Now I'll just endlessly fiddle with them for the next 7 days.
April 2011 Custom Content Challenge: Religious Items and Symbols
#51
Posté 02 mai 2011 - 09:40
Now I'll just endlessly fiddle with them for the next 7 days.
#52
Posté 03 mai 2011 - 02:06
#53
Posté 03 mai 2011 - 09:35
And no there aren't any portraits. If I could draw would I have to use other's images as the basis for this? Also if you think about it these could be just decorative or they could be conduits to the deities they represent. In this latter case who am I to limit the imagination of the module builder as to how they represent the deity that is communicating?
Finally, because of the slowness of the connection here I have only uploaded the hak version and not the sources as well 'cos the sources are in the hak.
Hope these are of some use.
TR
#54
Posté 03 mai 2011 - 10:50



#55
Posté 06 mai 2011 - 04:02
#56
Posté 06 mai 2011 - 02:25
TR
#57
Posté 06 mai 2011 - 06:16
Here is the line up so far:
Estelindis - Faerunian Pantheon amulets - Done (for those downloading directly, I ran into some quirks with the last 4 blueprints - Umberless, Valkur, Vesharoon and Vhaeraun. These are fixed in the Vault download.)
Estelindis - Holdable Holy Symbols - Done
Mistress - Eye of Ra necklace - Done
OldTimeRadio - Beholder Hagioscope placeable - Done
OldTimeRadio - Secret shrine of Rallaster placeable - Done
Rubies - Holy Dark books - Done
_six_six_six_ - Ancient Altar placeable - Done.
_six_six_six_ - Tower Shield of Tyr - Done (name updated to reflect shield type)
TarotRedhand - Faerunian Pantheon Holy Plaque placeables - Done
TarotRedhand - Faerunian Pantheon Holy Symbols inventory icons - Done
The Amethyst Dragon - Holy Gear scripting - Done
Zwerkules - World Pillar - Done
Gee whiz type note: These are the way your names and content will be in the Vault post, so if they are wrong or not to your liking, it is time to jump up and down screaming that I got them wrong. *sassy grin* This is something I'll start doing from now on so that y'all have a chance to make sure I'm naming things correctly. Usually I pull the names out of your posts but sometimes y'all get sneaky on me and don't call them anything.
Edited list on 5-10 - all goodies present and merged in. Awesome work as always y'all.
Modifié par TheSpiritedLass, 10 mai 2011 - 02:04 .
#58
Posté 09 mai 2011 - 12:32
Will post whatever holdable items I manage to finish tomorrow evening Irish time (hopefully this counts as morning in American time!), but we may be looking at just a few of these for the time being (namely, holy symbols with simple shapes).
#61
Posté 09 mai 2011 - 06:23

