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#26
Kaldor Silverwand

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Lance Botelle wrote...

Kaldor Silverwand wrote...

My Character Visibility Context Menu Option UI enhancement does not address the camera issues discussed above. It only allows the currently selected character to alter their visibility. Because it uses the player context menu it cannot be used against enemies and does not require the console or an item. It should be fully compatible with the OC. MotB, and SoZ.

Regards


Hi Kaldor,

Looks good!

Does altering PC "visibility" this way affect the ability for NPCs to spot the PC? If you are using a SEF, then I am guessing not, but would like to know how NPCs react to the PC when using this effect on themselves.

Cheers!
Lance.


"Compatibility" in this case just means that the context menu modifications themselves are compatible with the standard player menu displayed in the OC. MotB, and SoZ. I am guessing there should be no adverse effects but I can't say for certain.

Regards

#27
Kaldor Silverwand

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MasterChanger wrote...

 Kaldor, using the context menu is a fantastic way to implement this! That combines ease of use with some parameters to limit the ability for things to go haywire. A number of other projects do override the context menu but merging should be easy enough.


There's an app for that! :) Charlie's Context Menu Combiner.  Not hard to do manually though.  The changes in the file are documented and not extensive.

Regards

#28
painofdungeoneternal

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One other thing that might help, i've developed in my ui changes, code which does a "on character change" event.

This way the effect could be limited to the currently active character.

I am using some custom things which display the users xp, ac and hps on the top corner to detect when this happens, as well as hooking scripts, ui elements like the player list on the right side that shows the icons. Probably not doable in a more vanilla setup, but i've done deeper changes to things to get what i have working as it is now, but just taking a few of these ideas might help even if there are some cases where it does not fire this event, it's just a visual effect.

Unfortunately this is really a SP thing, as invisible characters would really cause confusion in MP games, but perhaps transparency might be an option. A client side feature implemented via the nwn2 client extension, or perhaps peachykeen's shaders seems like it would be a better option for MP ( and would make the SP version work much better as well )

Modifié par painofdungeoneternal, 28 juillet 2011 - 08:28 .


#29
MasterChanger

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painofdungeoneternal wrote...

One other thing that might help, i've developed in my ui changes, code which does a "on character change" event.


:o How'd you manage that? I can imagine overriding the party bar so that it intercepts clicks on the portraits, but there are more ways to change character than that (pressing F1-Fx, change due to cutscene, etc). Sounds cool!

Unfortunately this is really a SP thing, as invisible characters would really cause confusion in MP games, but perhaps transparency might be an option. A client side feature implemented via the nwn2 client extension, or perhaps peachykeen's shaders seems like it would be a better option for MP ( and would make the SP version work much better as well )


I remember thinking when the shader project was first announced that it would be cool if it could apply dynamic visual effects to specific creatures that would only be visible to certain players. If it can, that would seem to have a lot of potential!

#30
painofdungeoneternal

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Multiple methods, one of which you described via the right clicks on partybar. ( tome of battle for example was doing that and why i was working on it initially )

Also lots of things in the scripts which i've reworked ( the scripting layer is entirely custom and avoids any touching of vanilla library files which makes things a lot easier )

But obviously there are always going to be ways to get around that, so i have a failsafe that checks each round if the character changed, and if it does, it triggers the event. ( it's a UI heartbeat which is doing other tasks, keeping my main UI interface updated with things that might change periodically )

So it's a combination of elegant and clever scripting, followed by brute force, but it ends up working all the time no matter what.

Modifié par painofdungeoneternal, 28 juillet 2011 - 10:50 .


#31
Kaldor Silverwand

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I've updated my Character Visibility Context Menu Option with additional degrees of transparency, the ability to hide weaponry, and additional menu options to apply the effects to all faction members.

Regards

#32
summonedmonkey

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Ye Gods! This is awesome. I am countyoyo/fuzzluver/summonedmonkey (think I could keep track of these account aliases? Nope.) and I have just re-installed NWN2 after a long delay. I am astounded by what you did here, Kaldor...you are STILL sublimely awesome! Can't wait to try this out.

#33
Kaldor Silverwand

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I consider it a work of the community. I just contributed the idea of using the context menu and packaged it up. Hope it gives you the FPS feeling you are hoping for.

Regards

#34
summonedmonkey

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It does, and yes, modesty aside, my comment stands. While I dream of someday someone making a comprehensive D&D conversion mod for Skyrim, thanks to you and the community I can get my first person fix on in NWN2 a little easier. I like using it for first person exploring, then switching to strategy view for combat then back again. I liken it to imagining my DM describing things and then referring to my tabletop miniatures. Nothing beats pnp D&D, but once again I can't stress enough how thankful i am at your work.

#35
Freelock

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My apologies for opening this thread again.

This thread has been very informative and so now I'm playing with Kaldor's mod and set the main character to invisible.
I zoomed the camera as close as possible to the character when in "character mode" as well but one thing I would like to know.
Can I raise the camera somewhere cause zoomed in, which doesn't zoom in on the back of the head but on his back, my character feels like he's short in size?

Thanks in advance for your help.

#36
Kaldor Silverwand

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There is a hakpak on the vault here that purports to raise the camera. This is done by modifying the appearance.2da file.

Regards

#37
Freelock

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Kaldor Silverwand wrote...

There is a hakpak on the vault here that purports to raise the camera. This is done by modifying the appearance.2da file.

Regards


Thx for your reply :)

I know that mod but then the camera is way too high like you're 10 feet tall.
Wish there was another way to up the camera but then I also need to know which paramaters to look at and how to modify them.

Modifié par Freelock, 08 mars 2012 - 05:44 .