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Topics - fellfoxen2

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1
Tutorials / [TUTORIAL] Custom NPC Greetings
« on: May 08, 2012, 03:49:35 am »
[center:2bft6105]Remember when you first entered the gates of your capital city and found the faction leader?
Must of been a shame if you was a human; Bolvar Fordragon had a regular human voice  :lol:[/center:2bft6105]
This tutorial is about adding custom greeting/farewell/stoppokingme voices to a custom NPC.

You will need:
~ Some voices.. audio files etc for your NPC.
~ A DBC editor. Taliis is recommended.
~ Three DBC files: SoundEntries.dbc, CreatureDisplayInfo.dbc and NPCSounds.dbc
~ A server emulator to create and test out your custom displayID. (ArcEmu is used here)
~ A bit of strength, stamina and intellect. Drink some Red Bull and get buffed up.

RIGHT! First we must obtain some audio files. You can either record your own voice; steal some off another source or just use placeholder sounds. It doesn't matter, as long as you have audio files!
Once you have all the audio files; ensure that they are named correctly. You have to split your audio between 'greeting', 'farewell' and 'pissed'. My NPC doesn't have a farewell voice, so you may have to envision this yourself.

[center:2bft6105][/center:2bft6105]

Once you have your files; Put them in a folder somewhere within your project directory.
Ex: SoundCreatureCustomcustom_test-1.wav etc etc

Now comes the most integral part of the process. Open your DBC editor and open NPCSounds.dbc, CreatureDisplayInfo.dbc and SoundEntries.dbc...

[center:2bft6105][/center:2bft6105]

First of all, open SoundEntries.dbc and prepare to edit. Copy a row and follow these steps:
Column #1 is simply the ID for your audio. Change it to 20020 or another number.
#2: the type of audio. Change this to 17.
#3: the string which describes the audio. To edit this, click on 'Strings' and notice the bar at the top. Enter your desired descriptive name and click the green + button. Then copy the #offset number and paste it into column 3.

[center:2bft6105][/center:2bft6105]

#4: the string which is the name of the actual audio file. Once again, go into strings and add this.

[center:2bft6105][/center:2bft6105]

#5: every column after #4 is extra space to add extra audio files. Go into strings and add your audio files, then paste the #offsets into those columns.

[center:2bft6105][/center:2bft6105]

Now you must skip to column #23. Once again, we have another string offset. You must edit this to the filepath of your audio files. Go into strings once again and add the filepath.

[center:2bft6105][/center:2bft6105]

Column #24 is the volume of the audio. I have changed it to 1.0, however it is up to you.
Column #26 is the distance of the audio. Keep this the same.
Column #27 is similar to above. Keep it the same unless you feel experimental.
Same applies for the last two columns.

You must repeat these steps for the pissed and farewell sounds.  :twisted:

[center:2bft6105][/center:2bft6105]

Once you have completed this, you must go into CreatureDisplayInfo.dbc. Once again; copy a row from there. Now - my NPC is Stormwind guard with a unique voice; so I have copied the displayID of a Stormwind guard. Choose what you copy carefully. There are guides on this forum which tell you how to create your own NPC with customized armour etc.

Change the ID to 40000 or something similar and then skip straight to column 12. This column points to NPCSounds.dbc and holds the information for your NPC voices. Go into NPCSounds.dbc...

Once again; copy a row and begin editing.

Column #0 is the ID. Change it to 700 or whatever.
#1: the greeting sounds. Enter the ID of your greetings sounds from SoundEntries here.
#2: the farewell sounds. Same as above but with a different ID.
#3: the pissed sounds. Same as above.

[center:2bft6105][/center:2bft6105]

Go back into CreatureDisplayInfo and add the ID of your custom voice to the column.
Save all of your DBC files and create an MPQ with both the voices and the DBC files within.

AT LAST! We have created a 'custom' displayID with custom greeting/farewell sounds! /CHEER!  :D

Now you must implement an NPC into your server's database so we can test that this works correctly.
If you have basic knowledge of how it all works; then this should be a walk in the park.

I use websites like Wow-V to create custom NPCs. When you are in the process of creating your NPC; ensure that it's displayID is the same as the custom row you made in CreatureDisplayInfo (in my case; it was 40000).

Start up your server, make sure your MPQ patch is in your Data folder and start up Wow!
Now: go into your server and spawn your NPC. For ArcEmu this is .cr sp 40000 (in my case).

