How to Restore Classic Skeletons (and Tigers/Wolves)

Grinkles

Developer
Staff member
Several people have asked recently how to restore the classic (pre-Luclin) skeleton model. Note that the only way to do this also restores the following models to their pre-Luclin versions:
  • Tiger
  • Wolf
  • Wolf Elemental (a.k.a. Spirit Wolf)
CWhTD55.jpg

If all that sounds good to you, simply follow these steps:
  1. Open your SoD install directory.
  2. Cut (CTRL+X) and paste (CTRL+V) the following files into a backup folder just in case:
    • SoD Directory > gequip5.s3d
    • SoD Directory > Resources > GlobalLoad.txt
  3. If the following file exists, delete it from your SoD directory:
    • gequip5.wld.txc
  4. Save the following file and place it within your SoD directory:
  5. Save the following file and place it within the Resources folderwithin your SoD directory:
  6. Log in and (hopefully) see classic skeletons once and for all!
Note that this will not restore the classic brown texture variant, unfortunately. The only way to do that would be through DLL injection, and although staff said it would, in theory, be doable in 2.5 way back in 2013, it never materialized.

Special thanks to @Reppots for providing a smoother method and a working .s3d file! ;)

==========​

NOTE: For those who used an older method that involved deleting global6_chr.s3d, simply follow the above steps and then do the following:
  1. If the following file exists, delete it from your SoD directory:
    • global6_chr.wld.txc
  2. Save the following file and place it within your SoD directory, overwriting if asked:
  3. Log in and enjoy!
 
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Thanks for updating this. Some issues I ran across: Star of Dawn, Verdict, rujik drum, mindfire. None of those items have graphics for me now.
 
I'll look into this at some point over the next few days and see if I can find a workaround. It might be that the two are mutually exclusive -- either you get classic models with some broken item graphics or you are stuck with new models to see those item graphics. I'm not sure why the two files in question would interfere with the item graphics you mentioned, given that I think those items draw from a completely unrelated .s3d file, but I'd need to take a closer look.

Glad to see you're enjoying the classic models nonetheless!
 
I'll look into this at some point over the next few days and see if I can find a workaround. It might be that the two are mutually exclusive -- either you get classic models with some broken item graphics or you are stuck with new models to see those item graphics. I'm not sure why the two files in question would interfere with the item graphics you mentioned, given that I think those items draw from a completely unrelated .s3d file, but I'd need to take a closer look.

Hey Grinkles,

I had the same problem a while back. The file gequip5 contains the PoP-era particle weapons, as well as the luclin-era .dds skeleton textures.

1) Removing global6_chr either from your directory, or the globalload.txt file (easier than deleting if this would ever be patched in) nets you old skeleton models with broken textures.
2) Adding all the ske____.bmp files to gequip5 will fix the texture problem. Here's my file.


This allows both PoP-era weapons and old skeletons, but still doesn't help if any models from global6_chr are used.

Hope this helps!
 
Aha, thanks! ;) Mind if I update the original post to include your link (with credit to you, of course)?

This allows both PoP-era weapons and old skeletons, but still doesn't help if any models from global6_chr are used.

Also, what does this ^ mean for the Tiger, Spirit Wolf, and Wolf models? I assume they'll remain classic along with the skelly?
 
I just tested the two wolves, and they work for me with the file I posted and the Globalload edit.

Absolutely, feel free to share or host the file elsewhere... I'm happy enough to see the Luclin skeleton not being used! :)
 
I spent a good while tinkering with this in game to try and iron out the possibility of people experiencing a texture bug while carrying out these steps. I've updated the original post to reflect the smoother method laid out by Reppots, but the steps should be just as simple as they were originally. Is anyone willing to be a guinea pig and see if the updated method works for them? Post an update here!
 
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Grinkles, is your method in the first post supposed to give old school skels with PoP era weapon models?
It is not doing that for me atm, I have the global6 active, though, and I'm a bit confused by the reference to the Resources folder. For my EQ, all of the above files are already in the resource folder.

Also, if I decide to do away with the global6 file, what models will I lose?
 
