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oshizo2
 
PostPosted: Wed, Feb 08 2012, 13:08 PM 

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i'll tell you on the auto installer. i ran it as an administrator, and it worked.

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Gobo-kobo
 
PostPosted: Wed, Feb 08 2012, 14:16 PM 

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How do we find these new heads and horns in toolset?


 
      
dimension_w
 
PostPosted: Wed, Feb 08 2012, 15:27 PM 

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Hey, heh, I was constantly PM'd by one of you guys, saying how you'd be fixing the aura glitch with shrunken pcs in the next hak. Guess thats not this one? Guess I can wait patiently for the next one.

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PaladinOfSune
 
PostPosted: Wed, Feb 08 2012, 18:05 PM 

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Selvec Darkon wrote:
Dev Disco wrote:
Selvec Darkon wrote:
Disco, the horns on any head. They stay aligned to the character changing his head direction yes? Think its possible to adapt that for those god aweful hats?


I haven't had anything to do with this update. Well, except for the boring bit of making them available for download. Suney's been the main man, I believe.


Hokay.

Same question, but directed at Sune.

In short: yes,

Longer answer: it depends how willing someone is to grab the current hat/hats and turn it into a visual. There's no vault content for this so it would have been entirely your own work. There would need to be a version of it made for every player race and gender, so you're looking at 12 different versions, provided you only use the one hat.

RE all questions about horns and helms: don't get excited about helms right now because we need to work out what to do with these. Horns will work the same as glowy eyes in that it costs 10 DCs, and come as a widget you can activate on yourself. It also naturally requires a request.

For you to view them in the toolset, you will need a means of viewing the visual effects in NWN. You can grab brief glimpses of them through the dm_visualeffect x (where x is the visual number) console command, but it's not very reliable.

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Mahtan
 
PostPosted: Wed, Feb 08 2012, 18:36 PM 

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Easier answer:

There is no scripting. Its me making a new model for every race and gender and giving it a number on a text file, then making a new texture that all of those models will ask for.

Long Answer:
The whole game runs off the 2das. If something is not written in them or written wrong it does not exist.

What will make this work is the visualeffects.2da I will add the hats in 1000s range after these other new ones. All I do there is name it whatever I feel like, make the model name the correct named one for each race and gender.

Easy part is done. Now I have work with the model files... Make sure each and every one is made to be "set" on the players head perfectly and follow their head perfectly. I need to do this for every race and gender. Also in the model file, I need to say what texture I want the hat to use. I can again name this anything I want, so long as the real texture file is the same.

Now making the texture file its usually something easy. I like taking the original to see the lay out, then finding ones that are either better, or making a collage out of similar but more detailed textures and make them the shapes I want.

Once this is all done, they all go into the hak. We enter the dm_visualeffect 1009-1021 command, add them on someone and see if all our work is in the right order and format. If it is, we got hats that follow you around for each race and gender. If its not, we either get nothing, the game crashes, the model is in the wrong place, we have no texture, etc.

All this must be done for one hat that follows your face. Granted there is some shortcuts by editing existing models but that is still a pain.

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Dieu_Le_Fera
 
PostPosted: Wed, Feb 08 2012, 19:16 PM 

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the open faced helmets are very nice... thank you for adding them.

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Selvec Darkon
 
PostPosted: Thu, Feb 09 2012, 7:19 AM 

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Mahtan Tasadur wrote:
Easier answer:

There is no scripting. Its me making a new model for every race and gender and giving it a number on a text file, then making a new texture that all of those models will ask for.

Long Answer:
The whole game runs off the 2das. If something is not written in them or written wrong it does not exist.

What will make this work is the visualeffects.2da I will add the hats in 1000s range after these other new ones. All I do there is name it whatever I feel like, make the model name the correct named one for each race and gender.

