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Saving Mods

For simplified changes in each version, please see the Release Notes.

v1.4 -> v1.5 Conversion

The quadruped chests, all quadruped arm/wing parts, all quadruped necks, and the three objects that make up the biped wings were edited.

Note: References to "MD-X" is shorthand to refer to the sizes of the dragon. Juvenile is "MD-J", Adult is "MD-A", and Ancient is "MD-An".
Note: I've switched from "version" (eg v1.1) to "revision" (eg r97) to refer to script versions.

All Quadruped Chests

  • Replaced "glow-moderator-chest v9M" with a new version.

All Quadruped Arm/Wing Parts, Excluding Hands

The following objects were modified:

  • MD-X Wing Left/Right Forearm
  • MD-X Wing Left/Right Shoulder
  • MD-X Wing Left/Right Upper Arm

The following script was updated:

  • Replaced "MD glow size alpha arm v1" with a new version.

All Quadruped Hand Parts

  • Replaced "MD-X glow size alpha hand v1" with a new version.

All Quadruped Left Hands

Note: This is in addition to the "MD-X glow size alpha hand v1" replacement above.

  • Replaced "MD-X update v4" with a new version. (This is the autoupdater)

All Quadruped Necks

  • Replaced "MD-X Neck Root up/down r69M" with a new version.

All Biped Wing Parts

The following objects were modified with the following scripts:

  • BDragon - Left Shoulder/wing
    • Replaced "glow-moderator-biped-left v6" with a new version.
  • BDragon - Right Shoulder/wing
    • Replaced "glow-moderator-biped-right v6" with a new version.
  • BDragon - Wings Nonfly
    • Replaced "glow-moderator-biped-nofly v6" with a new version.

v1.3 -> v1.4 Conversion

Only the chest on the quadruped and pelvis on the biped were modified. The changes are fairly simple and outlined below.

Note that references to "MD-X" is shorthand to refer to the sizes of the dragon. Juvenile is "MD-J", Adult is "MD-A", and Ancient is "MD-An".

All Dragon Chests

  • Replaced the "MD-X HeadUp Deform vX" with a new version of higher number.
  • Replaced the "MD-X HeadDown Deform vX" with a new version of higher number.
  • Replaced the "undeform-complete v1" animation with "Undeform - All Bones v3".
  • Replaced the "Undeformer" object with a new version of the same name that uses "Undeform - All Bones v3".
  • Replaced the "MD-X Deformations rXXM" script with a new version of higher number.
  • Deleted the "flight enhancer v4" script as its intended function (flying above clouds) was patched out of SL a while back.


Biped Pelvis

  • Deleted the "flight enhancer v4" script as its intended function (flying above clouds) was patched out of SL a while back.

v1.1.5b -> v1.3 Conversion

The following items in the following parts were changed. You may choose to apply these changes to your modded parts, or apply your mods to the changed parts.

Your best friend in saving mods is going to be the "Tool - Copy From" and "Tool - Copy To" scripts in the miscellanea folder. Put the "from" script in the new object, and "to" script in the object you have that you want to update. ALL OF THE INVENTORY IN THE "TO" OBJECT WILL BE ERASED. If you have anything you want to save, copy it to your inventory first. After the inventory is deleted, everything in the object with the "from" script will be copied into the "new" script. Make sure you wait until it finishes with the current pair of objects before putting either script into any other object, or the wrong inventory could get passed to the wrong objects!

All Quadruped Headdresses

  • The "up/down" script was removed. (The livery script remains the v1.1.5b release, which fixed a crash from v1.1.5.)
  • Their position was modified. If you only use one headdress, consider simply moving it back into place to align with the head.

All Quadruped Heads

  • The "up/down" script was removed.
  • The head was repositioned.
  • The "MD-drawback v1" animation was replaced with "MD-drawback v2" which moves both the head and neck.
  • The "MD control_fireball" script was updated to use the new "draw back" animation.
  • The "MD HX head emoter" script was updated. Relevant to the ancient, which no longer needs its false root prim.
    • Previous this script was "MD-X" where "-X" was the size (An, A, J), but now requires no such prefix.

