Remove Stoneskin/Barkskin for NWN1?
#1
Posté 25 octobre 2010 - 08:49
I've got the one installed that's for NWN2, and it greatly increases my enjoyment of that game - I'd like to have it for NWN1.
Thanks.
#2
Posté 25 octobre 2010 - 10:15
Simple modifications to spells:
barkskin (nw_s0_barkskin)
greater stoneskin (nw_s0_grstonesk)
shadow shield (nw_s0_shadshld)
stoneskin (nw_s0_stoneskn)
Removed the visual effect that hid what the player's armor looks like. No more walking trees, boulders or someone dunked in tar.
The spell works the same other than that.
#3
Posté 25 octobre 2010 - 10:33
#4
Posté 28 octobre 2010 - 08:22
BTW, it works when you extract the .erf file included in the download into your .erf folder in the game directory.
#5
Posté 28 octobre 2010 - 09:44
And my turn to thank you for teaching me how to use it.
That was a good question.
Actually, if you like NWN looking maybe a bit nicer, check my list in my signature.
I'm alrready thinking about adding that "Texture Base Spell Changes"... once I tried it myself first.
Modifié par jmlzemaggo, 28 octobre 2010 - 09:47 .
#6
Posté 29 octobre 2010 - 06:14
(I'm on my old Mac here, at home, where I play, and no access to the toolset.)
#7
Posté 29 octobre 2010 - 11:15
@jmlzemaggo - Once the erf is in your erf folder, you need to tell the toolset to "import" it. This option is under the file menu. Nice list by the way. There are a couple things there that I'll have to check out.
@BelgarathMTH - I can adjust the name, what would you suggest? Spell changes such as these are *super* easy to do, so let me know if there are other ones that bug you.
-- Mistress
#8
Posté 29 octobre 2010 - 11:29
#9
Posté 29 octobre 2010 - 12:26
Maybe we could upload that "override" translation on the Vault...
#10
Posté 29 octobre 2010 - 12:58
@jmlzemaggo - I've never used the override directory for scripts. So... no idea if that will work. This request has happened before. The thread is here:
http://social.biowar...2/index/4638053
If I get my CCC Sept 2010 - Commoners content (http://social.biowar...1/index/4934139) done in time today, I'll try and take a look (no promises though!). If not, I probably will not have time until late next week. If you want to PM me your e-mail, I can extract the script files from the erf and send them to you and you can try it out sooner on your own?
-- Mistress
#11
Posté 29 octobre 2010 - 07:17
#12
Posté 29 octobre 2010 - 07:55
#13
Posté 29 octobre 2010 - 08:05
I'm about to try some of the other techniques suggested here.
EDIT #1: I tried what Shadoow said. Putting the scripts into the override folder doesn't work. I want to try "telling the toolset to import it", but I only see module files in the toolset. How do I get the toolset to apply the scripts to the OC's?
EDIT#2: I used to toolset to import the .erf into a module. It doesn't work in my saved game in that module. Do you have to start a new game to make it work?
EDIT#3: I tried a totally clean override folder with nothing but these spellscripts in it. Now it works in the OC (yay!) but not in, for example, Savant's mods. Now I know that the problem has to do with conflicting scripts. Savant's mods have a spellscript .hak with them that I know of. I tried importing the new spells scripts into an Aielund mod with the toolset, and it doesn't work. Apparently the .hak is taking precedence, or else there are other scripts in the .mod that are doing it. Anyway, I'm glad I can at least play the OC's without the annoying spell effects.
I've gotten to where I hate those stupid skin effects so much that I am not going to be able to enjoy any mod where I can't get them turned off!
I would appreciate more help with this issue. Can anyone make the skin removal scripts work with an Aielund mod?
Modifié par BelgarathMTH, 29 octobre 2010 - 08:55 .
#14
Posté 29 octobre 2010 - 08:47
I do know that just having a file in your erf directory does *nothing* other than have it sit there looking nifty until you decide you want to import it via the toolset. I have hundreds of erfs in my directory and they have nothing to do with what game I'm currently running or what happens in any given module loaded in the toolset.
#15
Posté 29 octobre 2010 - 08:55
#16
Posté 29 octobre 2010 - 09:21
#17
Posté 29 octobre 2010 - 10:12
(I tried with a well known "override friendly" module, Pretty Good Character Creator / Customizer, by styzygy & hohos, also for the very convenient spells shop in it.)
Modifié par jmlzemaggo, 29 octobre 2010 - 10:20 .
#18
Posté 29 octobre 2010 - 11:52
BelgarathMTH wrote...
EDIT#3: I tried a totally clean override folder with nothing but these spellscripts in it. Now it works in the OC (yay!) but not in, for example, Savant's mods. Now I know that the problem has to do with conflicting scripts. Savant's mods have a spellscript .hak with them that I know of. I tried importing the new spells scripts into an Aielund mod with the toolset, and it doesn't work. Apparently the .hak is taking precedence, or else there are other scripts in the .mod that are doing it. Anyway, I'm glad I can at least play the OC's without the annoying spell effects.
Just some fyi,
If you are patched to 1.69 there is certain overrides included with it that you need.
What is your top hak you are using? Send that to probally anyone in this thread via email (tsm.builder@gmail.com) and one of us would just add it for asap.
If you want to use it as a override though here is a link to the 1.69 Over Rides that should be in your folder and THEN add in your own override.
1.69 Patch Overrides
Modifié par TSMDude, 29 octobre 2010 - 11:53 .
#19
Posté 30 octobre 2010 - 01:35
I guess there's more Windows7 funny business going on here. Anyway, I checked my SoU save game, and the skin removal overides are still working.
The technical mechanics of getting these scripts to work without messing up anything are starting to exceed my computer skill ability. I wish there were an easier way to get rid of the hideous spell skin effects. It was so easy in NWN2 just by downloading the right scripts and putting them in the NWN2 override. I'm not sure why it's so hard to do with NWN1.
#20
Posté 30 octobre 2010 - 06:54
To see your "override" working, you gotta play a "no hak" module, an "hak free" one which is going to let your own "override" do its job, not being overwhelmed by its "superior" (Higher hierarchical? ;-)), such as that [tip *22] in my list (below):
Pretty Good Character Creator / Customizer, by styzygy & hohos
*** Never forget hak (= author's will) prevails on override***
Modifié par jmlzemaggo, 30 octobre 2010 - 03:57 .
#21
Posté 30 octobre 2010 - 02:23
FYI - that link to the creator/customizer is causing an error message on the Vault that says "this entry is not approved".
Seems there are technical problems all over these days.
BTW - My profound gratitude to everyone who has been helping me here, especially Mistress who is apparently the author of the scripts. Kudos to you, Mistress, for being the first to come up with a solution to this particular annoyance. I guess some people might not care about the skin effects, but for those of us who like to fight evil and look absolutely fabulous while doing it, it is a critical issue. I wouldn't be caught dead looking like a big fat slime-covered rock! I'd rather just take the 150 points damage! Honestly!
Modifié par BelgarathMTH, 30 octobre 2010 - 03:05 .
#22
Posté 30 octobre 2010 - 04:01
#23
Posté 06 novembre 2010 - 01:35
#24
Posté 19 décembre 2010 - 04:36
#25
Posté 19 décembre 2010 - 05:04





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