Aller au contenu

Photo

Remove Stoneskin/Barkskin for NWN1?


  • Veuillez vous connecter pour répondre
29 réponses à ce sujet

#1
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
Does anyone know if there's a mod for NWN1 that removes the ugly stoneskin/barkskin effects?

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
TSMDude

TSMDude
  • Members
  • 865 messages
Texture Base Spell Changes

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
jmlzemaggo

jmlzemaggo
  • Members
  • 1 138 messages
That  "Texture Base Spell Changes" comes with a .mod and .erf files. How do you use it? Through the editor?

#4
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
Thank you so much, TSM and jml! I couldn't find this anywhere! A name for the mod that says better what it does would probably help search engines find it, because I would never in a million years have typed in "texture base" looking for it!



BTW, it works when you extract the .erf file included in the download into your .erf folder in the game directory.

#5
jmlzemaggo

jmlzemaggo
  • Members
  • 1 138 messages
I didn't do anything, TSMDude did it all. But I'd take the compliment no matter what.
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
jmlzemaggo

jmlzemaggo
  • Members
  • 1 138 messages
Well, it doesn't seem to be as simple as that. I moved the .erf file into my erf folder and it's not working. Unless by " extracting" you mean much more than just moving the file?

(I'm on my old Mac here, at home, where I play, and no access to the toolset.)

#7
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
*sleepy surprised look*   Thanks TSMDude.

@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
Shadooow

Shadooow
  • Members
  • 4 465 messages
I would advice you guys to install it through opening that erf in nwhak.exe (in folder utils) and then extracting its content into override folder.

#9
jmlzemaggo

jmlzemaggo
  • Members
  • 1 138 messages
All of those (toolset and nwhak.exe) won't work on my Mac. Thanks anyway.

Maybe we could upload that "override" translation on the Vault...

#10
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
*sleepy waves hello at ShaDoOow*

@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
jmlzemaggo

jmlzemaggo
  • Members
  • 1 138 messages
Yes! Such a nice offer. Thanks.

#12
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
Email on its way. I'm curious to see if the override works or not. Keep us posted?

#13
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
This is weird, but yesterday it worked, and today it doesn't. It's like the program is not reading the instructions in the erf folder anymore since I last restarted.

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
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
@BelgarathMTH - ZERO clue, sorry. I bet ShaDoOoW knows though. *grins* My only suggestion is to make sure to do a script compile after you load the erfs into the module. But again, serious cluelessness here if that will do you any good or not. =(



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
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
TheSpirited, thanks. See my EDIT#3, above.

#16
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
No promises here... but... seems to me... if the actual texture file that controlled what the visual effect looks like happened to... meet with a little "accident", then it wouldn't show up, now would it? ;) The tricky part is if anything else uses it. If you put a basically null texture, like a I dunno, 1x1 black pixel - in the override (brace yourself for big time Mistress guessing!) then it would be at the top of the food chain as it were? This is what I consider to be the option of last resort.

#17
jmlzemaggo

jmlzemaggo
  • Members
  • 1 138 messages
'works like a charm in the override! I tried barskin, stoneskin and greater stoneskin and I still look as beautiful as always, after the spell animation and all, and the effect icons showing in the up-right corner and in my PC sheet.
(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
TSMDude

TSMDude
  • Members
  • 865 messages

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
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
TSM, well, on your advice, I downloaded those patch overrides and put them in my new override folder, but the .tga files in that patch refuse to appear in my folder. I'm not sure what's going on there. If I try to extract the files a second time into the same folder, Windows says that the files are already in there and do I want to copy and/or replace them.



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
jmlzemaggo

jmlzemaggo
  • Members
  • 1 138 messages
 I would move my usual override folder out of the NWN directory, for keeping it safe, create a brand new one, empty, maybe add those only thoes "1.69 Patch Overrides" in it, plus what you got from Texture Base Spell Changes to be dropped into your override if you decided to go the override way.
 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
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
jml, thanks for the advice. I'm happy for the time being because my current SoU game is playable without the spellskins.

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
jmlzemaggo

jmlzemaggo
  • Members
  • 1 138 messages
(Link fixed, thanks.)

#23
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
*self reminder bump*

#24
TheSpiritedLass

TheSpiritedLass
  • Members
  • 765 messages
Thanks to repeated reminders from jmlzemaggo, I've finally loaded the override version of the scripts to the vault.

#25
ffbj

ffbj
  • Members
  • 593 messages
I thought there used to be one that got rid of all spell visual effects, that annoying true sight one and all the skins, even ghostly visage, or anything that would add additional load to the server.