All Ancient Heads

  • The false root prim was removed. The new root prim is like the other dragons -- the skin (not decal) of the main head sculpt.

All Jaws

  • Note: If you need to move the jaw to a new position or rotation, you can do so by modifying the description of the jaw's root prim (while rezzed, not worn) using the format pos;rot, eg <1,1,1>;<0,0,0,1>. This includes the biped jaw.
  • The "up/down" script was removed.
  • The jaw was repositioned.
  • The "MD-X HX jaw talk" script was updated.

All Ancient Jaws

  • The up and down versions of the ancient jaw were combined.
  • The false root prim was removed. The new root prim is like the other dragons -- the skin (not the default) of the main jaw sculpt.
  • The ancient specific scripts were replaced with generic jaw scripts from the other sizes, since a false root is no longer needed on the ancient and they're like the other jaws.

All Necks

  • Note: While the sculpts of the neck have changed, it's all modified by script. Putting the new scripts in your old neck will change their shapes, but not their textures.
  • The neck is now attached to the new neck attachment slot.
    • Note: If you do not have a neck attachment slot in your viewer (official SL viewer added it in version 3.2.4) you can add it manually using the following instructions: Dragon Issues - Neck Attachment
    • Note: the neck's up/down script will automatically reposition the neck's root, no need to align it.
  • The "MD-X Neck Dorsal Switch" script was updated, it now calls "neck up" after changing the dorsals. This was a shortcut to make sure the dorsal prims are lined up properly, which is defined in the neck up/down script, but not the dorsal script.
  • The "MD-X Neck Root up/down" script was changed significantly, with new sculpts and locations for almost all prims.
    • Note: If you have something that's lined up with the neck, you may need to modify it for it to fit properly.

All Chests

  • The preload prims (six oddly shaped but large prims hidden inside the chest) have been updated to include some missing textures, and to have the new neck sculpts created.
    • The biped only has five preload prims, also in the chest.
  • The deformation animations "MD-x HeadDown Deform" and "MD-x HeadUp Deform" were added.
  • The "MD-X Deformations" script was updated to deform the head attachment point up and down.

All Hips

  • All animations (except hardfall and the neck stiff animations) were updated to free up the neck joint for movement.
  • The "MD-X AO" script was updated to use the new animations.

v1.1.5 -> v1.1.5b Conversion.

The only thing that was changed in v1.1.5b was the headdress livery script. All headdresses use the same script.

To update manually, just copy the livery script from any new headdress into whatever headdress you're using. Please note that to do so you will need to use the "Tool - Copy To/From" scripts, or pass the livery script to your inventory first, then to the rezzed headdress on the ground. Often times attached objects will not accept new inventory if the permissions for an object inside the attachment's inventory are nomod.


v1.1 -> v1.1.5 Conversion

If you have custom modifications for your dragon and wish to save them while still getting all the fixes and goodies from version 1.1.5, you'll need to do a little bit of work. Hopefully, following this guide will make it simple and painless.

First things first, make a backup of your custom parts. You never know when something will go wrong.

Some bodyparts are more difficult to upgrade than others. One of the best things that v1.1.5 did was remove all scripts from child prims. This means that future updates will be even easier to keep your modifications, while a little more work may be required this update.

You will find the scripts mentioned on this page in the "Upgrade Tool Scripts" object in the Miscellanea folder. Just click it to unpack them.

If you have any trouble saving your mods, please contact Stickman Ingmann.


Quicklist

Click on a bodypart to be taken to the part in the document that explains how to update it.


Tool - Copy From, Tool - Copy To

The following bodyparts may be updated by following the steps in this section.

  • All Headdresses
  • Lower Legs
  • Upper Legs
  • Forearms
  • Upper Arms
  • Shoulders

Scripts used:

  • Tool - Copy From
  • Tool - Copy To
  • MD Rename Upgrade Assistance v1.1.5
  • MD Headdress Upgrade Assistance v1.1.5

Included in the Miscellanea folder is an "Upgrade Tool Script" object. Inside this box, among other scripts, is two specific scripts: "Tool - Copy From," and "Tool - Copy To." This tool will copy the inventory in the "from" object into the "to" object. Please note that before copying, everything in the "to" object's inventory will be deleted. If you do not want this do not use this tool.

