Boat Extras Extras |
Dragon /
Saving ModsFor simplified changes in each version, please see the Release Notes. v1.4 -> v1.5 ConversionThe 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". All Quadruped Chests
All Quadruped Arm/Wing Parts, Excluding HandsThe following objects were modified:
The following script was updated:
All Quadruped Hand Parts
All Quadruped Left HandsNote: This is in addition to the "
All Quadruped Necks
All Biped Wing PartsThe following objects were modified with the following scripts:
v1.3 -> v1.4 ConversionOnly 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![]()
Biped Pelvis
v1.1.5b -> v1.3 ConversionThe 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
All Quadruped Heads
All Ancient Heads
All Jaws
All Ancient Jaws
All Necks
All Chests
All Hips
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 ConversionIf 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. QuicklistClick on a bodypart to be taken to the part in the document that explains how to update it.
Tool - Copy From, Tool - Copy ToThe following bodyparts may be updated by following the steps in this section.
Scripts used:
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:
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 FeetThe following bodyparts may be updated by following the steps in this section.
Scripts used:
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:
If you need to make changes manually, the naming scheme for the fingers is as follows:
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. HeadThe following bodyparts may be updated by following the steps in this section.
Scripts used:
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:
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:
JawThe following bodyparts may be updated by following the steps in this section.
Scripts used:
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:
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. NeckThe following bodyparts may be updated by following the steps in this section.
Scripts used:
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:
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 HipsThe following bodyparts may be updated by following the steps in this section.
Scripts used:
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:
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 TailThe following bodyparts may be updated by following the steps in this section.
Scripts used:
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:
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. |