which I need to get from the youtube video comments.
- Spectral Dimension : nice idea for it being a separate dimension altogether, but to me that doesn't scream Legacy of Kain, that says it's a new world. My original thought was to have the player be potion effected in the normal overworld. This effect would cause a visual colour change, cause some "spectral" blocks to render visible and physically touchable, whilst also causing water to be as thin as air. This way any changes done in the normal map can still be seen in the spectral realm. Of course would require conduits or other means to traverse the planes, and might even be locked out unless you become a wraith.
- Utilities : fire sconces can be given a redstone signal to emit. I never thought it would be needed, but I can do that, I think I might be able to limit it to be the block beneath it but if needed on the side I can just leave it be. Reaver Doors are planned, and openable by the correct sword, but would it really need a redstone signal? either causing it to open or just having it emit a redstone signal. I have a half made model for the plinths already actually, and work pretty much like what you've said, as you should know the water reaver already freezes waterfalls, the plinth would just allow it to be over a horizontal surface as well, I can also make it spread up the waterfalls too if needed. Again, half made model, and work exactly how you've asked. Level 9 redstone signal, might I ask why? I've got no reason against it, just curious. Blood fountains are needed, but would they be crafted or found in the wild? Blood gifts will need expanding on I'm afraid. There are plenty of gifts, but what specifically do you have in mind? The spectral conduits, randomly spawn in the world, 3x3, a multiblock, I believe this would be easily done, and can definitely be limited to having full health no problem.
- Forms : A vampire form, definitely, it's a major point I'm working towards, I had originally thought to make separate vampire clans from Soul Reaver, and the player becomes one of them instead of a generic one. Witchery compatibility would need to be thought about, I want to be as mod friendly as possible, I would need to research the Withery vampirification. I'll keep your respawn menu option open, I haven't thought of a nice way to do it. I've got "sleeping in a clan's "coffin" " and waking up as a fletchling. Wraith form is a definite, again I had trouble thinking of how to make this happen, your suggestion is a lovely way to do it and unless a much better idea comes along that's also lore-ish friendly, I'll be using it, but I'm not totally sold on the wraith and bone armour thing.
- blood gifts : Blood fountains and killing other generic vampire mobs, nice way to gain them, lore friendly too. Block pushing, a generic vampiric strength, causing every block to move might be a nuisance, having a specific 3x3x3 multiblock that moves might be easier. I'd have to mess around and see how it plays out but something I would want.
- Soul list : a tab for consumed/collected souls; displaying the effects given to the undead player, interesting, but obtaining the souls would prove troublesome I would hope. Not to mention would it be limited per world, would it be from a randomly spawned "boss" fight, lots to ponder, but you've made a list of the SR1 bosses already which is nice.
(Soul of Melchiah); enables player to pass thru iron bars, fences, fence gates, & acacia doors. - Yes, acacia doors though, I'll think about that one.
(Soul of Zephon); enables player to climb vertical surfaces. - I was thinking that vampires having the claws should already be able to do that, like how Kain can scale buildings. I would like the ice waterfall to be scalable.
(Soul of Rahab); grants player unlimited buffs of night vision and underwater breathing - a little OP in my opinion but reasonable enough. Might nerf away the night vision and do something with the breathing.
(Soul of Dumah); grants player shift-at-will ability - I am okay with this ability, but not the rotate blocks, too tricky for me to do I'm afraid, mayhaps a TK projectile? (was that Dumah?)
-Structures & biomes :
vanilla ocean temple. - A great place for Rahab, true, but wouldn't want to take away from the Vanilla MC mobs. Custom built one is fine by me though, but I don't know about having Rahab be the gaurdian of the water reaver enhancement. Adding to that, respawning boss battle?
graveyards and mausoleums. - Melchiah's place, yes, earth reaver, I don't know, it's a nice twist.
black forests; better swamp?... Not much to go on there.
volcanoes (the fane (see Nosgoth game)); - a new creature, phoenix, I would say no, the volcano would be a troublesome thing to add too, I'll keep my mind open, just expand more on this if you can, I haven't played Nosgoth.
oceanside stone mountain w/ gorge and lighthouse; - light puzzle would be hard to set up, players dig straight through it too, but light reaver forge, okay, it's an idea.
