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Custom Polymorph Woes


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4 réponses à ce sujet

#1
The Fred

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I decided to redistribute the choice of forms for Polymorph Self, since I don't like it letting you turn into a mechanical spider, and in my campaign there will be no Mind Flayers and probably no Umber Hulks or even Trolls. So, I decided to make some new forms to replace those and tweak them all up a bit so that they all have at least some use.

Unfortunately, what should have been a simple task has got me well and truly stuck. The issue is that I've tried to make a Naga form, using the RWS Naga appearance (through Pain's Monster Pack). However, when I try and polymorph in the game, it doesn't work. I get stuck as what I was already, I just can't cast spells or use items. This seems to be a model issue, since I had the same problem with the Bear form I made because I was using the wrong model name (c_bearbrown instead of c_bearblack), but I've checked and the model appears to be c_naga as I've put in the polymorph 2da file.

Does anyone have any idea where I've gone wrong? Do models not work for polymorphs if in hakpaks or something stupid like that? It's probably something simple, but I've spent half the day on this and I'm feeling as though my life is ebbing away...
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#2
The Fred

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I have managed a work-around of sort by using a pre-existing appearance for the polymorph, and then setting it to what I actually want with SetCreatureAppearanceType(). When the polymorph ends, the character is still returned to normal. However, the intermediate appearance still shows up briefly, making this a bit of a kludge.

#3
M. Rieder

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I haven't changed the spells themselves, but I have made a couple of items that polymorph the player. It seems to work pretty seamlessly from just NWScript.

From what I recall, the spell.2da file just references the script to run when the spell is cast, is that correct?

#4
painofdungeoneternal

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is the blueprint you reference in polymorph.2da set up correctly?

#5
The Fred

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Woah. Woah. OK. I know what's gone wrong. I thought the appearance column of the 2da refered to the model which the polymorph should use - IIRC, this is the way it was in NWN1, but I guess the column being called AppearanceResRef should have made me realise, if I'd bothered to read it. When I changed this to the name of a blueprint I'd made, it all worked fine.

I guess this makes sense, since you can attach visual effects to blueprints and tint and scale them, but it just seems odd given that you set the physical stats and so forth in the 2da. This does actually work out better, though, since I was previously applying scale and skin-change effects after the polymorph had happened.