These scripts make it extremely easy to copy the scripts from the new version of the dragon back into your customized version. You only need to do this for the parts that you have customized.

To use them, follow these simple instructions:

  1. Rez the new bodypart and the old bodypart.
  2. Put the "Tool - Copy From" script in the new bodypart.
  3. Put the "Tool - Copy To" script in the old customized bodypart.
  4. Wait until the script says it's finished. (On bodyparts that contain several scripts, this may take a minute.)
  5. Rename the old customized bodypart to be v1.1.5. This can be done in three ways.
    • If this is a Headdress, insert the "MD Headdress Upgrade Assistance v1.1.5" script to preserve the headdress type in the name.
    • Otherwise, insert the "MD Rename Upgrade Assistance v1.1.5" script to rename the part and drop any suffix.
    • Lastly, you can just rename it manually.
  6. Take and enjoy!

Note: It does not mater if you put the "From" or "To" script in first. Just make sure you only have one "From" and one "To" script out at a time.


Hands and Feet

The following bodyparts may be updated by following the steps in this section.

  • Both Hands
  • Both Feet

Scripts used:

  • MD Hand Upgrade Assistance v1.1.5
  • MD Foot Upgrade Assistance v1.1.5

In version v1.1.5, all child scripts were removed from the hands and feet. Also, almost all of the names of the child prims were changed.

Two tool scripts, one for the hands and one for the feet, were included in the update to remove the scripts in child prims and rename the child prims automatically. These scripts requires that all of the v1.1 scripts exist in the child prims so it knows what to rename the prim to.

To use the script:

  1. Rez your customized Hands and Feet
  2. Put the helper script for the hands and feet in the appropriate parts. (Note that steps 3 through 5 will be restated by the script itself.)
  3. Wait until the scripts finish, then follow the instructions. That is, take the parts back into inventory.
  4. Rerez the parts, and edit/highlight them.
  5. Select the menu Tools -> Set Scripts to Running in Selection.
  6. Under Second Life 2.0 and 2.0.1, you will not receive feedback as to when it has finished resetting the scripts. I recommend waiting two to five minutes to make sure. Otherwise, just wait until it finishes.
  7. Use the "Tool - Copy From" and "Tool - Copy To" scripts to update the hands and feet to the new version, following the instructions in the section above.

If you need to make changes manually, the naming scheme for the fingers is as follows:

  • All fingers and toes have a dash added to the end of their name.
  • Following the dash are two letters, following this pattern:
  • First, a letter representing what the part is:
    • "a" for armor
    • "f" for finger
    • "c" for claw
    • "p" for pawpad
  • Second, a letter representing the digit:
    • "t" for thumb
    • "p" for pointer
    • "m" for middle
    • "y" for pinky

For example, the armor on the thumb will be named "aa-at", and the scales on the middle finger would be "sa-fm". The paw on the pinky would be "p-py", and the claw on the pointer finger would be "ca-cp".

None of the wing prims, nor the palm were renamed.

The added letters for the feet is the same, assuming the dragon's right toe-digit to be the "thumb." Thus, the right-most toe armor would be "a-at", the scales on the middle tow, or the second in from the left, would be "s-fm". The paw on the pinky, or the left-most toe, would be "p-py", and the claw on the pointer finger, or the second in from the right, would be "c-cp".

Note that the right digit on both feet is considered the "thumb" by the naming scheme. If taken seriously, this means the dragon has two left feet; which may be used to explain why he does not have any dance animations yet.


Head

The following bodyparts may be updated by following the steps in this section.

  • Any Head

Scripts used:

  • MD Head Upgrade Assistance v1.1.5

In version v1.1.5, the invisible jaw prims were removed, and all of the scripts were removed from the child prims.

A tool script was included in the update to remove the scripts in child prims and remove the jaw prims from the head.

