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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 17 posts ] 
MightNMagic
 
PostPosted: Mon, Apr 21 2014, 2:00 AM 

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Joined: 30 Jul 2013
Location: Space Australia

How does one download the module and open it to examine placables, creatures, and such?

Thinking of looking at placables useful for RP.

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Rashad the Azure, Zakharan Merchant-lord Most Fair and Master of the Desert Wind
Loremaster Tukson Devers, Oghmanyte Wrestler of Knowledge and Child of the Passive Voice

(No tells for Rashad while I'm playing other characters please.)


 
      
Rigela
 
PostPosted: Mon, Apr 21 2014, 2:08 AM 

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Make your own module in the toolset, with all our haks loaded into it. You can then see all the placeables/creature skins etc.

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666WaysToHell
 
PostPosted: Mon, Apr 21 2014, 2:42 AM 

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Joined: 22 Nov 2010
Location: Western Australia

Just in case you're unsure, or if other people don't know how.

Open the toolset.
Create a new area.
Go to Edit > Module Properties > Custom Content
Add:

amia_v3c_top
amia_v3b_a
amia_v3b_b
amia_v3b_c
amia_v3b_d
amia_v3_override

then add into the Custom Tlk File section,

amia_tlk_v3c

Click OK and you should be good. Note that after the coming hak update, a few of the file names will change.


Last edited by 666WaysToHell on Mon, Apr 21 2014, 2:49 AM, edited 2 times in total.

 
      
Pony
 
PostPosted: Mon, Apr 21 2014, 2:47 AM 



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Joined: 07 May 2005

666WaysToHell wrote:
amia_v3c_top
amia_v3b_a
amia_v3b_b
amia_v3b_c
amia_v3b_d


Be sure the top.hak is actually on top.


 
      
666WaysToHell
 
PostPosted: Mon, Apr 21 2014, 2:50 AM 

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Joined: 22 Nov 2010
Location: Western Australia

I suppose that would make sense, wouldn't it. :lol:


 
      
MightNMagic
 
PostPosted: Tue, Apr 22 2014, 2:52 AM 

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Joined: 30 Jul 2013
Location: Space Australia

Hrm. I figured out scaling a creature! (Thanks Google!) But I cannot seem to find any help on adding a visual effect to one (like ghostly visage's blue hue and such). Can anyone shed a bit of light on that please?

Also, going through the module placeables, I was looking for a specific one I saw in the module but cannot seem to find in the palette. Namely, the striped suq tarp used by the Ingredients Merchant in Ne'sek. I can't find it as a placeable and thought it might (unfortunately) be a terrain feature, but don't see it there either.

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Rashad the Azure, Zakharan Merchant-lord Most Fair and Master of the Desert Wind
Loremaster Tukson Devers, Oghmanyte Wrestler of Knowledge and Child of the Passive Voice

(No tells for Rashad while I'm playing other characters please.)


 
      
Glim
 
PostPosted: Tue, Apr 22 2014, 2:56 AM 

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Joined: 13 Jul 2010
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Getting a vfx on a critter requires scripting.


 
      
Rigela
 
PostPosted: Tue, Apr 22 2014, 3:21 AM 

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you can do it IG with with NWN's Console commands for temporary effects as/when needed, should you know the numbers etc (the wiki might have the relevant commands, I don't actually know.)

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Ðraco
 
PostPosted: Tue, Apr 22 2014, 4:39 AM 

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Joined: 09 May 2010
Location: Canada Ontario, GMT -5

MightNMagic wrote:
Hrm. I figured out scaling a creature! (Thanks Google!) But I cannot seem to find any help on adding a visual effect to one (like ghostly visage's blue hue and such). Can anyone shed a bit of light on that please?


Code:
void main()
{

    int nLocal = GetLocalInt(OBJECT_SELF, "NW_2Q4_KURTH_SPAWN");
    if(nLocal == 0)
    {
        effect eVis = EffectVisualEffect(VFX_DUR_ANTI_LIGHT_10);
        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, OBJECT_SELF, HoursToSeconds(99));
        effect eVis2 = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
        ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis2, OBJECT_SELF);
        SetLocalInt(OBJECT_SELF, "NW_2Q4_KURTH_SPAWN", 1);
    }
}


Write this script and put it in the Heartbeat of the creatures scripts sheet. Where it says "VFX_DUR_ANTI_LIGHT_10" or "VFX_DUR_PROT_SHADOW_ARMOR" is where you will type in what VFX_DUR you want on it. You can simply delete " effect eVis2 = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis2, OBJECT_SELF);" if you only want one visual or copy and paste that line under it and change the "eVis" to "eVis3" and "eVis4" as you go up and up and add more visuals. It's just a script from the NWN Campaign that I stole and reworked for just this
:twisted:

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Dark Immolation
 
PostPosted: Tue, Apr 22 2014, 5:07 AM 

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Joined: 20 Apr 2008
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And here I was hoping, by the title, that this would be a comprehensive examination of the server as a whole. Oh well.

What I do is just upload all the Amian haks to a VFX browser module. Then change the Dummy to whatever you want to check out a particular VFX on and enter the module. I dont think the one I have is up on nwvault any more, though.

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Sometimes, an angel is simply a devil with better intentions.


 
      
linlan
 
PostPosted: Wed, Apr 23 2014, 7:35 AM 

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Dark Immolation wrote:
What I do is just upload all the Amian haks to a VFX browser module. Then change the Dummy to whatever you want to check out a particular VFX on and enter the module.


Yes, that's exactly what I do. I use Sunjammer's VFX browser myself. The dummy is quite cooperative. :P

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msheeler
 
PostPosted: Sun, Apr 27 2014, 13:41 PM 

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Joined: 17 Dec 2008
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Just an FYI. We currently use an on spawn script that supports adding two VFXs added to the critter. It sure if that is helpful, but it might be if you are considering strong sort of request.


 
      
MightNMagic
 
PostPosted: Sun, Apr 27 2014, 18:23 PM 

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Joined: 30 Jul 2013
Location: Space Australia

Very interesting. I still cannot find the striped suq (merchant's awning/tarp) that the ingredient merch in Ne'sek uses in the haks. Is that a placeable, part of terrain, or something else?

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Rashad the Azure, Zakharan Merchant-lord Most Fair and Master of the Desert Wind
Loremaster Tukson Devers, Oghmanyte Wrestler of Knowledge and Child of the Passive Voice

(No tells for Rashad while I'm playing other characters please.)


 
      
Casvenx
 
PostPosted: Tue, May 20 2014, 2:40 AM 

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Joined: 11 Feb 2013
Location: Badlands of 'Murika

Just to check, with the new hak, the new order would be

Quote:
amia_v3d_top
amia_v3b_a
amia_v3b_b
amia_v3b_c
amia_v3b_d
amia_v3_override


...correct? Or is the v3d_top hak in *addition* to the v3c_top hak?

Also, does it matter in what order the override hak is? I thought it had to be towards the top (which might be why I have some oddness).

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Glim
 
PostPosted: Tue, May 20 2014, 5:37 AM 

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Joined: 13 Jul 2010
Location: British Columbia

You do need all the haks not just the newest top hak. Override one can go at the bottom.


 
      
Casvenx
 
PostPosted: Tue, May 20 2014, 5:44 AM 

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Joined: 11 Feb 2013
Location: Badlands of 'Murika

Glim wrote:
You do need all the haks not just the newest top hak. Override one can go at the bottom.


Does it matter if v3c_top is above or below v3d_top?

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BornToKill
 
PostPosted: Tue, May 20 2014, 6:07 AM 

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Newest top hak needs to go on top, usually.

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