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Installing of Custom Creatures?


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15 réponses à ce sujet

#1
Alupinu

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Can somebody help or direct me to something that will tell me how to install custom creatures?
Trying to install a wererat and having a few problems can’t get my creature to appear. I found its appearance in the first tab of Properties (at the top, ‘appearance’) but when I go to Properties/Basic tab/Creature Appearance, I cannot find the model. Does this make any sense? Please ask questions, thank you.
alupinu

#2
ArtEChoke

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Could be a bunch of things. It sounds like your 2da is ok. Are you using a .hak, or override?



For starters:

Make sure the creatures gender is set to "none" under the basics tab.

#3
dunniteowl

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And the list of creature appearances is alphabetical, so depending on how the appearance is named it might not be under the W's, for example. It might be Rat, were. Or Lycanthrope; wererat. Did you examine faithfully the entire list of appearances?

dno

#4
Alupinu

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ArtEChoke wrote...

Could be a bunch of things. It sounds like your 2da is ok. Are you using a .hak, or override?

For starters:
Make sure the creatures gender is set to "none" under the basics tab.




Thanks ArtEChoke, I’m using a hak. Gender set to none? OK. Haven’t tried that yet but will let you know how it goes.
 
@Dno, Thanks for the suggestion. I did spent a good thirty minutes checking all the names just to make sure that there was no “Rat Were” or anything like that.. But… no dice.

alupinu

...a little while later...


Tried setting the gender to ‘none’ but nothing happen, anything else?
The funny thing is that the ‘appearance’ in ‘properties/basic/appearance’ will flip to Batiri_X2 if the main appearance on the front tab is set to Wererat.  Not sure if that means anything.
 Posted Image

Modifié par Alupinu, 08 janvier 2011 - 07:07 .


#5
Friar

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I'm having the same problem with finding the Gelatinous Cube, Stirge, and Naga models I put in my module. The tiger and others look really nice, but I could really use those other three.

#6
ArtEChoke

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@ Alupinu, sorry I misunderstood your first post. First things first, it looks like you don't have the proper .2da file in your override folder. I'm assuming that you're using Pain's monster pack.

If this is the case - in his description text (second paragraph down), there is a link to his master .2da file. You need to download this and put it in your override to access any of the creatures in the pack. After that, the wererat should show up in the appearance dropdown list and work fine (I just tested this myself).

@ koundog1, for the RWS creatures you're having trouble with: in the properties tab for the monster, go to armor set, and change the armor type to naked (no I'm not kidding). Also, make sure the gender is set to none (as above, I just tested this out myself).

#7
Friar

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I had the gender set to none and the armor types set to naked (All armor types that could be set to naked that is.) Still no luck, but I see now that the problem comes from a setting so I'm going to adjust the settings until I get the desired result.
Or I'll start from scratch with a brand new blueprint and do as you suggested.

Or maybe I'll revist the 2da content.

Is there any way that I can adjust the race to "none?"

Modifié par koundog1, 09 janvier 2011 - 03:13 .


#8
Alupinu

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Thanks ArtEChoke, I got it to work! All is right with the universe again. Just one last question, do I need to put the appearance.2da file in my hak_file to stream line it? I really don’t want to force my players to put anything into their override folder.

#9
ArtEChoke

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@Alupinu, cool. Yes, if you don't want to have any overrides then you could incorporate the .2da into the hak.

@koundog1, are you able to select the creatures in your appearance list, or are they not showing up at all? I was assuming (since you were able to select other custom creatures) that you were selecting the appearance, but the monster model wasn't showing up.

If you can't find the appearance selection in the appearance dropdown at all, then you don't have the right .2da for the hak you're using - or its being overridden by something.

Modifié par ArtEChoke, 09 janvier 2011 - 08:26 .