Spider Air-bration tower?; Zephon, making the tower would be difficult, having the air reaver, that's fine, but I don't know if the sound reaver should even be in the mod, seeing as it was cut from SR1 before release.
Mountaintop fortress: - Dumah, is it just a generic fortress?
Beacon like structure - sets spawn points, presumable because of wraith and vampires never having to really sleep and then die etc. I can really only think of the Reaver save altars and the ouroboros.
-Armors : Flesh, Bone, Wraith armour. These don't scream Legacy of Kain to me sadly. Beyond these, there will be armours and weapons from within the games themselves, for instance, the Lieutenants armour and the Knights weaponry. Wraith armour would be needed for your earlier suggestion of how to obtain wraith status, and the bone being used to hide from mobs is nice too. Not too sure what to do about these.
Welcome back werff, and hello smashbro596. I want to revive this mod, I do, right now I don't have the time between real life commitments and then also having only just released a new mod that seems to be quite popular at least for an initial release. MedaCraft, Medabots themed mod. I want to get a nice pace of updates for that one out, at least 1 big bug fix first. Then I have Precursor Blockacy to update, just a minor one first so there's something new for people. Then back to this one, might need a rewrite but hoping my codes all fine then it'll be a simple matter of just creating new content. I shouldn't be working on 3 mods simultaneously but I want to make mods that are not released elsewhere. But the good news about the other 2 mods is that it's taught me a lot of modding and I can apply all that I've learned there to this mod as well. Stick around if you want to, pop back in a couple months hoping for some sort of change, do what makes you guys happy with progress, I will endeavor to make something.
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Working on several mods, some are Bleach, Jojo's Bizarre Adventure, Medacraft, Legacy of Kain, Jak and Daxter.
I had a thought today, and what about some compatibility between the texture pack and this mod?
You can use the textures if you wish, and/or you can possibly extend on that and provide texture pack use for the items and blocks in this mod?
It was just a small thought that might help us both out, once I get a link that is, I'll add it to the OP, maybe it will help get a few more people in here. Apart from that little thought, seeing as you're the only poster as of late, what do you think about me doing more posts on the progress of the mod? or at the least sneak peeks of things I will work on?
Production kind of slowed due to real life but that's the same with everything really, that and I've got another mod to work on (not on my own though) however once I get into a good routine I should get something done.
Also, what's your opinion on updates, small updates with something in or a large update with a lot of stuff in?
You're not a texturer then, and you can't texture the fonts in the mod as you can't just rip the textures from any of the games and try to paste them on, it just doesn't work like that. And you don't specialise at Re-Texturing, you specialise at copy and paste, re-texturing would still imply you can texture to begin with but instead you have a basic image already and you just improve on it. You got my hopes up for better textures and let me down :/
As a last note, you didn't even answer my questions, let down again :/
Well enjoy what you can.
I may have sounded rather off with my last post as well, sorry about that.
This time you did answer my questions, so I'll leave the mod to be updated in big chunks rather than little amounts and keep things together at least for now until it gets to the point of being small updates with very few things left to add to the mod.
Now I understand a little better about the whole situation too, I've saved that file and loaded it in the game to see how it looks, It definitely looks better on most of it, however I'm not a fan of the bright white on one corner. If you want to work on all of them and have them purely as a more advanced texture or even as a texture add-on pack thing (no clue what I'm saying), but I do like it, but don't quite feel it's finished yet. It's probably hard because you don't actually have the model to skin the texture on.
