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[Open Assets] KReworkD 1.8c - Moveset reworks for Sonic and Tails, new Force Shield ability

This content may be freely modified and/or maintained by anyone.

Dabir

Nitpicker
With Krabs's blessing, I've adopted KRework and have been working on it to get it out of beta and refine it into something really solid.

KreworkD is a four-part mod. The base mod changes all characters to allow you to chain any action into virtually any other action, making the game more dynamic and improving gameplay flow. There are also three optional mods: One which replaces the Force Shield's ability, one which replaces Sonic's moveset, and one which replaces Tails's.

IMPORTANT
KRework makes a lot of changes which may cause weird behaviour with custom characters. To avoid many, but not all, incompatibilities, add KRework before you add any custom character mods.

Note to co-op users
In splitscreen, all the console commands below apply to player 1. If you want to apply them to player 2, put a 2 on the end of the command's name.

Sonic
Ability 1: Double Jump
Jump a second time in the air!
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If you hold a move direction, Sonic will be propelled in that direction.
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Ability 2: Drop Dash
Hold spin in the air to rev up, then land while you're revving to blast off at high speed!
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Revving up long enough can reach a second or even a third stage, which blasts off even faster! You rev up twice as fast when you have Super Sneakers.
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New console command: kr_superpowers
When on, Super Sonic's powers are the double-jump and drop dash. When off, Super Sonic's powers are the thok and the hover (unless you have another mod that changes that). Defaults to on.

Tails
(Note: None of these changes apply to the Tails bot in single-player Sonic + Tails mode)
Ability: Fly Boost
Boost into the air up to three times per jump!
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After boosting, you hover for a while, then drop out of the air. Use all your boosts as fast as you can to maximise height, or space them out to maximise distance!
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Comes with an icon to track how many boosts you have left in first-person mode!

Variant ability: Swim
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Just like fly boost, but underwater, and there's no limit on how many times you can do it! Hitting the water also refreshes your fly boosts!

Co-op ability: Partner Throw
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A replacement for carrying, based on the team-up move seen in Sonic Mania and Sonic Mania Adventures! Fly boost near one of your friends to whirl them around and fling them! Your partner can hold jump to be launched sky-high, hold spin to get hurled into the ground or hold both to get tossed straight forwards! If they didn't want your help after all, they can hold neither to drop harmlessly out of it.

The Force Shield
New ability: Emit Force
Fires a bubble of force forwards while simultaneously pushing you backwards. The bubble blocks projectiles, damages enemies on contact and explodes on contact or when it expires.
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The faster you're going, the faster the bubble travels!
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Spinning characters
Press spin in the air to curl up into a ball! Hold spin as you hit a spring to stay curled from the moment it launches you!
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Uncurl at any time while rolling on the ground!
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New console command: kr_uncurltoggle
When on, press spin to uncurl. When turned off, release spin to uncurl. Defaults to on.

Features for everyone
Your jump and shield abilities get refreshed after bopping an enemy or monitor! (Attraction Shield excluded)
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Any character can use their jump and shield abilities after walking off an edge!
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Pull off all kinds of goofy chains!
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But wait, there's more!
New controls for shield abilities! They now only activate if you tap the spin button, not if you hold it!
When you get hurt, you regain control of yourself shortly afterwards! No more waiting to hit the ground before you can do anything!
When you hit a boss or a tough enemy, the speed you bounce away at is reduced!
Spindashing has had its minimum speed buffed!

New console command: kr_freeaim
When on, abilities go the direction your character is facing in Standard controls. When off, abilities go straight forward in Standard controls. Currently only applies to Sonic's abilities. Doesn't affect Simple or Strafe controls. Defaults to on.

Known issues
- Some custom characters have weird behaviour when used with this mod.
-- Examples: The Derp is believed to work correctly. Eggman is known to not work correctly.

Changelog
Version 1.8c
- Replaced all instances of BT_USE with BT_SPIN.
-- A failsafe is included in case BT_SPIN is not defined, so it'll still work with 2.2.6 going forward. Update your game, though, folks.
- Fixed a bug where Metal Sonic wouldn't be able to bop things when he aircurled after stopping a hover.