To use the script:

  1. Rez your customized Head.
  2. Put the helper script for the head in the Head's inventory. (Note that steps 3 through 5 will be restated by the script itself.)
  3. Wait until the script finishes, then follow the instructions. That is, take the Head back into inventory.
  4. Rerez the Head, and edit/highlight it.
  5. Select the menu Tools -> Set Scripts to Running in Selection.
  6. Under Second Life 2.0 and 2.0.1, you will not receive feedback as to when it has finished resetting the scripts. I recommend waiting two to five minutes to make sure. Otherwise, just wait until it finishes.
  7. Use the "Tool - Copy From" and "Tool - Copy To" scripts to update the Head to the new version, following the instructions in the section above.

If you need to make the changes yourself, there are scripts in each eyelid, each eye, and each of the invisible cones in front of the dragon that need to be deleted. Ctrl-Alt-T will toggle on "show transparent" to let you see the invisible cones. Also, every prim in the lower jaw has a unique name, and can be found and unlinked. They are:

  • Y (tongue)
  • CV (jaw teeth)
  • SV (jaw scales)
  • DJ (jaw decal)
  • MV (jaw mouth)

Jaw

The following bodyparts may be updated by following the steps in this section.

  • Any Jaw

Scripts used:

  • MD Jaw Upgrade Assistance v1.1.5

In version v1.1.5, the invisible jaw attached to the head was removed. Normally, the jaw used in talking sits invisible. To upgrade a custom jaw, it should be made fully opaque, or visible.

A tool script was included in the update to pop the jaw back into the visible spectrum of light.

To use the script:

  1. Rez the Jaw.
  2. Insert the proper tool script.
  3. You're done!

If you wish to do this manually, you can edit the jaw and on the texture panel set transparency to 0. This isn't always completely effective, due to how the client sends updates to the server, so you may need to wait 30 seconds to a minute after setting transparency to 0 before deselecting the jaw. This will result in a higher chance of the change sticking on all prims.

It will be necessary to reapply your saved livery, or manually edit the jaw decal prim's transparency, if your jaw decal prim is not intended to be fully opaque.


Neck

The following bodyparts may be updated by following the steps in this section.

  • Neck (Flaps or Fins)

Scripts used:

  • MD Neck Upgrade Assistance v1.1.5

In version v1.1.5 all of the scripts were removed from the child prims. Also, the dorsal prims had a number suffixed to their name, 1 through 5, to allow the HUD to change the dorsals. The fin or flap dorsals should be used for updating, but not the spikes, as it only has two or three dorsal prims, and five are needed.

A tool script was included in the update to remove the scripts in child prims, and to automatically rename the dorsal prims.

To use the script:

  1. Rez your customized Neck.
  2. If you wish to be able to change the default dorsal styles via HUD and you don't have 5 dorsal prims on your custom Neck, create some plywood cubes, name them "k", and link them to the Neck so you have five prims (existing dorsals included) named "k" linked to the Neck.
  3. Put the helper script for the neck in the Neck's inventory. (Note that steps 4 through 6 will be restated by the script itself.)
  4. Wait until the script finishes, then follow the instructions. That is, take the Neck back into inventory.
  5. Rerez the Neck, and edit/highlight it.
  6. Select the menu Tools -> Set Scripts to Running in Selection.
  7. Under Second Life 2.0 and 2.0.1, you will not receive feedback as to when it has finished resetting the scripts. I recommend waiting two to five minutes to make sure. Otherwise, just wait until it finishes.
  8. Use the "Tool - Copy From" and "Tool - Copy To" scripts to update the Neck to the new version, following the instructions in the section above.

If you need to make the changes yourself, the Neck dorsal script expects 5 prims named "k" with a number suffixed on them. That is, k1, k2, k3, k4, k5.

If you have more than five dorsals in your custom Neck, you will want to rename the dorsal prims manually, or not at all, and choose which five dorsal prims will respond to the HUD.


Chest and Hips

The following bodyparts may be updated by following the steps in this section.