Well it has been a long time, sadly not much done on my end yet, I've been way too busy with just too much >.<
Either way, welcome back. Now have you had the chance to play the mod now? (I'm just curious for actual feedback on it all)
Now, onto your texture. It looks really nice and I do like it, but for me it just feels far too contrasting going round the model. Here's an image of it in my Techne file. Now to me it just doesn't fit right. It's hard for me to explain. If you want to keep trying in future, not a problem, if you feel this is as good as this one will get I could always look into having a config option to enable these textures, or you could just have it as a resource pack to override them.
http://gyazo.com/ce2732dbd56262efa950ed61d6e8c156
Welcome Ron_Gamer, and thank you for posting. That's another one to express their interest.
Now I realise this is about 2 weeks after your post, however I think It's time to update people on what's actually happening with this mod.
It's not dead, take that how you will, however I believe I have stated in the OP that I will never abandon this mod, which is true, I won't abandon it, however leaving it to gather dust is not a good idea either.
As of this post, I've decided to scrap any plans I had for the next update and focus purely on adding things to the mod, nothing specific, just whatever I can get done within a month's time and release, even with bugs and glitches that might run rampant. I will begin this process some time in September and release a new update either near the end of September, or early October, might even try to get another out for Halloween to match the season.
If anyone has any thoughts on the current release please let me know, as for the actual future of the mod, I guess it would be best to see it progress and see where it does actually go. Anything anyone really wants, please let me know, and maybe I can focus on those aspects, otherwise, it's random.
hmmm... how hard would it be to add spells? or the ability to drink mobs blood like in blood omen?
perhaps add in the armors and weapons from blood omen (iron sword, iron armor, spiked mace, bone armor, axes, chaos armor, flame sword, flesh armor, and the wraith armor?)
also, SOME form of vampirism would be nice. like, the ability to bargain with a necromancer to turn yourself into a vampire with the ability to change form... like a bat form (for flying around) wolf form (for faster ground based movement) a disguise form (which prevents villagers from being hostile towards you unless you attack them) and beguile (same as disguise though attacking villagers will not cause them to be hostile towards you; only attacking golems will trigger hostility)
i've never tried anything remotely like spells, if they were say a book for each spell, or a glyph item, then it might be feasible with my knowledge. I know looking at something like ars magica it is possible.
Armours and weapons for the soul reaver saga are on their way, sadly I don't know much abut the blood omen saga as I've only played blood omen 2 for about an hour, and not even touched blood omen 1. I'm sure a search online might give me somethings to work with, but they'll still need textures.
I have wanted to add a vampirism aspect to the mod adding the added vampire side of things instead of purely vampire hunter but I'm not sure how to go about doing it.The necromancer idea I would guess is Kain's origins? however I've always been a bit partial to the classicc biting, however would that be canon to LoK?
blood omen 1 is a PHENOMENAL game.... if you can get past the clunkiness of the menus and the stiff combat. the voice acting and story are quite amazing. and is a great starting point to the series. if any game deserves to be remade in this day and age, it would be blood omen 1.
and yeah. kains vampire origins were because of a necromancer resurrecting him. also in bo1 you dont even have to bite someone to drink their blood. you hold out your hand on a dazed or chained up oponent and the blood magically gets absorbed into you. when you drain someone the first time, they have red blood that replineshes health. coming back later they will respawn as ghosts and have blue blood, which replinishes magic. monsters however, are NOT recommended to drain from... they have green blood which damages kain.
I'll have to play BO1 when I get the chance then and research the lore behind it whilst I play.
The blue blood and the green blood is something new, I did know about the red blood from BO2 being telekinetically absorbed though, and I've thought about how it might work, think the leash but with redstone particles as "blood" but my coding skills are sub-par so don't know how well I'd be able to do it. Lets see, any ghost type monsters i add wilhave blue blood and any other types of monsters would have green blood, but th question here is, do i add the mana as well, plus, would the red blood fill up food and health, just health, just food, or a hidden bar that slowly replishes both food and health but constantly degrades itself... many questions, many vampiric things to think about, such as Vampyres and the black heart.