Version 1.8b
- Fixed vanilla Tails flight not working. I hate PF_THOKKED so much.

Version 1.8a
- Fixed a bug where Fang could temporarily gain the ability to damage things on contact by launching off a spring and pressing spin
- Removed the doubled drop dash charge rate on Super Sonic
- Tweaked upward angle and throw force on Tails's partner throw

Version 1.8
- Refactored a lot of code to make it a bit cleaner and easier to read and modify
- NEW MULTIPLAYER FEATURE FOR TAILS: Partner Throw
-- A replacement for classic-style carrying based on the team-up move Sonic and Tails use in Sonic Mania's intro and Sonic Mania Adventures!
-- Fly boost when you're near another player (shown by the fist bump icon over their head) to whirl them around and throw them! Keep holding jump, and you'll get your fly boost as soon as you throw them!
-- Where they go is up to them!
--- If they hold jump, you throw them upwards!
--- If they hold spin, you throw them down!
--- If they hold both, you throw them forward!
--- If they hold neither, you simply drop them.
- Fixed an issue where Tails would curl into a ball when he flew into water
- Fixed a situation where a swimming Tails might fall when he left the water after not having boosted for a while (ie while paddling down a waterfall)
- Fixed an issue where switching to Tails while the game was paused (such as in splitscreen mode) would print a console error every single frame until you unpaused the game

Version 1.7b
Base pack:
- Fixed Twinspin users not being able to use shield abilities.
- Added glide-skidding to the list of states that refreshes abilities.

All other packs are unchanged, just renamed. You do not have to redownload them if you have the latest version.

Version 1.7a
- Split the Force Shield replacement ability off into a separate pack for the benefit of Skip users. Any future shield changes will also go in there.
- Fixed Sonic and the Force Shield replacement abilities causing resyncs in netgames, with some help from Zipper. Turned out the culprit was the function that gets a player's input relative to the world. Don't put functions on userdata, kids.
- Fixed aircurling not stopping Metal's hover.
- Fixed the aircurl sound only working if you load Sonic's pack.
- Fixed Tails's "out of boosts" sound playing for everyone.
- Fixed Tails's boost making people nearby rise into the air.

Version 1.7
- I've split the mod into three separate parts. The base pack, which MUST BE APPLIED FIRST, contains the general character changes and new Force Shield ability. The Sonic and Tails packs contain the moveset replacements for those characters.
- Fixed the boss bounce speed reduction not actually being applied.
- Fixed Amy being able to spam her jump+spin hammer swing.

Version 1.6c
- Fixed a bug that reduced speed to virtually 0 on hitting a boss instead of the intended 75% of your previous speed.

Version 1.6b
- Fixed ability aiming (dropdash, double jump etc) in 2D mode.

Version 1.6a
- Added a check to stop Knuckles accidentally using shield abilities or turning Super when he detaches from a wall with spin.
- Fixed the unintentional removal of Knuckles's landing crouch, which seriously nerfed Super Knuckles by taking away his ground shockwave.

Version 1.6
- NEW ABILITY FOR THE FORCE SHIELD: Emit Force!
-- Fires a bubble of force forwards while simultaneously pushing you backwards. The faster you're going, the faster the bubble travels!
-- The bubble blocks projectiles, damages enemies on contact and explodes at the end of its life or when the center of it impacts on something.
- Hold spin as you hit a spring to curl up automatically when it launches you! Now you can stay comfortably curled up no matter how many springs you get bounced between!
- Added an animated HUD icon for Tails's flight boost! It shows up in first-person, or when you have powerupdisplay set to 2 in the console. It has a number showing you how many boosts you have, and its animation changes depending on a couple of things - try it out for yourself and find out what!
- Fang, Amy and other non-spinning characters can now use shield abilities after walking off an edge without having to use their air abilities first, just like their spherical friends!
- Fixed some weird situations involving Fang's bounce and shield abilities, especially that pesky Whirlwind Shield.
- Made it so only stock characters' abilities reset on bopping enemies and monitors. For non-stock characters, I'm leaving that decision up to the character's creator.
-- Yes, this is another change designed to suit Derp.

