Sacre's Graphics Mod, updated 05-09-2017

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Re: Sacre's Graphics Mod, updated 31-05-2017

Postby SacreDoom » Thu Jun 08, 2017 12:09 pm

FictionRyu wrote:Woah. Nice to see some graphic mods for Hafen! Downloading asap.

sMartins wrote:Very nice .....but you cannot change the Zelda key, if that is a master key....pls fix :D
Image

Actually, I agree, is there a way to exclude the new key graphic and keep the rest?


Simply open the folder structure you unzipped in the game directory, navigate into gfx=>invobjs and find the key-big.res file, then delete it.
:cry:
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Re: Sacre's Graphics Mod, updated 31-05-2017

Postby FictionRyu » Thu Jun 08, 2017 5:42 pm

SacreDoom wrote:
FictionRyu wrote:Woah. Nice to see some graphic mods for Hafen! Downloading asap.

sMartins wrote:Very nice .....but you cannot change the Zelda key, if that is a master key....pls fix :D
Image

Actually, I agree, is there a way to exclude the new key graphic and keep the rest?


Simply open the folder structure you unzipped in the game directory, navigate into gfx=>invobjs and find the key-big.res file, then delete it.
:cry:

I actually wound up discovering this myself. After I found it I had a "doh" moment. I feel silly for even asking now lol
Scooby Doo taught us that the real monsters are humans.
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Re: Sacre's Graphics Mod, updated 31-05-2017

Postby Daji » Sat Jun 10, 2017 11:19 am

It's Nicey :)
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Re: Sacre's Graphics Mod, updated 31-05-2017

Postby SacreDoom » Tue Sep 05, 2017 3:04 am

Updated the mod with a few select forageables. Sorry for the long wait, I had exams and job hunting to focus on. Hopefully I won't get too distracted from making more soon.

Also added some bucket graphics that were missing for whatever reason. I still haven't made graphics for beer or seeds in buckets.

Image
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Re: Sacre's Graphics Mod, updated 05-09-2017

Postby jordancoles » Thu Sep 07, 2017 4:43 am

Nice! Thanks
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Sacre's Graphics Mod, updated 05-09-2017

Postby Enjoyment » Thu Sep 07, 2017 8:03 am

lovely graphics, though it seems kinda weird in unfinished mode (especially when u have 2 different images for axe in inventory and in hands). Or when we have new pretty apple and old worm-eaten one. So I may suggest you look in that direction.
But anyway - great work, man!
English is neither my native lang, nor my best side...
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Re: Sacre's Graphics Mod, updated 05-09-2017

Postby SacreDoom » Thu Sep 07, 2017 12:26 pm

Enjoyment wrote:lovely graphics, though it seems kinda weird in unfinished mode (especially when u have 2 different images for axe in inventory and in hands). Or when we have new pretty apple and old worm-eaten one. So I may suggest you look in that direction.
But anyway - great work, man!


Yeah, I'll get around to adding the equipped icons ASAP.
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Re: Sacre's Graphics Mod, updated 05-09-2017

Postby Redlaw » Mon Sep 11, 2017 3:07 am

some of the items need to be adjusted so it looks right when your crafting to.
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Re: Sacre's Graphics Mod, updated 05-09-2017

Postby jordancoles » Mon Oct 09, 2017 7:38 am

If you get back into doing these could you redo the gems and their various cuts in your own style?
Image

Would look sweet
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Sacre's Graphics Mod, updated 05-09-2017

Postby SacreDoom » Tue Oct 10, 2017 2:06 pm

I would love to, but I don't know where their files are stored. :C
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