Yet another NPC statue question...
#1
Posté 16 janvier 2011 - 04:55
Any help is appreciated.
#2
Posté 16 janvier 2011 - 06:42
You could create a new copy of sp_stoneskin.sef, change the name, and remove the unwanted effects. I can't guarantee that it would be super-simple, not having messed with .SEFs much myself, but I can't imagine it would be too hard.
Alternatively, you could just use Iron Body VFX instead. The texture referenced in this .SEF is much smoother than Stoneskin, so it might not work for you. On the plus side, it doesn't included anything but the texture itself (and maybe a tiny light).
#3
Posté 16 janvier 2011 - 09:25
MasterChanger wrote...
You have a few options. If you really want the stone texture but not the particle and fog effects, you can create a new .SEF that doesn't have them. If you open up sp_stoneskin.sef in the Visual Effects Editor (I'm pretty sure you have to extract the VFX's from Data\\\\NWN2_VFX first) you can see a few aspects of the .SEF. It has the texture swap, which is what you want, and sp_stoneskin[1-3].fx, which create the particle/smoke/etc effects.
You could create a new copy of sp_stoneskin.sef, change the name, and remove the unwanted effects. I can't guarantee that it would be super-simple, not having messed with .SEFs much myself, but I can't imagine it would be too hard.
Alternatively, you could just use Iron Body VFX instead. The texture referenced in this .SEF is much smoother than Stoneskin, so it might not work for you. On the plus side, it doesn't included anything but the texture itself (and maybe a tiny light).
I know that someone else already did this. But I cannot find it using Google. It was posted in the old forums.
#4
Posté 16 janvier 2011 - 09:39
No, wait, were you talking about "Remove annoying effects"? That one seems to come in varieties that either a) remove the skin (texture) effect only, or
Either way, should be pretty simple for M. Rieder to take care of if he knows what he wants...
Modifié par MasterChanger, 16 janvier 2011 - 09:39 .
#5
Posté 17 janvier 2011 - 05:15
Found it! Thread is here.
The directions to remove the dust provided by Shaughn78 are:
Open C:\\Program Files\\Atari\\Neverwinter Nights 2\\Data. Open NWN2_VFX and in the transmution folder copy sp_stoneskin.sef to your desktop. Open that sef file with the visual effect and remove the 2 particle emitter files then save with a new name. Place in campaign folder or even the mod folder if you're using directory mode. In the script for the effect eStone type the new file name in as the EffectNWN2SpecialEffectFile with out the .sef.
Regards
Modifié par Kaldor Silverwand, 17 janvier 2011 - 05:25 .
#6
Posté 17 janvier 2011 - 07:55
#7
Posté 21 janvier 2011 - 12:50
#8
Posté 21 janvier 2011 - 04:29
Please?
#9
Posté 21 janvier 2011 - 05:48
#10
Posté 23 janvier 2011 - 03:52
NWN DM wrote...
OK now would you be so kind as to release a BP something/anything that has this already done, and then Luddites like me can just change the appearance?
Please?
Not really sure what you are asking for here. Please elaborate on what a BP is, and I will do my best to oblige.
#11
Posté 23 janvier 2011 - 06:03
M. Rieder wrote...
NWN DM wrote...
OK now would you be so kind as to release a BP something/anything that has this already done, and then Luddites like me can just change the appearance?
Please?
Not really sure what you are asking for here. Please elaborate on what a BP is, and I will do my best to oblige.
BluePrint. There won't actually be a blueprint, just the altered SEF.
#12
Posté 24 janvier 2011 - 02:37
#13
Posté 24 janvier 2011 - 02:49
#14
Posté 24 janvier 2011 - 04:18
#15
Posté 24 janvier 2011 - 06:17
Will try it out the next time I get the chance to muddle around in the Toolset!
One question; does this also play the ambient animation so the statues won't all look like someone with a Halberd inserted in a delicate spot?
Modifié par NWN DM, 24 janvier 2011 - 06:18 .
#16
Posté 24 janvier 2011 - 09:11
#17
Posté 25 janvier 2011 - 12:04
Is there an example somewhere of the script one should use in On Spawn?
Thanks again.
#18
Posté 25 janvier 2011 - 12:26
#include "NW_I0_GENERIC"
void main()
{
object oTarget = OBJECT_SELF;
effect eFreeze = SupernaturalEffect( EffectVisualEffect( VFX_DUR_FREEZE_ANIMATION ) );
ApplyEffectToObject( DURATION_TYPE_PERMANENT, eFreeze, OBJECT_SELF );
SetOrientOnDialog(oTarget, FALSE);
SetBumpState(oTarget, BUMPSTATE_UNBUMPABLE);
}





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