Version 1.5a
- More refactoring
- Fixed Super Sonic not using his console variables to decide which powers to have
- Added a (fairly subtle) sound cue when you try to fly boost but you're out of boosts
- Fixed a scenario where Tailsbot could generate a "attempt to index local 'source' (a nil value)" warning

Version 1.5
-Console commands are now proper console variables! They'll save what you set them to as long as you have this mod load automatically when you run the game.
-Sorted out the situation with player 2 Tails. He should now behave basically correctly in all situations.
-Fixed a couple of things I broke in the last refactor.
-Reorganised a bit more.

Version 1.4
- Behind the scenes refactoring that should make it easier to add changes for other characters.
- Improved aiming for Sonic's drop dash.
-- In simple mode, or standard mode with kr_freeaim on, it now launches you in the direction you're inputting, rather than the direction Sonic is facing. This might take a little getting used to, but it should put an end to Sonic going off at an unexpected angle because he isn't facing the way you want to go yet.
-- In strafe or standard with kr_freeaim off, it launches you straight forwards as before.
- Improved compatibility with custom characters, using The Derp as a test case.
-- Abilities now only reset if you're on the ground in one of a number of 'normal' states (standing, walking, in pain etc), rather than just any time you touch the ground.

Version 1.3b
- Fixed a bug preventing characters with CA_FLY (particularly player 2 Tails) from flying.

Version 1.3a
- Fixed a conflict between standing landing spindashing and Sonic's Drop Dash
- Fixed infinite Whirlwind jumping finally, for real, at last, this time for sure, forever, never to be seen again, probably.

Version 1.3
-Bit of a behind-the-scenes refactor and general code cleanup.
-BUGFIX: When a character (other than Sonic) fully expended their jump ability then used the Whirlwind Shield special, they could perform the Whirlwind Shield's emergency jump immediately afterwards.
-Made anything that falls under pw_carry refresh your abilities. That includes Dust Devils, Rope Pulleys, Pterabyte grabs, Rollout Rocks and so on.
-Increased minimum spindash speed to 40 while you're under the effects of Super Sneakers or in Super form (doesn't stack).
-Made it so landing at a standstill while holding spin instantly puts you into a spindash.
-Applied Sonic's double charging speed with Super Sneakers to Super Sonic as well (doesn't stack).
-Made Tails's flight boost dust clouds shrink as you run out of boosts instead of changing color.
-Added bubble trails coming off Tails's feet when he swim boosts.

Version 1.2
- Fixed a few situations where shields wouldn't let you use jump abilities after using their shield abilities.
-- I hate shields SO MUCH
- Slighly paranoid refactoring that ensures no other mod should ever conflict with this one.
- Rewrote character select descriptions for Sonic and Tails.
- Sonic now leaves a trail of dust clouds when his double jump is not available.
- Tails now has his original flight ability when he's player 2, meaning bot Tails can carry you again.
- Tails now leaves two trails of dust from his tails when he's boosting. The dust changes colour depending on how many boosts you have left - yellow, then orange, then red. (Hoping to change this to shades of grey in future)
- BUGFIX: Tails incorrectly curled up into his jumping state when flying into water instead of starting to swim.

Version 1.1
- Fixed weird edge case behaviour relating to aircurling and double jumping while being carried by things, such as spinning on Rollout Rocks
- Ironed out all remaining shield wonkiness. All shield abilities except Attraction Shield homing refresh on hitting an enemy or a monitor. All shields can also be chained into, or from, your jump abilities.
-- The exception to the above is the Fire Shield, because when you activate it, its ability keeps running until you touch the ground.
- Might have fixed some weird behaviour when aiming dropdash in standard mode, but not actually sure.
- Aircurling no longer eats Tails's remaining flight boosts if he hasn't used them all.
- Cleaned up some edge cases on Tails's flight where he couldn't land into a roll after burning all three boosts and aircurling

