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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 11 posts ] 
alamut
 
PostPosted: Mon, Oct 11 2010, 21:47 PM 

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Joined: 07 Apr 2009

I've being trying to custom a few items but it seems I can't find other modules/pictures. What am I wrong ? See the following example: I tried to create a new lantern (for example, see Nathano), but what I got was that.

Image


 
      
corypx
 
PostPosted: Mon, Oct 11 2010, 21:57 PM 

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and you loaded them in the toolset under Edit, then Module Properties then Custom Content?

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Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE)
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alamut
 
PostPosted: Mon, Oct 11 2010, 22:32 PM 

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I thank you ! It worked ! It's alive ! muahahah !


 
      
ainjyll
 
PostPosted: Wed, Oct 13 2010, 3:09 AM 

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Joined: 14 Jun 2006
Location: wilmington, nc

I've recently been messing about in the toolset myself and I'm having the same kind of problems, but a bit different. I can't seem to get any of the new HAK skins to load. I went into edit and added the HAK content, but I can't find the skins for the new critters. Where do I need to look?

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TormakSaber
 
PostPosted: Wed, Oct 13 2010, 3:11 AM 

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Make a new creature, and then edit them, change their appearance. Scroll through your now massive list. This is assumnig you've loaded the hak content.

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ainjyll
 
PostPosted: Wed, Oct 13 2010, 5:53 AM 

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Ah... gotcha. Gotta make a whole new creature. Cool. Thanks, Tormak.

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Dead
 
PostPosted: Fri, Oct 15 2010, 22:24 PM 

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Joined: 26 Apr 2009
Location: Tarkuul

Where do I find all equipable items? Like that lantern or instruments and stuff?

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corypx
 
PostPosted: Fri, Oct 15 2010, 23:19 PM 

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Dead wrote:
Where do I find all equipable items? Like that lantern or instruments and stuff?


well Torch has lanterns,candles,horn with the flag thing under it...ect

Tools(over the three of them have like a bucket,shovel,lute and tambourine...ect)

you will have to just look around.

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================-<Cory ShadowFlame>-================
Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE)
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Selvec Darkon
 
PostPosted: Sat, Oct 16 2010, 1:23 AM 

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Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.

All the variations of light source are under Torch.

So make a Torch, then change the appearance.

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Dead
 
PostPosted: Sat, Oct 16 2010, 2:44 AM 

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yep found it. thanks.

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Glyph
 
PostPosted: Fri, Oct 22 2010, 17:28 PM 

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Joined: 10 Jun 2010

need a bit of scripting advice, i'm trying to....make harms...for experimental purposes. and I figure adding the undead harm script (monster ability) into a called script specially for the item via using unique self property could work.

however, I read this http://nwn.bioware.com/builders/sctutorial10.html and from what I gather it calls the items script through the onactivate, rather than needing to make the on activate massivly overcrowded...how do I make sure the items script is named right so it is called? and also would it work semi-automatically so long as the script is there?

I actually get the scripting part itself, just not the structure.

ed: by adding I mean splicing, ripping apart and usng the bit that calls the effect =)

ed2: k, it seams I get -some of- the script...I can read it just not entirely 100% on all of it.

--

omg it worked >_>

modded a heal, tag is NW_ITEM_HARMS, script with the same name contains this spliced bit of code.

Quote:
#include "x2_inc_switches"

void main()
{
int nEvent =GetUserDefinedItemEventNumber();
object oPC;
object oItem;
object oTarget;
if (nEvent == X2_ITEM_EVENT_ACTIVATE)

{
oPC = GetItemActivator();
oItem = GetItemActivated();
oTarget = GetItemActivatedTarget();
int nHP;
effect eHealth;
effect eEffect;
{
nHP = GetCurrentHitPoints(oPC)-1;
eHealth = EffectDamage(nHP);
eEffect = EffectVisualEffect(VFX_IMP_HARM);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eHealth, oPC);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC);
}
}
}


this does lack I think, the undead healing properties though...


 
      
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