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Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Sun Jul 25, 2021 7:59 pm
by 7HEPOW
No problem :)

The fix worked for me. All player classes get slot 4 now accordingly. :)

Thanks :)

Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Wed Aug 04, 2021 1:49 am
by ClessxAlghazanth
Is it possible to use monster packs with Zagemod ?

Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Wed Aug 04, 2021 8:30 am
by silentzora
ClessxAlghazanth wrote:Is it possible to use monster packs with Zagemod ?

It should be. Just note that the weapon drops might be a little screwy, but other than that, I don't see why one wouldn't work. Just make sure the monster pack is last in the load order, or else Zagemod's monsters will override it.

Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Wed Aug 04, 2021 7:42 pm
by ClessxAlghazanth
silentzora wrote:
ClessxAlghazanth wrote:Is it possible to use monster packs with Zagemod ?

It should be. Just note that the weapon drops might be a little screwy, but other than that, I don't see why one wouldn't work. Just make sure the monster pack is last in the load order, or else Zagemod's monsters will override it.


Thanks , I just experimented with a few mods like CH , Champions , Kriegsland and they seem to work fine :)

Btw is the gore mod in Zagemod based on Nashgore ? I usually add Nashgore when playing with mods which don't have blood/gore embedded , but Zagemod's effects seem to be original and different from the ones I see usually (Nashgore or bolognese based ones)

Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Tue Aug 10, 2021 12:27 pm
by Bobby
I love this mod so much :D ! I'm going to try it with Doom after this.
Would it be possible to include a daikatana class? You could have the starting weapon be randomized and the other starting weapons dropped by the zombie men. You could find some sprites for the staffs somewhere. Also, do you know how to sprite weapons?
Just a thought.

Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Tue Aug 10, 2021 5:14 pm
by silentzora
Bobby wrote:I love this mod so much :D ! I'm going to try it with Doom after this.
Would it be possible to include a daikatana class? You could have the starting weapon be randomized and the other starting weapons dropped by the zombie men. You could find some sprites for the staffs somewhere. Also, do you know how to sprite weapons?
Just a thought.


I haven't played Daikatana, so probably not. I'm also not much of a spriter, I mostly write code and do occasional sound mixing, so most of the sprites are from other talented folks (all credited in the accompanying text file).

ClessxAlghazanth wrote:Thanks , I just experimented with a few mods like CH , Champions , Kriegsland and they seem to work fine :)

Btw is the gore mod in Zagemod based on Nashgore ? I usually add Nashgore when playing with mods which don't have blood/gore embedded , but Zagemod's effects seem to be original and different from the ones I see usually (Nashgore or bolognese based ones)


Sort of? It's based on a super, suuuuuuuper old version of it from like 10+ years ago (if it's not broke, don't fix it). I've done some modifications to it, but most of the code for it is from Nash.

Feel free to use Nashgore on top of it, should work fine. There's also a modded version of Bolognese in the Extras folder if you prefer, set up specifically for Zagemod. I'm not a huge gore hound, but it's there for people who are.