Version 1.0
- Massive behind-the-scenes refactoring.
- Renamed freeaim to kr_freeaim and renamed uncurltoggle to kr_uncurltoggle
- Added a new console command, kr_superpowers.
-- Designed for compatibility with mods that specifically affect Super Sonic.
-- When set to on, replaces Super Sonic's power set with the double jump and dropdash that regular Sonic gets.
-- When set to off, makes no changes to Super Sonic's power set.
-- Defaults to on.
- Changed shield ability controls to activate when you tap and release the button quickly, instead of when you first tap the button.
- Removed character abilities refreshing when you get hurt.
- Made character abilities refresh after busting monitors.
-- This is in additon to the previous behaviour of refreshing after you hit enemies and bosses.
- Bugfix: Travelling upwards past a floor while moving towards it refreshed your ability and made Tails's physics go haywire.
- Made Sonic's drop dash charge twice as fast when under the effects of Super Sneakers.
- Bugfix: Sonic landing into a roll after a double-jump didn't play the 'start rolling' sound when it should have.
- Adjusted the audio/visual side of Tails's flight boost to make it more clear what stage of it you're in.
- Stopped Tails from dropping into a falling state while swimming.
- Bugfix: When Tails had a Whirlwind Shield, its emergency double-jump would activate when he tried to airboost more than once.
- Removed the Knuckles changes due to the latest version making them a bit redundant. The glide bounce nerf may go back in in future.
- Improved compatibility with custom characters. As a couple of examples:
-- The Derp has been verified to work normally with this mod.
-- Eggman has been verified to not work normally with this mod due to the way he keeps changing up what abilities he's assigned.

Credits / Thanks:
- Original version and design by Krabs
- Drop dash sprites by DirkTH
- Fist bump icon is based on the Sonic + Tails character select art
- Loosely based off scripting by CobaltBW
- Sonic moveset inspired by the work of CobaltBW (Drop Dash and Double Jump) & Chrispy (Pointy Sonic)
- Thanks to everyone in #scripting who's given advice and tips
- Especially thanks to Zipper for her help diagnosing the resync issue

All scripting is free to reuse. Please credit DirkTH if the drop dash sprites are reused.
 

Attachments

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Last edited:
Wasn't this already uploaded?

---------- Post added at 10:33 PM ---------- Previous post was at 10:04 PM ----------

Found a bug: when you spin over the balls from RVZ, the char is able to do so and gets stuck until damaged.
 
Version 1.1 release

Version 1.1 is out.

Changelog
- Fixed weird edge case behaviour relating to aircurling and double jumping while being carried by things, such as spinning on Rollout Rocks.
- Ironed out all remaining shield wonkiness. All shield abilities except Attraction Shield homing refresh on hitting an enemy or a monitor. All shields can also be chained into, or from, your jump abilities.
-- The exception to the above is the Fire Shield, because when you activate it, its ability keeps running until you touch the ground.
- Might have fixed some weird behaviour when aiming dropdash in standard mode, but not actually sure.
- Aircurling no longer eats Tails's remaining flight boosts if he hasn't used them all.
- Cleaned up some edge cases on Tails's flight where he couldn't land into a roll after burning all three boosts and aircurling
 
Version 1.2 release

Version 1.2 is now out.

- Fixed a few situations where shields wouldn't let you use jump abilities after using their shield abilities.
-- I hate shields SO MUCH
- Slighly paranoid refactoring that ensures no other mod should ever conflict with this one.
- Rewrote character select descriptions for Sonic and Tails.
- Sonic now leaves a trail of dust clouds when his double jump is not available.
- Tails now has his original flight ability when he's player 2, meaning bot Tails can carry you again.
- Tails now leaves two trails of dust from his tails when he's boosting. The dust changes colour depending on how many boosts you have left - yellow, then orange, then red. (Hoping to change this to shades of grey in future)
- BUGFIX: Tails incorrectly curled up into his jumping state when flying into water instead of starting to swim.

New known issue: If you burn all three flight boosts while you have a whirlwind shield, then use the whirlwind shield's special, pressing jump again will use the whirlwind shield's emergency jump.
 
Last edited:
Version 1.3 release

Version 1.3 is now out. I'm pretty happy with the state the mod's in rn, so I'll probably leave it as it is for a while unless anyone finds any glaring bugs.