Grinkles, is your method in the first post supposed to give old school skels with PoP era weapon models?
It is not doing that for me atm, I have the global6 active, though, and I'm a bit confused by the reference to the Resources folder. For my EQ, all of the above files are already in the resource folder.
It could be that we're working from different installs. I've had to change my install version recently (from Titanium to the current Daybreak download) after the game inexplicably decided it wouldn't run anymore. Do you really mean that all of the files I reference are in SoD Directory > Resources? None are in the base directory itself?

It might be worth combing through the posts by @Reppots here a second time to see if you can glean a solution from what he had to say. It has been some time since I touched the files in question. With some persistence, maybe you can cobble together a solution that works for you.

Also, if I decide to do away with the global6 file, what models will I lose?
I see the following models in global6_chr.s3d:
  • Alligator
  • Drakeling
  • Scaled Wolf
  • Skeleton (Luclin)
  • Tiger (Luclin)
  • Wolf (Luclin)
  • Wolf Elemental (Luclin; a.k.a. "ghost" or "spirit" wolf)
This was a new global file for the release of Luclin to account for WIZ Drakeling familiars (Imp was already global due to Illusion: Imp) as well as TRL and IKS BST pets (the OGR BST Bear was already global due to the Velious SHM bear form spells, for example).

For Shards of Dalaya, I think that the Alligator, Drakeling, and Scaled Wolf models are made "pseudo-global" within all the _chr.txt files for each zone, so deleting global6_chr.s3d probably wouldn't affect those models' globalness; for instance, all SoD zones pull Drakeling from steamfont_chr.s3d and Alligator from innothule_chr.s3d. It's a redundancy, but it works in our favor with regard to restoring the Luclin skeleton.
 
I ended up trying this as I was frustrated with my skele illusion only showing some animations (found out this can be fixed if luclin human male models are on, apparently the new skeletons pulls it's movement from that). I replaced gequip5 and globalload and ended up with a faceless new skeleton. I tried it in sod folders made from live and RoF2 client with same result. Just messing around I used your global6 file as well and it worked finally.

Edit:
Also, thanks for all the work on these little tweeks!
 
This is great! Any guidance on how to accomplish this with ROF2? What is tieing the images to the model?
 
This is great! Any guidance on how to accomplish this with ROF2? What is tieing the images to the model?
This stuff has been sorted out in SoD for a while now, so I'd have been more help if you'd asked me this a year or more ago. :oops: Have you tried messing with it yourself so far?
 
Yes, I have. I'm currently going through it.