Easy part is done. Now I have work with the model files... Make sure each and every one is made to be "set" on the players head perfectly and follow their head perfectly. I need to do this for every race and gender. Also in the model file, I need to say what texture I want the hat to use. I can again name this anything I want, so long as the real texture file is the same.

Now making the texture file its usually something easy. I like taking the original to see the lay out, then finding ones that are either better, or making a collage out of similar but more detailed textures and make them the shapes I want.

Once this is all done, they all go into the hak. We enter the dm_visualeffect 1009-1021 command, add them on someone and see if all our work is in the right order and format. If it is, we got hats that follow you around for each race and gender. If its not, we either get nothing, the game crashes, the model is in the wrong place, we have no texture, etc.

All this must be done for one hat that follows your face. Granted there is some shortcuts by editing existing models but that is still a pain.


Not worth it then unless you want to do it.

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Ulir
 
PostPosted: Thu, Feb 09 2012, 7:33 AM 

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Wow, this is awesome! Kudos!

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Merrien
 
PostPosted: Thu, Feb 09 2012, 17:48 PM 

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Yay, thank you :)

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Mobile_Svensk
 
PostPosted: Thu, Feb 09 2012, 21:28 PM 

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Can somebody post a screenir of the open face helmets?

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GreatPigeon
 
PostPosted: Thu, Feb 09 2012, 21:31 PM 

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Start a dm client on the module you uploaded all of the haks into..

Type `dm_visualeffect XXX YY

Where XXX is the visual effect corresponding to the number in the 2da list that the DM posted and YY is the number of seconds you wish it to stand.

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Mahtan
 
PostPosted: Thu, Feb 09 2012, 22:46 PM 

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They are always those colors.

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Selvec Darkon
 
PostPosted: Thu, Feb 09 2012, 23:25 PM 

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Them always being those colours is what would personally put me off. Particularly the purple, blue non-metallic coloured helms. Nice work none the less Mahtan.

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Mobile_Svensk
 
PostPosted: Thu, Feb 09 2012, 23:26 PM 

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Selvec Darkon wrote:
Them always being those colours is what would personally put me off. Particularly the purple, blue non-metallic coloured helms. Nice work none the less Mahtan.


"Always" Those colours? Honestly? You can't change it?

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Selvec Darkon
 
PostPosted: Thu, Feb 09 2012, 23:30 PM 

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Mahtan Tasadur wrote:
They are always those colors.

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Mobile_Svensk
 
PostPosted: Thu, Feb 09 2012, 23:32 PM 

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I barfed a little in my mouth but OK.

Are they heads you change or helmets? I can't find em in the toolset you see


NVM I just re-read the entire page. Silly silly tired little me

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Bini
 
PostPosted: Thu, Feb 09 2012, 23:36 PM 

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The duergar crown looks like the only one worth using...

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TormakSaber
 
PostPosted: Thu, Feb 09 2012, 23:40 PM 

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They were a group package with stuff we actually wanted so they got stuffed in, tbh.

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Mahtan
 
PostPosted: Fri, Feb 10 2012, 0:38 AM 

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Yes that. And VFX are always set as one color. Because they are set different from the character. So the use of them is a bit limited. But they are tiny so why not have them.

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Raif
 
PostPosted: Mon, Feb 13 2012, 6:11 AM 

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another healpot nerf.. it just keeps getting easier and easier for two handers.


 
      
davis114
 
PostPosted: Mon, Feb 13 2012, 6:13 AM 

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Raif wrote:
another healpot nerf.. it just keeps getting easier and easier for two handers.


..Wut?

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Naivatkal
 
PostPosted: Mon, Feb 13 2012, 15:41 PM 

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davis114 wrote:
Raif wrote:
another healpot nerf.. it just keeps getting easier and easier for two handers.


..Wut?


I believe that is blatant sarcasm.

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PaladinOfSune
 
PostPosted: Mon, Feb 13 2012, 18:34 PM 

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Don't troll an unrelated topic with complaints.