#10
Friar

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Yeah thanks! I think it is getting the override by some things. I think that is the reason some of my things from SoU are not showing either. I think I'll just dump my override folder for the time being.
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It's not my overrides. It looks like I emptied that a while back.
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It looks like my appearances 2da is the problem. I found all the missing models at the end of the list with missing string_ref's. I'm going to give them a value of 190001 and up for these main models:
Gealtenous_Cube
Ooze
Hammerhead_Shark
Mako_Shark
Myconid

Still it leaves me desiring the Stirge which I wanted to swarm down on unsuspecting players.
----------------------------
I'm not sure I'm going to be able to get this to work.
kind of a shame since I really could have used the Stirge and Naga models. I'm glad the tiger works though.

Modifié par koundog1, 09 janvier 2011 - 10:49 .


#11
ArtEChoke

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Oh my. I recommend not messing with the .2da. The string refs don't do anything unless its got an entry in the tlk. For most user made creatures it should just be set to **** (four asterisks).

You can get this to work.

Which hak are you using, Pains or RWSs?

Modifié par ArtEChoke, 10 janvier 2011 - 01:14 .


#12
Friar

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Sorry for the delay, I have really long shifts this week at work.



I'm using RWS. I know that a while back when I was more familiar with haks and 2DAs I combined the RWS Creature Conversion Project with a single hak I want to use for my adventure. Proper credits will be given of course.

#13
ArtEChoke

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koundog1 wrote...

Sorry for the delay, I have really long shifts this week at work.

I'm using RWS. I know that a while back when I was more familiar with haks and 2DAs I combined the RWS Creature Conversion Project with a single hak I want to use for my adventure. Proper credits will be given of course.


What I suggest is that you make a brand new blank mod for trouble shooting purposes.

- Make a brand new mod, and make a brand new empty override folder.
- Attach the RWS creature hak through module properties.
- Make a new blank area, turn on viewable skeletons
- Instead of doing a new blueprint, just place a mindflayer (could be any creature but the mindflayer is the first creature on the monster menu)
- select mindflayer and in the first tab under properties change the appearance to stirge - do this one first because no extra steps are needed (gender, armor set, etc). The stirge should work right off.
- if that works, select the stirge and change the appearance to naga. What should happen, is your model will dissapear, and be replaced only by the nagas visible skeleton.
- go to the creature's armor set tab, and set armor to naked. The creature should then become visible in the armor set preview (but not the creature preview, or in the actual area)
- go to the basics tab, and set the gender to none. The creature should become visible in both the creature properties preview and the area.

If it works on a brand new blank mod, but not in your in-progress mod, then yes, you have a hak conflict, or you need to download a new version of RWSs appearance.2da

#14
Darin

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I know this is somewhat necroposting, but whatever.

Having the same problem with Mimic from Pain's. Just re-applied the Appearance.2da file from his site, and nothing. Tried the gender trick, still not appearing in Basic tab (model appears in toolset just fine, but only in the Appearance Wizard and on the Properties tab as far as lists go; Under preview and Armor there's my chest...when I paint one down, there he is. When I run the module...nothing.

Can't be a hak conflict as I don't use haks (I unpack them into an Override folder in my Campaign folder; this worked for mimic in rotLT; but for some reason's Pain's pack isn't working with it).

the 2da file is sitting in the campaign folder with the placeables file (which works just fine). I'm wondering if it's still trying to use the old Appearance.2da; I hope not, seeing as I would have to redo all of Pains 2da by hand at that point.

Any advice besides the gender trick and armor trick?

#15
Darin

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Okay, it works if the 2da is in the main Override folder, but not the campaign folder or an override folder within the campaign folder...

#16
Darin

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Nevermind, I figured it out... loaded the appearance.2da in the toolset and compared with the version that worked from another mod...made a few changes, but I think the changes twern't relevent; it was either loading it and saving it (thus overriding the old 2da it was referencing) or changing Selection Size from "2" to "****". Everything else was a float value, and I think it just made the mimic have less melee range.