Updated screenie of Rubies' books.
#62
Posté 09 mai 2011 - 07:37
In the meantime I will, of course, keep experimenting to try to fix it. But if anyone happened to know already, without having to go all trial and error about this, it would be very handy.
EDIT: Well, nosing around Lisa's Holdables hak, it looks like her holy symbols are all torches. Maybe there's just no way around it - perhaps the game treats torches specially for some reason. If anyone does find out otherwise, though, please let me know. (A fair bit of time wasted here, unfortunately, trying to go for the custom item type. It would have been nice if it had worked out, though. Customising the armour enchantment type as shield, opening up further enchantment possibilities beyond just those the torch offers, setting a more appopriate inventory sound, etc.)
Modifié par Estelindis, 09 mai 2011 - 08:57 .
#63
Posté 09 mai 2011 - 10:16
Certain base item types created by BioWare that have special animations with them don't work when copied to a new line in baseitems.2da (even if otherwise unmodified). Any new such lines are treated like weapons for equipping/holding (torches, shields), and/or lack the proper animations (potions, scrolls) when used.Estelindis wrote...
Any experts on BaseItems.2da around here? I'm trying to create a new Holy Symbol base item for the holdable symbols (thankfully, there's already a "Holy Symbol" tlk reference), but I don't fully understand what all the columns do. When I tested the holdable symbol as a torch, the character held it up in her left hand like a torch. But when I copied the torch 2da line to a new line and renamed the item type (making a few changes, like to inventory sounds, but none that I thought should have a huge effect), the character then started holding the symbol down at her side, like a weapon. Anyone have any clues?
In the meantime I will, of course, keep experimenting to try to fix it. But if anyone happened to know already, without having to go all trial and error about this, it would be very handy.
EDIT: Well, nosing around Lisa's Holdables hak, it looks like her holy symbols are all torches. Maybe there's just no way around it - perhaps the game treats torches specially for some reason. If anyone does find out otherwise, though, please let me know. (A fair bit of time wasted here, unfortunately, trying to go for the custom item type. It would have been nice if it had worked out, though. Customising the armour enchantment type as shield, opening up further enchantment possibilities beyond just those the torch offers, setting a more appopriate inventory sound, etc.)
Modifié par The Amethyst Dragon, 09 mai 2011 - 10:18 .
#64
Posté 09 mai 2011 - 10:43
#65
Posté 09 mai 2011 - 11:32
Anyway, here's an updated pic of some holdables. I don't see myself having time to make too many more for now, so I'm posting an updated download containing these few holdables. I'll make more if I have time, but I'm not too optimistic on that front.
Modifié par Estelindis, 10 mai 2011 - 12:03 .
#66
Posté 09 mai 2011 - 11:32
Estelindis wrote...
Thanks, Amethyst Dragon. It's disappointing, but I'm glad to know. *bows to your expertise*
Ha! "Expertise"...that's funny. I'm far from an expert when it comes to custom content...more like someone that likes to dabble, and I came across this problem while attempting to make a new shield type a couple years ago. Didn't work out though, since a new shield type wouldn't actally line up on the left forearm node when equipped.
It is disappointing. Too bad that file doesn't include one extra column for controlling something like equip/use animation type: 0 = weapon, 1 = shield, 2 = potion, 3 = scroll, etc.
It's things like this that makes me sad that there's no more official development patching of NWN. If only the designers had had some sort of idea of just how far we'd want to push this game, back in the early days...
Edited to add:
As far as your symbols not showing up without the baseitems.2da file, the original might not have the "max range" extended as far as possible. For instance, if it only goes up to 10 or 50 or whatever (instead of the max value of 255 that's really possible if you modify your 2da file), only the ones at or below the listed range will show up in the toolset or game.
Modifié par The Amethyst Dragon, 09 mai 2011 - 11:42 .
#67
Posté 10 mai 2011 - 12:05
Thanks! That must explain it. If I kept to low torch numbers it'd probably work, but I try not to use numbers already in use in the CEP. As it has lots of custom holdables, I didn't start until the late hundreds.The Amethyst Dragon wrote...
As far as your symbols not showing up without the baseitems.2da file, the original might not have the "max range" extended as far as possible. For instance, if it only goes up to 10 or 50 or whatever (instead of the max value of 255 that's really possible if you modify your 2da file), only the ones at or below the listed range will show up in the toolset or game.
#68
Posté 10 mai 2011 - 01:05
#69
Posté 10 mai 2011 - 01:54
Modifié par Estelindis, 10 mai 2011 - 02:07 .
#70
Posté 10 mai 2011 - 02:05
Edit: I learned yesterday that when dealing with the baseitems 2da you sometimes have to shut down the toolset and restart it. I couldn't get Rubies' new item types to show up until I did that. Could be that is what it happening to you?
Modifié par TheSpiritedLass, 10 mai 2011 - 02:07 .
#71
Posté 10 mai 2011 - 02:08
Give me another couple of minutes. It would really be ideal if I could fix it, as it would also enable to set a better ground rotation on this class of items. (Holy symbols look awful with torch rotation, but if I change it torches would still look fine.)
#72
Posté 10 mai 2011 - 02:10
#73
Posté 10 mai 2011 - 02:16
Modifié par Estelindis, 10 mai 2011 - 02:31 .
#74
Posté 10 mai 2011 - 02:42
OKay! So just to make sure I merged the 2da right, here are the changes from Bioware 1.69:
1. Increased MaxRange from 50 to 255
2. AC_Enchant from **** to 3
3. RotateOnGround from 1 to 0
Nice touch, Este. I'll move them out of a chest and onto a dresser or something.
#75
Posté 10 mai 2011 - 02:53





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