Just thought of how to implement my original idea on vampirification with the added requirement of a Necromancer, still fits into the rest of my othr plans, we'll see how well they turn out after I restart the coding.
Well "vampires" are a curse, not really a necromancer, but kain was cursed-cursed for deevolution from a necromancer, soo...
Well the devolved vampires are from necromacers, the others are thanks to the Hildegarns? (or something like that, i can't remember the name now sorry XD), but about ítems and all of that...
What about a "world event" i mean, add the pillars fixed to the X=0 Z=0 pos/coords, and if you break anyone the game will spawn "less" minecraft mobs and more "Blockacy of Kain mobs" until (something like 10% of the initial size of the pilars) you will only spawn, instead of the normal hostile mobs, just the "Blockacy of Kain mobs", until you fix it!.
The idea of this last part is this one: The Pillars are like the cati, you break one part and all of the upper parts break to, and instead of giving you the pillar parts you don't get anything (a message or something like that), and thats all.
What do you think?
Vampires are a curse yes, and I believe it's spelt Hylden, I know what you mean though, the demons of the Kain universe, first caused the old ones to fall into the blood drinking to keep themselves alive and rendering them incapable of reproduction. Whether or not the mod takes this aspect as well and applies it to anyone in the mod to enhance it further is unknown. I'd like to add the Vampyres and a curse effect on any that are alive, however it's only Janos Auldron who is still alive though, would allowing the player the ability to become a Vampyre be a good thing? or only allow it to be creative for roleplay on say a server or something?
Devolved vampires are from necromancers, so you mean like Kain, so did Kain then become a Necromancer when he resurrected Raziel and his kin? or is there just a natural "infection" like which is seen in the Soul Reaver series from Raziel's brothers, particularly from the undead vampires from Melchiah's clan, in one of the cinematics it explains how they feasted on the rotting corpses of the dead and birthed new undead dead vampires.
To your "world event", now I haven't touched events, but I think it might be doable, and I can see the appeal but I also see downsides. With the pillars spawning at the same place all the time, it should be fairly easily to force the land to worldgen around it but it also makes it limited on the exploration, you must always come back to the same spot in every world, now not necessarily a bad and I don't want more than 1 spawning in the world, but it seems limited to me.
Destroying the pillar to spawn more mobs makes for a nice slide into the mod, also referencing Soul Reaver and the decayed pillars as they stand at the foot of Kain's empire, but speaking on a server aspect, it would force some players to protect them and others will definitely want to destroy them. Making them damage proof apart form the guardians would be nice, but then protecting the guardians is the issue, and if you're going to have the pillars spawn, wouldn't you want the guardians?
Also, for decoration in player homes, if the X=0, Z=0 coordinates aren't where the player wants, possibly having a craftable decoration one... made from a beacon? I was thinking of giving each pillar block a small buff to certain stats that matched the symbol on the pillar. Most of them come in pairs anyways so have both of a pair to get the required buff. Not op early game and not easily obtained to be useful apart from decoration?
TL;DR
Sorry, I ramble sometimes, anyways, I think your pillar world event is a good idea, just worried about server balancing and on "fixing" the pillars in the event you accidentally destroy them, also on wanting to keep pillars in a fixed state but with the mobs. And also decoration in a home. Cacti style destruction, easily doable. No drop, easy. Tracking how much were destroyed though is trouble, albeit just get from y=0 to y=max height and equate how many are within the column, actually doing it though is not my strong point, haven't touched events.
Anything else you think might make a good addition?
Kain was cursed by one necromancer, thus the curse extended to his descentants.
The other vampires, i think for being weaker and that kind of things, where killed making the cursed vampire race the only vampire race :/
Thats all, but about server aspects and balancing, well don't bother yet.
Also, better, instead of from 0 to 255 height (for the pillars i mean) put the start of them at 65 height.
Aaand..... Hyldens on the nether XD yup.