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Tomato Sword
 
PostPosted: Mon, Feb 13 2012, 18:39 PM 



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Actually I had a question about the healing potions!

Let's say you're at 10% of your health. Does it add 80% of your health to 90% (i.e. 10/100 HP to 90/100 HP) of your health? or does it take you to 80% of your health from wherever you were at? (i.e. 3/100 HP to 80/100 HP)


 
      
Naivatkal
 
PostPosted: Mon, Feb 13 2012, 18:46 PM 

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Without double-checking, the script should be written so that your HP will be brought up to 80% of the total HP. So, in your example, the char would be brought to 80 HP regardless of if they are at 50 or 3 HP.

Now, I might have borked something ... but Suney said it was good :3

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TormakSaber
 
PostPosted: Mon, Feb 13 2012, 19:04 PM 

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... that is a terrible idea and that's not what I voted on or was under the impression we were doing at all. Since when am I TOO HEALTHY for magic to fix me? "Sorry, that cut's just not bleeding enough for that heal potion to help. But this cure light wounds does the job."

...

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PaladinOfSune
 
PostPosted: Mon, Feb 13 2012, 19:13 PM 

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That's not at all what I wrote on the spell changes topic...

It heals 80% of your HP. Whether you're at 50%, 1% or 99%, it still heals 80% of your maximum HP.

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Naivatkal
 
PostPosted: Mon, Feb 13 2012, 19:19 PM 

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*cough* >_>

So either I misunderstood what I actually coded or I coded it wrong. I just modified the old script so all that changed from before was the healing amounts.

Sorry about the confusion! I shouldn't answer that sort of question while at work -_-

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Lord-Hadeis
 
PostPosted: Sat, Feb 18 2012, 9:00 AM 

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So? 10DC for horns I've been role playing since starting on Amia?
Do they have any bugs at all? Not moving with the head? Moving independant as some body parts with the combat animation pack, ect, ect. If it's 10DC it better work perfectly.


 
      
TormakSaber
 
PostPosted: Sat, Feb 18 2012, 9:51 AM 

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Well aren't you just being entitled as all hell right now. Read the topic.

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Lord-Hadeis
 
PostPosted: Sat, Feb 18 2012, 10:09 AM 

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I did, and and I was still left with doubt, so thought I ask.
Guess I'll keep the goat horns, not like most people read my bio's or discriptions anyway. Wouldn't be stuck with a certain nickname otherwise.

<3


 
      
Pony
 
PostPosted: Tue, Mar 20 2012, 10:32 AM 



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Joined: 07 May 2005

Somehow I got an error. Help would be appreciated so I can test it out in the toolset.

Script: Horns_Antlers
Quote:
void main()
{
ApplyEffectToObject(DURATION_TYPE_PERMANENT, EffectVisualEffect(VFX_DUR_ANTLERS_FO), OBJECT_SELF);
}


NPC:
On Spawn: Horns_Antlers


 
      
PaladinOfSune
 
PostPosted: Tue, Mar 20 2012, 11:40 AM 

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Use the number of the visual, not the constant.

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Mobile_Svensk
 
PostPosted: Tue, Mar 20 2012, 20:39 PM 

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Go into a private module.
Get the yellow code up.

Write;
DebugMode 1

Then write dm_givevisual X Y (Where X Is the reference number and Y is the duration of the VFX)

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Last edited by Mobile_Svensk on Tue, Mar 20 2012, 20:45 PM, edited 1 time in total.

 
      
PaladinOfSune
 
PostPosted: Tue, Mar 20 2012, 20:42 PM 

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You will want to write dm_visualeffect xxx yyy (where X is the reference number, and Y is the duration), or it won't last more than a second or so.

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Mobile_Svensk
 
PostPosted: Tue, Mar 20 2012, 20:46 PM 

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Exactly!

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Pony
 
PostPosted: Tue, Mar 20 2012, 21:41 PM 



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Thanks, worked well.


 
      
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