  • Chest (Flaps or Fins)
  • Hips (Fins)

Scripts used:

  • MD Chest/Hips Upgrade Assistance v1.1.5

In version v1.1.5 the dorsal prims had a number suffixed to them to allow the HUD to change the dorsals. For this reason, the spike dorsal style shouldn't be used for updating. If you plan to have your own custom dorsals and not change them with the HUD, then you may safely use any dorsal style.

If you do not care if the dorsals respond to the HUD's buttons, simply use the "Tool - Copy From" and "Tool - Copy To" scripts as described in the section above.

A tool script was included to automatically rename the dorsal prims.

To use the script:

  1. Rez your customized Chest or Hips.
  2. If you wish to be able to change the default dorsal styles via HUD and you don't have 4 dorsal prims in your Chest, or 11 dorsal prims in your Hips, create some plywood cubes, name them "k", and link them to the Chest or Hips so you have enough prims (dorsals included) named "k" linked in.
  3. Put the helper script for the neck in the Chest or Hips' inventory. (Note that steps 4 through 6 will be restated by the script itself.)
  4. Wait until the script finishes, then follow the instructions. That is, take the Chest and Hips back into inventory.
  5. Rerez the Chest and Hips, and edit/highlight it.
  6. Select the menu Tools -> Set Scripts to Running in Selection.
  7. Under Second Life 2.0 and 2.0.1, you will not receive feedback as to when it has finished resetting the scripts. I recommend waiting two to five minutes to make sure. Otherwise, just wait until it finishes.
  8. Use the "Tool - Copy From" and "Tool - Copy To" scripts to update the Chest and Hips to the new version, following the instructions in the section above.

If you wish to do this manually, you may rename the dorsal prims and attach any needed extra prims yourself. As long as there are 4 prims named "k1" through "k4" linked to the Chest, and 11 prims named "k1" through "k11" linked to the Hips, regardless of whether the prims are plywood cubes or not, the dorsal swapping script will take care of the details.


Biped Chest and Tail

The following bodyparts may be updated by following the steps in this section.

  • Biped Chest (Fins)
  • Biped Tail (Flaps)

Scripts used:

  • MD-B Chest/Tail Upgrade Assistance v1.1.5

In version v1.1.5 the dorsal prims had a number suffixed to them to allow the HUD to change the dorsals. For this reason, the dorsal fin version of the chest and dorsal flaps version of the tail should be used for the update. If you plan to have your own custom dorsals and not change them with the HUD, then you may safely use any dorsal style.

If you do not care if the dorsals respond to the HUD's buttons, simply use the "Tool - Copy From" and "Tool - Copy To" scripts as described in the section above.

A tool script was included to automatically rename the dorsal prims.

To use the script:

  1. Rez your customized Chest or Tail.
  2. If you wish to be able to change the default dorsal styles via HUD and you don't have 7 dorsal prims in your Chest, or 6 dorsal prims in your Tail, create some plywood cubes, name them "k", and link them to the Chest or Tail so you have enough prims (dorsals included) named "k" linked in.
  3. Put the helper script for the neck in the Chest or Tail's inventory. (Note that steps 4 through 6 will be restated by the script itself.)
  4. Wait until the script finishes, then follow the instructions. That is, take the Chest and Tail back into inventory.
  5. Rerez the Chest and Tail, and edit/highlight it.
  6. Select the menu Tools -> Set Scripts to Running in Selection.
  7. Under Second Life 2.0 and 2.0.1, you will not receive feedback as to when it has finished resetting the scripts. I recommend waiting two to five minutes to make sure. Otherwise, just wait until it finishes.
  8. Use the "Tool - Copy From" and "Tool - Copy To" scripts to update the Chest and Tail to the new version, following the instructions in the section above.

If you wish to do this manually, you may rename the dorsal prims and attach any needed extra prims yourself. As long as there are 7 prims named "k1" through "k7" linked to the Chest, and 6 prims named "k1" through "k6" linked to the Tail, regardless of whether the prims are plywood cubes or not, the dorsal swapping script will take care of the details.

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Page last modified on February 10, 2015, at 11:10 AM