Now one rethink of my idea
What about 10% pillars Hyldens spawn on normal world, 40% pillars only nosghot mobs respawn (instead of the vanilla hostile ones) and at 80% pillars the spawning rates start to change. Would be great to start on the world with a "random" % of the pillars.
Well what do you think?
I'd still have the pillars spawn from y=0 though for looks sake, but the 65 up I presume is the percentage tracked for spawn rates. Randomized pillar length though, nice idea and changes each world. Must think on the guardians part though and whether or not players can become them.
Hyldens in the nether, I'll remember that, it's good.
I do bother thinking about Server side of things, it's an annoyance to me as I want the mod to be as balanced on all aspects as possible.
How is the update going??
Do you think we will get the 1.9 update soon?? XD
Also, make an update just
with the basic (like the 1.7.10 we have now), at least for seeing what's happening
Update is going slow. I had a complete computer break down, had to buy new laptop. Managed to save a backup but still lost some work.
A 1.9 update will most likely depend on how stable Forge is, there is a Forge out, but as far as I'm aware it isn't stable and not deobfuscated I think. (names for the codes instead of numbers and letters).
I will make an update on 1.7.10, that's a definite, but depending on how much work is done or needed I may make another 1.7.10 afterwards or just skip to 1.8.9 or 1.9, depending on Forge and version want too.
Back to how the update is going, after the great crash I've been rather busy at work and home garnering almost no time to do some coding. The next 2 weeks possibly 3 are going to be a nightmare as well, so I doubt I'll get work done, but as it has been over a year and a month, I really need to get a new update out. What do you think about the 1st April?
It's ok, but well, better try 1.9 tan 1.8
hey Knightdemon this is vampiredragonover900 from youtube. i had computer issues and lot's irl stuff going on. but i found a list of ideas i was working on for this mod. take a look and give them some thought. keep in mind this was made a few days after i commented on the youtube vid for ur mod showcase.
-spectral dimension: same world gen algorithm but diff blocks. Requires spectral conduits to switch between dimensions.
-utilities:
fire scone: have it emit a redstone signal when lit.
reaver doors: right click w/ correct sword to emit redstone signal 4 reaver doors
fire(/water) plinth: lilypad on steroids but with freezing-thawing radius
air plinth; toss player into air, with particle effects and air applied, like a fan. (Entity)
Rf -> emit level 9+ redstone for light/dark orbs and fire scones.
Blood Fountains: grant buffs and blood gifts (crafted from a beacon, and acts like 1)
spectral conduits: work like portals but randomly generated on 3x3 solid block radius in spectral dimension. can only b used if health is full.
-Forms:
vampire form: requires player to be attacked &/or killed by adult vampire (in respawn menu the player will be asked if they want to be turned into a vampire). Allow compatability with witchery.
Undead/revenant/wraith form: requires the player to die (with the bone and wraith armor in inventory) by wither AND poison effect while underwater (must currently be a vampire).
-blood gifts: another tab for enhancements given by blood fountains and from killing other generic vampire mobs.
(block push) like a piston a player can push blocks (max size 3x3x3) one space at a time by shift-right clicking said block (doesn't work on wooden blocks).
-Soul list: another tab for consumed/collected souls; displays the effects given to the undead player.
(Soul of Melchiah); enables player to pass thru iron bars, fences, fence gates, & acacia doors.
(Soul of Zephon); enables player to climb vertical surfaces.
(Soul of Rahab); grants player unlimited buffs of night vision and underwater breathing.
(Soul of Dumah); grants player shift-at-will ability to traverse between main dimension and spectral dimension irregardless of health. Also allows player to rotate most blocks.
