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Thread: CoSaS Release Pack 14 - Noble Skins & Drunk Voice

  1. #1
    The Architect
    Registered: Dec 1998
    Location: Lyon

    CoSaS Release Pack 14 - Noble Skins & Drunk Voice

    Can't really call this RP an Object Pack since it has no objects in it, but plenty of other things. Find, for your enjoyment, 22 noble skins, (12 male and 10 female, and including 4 in sleepware) along with a drunk noble (or any other guy, really) voice set. We don't know whose voice it is. Sogax simply found a drunken monologue on a CD full of audio clips, and I cut it up into small bites.

    Wille! Nice job on these!
    (I also did work on them myself.... some of you may remember my skinning a noblewoman thread)
    Many of the meshes are from Daemonite's enhanced Thief DP/Gold mesh pack. I mixed up the cal files though!

    Download - Noble Skins & Drunk Voice!

    Other Packs: 178 Beds - Portcullises & Ladders - 18 Keys - Tinderbox & Flares - 103 Chairs - Chests, Boxes, and Luggage - Folded Clothes - Books and Scrolls - Light Gem & Health Shields - 80 Doors - Tiffany Lamps - Tables & Stands - Noble Skins & Drunk Voice - Lights of all Types - Desks, Cabinets, and Dressers - Drapes - Musical - Flowers - Bookcases - Loot - Pub Set - Bathroom Set - Gambling Set - Bow & Quiver - Dagger Motions



    One note. If you're going to be rebuilding your schema database and editing speech.spc (which is required if you're going to use the drunk voice) I strongly recommend you download the fixed schemas package first. If you do not, many sounds (such as lightswitches and some doors) will break.

    Also, the skins for these nobles all use TGA textures. With the default dromed 1.118, an error message will be given every time the game loads. You can fix this (and many other things!) by getting the Dromed Total Patch.

    I included two other schema files along with the drunk. NO1Conv.SCH and NO2Conv.SCH are merely the existing nobleman and woman schemas but with everything that isn't actual speech removed (i.e. humming, whistling, coughing, etc.) so that a group of nobles can be put together and it sounds like they are having a conversation amongst themselves rather than standing around humming at one another.

  2. #2
    The Architect
    Registered: Dec 1998
    Location: Lyon
    I included this brief direction text in the zip file...

    Find the file speech.spc (if you've installed the fixed schemas file it should be in your schema folder) and add the following lines to the end, depending on which voice set you wish to add.

    voice vdrunk2 //drunk everyman
    voice vconvnobm //Conversational Noble, Male
    voice vconvnobf //Conversational Noble, Female
    But I admit that beyond that, I really got the drunk working by trial and error. Can anyone give a simple explanation for how to set up drunk behavior on an NPC? It's one thing to give them the voice. That's easy. It's much harder to get them to act like a drunk, especially when becoming alerted is concerned.

  3. #3
    d. 30.4.16 Always remembered
    Registered: Apr 2002
    Location: in our hearts
    You can't load the .mis in Dromed because the .gam is missing. Also the miss with the chairs can't be loaded, I forgot the reason. I made my own mission for those objects. they are so many......
    Thanks for releasing all these resources.

  4. #4
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    You can take the gamesys from MX and rename it.

  5. #5
    d. 30.4.16 Always remembered
    Registered: Apr 2002
    Location: in our hearts
    I still have to download and play MX.....
    Well, it will not take so much to create another little mission fo the characters.

  6. #6
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Sorry.

    I'll reupload it. And can you find out what was wrong with the chairs mis? Noone else complained. Did noone else look at it?

  7. #7
    d. 30.4.16 Always remembered
    Registered: Apr 2002
    Location: in our hearts
    Quote Originally Posted by Digital Nightfall View Post
    Sorry.

    I'll reupload it. And can you find out what was wrong with the chairs mis? Noone else complained. Did noone else look at it?
    It says: Ran out of abstract obj ID's
    Re-run with a larger obj_min. (File: objsys.ccp, Line: 367)
    Yes to trap....

    If I click on Ignore Windows gives me an error and I'm forced to close Dromed.

  8. #8
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    I imagine those chairs were from a mission using a different gamesys, because the 'missing' section is enormous. If you change a mission from using something.gam to using dark.gam, there will still be references to something.gam until you purge missing objects.

    In dark.cfg add an extra digit to obj_min, load the mission, purge_missing_objs, save mission, set obj_min back to original value.

  9. #9
    The Architect
    Registered: Dec 1998
    Location: Lyon
    It's being reuploaded as I type this!

    I'll look into fixing the chairs mis. Do any of the other mis galleries produce similar errors? The tables pack I released yesterday was cut from the same cloth as the chairs mis.

  10. #10
    Member
    Registered: May 2001
    Location: Italy
    Well... as always i am impressed by the job of the team cosas... since you released all the resource i would expect also the GUARDS meshes...
    There will be a release of the guards meshes too ?

  11. #11
    The Architect
    Registered: Dec 1998
    Location: Lyon
    I hadn't included the guards because I was not going to release any designs which I felt were too closely associated with MX, which would include the Ivory Rose guards. I suppose I would be okay with them being used in another FM provided they had a totally new skin done for them.

  12. #12
    Member
    Registered: May 2001
    Location: Italy
    Quote Originally Posted by Digital Nightfall View Post
    I hadn't included the guards because I was not going to release any designs which I felt were too closely associated with MX, which would include the Ivory Rose guards. I suppose I would be okay with them being used in another FM provided they had a totally new skin done for them.
    Thanks for the reply, but now i have another question for you:
    Are the Guards' meshes of Mission X different from the original thief2 meshes ?
    I mean: are builded from zero or are 'simply' modified skins ?

  13. #13
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Yes, they have unique helmets (by NV) and tbdonko's swords.

  14. #14
    Member
    Registered: Nov 2002
    The nobles look great and I can't wait to try them.

    But, when I use the link, I am directed to a foreign site (http://www.extra.hu/). Since the other COSAS links I've tried work perfectly, is there a problem with this link?

  15. #15
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Fixed it.

  16. #16
    Member
    Registered: Nov 2002
    Awesome, thanks!!!

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