Once your NPC is spawned, click on him/her and you will hopefully hear your custom audio!

[center:2bft6105]SUCCESS!  :D[/center:2bft6105]

I will add a video of my custom NPC soon.

2
Lore Team / [Faction] The Cult
« on: April 13, 2012, 06:57:07 pm »
We have established that there is a cult in Maruum that may work as a main antagonist.
So, let's discuss this cult.

I feel that, as one of Maruum's main villains, the cult should be a very present antagonist - interfering in the affairs of others, causing havoc and discord to achieve their own desires.

They already have a desire to harvest Marcharia Mushrooms for reasons unknown. The mushrooms have qualities that can be used in curses that cause instant death. Perhaps, as is speculated at the end of one of the quests, they are using it for their assassins.

We should also decide who their leader is and work on character designs for this person.

wiki/index.php5?title=Maruum_pages#The_dark_Cult

3
Lore Team / Questline Plan: Macharia Mushrooms
« on: April 05, 2012, 04:23:46 pm »
This questline begins with a simple request to find and harvest a special type of mushrooms within the woods. The mushroom can only be found in the deep recesses of the woods, where hostile wildlife and other dangers roam free. You may notice a group of what appears to be cultists/renegade mages forming around the groves in which these mushrooms grow. This grows into a greater questline which concerns the appearance of a cult within the woods. This cult is disturbing the balance of nature and performing corrupt rituals. This ends in an extermination of the cult within the general area, however they have a greater presence in other areas. This could lead to perhaps a low-level dungeon like Deadmines etc?

Quest Area: Whispering Wood
Quest Provider: Gareth Jayden <Mushroom Specialist>
1.
Quest Title: Macharia Mushrooms

Objectives: Go out into the forest and collect 5 Macharia Mushrooms.

Details: I have been studying the wildlife of this wood for months. I know the names of the shrubs, trees and flowers. However, there is one particular plant that alludes my comprehension. I have never laid eyes on it before, but apparently it is called the Macharia Mushrooms. It is distinctive and infamous for growing in areas deep into the woods and also in secluded and mysterious groves.

Since I am concerned with my studying here; would you care to go out into the woods and collect five of these mushrooms and bring them to me? There may be a decent reward in it for you.

Complete: This is most certainly a strange variety of mushroom. Interesting.
What's that? You came across a group of cultists protecting the mushroom?

2.
Quest Title: Whisperers in the Woods
Quest Receiver: Archmage Harold Idaran

Objectives: Speak to Archmage Harold Idaran about the cultists in the woods.

Details: I do not know what to say. Cultists? In the woods? Protecting mushrooms? They could be a potential threat to our society. I believe you may have to speak to Archmage Harold about this issue. You can find him inside the building.

Complete: Eh? Cultists in the woods? Honestly? Why; I haven't seen any sign of a cult in this area since I was a child. This is an awful discovery you have made. I will have to consult my advisers and inform the society about this issue. Thank you for letting me know, <name>. I will speak to you when I am prepared to begin investigating this mystery.

The questline continues with investigations and new, more 'awful' discoveries of the atrocities the cult has committed in the woods. As I mentioned, this could fold out into a massive questline and end with a low-level dungeon like the Defias questline in retail.

4
Random / Project Points
« on: April 05, 2012, 02:22:35 am »
Projects. A word you've probably heard a million times on this forum:
'Hey wanna join my project?' 'So in my project we are....' 'This project is closing due to...' 'Our project is going great!' 'It's just a simple project guys, nothing big."

 :shock: ...This is a thing that has been irritating me for a while. This is not a rant.

I'll begin with the roots by defining the word 'project' ~ Dictionary.com defines it as:
proj·ect   [n. proj-ekt, -ikt; v. pruh-jekt]
1. something that is contemplated, devised, or planned; plan; scheme.
2. a large or major undertaking, especially one involving considerable money, personnel, and equipment.
3. a specific task of investigation, especially in scholarship.

A lot of people start projects without taking consideration in terms of conceptual development, staff, equipment and a lot of projects I have seen (most of which are not on this forum, thank God) are not planned out and are the result of random experiments in Wow.

I began getting into the private server/modding scene in late 2010. It has been almost two years since I have gained the knowledge of how to modify Wow. I remember how me and a dude called Alexandros from Echeloned-Wow started a project simply because he asked me. He claimed that he had previously owned a server called Prodigium-Wow which failed due to personal reasons on the hosts' behalf.
He wanted a new team and he wanted to reforge his project. So we began, developing ideas slowly over the weeks, and I had become attached to him. Now, I'm not gonna turn this into a gay love story >.>..