Changelog:
Bit of a behind-the-scenes refactor and general code cleanup.
BUGFIX: When a character (other than Sonic) fully expended their jump ability then used the Whirlwind Shield special, they could perform the Whirlwind Shield's emergency jump immediately afterwards.
Made anything that falls under pw_carry refresh your abilities. That includes Dust Devils, Rope Pulleys, Pterabyte grabs, Rollout Rocks and so on.
Increased minimum spindash speed to 40 while you're under the effects of Super Sneakers or in Super form.
Made it so landing at a standstill while holding spin instantly puts you into a spindash.
Applied Sonic's double charging speed with Super Sneakers to Super Sonic as well (doesn't stack).
Made Tails's flight boost dust clouds shrink as you run out of boosts instead of changing color.
Added bubble trails coming off Tails's feet when he swim boosts.
 
Serves me right for being confident about something I guess. 1.3a is now available.

Changelog:
- Fixed a conflict between 1.3's standing landing spindashing and Sonic's Drop Dash
- Fixed infinite Whirlwind jumping finally, for real, at last, this time for sure, forever, never to be seen again, probably.
 
Are you using a version after 1.2?

---------- Post added at 10:20 PM ---------- Previous post was at 08:51 PM ----------

Found the error, it was to do with how CA_FLY interacts with the one place I still use PF_THOKKED.

1.3b is now available.
- Fixed a bug preventing characters with CA_FLY (particularly player 2 Tails) from flying.
 
I'm quite fond of this particular re-balancing .pk3. It has not only brought me an actually quite versatile and entertaining, while being much less of a instant-win button, Sonic's moveset, I'm also in awe with the major changes brought for Tails, which it has done a perfect job to diminish sharply the crazy capability of skipping the entire acts AND enhance greatly its mobility and notable ability, thus allowing him to be a much more of a fun character to play as. Really, I cannot express in words with how grateful am I of you (and Krabs, of course) for finally giving me more encouragement to play more often as them than just Knuckles.


A little observation, though. Sonic's drop-dash is a bit inconvenient to use, as it seems it launches to the direction the accumulated momentum goes for, instead of, preferably, to the direction my control stick moves to (using Simple mode). Do you mind if you could, if possible, create a new toggeable option where I can change the direction I want the drop-dash charge to? Or is that already accomplished with "freeaim", I assume?
 
Glad to hear you like it! All credit for the design to Krabs, I'm just smashing the bugs out of the thing. The dropdash going off at a funny angle like that isn't intended behaviour, tbh I'm still trying to figure out what's going on there. I haven't quite got my head around figuring detecting which way people are going in which control type. It's been a low priority for me since it works well enough most of the time. kr_freeaim only matters in Standard controls, since that's the only mode where there's ambiguity which way the character is actually facing/going.
 
Turns out it wasn't that difficult. 1.4 is now available!

Changelog
- Behind the scenes refactoring that should make it easier to add changes for other characters.
- Improved aiming for Sonic's drop dash.
-- In simple mode, or standard mode with kr_freeaim on, it now launches you in the direction you're inputting, rather than the direction Sonic is facing. This might take a little getting used to, but it should put an end to Sonic going off at an unexpected angle because he isn't facing the way you want to go yet.
-- In strafe or standard with kr_freeaim off, it launches you straight forwards as before.
- Improved compatibility with custom characters, using The Derp as a test case.
-- Abilities now only reset if you're on the ground in one of a number of 'normal' states (standing, walking, in pain etc), rather than just any time you touch the ground.
 
I've always felt like this version of Tails is really bulky. Thought I don't really care, I normally not play as Tails after something weird happened to his moveset.
 
Ah, just a couple more things. 1.5 is now available.

Changelog
-Console commands are now proper console variables! They'll save what you set them to as long as you have this mod load automatically when you run the game.
-Sorted out the situation with player 2 Tails. He should now behave basically correctly in all situations.
-Fixed a couple of things I broke in the last refactor.
-Reorganised a bit more.
 
This rework is r e a l l y fun. I honestly prefer to have this enabled everytime I play now, so good on ya. However, felt like I should point this out, since it's kinda odd and I'm not sure what specifically causes it, but with this enabled, the Werehog (By DrStephen) has infinite Double Jumps. Again, not sure if it's this or the Werehog that's at fault, but just wanted to point this out, since other character wads I've tried this out with haven't had any hiccups like this.
 
You can fix that by making sure you load this mod before you load Werehog. That goes for any other custom characters too, load this first. I'll add a note about that to the OP.
 

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