-Structures & biomes:
vanilla ocean temple? (requires botania if converting from newer versions to 1.7.10). Rahab (boss) and his progeny (mobs) could spawn there. Guard water reaver enhancement, Rahab drops (Soul of Rahab).
graveyards and mausoleums; melchiahim (which attack undead mobs and can convert (v)illagers and zombies into more melchiahim) can break thru and replace dirt and then teleport (like an enderman). Melchiah (boss) spawns inside mausoleum which guards earth reaver enhancement, drobs (Soul of Melchiah).
black forests; better swamp?
volcanoes (the fane (see Nosgoth game)); has an underground volcanic temple/dungeon housing fire reaver enhancement guarded by hostile untamed phoenixes (mobs) and phoenix boss, drops phoenix ashes
oceanside stone mountain w/ gorge and lighthouse; has a cavernous temple/dungeon involving light puzzle mirrors & glowstone, housing light reaver enhancement.
Spider Air-bration tower?; Zephonim and spider mob generators abound, Zephon (boss) guards redstone switch leading to sound and air reaver enhancements, drops (Soul of Zephon)
Mountaintop fortress: Dumah (boss) drops (Soul of Dumah), Dumahim (mobs) spawn here.
better beacons? -> basically beds (being able to set spawnpoints) part of a portal structure
-Armors:
flesh; crafted w/ rotten flesh and blood fountain globules and wool
bone; crafted w/ rotten flesh (or flesh armor), bones, and a skull. undead mobs ignore the wearer
wraith; crafted w/ leather armor pieces + ender pearls + ?
YHEAAA REVIVAL!!
Revival for 1.11 XD
sweet! maybe you can add magic and vampirism!
maybe even other weapons from lok
Hello loyal Soul Reavers.
Sorry it's been so very long, and a while since the post by Drakepire with all his amazing suggestions.
First up, still coding in 1.7.10, haven't touched the code in a while though, no excuse. I would love for the mod to be updated at least once on 1.7.10 and then attempt an upgrade to 1.11, I have 2 drawbacks to that, 1 is that I have never coded in 1.11 so it'll be a new experience, and 2, I don't know if my laptop can even install 1.11 forge, I tried installing 1.8.9 at one point and my laptop couldn't get enough RAM to do so, windows 10 laptop with only 4GB of RAM. I'll install eventually.
In response to Drakepire's list of suggestions, some of which I need to get from the youtube video comments.
- Spectral Dimension : nice idea for it being a separate dimension altogether, but to me that doesn't scream Legacy of Kain, that says it's a new world. My original thought was to have the player be potion effected in the normal overworld. This effect would cause a visual colour change, cause some "spectral" blocks to render visible and physically touchable, whilst also causing water to be as thin as air. This way any changes done in the normal map can still be seen in the spectral realm. Of course would require conduits or other means to traverse the planes, and might even be locked out unless you become a wraith.
- Utilities : fire sconces can be given a redstone signal to emit. I never thought it would be needed, but I can do that, I think I might be able to limit it to be the block beneath it but if needed on the side I can just leave it be. Reaver Doors are planned, and openable by the correct sword, but would it really need a redstone signal? either causing it to open or just having it emit a redstone signal. I have a half made model for the plinths already actually, and work pretty much like what you've said, as you should know the water reaver already freezes waterfalls, the plinth would just allow it to be over a horizontal surface as well, I can also make it spread up the waterfalls too if needed. Again, half made model, and work exactly how you've asked. Level 9 redstone signal, might I ask why? I've got no reason against it, just curious. Blood fountains are needed, but would they be crafted or found in the wild? Blood gifts will need expanding on I'm afraid. There are plenty of gifts, but what specifically do you have in mind? The spectral conduits, randomly spawn in the world, 3x3, a multiblock, I believe this would be easily done, and can definitely be limited to having full health no problem.
- Forms : A vampire form, definitely, it's a major point I'm working towards, I had originally thought to make separate vampire clans from Soul Reaver, and the player becomes one of them instead of a generic one. Witchery compatibility would need to be thought about, I want to be as mod friendly as possible, I would need to research the Withery vampirification. I'll keep your respawn menu option open, I haven't thought of a nice way to do it. I've got "sleeping in a clan's "coffin" " and waking up as a fletchling. Wraith form is a definite, again I had trouble thinking of how to make this happen, your suggestion is a lovely way to do it and unless a much better idea comes along that's also lore-ish friendly, I'll be using it, but I'm not totally sold on the wraith and bone armour thing.
