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  #1  
Old 03-21-2015, 09:34 PM
nerryblackberry
Fire Beetle
 
Join Date: Jan 2010
Posts: 4
Default Couple of general questions

Hi. I've been tinkering around this weekend with installing a LAN server with the PEQ database. Everything's up and running. I just had a few general questions if anyone had the answers to.. these are just things I've tried searching for but can't seem to get a clue.


1. How do you disable expansions / features? Such as a 'classic' Kunark expansion lock.
2. Will locking expansion to Kunark disable Vah'Shir / Froglock in character creation?
3. How do you use old skeleton models
4. How do you disable any new graphic models past velious? (new weapons models and such)
5. Is it possible to create a stationary NPC that is always in the world that I don't have to manually spawn using #dbspawn [id]? (I'm wanting to create fake players and put them in ECtunnel)
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  #2  
Old 03-21-2015, 09:47 PM
Songsinger
Fire Beetle
 
Join Date: Mar 2015
Posts: 21
Default

I cannot answer all as I am still learning alot myself. What I did is do a general search. Most of these could be answered that way. AS for

1. set it in rules variables which expansion settings to use.
2 yes it will.
3 i believe you have to replace the new skele file in the zones with the old ones.
4. not sure but probably much more work than you want to do.
5 if you follow the NPC creation guides(there are multiples floating around) you will not have to respawn them each time and they will spawn when zone boots up/whenever you set spawn times for. the main command here is #npcspawn create
Like I said I do not know alot, however a simple search might help next time as you will find your answers sooner than waiting for someone to come in and link them
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  #3  
Old 03-22-2015, 12:18 AM
Zaela_S
Hill Giant
 
Join Date: Jun 2012
Posts: 216
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Model loading is all client-side. Stuff you mentioned (later models that overwrite earlier models) are mostly controlled through the client's Resources/GlobalLoad.txt file; just removing lines from that file may be enough for what you want.

For example: luclin global pet models (beastlord pets + luclin skeletons, basically) are in Global6_chr, removing the line in GlobalLoad.txt for Global6_chr might be enough to get old skeletons working (GlobalSKE_chr2 also sounds suspicious, haven't looked at that one though).

Weapon models are loaded from files like loyequip, gatesequip, donequip.eqg, etc. I don't remember which expansion overwrote some of the really early weapon models, but you can probably get rid of all the ___equip lines. Make sure to keep the GEquip ones though, those are where the original models are loaded from.
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  #4  
Old 03-22-2015, 12:40 AM
Songsinger
Fire Beetle
 
Join Date: Mar 2015
Posts: 21
Default

Tried some testing to help ya out, removed all the ___equip files and added them back in, none of the weapons other than a scimitar near where I was (testing by what guards where holding) would show up until Gequip5.s3d was in, then it automatically went to the updated weapon graphics. Only changes after that I could find was just bringing in more unique graphics. May need to check with the guys over at P99 on how they did the weapon graphics there, or browse through their client side files and see. May be able to import their weapon files to your client, though it may break any weapon graphics after velious/kunark
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  #5  
Old 03-22-2015, 12:52 AM
nerryblackberry
Fire Beetle
 
Join Date: Jan 2010
Posts: 4
Default

Thanks for the info. I tried doing some of these things you've recommended. I didn't have any references to Global6 in my file though. I went ahead and moved the global6_chr.s3d file out of the main directory since I had read others had luck doing that. But still I'm seeing the newer skeleton models. I also deleted that GlobalSKE_chr2 line in the GlobalLoad file, but still no luck.
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  #6  
Old 03-22-2015, 12:54 AM
nerryblackberry
Fire Beetle
 
Join Date: Jan 2010
Posts: 4
Default

Quote:
Originally Posted by Songsinger View Post
Tried some testing to help ya out, removed all the ___equip files and added them back in, none of the weapons other than a scimitar near where I was (testing by what guards where holding) would show up until Gequip5.s3d was in, then it automatically went to the updated weapon graphics. Only changes after that I could find was just bringing in more unique graphics. May need to check with the guys over at P99 on how they did the weapon graphics there, or browse through their client side files and see. May be able to import their weapon files to your client, though it may break any weapon graphics after velious/kunark
I'm actually using P99's GlobalLoad file right now, but it isn't doing much good with my setup. Here it is pasted below:


1,1,TFFF,GlobalFroglok_chr,Loading Froglok
1,1,TFFT,GlobalPCFroglok_chr,Loading Froglok
1,1,TFFF,frogequip,Loading Froglok
1,1,TFFT,GlobalSKE_chr2,Loading Froglok
1,1,TFFF,GlobalDRK_chr,Loading Froglok
1,1,TFFF,Global_obj,Loading Character Equipment Files
1,1,TFTF,GEquip,Loading Character Equipment Files
2,0,TFFF,GEquip8,Loading Character Equipment Files
2,0,TFFF,GEquip2,Loading Character Equipment Files
2,0,TFFF,grass,Loading Character Equipment Files
2,0,TFFF,GEquip4,Loading Character Equipment Files
2,0,TFFF,GEquip3,Loading Character Equipment Files
2,0,TFFF,loyequip,Loading Character Equipment Files
2,0,TFFF,ldonequip,Loading Character Equipment Files
2,0,TFFF,gatesequip,Loading Character Equipment Files
2,0,TFFF,omensequip.eqg,Loading Character Equipment Files
2,0,TFFF,donequip.eqg,Loading Character Equipment Files
2,0,TFFF,dodequip.eqg,Loading DoD Character Equipment Files
3,0,TFFF,gbn.eqg,Loading Characters
3,0,TFFF,wwf.eqg,Loading Characters
3,0,TFFF,kbd.eqg,Loading Characters
3,0,TFFF,fng.eqg,Loading Characters
3,0,TFFF,ork.eqg,Loading Characters
3,0,TFFF,ggy.eqg,Loading Characters
3,0,TFFF,eve.eqg,Loading Characters
3,0,TFFF,mnr.eqg,Loading Characters
3,0,TFFF,zmf.eqg,Loading Characters
3,0,TFFF,zmm.eqg,Loading Characters
3,0,TFFF,fry.eqg,Loading Characters
3,0,TFFF,cwr.eqg,Loading Characters
3,0,TFFF,bas.eqg,Loading Characters
3,0,TFFF,rap_chr,Loading Characters
3,0,TFFF,skt_chr,Loading Character Equipment Files
3,0,TFFF,Global4_chr,Loading Characters
3,1,TFFF,Global_chr,Loading Characters
4,0,TFFF,Global2_chr,Loading Global Items and Equipment
4,0,TFFF,Global3_chr,Loading Global Items and Equipmentiles
2,0,TFFF,GEquip5,Loading Character Equipment Files
1,0,TFFF,growthplane_chr,Loading Characters
1,0,TFFF,karnor_chr,Loading Characters
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  #7  
Old 03-22-2015, 04:35 PM
nerryblackberry
Fire Beetle
 
Join Date: Jan 2010
Posts: 4
Default

I've tried modifying the Expansions value in the Variable table, and nothing seems to change no matter what value I put in. In this post http://www.eqemulator.org/forums/sho...ble+expansions it mentions that setting the variable to 0 would have no expansions enabled, yet I'm still able to create Froglocks, Vah'Shir, use maps, etc. Am i missing something?
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