  1. I've loaded EQG Export and S3DSpy and looked through the files as well as the model viewer to view what the models are and their relationships.
  2. I've replaced my current gequip5.s3d with the one posted above and have both attempted to use the above posted globalload.txt file as well as to check my globalload.txt file against the above.
    • It looks like the globalload.txt shouldn't need to be modified versus the ROF2 base as I didn't see any inclusions, but I'm new to this.
  3. I also modified my globalload.txt to take off the last character as I've seen this done in a lot of the posted globalload.txt files - though I'm not sure what this does (haven't seen any posts on it). My guess is that it takes away the option of caching and loads each time.
  4. Used S3DSpy to manually import and replace the images in the ROF2 default gequip5.s3d.
  5. Looked through my client to ensure that caching wasn't turned on in the configurations. I've been looking for cached folders or something of the sort in case that is what is causing the Luclin skeletons to still display. [At this point I think it has something to do with this, because it's still showing Luclin skeletons even though I no longer have the Luclin skeleton images in my gequip5.s3d].
  6. Put them in a separate .s3d file and loaded that as well.
Modified GlobalLoad.txt:
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,GEquip5,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
3,0,TFFF,rap_chr,Loading Characters
3,0,TFFF,ske_chr,Loading Classic Skeleton
3,0,TFFF,Dpm_chr,Loading Characters
3,0,TFFF,Dpf_chr,Loading Characters
3,0,TFFF,Epm_chr,Loading Characters
3,0,TFFF,Epf_chr,Loading Characters
3,0,TFFF,Gpm_chr,Loading Characters
3,0,TFFF,Gpf_chr,Loading Characters
3,0,TFFF,Hpf_chr,Loading Characters
3,0,TFFF,Hpm_chr,Loading Characters
3,0,TFFF,Opf_chr,Loading Characters
3,0,TFFF,Opm_chr,Loading Characters
3,0,TFFF,Tbm_chr,Loading Characters
3,0,TFFF,Tbf_chr,Loading Characters
3,0,TFFF,mmm_chr,Loading Characters
3,0,TFFF,mmf_chr,Loading Characters
3,0,TFFF,tnf_chr,Loading Characters
3,0,TFFF,tnm_chr,Loading Characters
3,0,TFFF,skt_chr,Loading Character Equipment Files
3,0,TFFF,Global6_chr2,Loading Character Equipment Files
3,0,TFFF,Global6_chr,Loading Character Equipment Files
3,0,TFFF,Global4_chr,Loading Characters
3,1,TFFF,Global_chr,Loading Characters
3,0,TFFF,fgh_chr,Loading Characters
3,0,TFFF,mmm_chr,Loading Characters
3,0,TFFF,mmf_chr,Loading Characters
3,0,TFFF,ila_chr,Loading Characters
3,0,TFFF,rpt.eqg,Loading Characters
3,0,TFFF,jkr_chr,Loading Characters
3,0,TFFF,mmy_chr,Loading Characters
4,0,TFFF,Global2_chr,Loading Global Items and Equipment
4,0,TFFF,Global3_chr,Loading Global Items and Equipment

Any guidance is appreciated. I've been working on this throughout today and am looking to learn more about how to fix these models to classic.
 
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@visage, you may want to check GlobalLoad_chr.txt and GlobalLoad.txt in the Resources subfolder and make sure that there are no references to ske_v2. Also check individual zone _chr.txt files for ske_v2 references, such as poknowledge_chr.txt. You may or may not see a reference to GlobalSKE_chr2 somewhere, but that isn't relevant IIRC.

EDIT:

Try this for GlobalLoad.txt:
Code:
1,1,TFFFE,equipment-01.eqg,Loading Character Equipment Files
1,1,TFFF,GlobalFroglok_chr,Loading Classic Froglok
1,1,TFFT,GlobalPCFroglok_chr,Loading Guktan
1,1,TFFF,frogequip,Loading Guktan Parts
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,GEquip2,Loading Character Equipment Files
2,0,TFFF,GEquip3,Loading Character Equipment Files
2,0,TFFF,GEquip4,Loading Character Equipment Files
2,0,TFFF,GEquip5,Loading Character Equipment Files
2,0,TFFF,GEquip8,Loading Character Equipment Files
2,0,TFFFE,vequip,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 Character Equipment Files
2,0,TFFFE,porequip.eqg,Loading Character Equipment Files
2,0,TFFFE,tssequip.eqg,Loading Character Equipment Files
2,0,TFFFE,tbsequip.eqg,Loading Character Equipment Files
2,0,TFFFE,sofequip.eqg,Loading Character Equipment Files
2,0,TFFFE,sodequip.eqg,Loading Character Equipment Files
2,0,TFFFE,undequip.eqg,Loading Character Equipment Files
2,0,TFFFE,hotequip.eqg,Loading Character Equipment Files
2,0,TFFFE,voaequip.eqg,Loading Character Equipment Files
2,0,TFFFE,rofequip.eqg,Loading Character Equipment Files
2,0,TFFFE,cotfequip.eqg,Loading Character Equipment Files
2,0,TFFFE,hofequip.eqg,Loading Character Equipment Files
2,0,TFFFE,hofequip4hof.eqg,Loading Character Equipment Files
2,0,TFFFE,kunark_weapons.eqg,Loading Character Equipment Files
2,0,TFFFE,allyrian_weapons.eqg,Loading Character Equipment Files
2,0,TFFFE,anastisulgood.eqg,Loading Character Equipment Files
2,0,TFFFE,arxmentisweapons.eqg,Loading Character Equipment Files
2,0,TFFFE,awareness_bear.eqg,Loading Character Equipment Files
2,0,TFFFE,blackbook.eqg,Loading Character Equipment Files
2,0,TFFFE,bloodiron_blue.eqg,Loading Character Equipment Files
2,0,TFFFE,bloodiron_green.eqg,Loading Character Equipment Files
2,0,TFFFE,bloodiron_red.eqg,Loading Character Equipment Files
2,0,TFFFE,cak.eqg,Loading Character Equipment Files
2,0,TFFFE,coralweapons.eqg,Loading Character Equipment Files
2,0,TFFFE,disease.eqg,Loading Character Equipment Files
2,0,TFFFE,dwarven.eqg,Loading Character Equipment Files
2,0,TFFFE,epic_ornaments.eqg,Loading Character Equipment Files
2,0,TFFFE,fireelfweapons.eqg,Loading Character Equipment Files
2,0,TFFFE,glowieboxes.eqg,Loading Character Equipment Files
2,0,TFFFE,health.eqg,Loading Character Equipment Files
2,0,TFFFE,halloween.eqg,Loading Character Equipment Files
2,0,TFFFE,mermaidweapon.eqg,Loading Character Equipment Files
2,0,TFFFE,missle.eqg,Loading Character Equipment Files
2,0,TFFFE,nightmare.eqg,Loading Character Equipment Files
2,0,TFFFE,nightmare_blue.eqg,Loading Character Equipment Files
2,0,TFFFE,shardsobj.eqg,Loading Character Equipment Files
2,0,TFFFE,sku23actortags.eqg,Loading Character Equipment Files
2,0,TFFFE,swashbucklerraidweapons.eqg,Loading Character Equipment Files
2,0,TFFFE,swashbucklerweapons.eqg,Loading Character Equipment Files
2,0,TFFFE,lon02.eqg,Loading LON Equipment Files
2,0,TFFFE,lon03.eqg,Loading LON Equipment Files
2,0,TFFFE,lon04.eqg,Loading LON Equipment Files
2,0,TFFFE,lon05.eqg,Loading LON Equipment Files
2,0,TFFFE,lon06.eqg,Loading LON Equipment Files
2,0,TFFFE,lon07.eqg,Loading LON Equipment Files
2,0,TFFFE,lon08.eqg,Loading LON Equipment Files
2,0,TFFFE,lon10.eqg,Loading LON Equipment Files
2,0,TFFFE,lon11.eqg,Loading LON Equipment Files
2,0,TFFFE,lon12.eqg,Loading LON Equipment Files
2,0,TFFFE,lon13.eqg,Loading LON Equipment Files
2,0,TFFFE,lon14.eqg,Loading LON Equipment Files
2,0,TFFFE,lon15.eqg,Loading LON Equipment Files
2,0,TFFFE,lon16.eqg,Loading LON Equipment Files
2,0,TFFFE,wallet01.eqg,Loading Wallet Files
2,0,TFFFE,wallet02.eqg,Loading Wallet Files
2,0,TFFFE,wallet03.eqg,Loading Wallet Files
2,0,TFFFE,wallet06.eqg,Loading Wallet Files
2,0,TFFFE,wallet07.eqg,Loading Wallet Files
2,0,TFFFE,wallet08.eqg,Loading Wallet Files
2,0,TFFFE,wallet09.eqg,Loading Wallet Files
2,0,TFFFE,wallet10.eqg,Loading Wallet Files
2,0,TFFFE,wallet11.eqg,Loading Wallet Files
2,0,TFFFE,wallet12.eqg,Loading Wallet Files
2,0,TFFFE,wallet13.eqg,Loading Wallet Files
2,0,TFFFE,wallet14.eqg,Loading Wallet Files
2,0,TFFFE,wallet15.eqg,Loading Wallet Files
2,0,TFFFE,wallet16.eqg,Loading Wallet Files
2,0,TFFFE,wallet17.eqg,Loading Wallet Files
2,0,TFFFE,wallet18.eqg,Loading Wallet Files
2,0,TFFFE,wallet19.eqg,Loading Wallet Files
2,0,TFFFE,wallet20.eqg,Loading Wallet Files
2,0,TFFFE,wallet21.eqg,Loading Wallet Files
2,0,TFFFE,wallet22.eqg,Loading Wallet Files
2,0,TFFFE,wallet23.eqg,Loading Wallet Files
2,0,TFFFE,wallet24.eqg,Loading Wallet Files
2,0,TFFFE,wallet25.eqg,Loading Wallet Files
2,0,TFFFE,wallet25frostfell.eqg,Loading Wallet Files
2,0,TFFFE,wallet26.eqg,Loading Wallet Files
2,0,TFFFE,wallet27.eqg,Loading Wallet Files
2,0,TFFFE,wallet28.eqg,Loading Wallet Files
2,0,TFFFE,wallet29.eqg,Loading Wallet Files
2,0,TFFFE,wallet30.eqg,Loading Wallet Files
2,0,TFFFE,wallet31.eqg,Loading Wallet Files
2,0,TFFFE,wallet32.eqg,Loading Wallet Files
2,0,TFFFE,wallet33.eqg,Loading Wallet Files
2,0,TFFFE,wallet34.eqg,Loading Wallet Files
2,0,TFFFE,wallet35.eqg,Loading Wallet Files
2,0,TFFFE,wallet36.eqg,Loading Wallet Files
2,0,TFFFE,wallet37.eqg,Loading Wallet Files
2,0,TFFFE,wallet38.eqg,Loading Wallet Files
2,0,TFFFE,wallet39.eqg,Loading Wallet Files
2,0,TFFFE,wallet40.eqg,Loading Wallet Files
2,0,TFFFE,wallet41.eqg,Loading Wallet Files
3,0,TFFF,ele_chr,Loading Classic Elementals
3,0,TFFF,wol_chr,Loading Wolf
3,0,TFFF,woe_chr,Loading Spirit Wolf
3,0,TFFF,wof_v2_chr,Loading New Chokidai
3,0,TFFFC,spelltree.eqg,Loading Characters
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 Equipment
4,0,TFFFC,tradeskill_objects.eqg,Loading New Tradeskill Objects

