Okay thank you Shadooow, I'll PM you the screenshot.
Community Patch discussion and development thread
#701
Posté 15 février 2015 - 03:42
#702
Posté 15 février 2015 - 04:56
Okay thank you Shadooow, I'll PM you the screenshot.
Oh. Its caused by CPP actually. I couldnt imagine from the description now when you send me screenshots, I know how that happened. The secondary creature you see is from tail. It seems that some nwn creature basic blueprints have assigned wings and tails with weird numbers which wouldnt existed in the time these blueprints were created. Neither these models had wings and tails allowed, thats a new feature from CPP where every humanoid model can have wings and tails. Which with a new tails as a creature from 1.69 caused this now.
I will have to edit these blueprints and remove wings/tails assigned to them. Can you check if there are more like these?
#703
Posté 15 février 2015 - 06:25
Sure thing, I have checked them all(but not the NPCs), here are the ResRefs I have found:
- nw_orcchiefa
- nw_bodak
Kato
#704
Posté 16 mars 2015 - 04:21
I was thinking of installing this for the official content, but how do I install it manually?
I downloaded the 7z file and extracted it to the NWN dir, but nothing happened.
Nevermind, I get it now.
#705
Posté 20 mars 2015 - 05:27
Hey, would it be possible to "softcode" Circle Kick? The current patch fix is more than welcome, of course, yet the feat itself is still somewhat useless. It would be awesome to have it modifiable.
Kato
#706
Posté 21 mars 2015 - 03:58
Hey, would it be possible to "softcode" Circle Kick? The current patch fix is more than welcome, of course, yet the feat itself is still somewhat useless. It would be awesome to have it modifiable.
Kato
I dont see any way to do that unfortunately. But why you think its useless? I even heard opinions its overpowered and unbalanced! I think its pretty good now since its +1 attack every round as long as there are at least 2 targets.
#707
Posté 21 mars 2015 - 04:39
Okay thank you Shadooow. I'm surprised to hear that some think it's OP(no offense meant), since after lots and lots(really) of tests I ended up removing the feat. My toon still looses focus from time to time(keeping on attacking the target of the kick, forgetting the initial target), and the kick sometimes totally breaks the attack "sequence", along with the already well known "stop attacking and be flat-footed" when a targeted opponent moves too far before the kick fires. Altogether these drawbacks make the usefulness of the feat somewhat dubious, but maybe it's just me who coded and tested way too much during the last few months...
Kato
#708
Posté 21 mars 2015 - 04:50
well known "stop attacking and be flat-footed"
Kato
oh, hmm yea i forgot about this, it might be possible to fix i will look into that
- Kato - aime ceci
#709
Posté 21 mars 2015 - 04:59
Thank you so much for all that hard work, Shadooow ![]()
Kato
#710
Posté 29 avril 2015 - 04:07
I am interesting in helping you test your 1.72 beta patches, me and a few friends are setting up a small PW and are very interested in you work.
I have installed the 1.71 installer with all languages and builder's resources (windows only) and then manually installed the Patch172_beta7.7z.
The only issue I am having at the moment is I cannot find the weaponfeats.2da as I am wanting to setup the CEP weapons with feats.
I want to get as much of your patch working in our world, but still allow 1.69 users to log in. Any advice or instruction would be greatly appreciated.
Keep up the great work!
#711
Posté 30 avril 2015 - 10:56
I am interesting in helping you test your 1.72 beta patches, me and a few friends are setting up a small PW and are very interested in you work.
I have installed the 1.71 installer with all languages and builder's resources (windows only) and then manually installed the Patch172_beta7.7z.
The only issue I am having at the moment is I cannot find the weaponfeats.2da as I am wanting to setup the CEP weapons with feats.
I want to get as much of your patch working in our world, but still allow 1.69 users to log in. Any advice or instruction would be greatly appreciated.
Keep up the great work!
Oh, the 1.72 beta doesnt offer builder's resources. You need to exract the 2da via nwnexplorer from bif.
#712
Posté 02 mai 2015 - 05:49
#713
Posté 03 mai 2015 - 04:52
Ok I think I need something cleared up on using the 1.72 beta 7 patch on our persistent world.
I have set it up on the server and added the weaponfeats.2da as well as feat.2da to our unique server hak.
I've set up another computer with nwncx.dll, nwncx_connect.dll and the nwncx_patch.dll from the 1.72 beta 7.
When I connect to the server it connects the haks to the client as some skill changes are showing up,
but when creating a character I do not get the new weapon focus (maul) feat as an option.
When creating a new fighter and I get the selecting my feats it shows two weapon focus feats in the menu, but neither one has the new weapon focus (maul) feat.