The point is - I could not develop without him and what made it worse is that we had very different timezones which often meant that he was online when I was tired and about to go to sleep. I became dependent on his supervision and acceptance. I asked him to agree with my ideas. This goes for everyone: DO NOT become dependent on another person in a project. This will stop you from producing work. Stick to your position and inform the owner about your work. Do not take their word for everything. Plus, if you become dependent on another person and they end up leaving because of personal reasons etc, you may end up depressed and unable to take their position and continue the project in the same way they did. I pretty much developed most of the stuff on the project until I left because it was going nowhere.

Another point is, when building your project - you have to have a backbone!  You need to THINK about what you are going to include, and you need to make sure you have sufficient equipment and people behind you to produce what you want to make. Most projects that come out of faffing about and building random things in random places without a concept behind it are doomed to fail. You need to have plans and concepts for what you choose to create!

One thing that causes loss of motivation and total denial of progress within a project is depression. Remember to always keep calm and not let the project take over your real life entirely. Depression can be caused by things not working properly etc. This boils down to your equipment and your concepts. Make sure you CHECK everything and ensure that it is all correct and makes sense. Check to see if your equipment works properly etc. And remember: if you are having problems and don't know what to do, ASK for help! Most people get stuck and are too afraid to ask because they may sound noobish.

One of the greatest points is to make sure you are committed. Do not slack off and leave the project in a state of stillness for fifty years. Work when you can and always inform your team and give a reason for when and why you can't work.

The problem I have with a lot of projects is the arrogance of people - they claim their projects are amazing without feedback from honest and experienced critics. They completely separate themselves from communication with other modders with other projects. If you are in a project, take inspiration and ask for assistance from other modders! Do not believe that you can function entirely on your own and that all other modders and inferior to your skill. There are some modders I've seen on here which I believe are a trillion times better than me - yet I try not to be dependent on them and at the same time I try not to avoid helping them in their projects etc.

Poor planning, general arrogance, laziness and disorganization as well as dependence on other people and depression are some of the main causes of project failure. I have experienced these problems within my own, old project team and in autumn last year I decided to leave and never return. I believe the project has gone nowhere now. ~ Thanks for reading and I hope you have understood what I have said.

- Fellfoxen

5
Showoff - what you are working on / [SHOWOFF] Custom Music
« on: February 18, 2012, 09:01:47 am »
This is a collection of custom music I have created in my spare time. They are merely templates.
All music is created in Music Studio for the iPhone and exported in WAV.

DOWNLOAD RAR: http://www.filedropper.com/templates (last updated 14/04/2012)

INTRODUCTIONS:

Gloomy Intro 1 v3 ~
Definitely the intro music for a tall, ominous and looming castle shrouded in mist and darkness.
*shudder*

Gloomy Intro 2 v2 ~
Could be used for the 'tall castle', yet possibly a different area of it?

Dramatic Intro v2 ~
This piece could introduce a large tower owned by an order of priests etc.. sounds quite holy.

Aspiration Intro ~
This piece needs work.

MUSICAL MOMENTS:

ZONE MUSIC:

'Woods' ~
Intended for the 'Whispering Woods' area on Maruum and is meant to reprsent a troubled forest.

'Swamp 1' ~
A template for a swamp area.

MISCELLANEOUS:

Barrens Redux ~
Simply an orchestral recreation of the classic Barrens theme. More of a bonus track.

I will be creating more tracks and updating old ones as time progresses.  Soon I shall have better software and devices and will be able to produce these tracks in greater quality. Until then, check out these templates.

6
Development and Presentation / [PROJECT] [WIP] Project Forward
« on: February 17, 2012, 09:57:10 pm »
[center:86mr2cbj]Project Forward[/center:86mr2cbj]

This project focuses entirely on updating the old world with invigorating and exciting new quests as well as a progression in the general lore of the zones. It is set three years after the conquest of Northrend.