And this for GlobalLoad_chr.txt:
Code:
47
all,all_chr
bat,bat_chr
beh,beh_chr
bet,bet_chr
bgb,bgb_chr
box,box_chr
brl,brl_chr
brv,brv_chr
cst,cst
dr2,dr2_chr
dra,dra_chr
drk,drk_chr
drv,drv_chr
fis,fis_chr
fmt,fmt_chr
gia,gia_chr
gob,gob_chr
gol,gol_chr
goo,goo_chr
gor,gor_chr
ikg,ikg_chr
jkr,jkr_chr
lee,lee_chr
lif,lif_chr
lim,lim_chr
mam,mam_chr
orc,orc_chr
paf,paf_chr
pif,pif_chr
pum,pum_chr
rat,rat_chr
rhp,rhp_chr
sbu,sbu_chr
skt,skt_chr
sku,sku_chr
sna,sna_chr
spi,spi_chr
stc,stc_chr
tig,tig_chr
tre,tre_chr
uni,uni_chr
vst,vst_chr
was,was_chr
wil,wil_chr
yet,yet_chr
zof,zof_chr
zom,zom_chr
 
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Thank you. With this, I was able to get the wolves to work in freeport, but not globally and the elementals globally. As a magician in classic, I am so happy to see the elementals. The skeletons are unfortunately still loading as Luclin Skeletons.

I raw searched through all of the files looking for ske_v2, but didn't find it.

Here's an example file from Befallen:

9
cst,cst
cpt,cpt_chr
wil,stonebrunt_chr
rtn,rtn
btn,btn
udk,udk_chr
mmy,mmy_chr
mmm,mmm_chr
sdc,sdc_chr

Any idea what is causing the Luclin skeletons to still load? I'm continuing to increment to see what it is that I'm missing.

If I learn how this works I should be able to increment for other things like werewolf.
 
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