What I am wondering is can we setup the server to run 1.72 beta 7 patch and allow 1.69 versions to connect to our server and use the CEP weapons with the weapon feats?
I know they need to use the nwncx_connect.dll and nwncx_patch.dll but do they need to do a complete install of 1.71 and the 1.72 beta as well?
Personally I'm using all of your patch as its great, but we would also like to allow as many people to connect as possible.
Again thanks for any help!
#714
Posté 03 mai 2015 - 07:17
Iirc the patch is build to allow anyone to connect with 1.69+, but new features may not show up for clients without the patch. They just don't see the content.
#715
Posté 03 mai 2015 - 02:31
You created a new feat, for that you need to use HAK in first place. So if you are trying to avoid making custom hak, then you need to either distribute the feats.2da from your server to your players (as a hak or override) or connect already existing feat such as weapon focus (warhammer) for the maul etc.
#716
Posté 03 mai 2015 - 02:45
My test computer is fully patched to 1.72 beta 7.
My other test computer is only patched to 1.69 with nwncx and the beta 7 nwncx dll's
The new weapon focus feat works fine when ran from my test computer that is fully patched, but when my other computer that is only patched to 1.69 connects it just shows a second weapon focus and neither weapon focus feat shows my new maul feat.
I'll get a screen shot when I can get to my computer.
Are there any other servers using 1.71 and if so do you require them to patch up by using the 1.71 Haks?
#717
Posté 03 mai 2015 - 02:57
Don't you need to use nwncx when connecting to a PW if you want HAKs preloaded for character creation?
I don't think just using the normal multiplayer connection through nwnmain.exe preloads HAKs a server makes use of, which would explain why custom feats are not being displayed during character creation.
FP!
#718
Posté 03 mai 2015 - 04:43
#719
Posté 03 mai 2015 - 06:25
I have created a server Hak with all my custom 2da files placed at the top the list.
My test computer is fully patched to 1.72 beta 7.
My other test computer is only patched to 1.69 with nwncx and the beta 7 nwncx dll's
The new weapon focus feat works fine when ran from my test computer that is fully patched, but when my other computer that is only patched to 1.69 connects it just shows a second weapon focus and neither weapon focus feat shows my new maul feat.
I'll get a screen shot when I can get to my computer.
Are there any other servers using 1.71 and if so do you require them to patch up by using the 1.71 Haks?
You misunderstood. I didnt meant patch171.hak. You need your custom hak to put feats,2da into it and to distribute it to players in order they could take the feat.
+ obviously they will also need nwncx_connect to see that feat at all due to the preloading issues.
If you did all of this it should work. Player doesnt need anything else than the hak where your change to feat.2da is and nwncx_connect + running game via NWNCX. If it doesnt work you must did something wrong.
Also remember that you will be able to take this feat only on a level 1 3 6 etc. this feat wont show up as a fighter bonus feat unless you will also modify cls_feat_fighter.2da etc.
#720
Posté 04 mai 2015 - 04:30
Waiting for the 1.72 CPP official...
I am working now on a module without nwnx and the C. Patch Project 1.72 will be very important for this
#721
Posté 06 mai 2015 - 08:31
Nevermind.
#722
Posté 06 mai 2015 - 01:11
Looking for help to add Tatoo2 as colored lips to 8 heads that werent in high quality before. I already colored eyes, that was simple, but Im afraid that coloring lips in a way it would look good will be much harded and need some playtesting so Im looking volunteers.
We are talking here about PLT textures, to open and modify you need PLT Editor, its easy to use and it works like a paint, just zoom it and color the lips with T2 brush. Save, put into override and try in a game.
Shadooow, did you try the JenX heads? (One of the links in my second post in the other thread.) They've mainly just got the color channels the other way around, lips as tattoo 1 and eyes as tattoo 2, but maybe switching those around is the easiest way to get these heads right?
#723
Posté 06 mai 2015 - 03:50
Found the issue, I forgot to give a copy of the new tlk file. Everything is working great.
#724
Posté 27 mai 2015 - 04:50
When using animal companions and they are killed the controlling player takes 5 damage as if they were a familiar.
This should not happen.
#725
Posté 28 mai 2015 - 07:16
When using animal companions and they are killed the controlling player takes 5 damage as if they were a familiar.
This should not happen.
thanks for report, ill try to fix it asap
I know how this happened, this workaround has some serious issues and I was trying to make it in way it will be backwards compatible, but Im not so sure it can be done when everytime a new issue rises
. Hopefully I wont have to remove this feature, I really like it as a ranger/druid favored class player.





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