- blood gifts : Blood fountains and killing other generic vampire mobs, nice way to gain them, lore friendly too. Block pushing, a generic vampiric strength, causing every block to move might be a nuisance, having a specific 3x3x3 multiblock that moves might be easier. I'd have to mess around and see how it plays out but something I would want.
- Soul list : a tab for consumed/collected souls; displaying the effects given to the undead player, interesting, but obtaining the souls would prove troublesome I would hope. Not to mention would it be limited per world, would it be from a randomly spawned "boss" fight, lots to ponder, but you've made a list of the SR1 bosses already which is nice.
(Soul of Melchiah); enables player to pass thru iron bars, fences, fence gates, & acacia doors. - Yes, acacia doors though, I'll think about that one.
(Soul of Zephon); enables player to climb vertical surfaces. - I was thinking that vampires having the claws should already be able to do that, like how Kain can scale buildings. I would like the ice waterfall to be scalable.
(Soul of Rahab); grants player unlimited buffs of night vision and underwater breathing - a little OP in my opinion but reasonable enough. Might nerf away the night vision and do something with the breathing.
(Soul of Dumah); grants player shift-at-will ability - I am okay with this ability, but not the rotate blocks, too tricky for me to do I'm afraid, mayhaps a TK projectile? (was that Dumah?)
-Structures & biomes :
vanilla ocean temple. - A great place for Rahab, true, but wouldn't want to take away from the Vanilla MC mobs. Custom built one is fine by me though, but I don't know about having Rahab be the gaurdian of the water reaver enhancement. Adding to that, respawning boss battle?
graveyards and mausoleums. - Melchiah's place, yes, earth reaver, I don't know, it's a nice twist.
black forests; better swamp?... Not much to go on there.
volcanoes (the fane (see Nosgoth game)); - a new creature, phoenix, I would say no, the volcano would be a troublesome thing to add too, I'll keep my mind open, just expand more on this if you can, I haven't played Nosgoth.
oceanside stone mountain w/ gorge and lighthouse; - light puzzle would be hard to set up, players dig straight through it too, but light reaver forge, okay, it's an idea.
Spider Air-bration tower?; Zephon, making the tower would be difficult, having the air reaver, that's fine, but I don't know if the sound reaver should even be in the mod, seeing as it was cut from SR1 before release.
Mountaintop fortress: - Dumah, is it just a generic fortress?
Beacon like structure - sets spawn points, presumable because of wraith and vampires never having to really sleep and then die etc. I can really only think of the Reaver save altars and the ouroboros.
-Armors : Flesh, Bone, Wraith armour. These don't scream Legacy of Kain to me sadly. Beyond these, there will be armours and weapons from within the games themselves, for instance, the Lieutenants armour and the Knights weaponry. Wraith armour would be needed for your earlier suggestion of how to obtain wraith status, and the bone being used to hide from mobs is nice too. Not too sure what to do about these.
Welcome back werff, and hello smashbro596. I want to revive this mod, I do, right now I don't have the time between real life commitments and then also having only just released a new mod that seems to be quite popular at least for an initial release. MedaCraft, Medabots themed mod. I want to get a nice pace of updates for that one out, at least 1 big bug fix first. Then I have Precursor Blockacy to update, just a minor one first so there's something new for people. Then back to this one, might need a rewrite but hoping my codes all fine then it'll be a simple matter of just creating new content. I shouldn't be working on 3 mods simultaneously but I want to make mods that are not released elsewhere. But the good news about the other 2 mods is that it's taught me a lot of modding and I can apply all that I've learned there to this mod as well. Stick around if you want to, pop back in a couple months hoping for some sort of change, do what makes you guys happy with progress, I will endeavor to make something.