There is a plug-in on the Vault that probably many of you are familiar with: InCharacter. I really need to use this, or something similar to it, because the player character of my module is going to be a model other than the ones usually allowed (he may be a lizardfolk or something else, by way of point). I am not aware of any way to do this besides through InCharacter, yet I cannot get it to run. Whenever I open the toolset, it says it failed to load. Now I did open the source file in Visual C# Express 2010 and updated the broken references to the seemingly appropriate .dlls (found them in the neverwinter nights 2 folder). I retrieved the new InCharacter.dll from bin/Release of the InCharacter folder and put it in NWN2Toolset/Plugins, as I saw the .dlls of the plug-ins the toolset came with were there. I got the failed to load message when starting the toolset. I then tried adding the Sano.Utility.dll reference because the creator's readme mentioned it but did not include it in the source. After replacing the old InCharacter.dll with the new one, it still did not work.
I mention all these steps because I am by no means a C# pro and want to be clear on what I did in trying to resolve this. I am running the Steam version of the toolset, which states its version as 1.0.1765.0. The plug-in is here: http://nwvault.ign.c...&comment_page=5
I posted this same question on the plug-in's page but it seems to be very infrequently visited, especially by the creator, so I fear I have little hope for an answer there. Have any of you had this problem or do you know what I am doing wrong? Do you know of another way to change a player character's Feats, abilities, etc., as well as her model? Thank you.
InCharacter plug-in
Débuté par
Dustblooded
, août 28 2011 08:36
#1
Posté 28 août 2011 - 08:36
#2
Posté 28 août 2011 - 09:47
I don't know about how to use the plugin, but you can easily change a character's appearance. As I said here, on a coincidentally recent post, you would probably have to write a short script and run on your character. I think you could make a mini-module with an OnEnter script which changed your character's appearance, then export that character and use it in another game. Alternatively, you could write a stand-alone script, put it in the override folder, and run it in-game via debug mode (but you'd have to compile it anyway).
It needn't be complicated, something like the following should work:
It needn't be complicated, something like the following should work:
void main()
{
object oEnt = GetEnteringObject();
SetCreatureAppearanceType(oEnt, XXX);
}
#3
Posté 28 août 2011 - 10:48
Interesting. Looking at the parameters of SetCreatureAppearanceType, I see there is a list of int constants for the second one. Is there any way to make a unique appearance and add it to that list of constants? What I would like to do is have the player enter the game as a certain character (I will be running a script to check if they made the correct selection and if not, possibly booting them). However, I don't want the character to be in their "starting" clothes - such as the warlock's leather-looking gear with the skull shoulderpad. I'd prefer to be able to put them in a more simple peasant garb at the start, complete with a color scheme chosen by me. Is there a way to save such a look and add it to the APPEARANCE_TYPE_* constant group?
Better yet, is there any way to edit a character's inventory prior to play? That way I could remove the warlock garb. However, that is again where the InCharacter plug-in would prove tremendously helpful.
Better yet, is there any way to edit a character's inventory prior to play? That way I could remove the warlock garb. However, that is again where the InCharacter plug-in would prove tremendously helpful.
#4
Posté 28 août 2011 - 11:13
Is this charcter of a stock race?
Perhaps you could pre build the character then include the bic file with your mod. Inform the player that the mod was written for that character and let them go at it. Some may choose thier own character but they lose out in the long run.
PJ
Perhaps you could pre build the character then include the bic file with your mod. Inform the player that the mod was written for that character and let them go at it. Some may choose thier own character but they lose out in the long run.
PJ
#5
Posté 28 août 2011 - 11:21
Indeed it is a stock race, he is human. I already generated a .bic file for that very purpose, but was wondering if there was any way I could edit said file in the toolset or another program in order to change his initial appearance (clothes). About a third of the way through the game, the character changes permanently into a different appearance (let's say, a lizardfolk). If The Fred's suggestion keeps the character in the changed appearance permanently, than that is a perfect solution to that part of the problem. But I am still wondering if there is any way I can have the player enter the game with their character dressed in plain clothes rather than the iconic garb of the warlock class. InCharacter seemed like a perfect way to do this, but I just can't get it to work.
#6
Posté 28 août 2011 - 11:21
You can use the on-client-enter script on your module properties to adjust PC equipment as the module begins.
#7
Posté 28 août 2011 - 11:44
Awesome, thanks.
#8
Posté 29 août 2011 - 10:51
If you just want to play as a character starting in that outfit, place it in a custom module, play the module, pick it up and equip it, then export your character as above.
If you're building a module for others to play and want them to start it in said garb, the OnClientEnter event is the way to go (well, OnPCLoad might be better, actually). You can take items from them and give them new ones quite easily... look for "item stripping" on these forums, I think there was another thread about it not long ago, probably under scripting.
If you're building a module for others to play and want them to start it in said garb, the OnClientEnter event is the way to go (well, OnPCLoad might be better, actually). You can take items from them and give them new ones quite easily... look for "item stripping" on these forums, I think there was another thread about it not long ago, probably under scripting.





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