Though efforts are still being made to break into the Sunwell Plateau and Icecrown Citadel; the battle between the Alliance and Horde is growing tenuously. Some even fear that this conflict may incite the a Fourth War; thus plunging the world back into chaos. However; many armies such as the Stormwind Guard are far too concerned with matters within their own lands. A powerful coalition of warlocks known as the Sargeron Covenant have began causing destruction within the humans' lands. A similar threat has appeared in the orcish lands; as the Burning Blade have returned to wreak havoc upon the Horde's peaceful settlements in central Kalimdor. Many more of these threats have appeared all over the world; and Azeroth's heroes have been called to action once again.

[center:86mr2cbj]Old World Rehashed[/center:86mr2cbj]
[center:86mr2cbj][/center:86mr2cbj]
~ A 'shrine of the holy light' in Goldshire. The priest and paladin trainer have moved here. Brother Hieronymus, a new quest-giver, is also present at this shrine.
[center:86mr2cbj][/center:86mr2cbj]
~ The new stable in Goldshire, located behind the inn. After having her horses bothered by countless drunken civilians, Erma (the stable master) requested a small stable to be built for the horses.
[center:86mr2cbj][/center:86mr2cbj]
~ Another shrine of the light located north of Heroes' Vigil. Sister Emilie and a paladin named Julian Lightblade are present here and are also quest-givers. This shrine has a direct link to the one in Goldshire, as Brother Hieronymus asks the player to travel to this shrine.
[center:86mr2cbj][/center:86mr2cbj]
~ The House of Nobles has made an effort to improve the security of Stormwind. However, by commanding more guards to defend the city; the small settlements outside of it (such as Northshire, Sentinel Hill, Lakeshire and Darkshire) remain unprotected.

[center:86mr2cbj]New questing experiences![/center:86mr2cbj]

[center:86mr2cbj]Multiple world events![/center:86mr2cbj][/size]
~ Shattered Sun Offensive (PvE)
~ Fall of the Lich King (PvE)
~ Battle for Ashenvale (PvP)

[center:86mr2cbj]New low-level dungeons:[/center:86mr2cbj][/size]
Sargeron Grove (17 - 21)

-- more previews coming soon! --

7
Miscellaneous / [TUTORIAL] Config Categories
« on: February 08, 2012, 10:14:39 pm »
What are config categories?

These are the 'realm types' such as English, German, Development, Tournament etc used to separate server lists based on language or purpose.
These are held, in the client, by Cfg_Categories.dbc

http://www.wowdev.wiki/index.php ... gories.dbc

What are the uses of these?

A good use for config categories is ensuring that players can only access your server with a certain MPQ patch. I'm going to show you how to do that in this tutorial.

First of all, extract Cfg_Categories and open it in Taliis.

Make a new row of data, and now you can edit it: check the wiki link I gave for information on the DBC file. When you have finished editing the file, place it in your custom MPQ.

Go into your server's folders and go to the configs folder.
Now, I am using ArcEmu for this - I have no idea how other servers configure their server's data.
Nevertheless, open realm.conf and scroll down until you see 'RealmType'. Change this to the ID of your new entry in the categories file, save it then start up your server.

Now, if you don't have the custom patch in your data folder, you will not be able to access the server.
I find this quite useful - it stops new players from seeing broken content by simply forgetting to download a patch, as well as making your server unique.

8
Random / [MEMBER] Greetings
« on: January 15, 2012, 10:19:19 pm »
“Imagination is more important than knowledge. For knowledge is limited to all we now know and understand, while imagination embraces the entire world, and all there ever will be to know and understand.”
~ Albert Einstein

 :? Errr..  Greetings, I'm a new user to Modcraft. (Despite having known about the site for ages.)

I consider myself to be a rather skilled DBC editor and my prime power lies within purely and simply editing the majority of the data within MPQ files. I have been around Wow modding for a year now, I was once part of a project called Sanctus Otium which unfortunately sank into the great ocean of epic fail due to laziness and abstinence of members. I decided to push myself away from that curse of a project and start anew, under a new name, with a new aspiration. After a 2-month hiatus I have finally decided to emerge from the shadows and introduce myself on this forum. I am now working on a project by myself called Revolution, however I have only ideas - nothing is solid. Nevertheless, when I get a new desktop (which should be quite soon, perhaps next month) I will go full-force into development. I have created quite a few edits beforehand but none of these survived the downfall of my previous project. I will be sure to post my edits (if I believe they are worthy) on this site and generally be more open and active within this community. Within Revolution I choose to take up the humble position of Creative Director. I will be the initial developer of the lore, concepts, questlines, etc...

Expect to be hearing more from me soon!  :ugeek:

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