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Custom Races: Apperance During Chargen + Heads


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#1
Looy

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Hi there, I'm working on a "Playable Darkspawn" Mod, It's going pretty well so far. My main problems at the moment are that the Apperance of my Hurlock race (or any race that doesn't use the default appearance) doesn't load during chargen (but does in game) and that my Hurlock always uses a Human head. (It's pretty funny)

Does anyone know why the Racial appearance won't load at character creation? My character looks human until I start playing.

2DA's I'm editing:

RACE_base
background

Things that don't seem to be the problem:

The Script, it doesn't work even If I use default scripts and emulate a custom race by changing the default races appearance.
The Appearance, it still breaks if you use any of the Default classes appearance.
The Background, the problem still occurs if you use default origins.

This leads me to believe that either:

A) I'm Not editing a 2DA that I should be editing.

B)There's some scripted value somewhere that defines how a races appearance works that I should be editing.

C)The functions SetCreatureRacialType and/or SetAppearanceType have some
hard-coded thingy that recognizes the race int and assigns animations
+ skeleton. I have no idea if this is true,  I'm just guessing.

Modifié par Looy, 06 décembre 2009 - 04:47 .


#2
Looy

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I've done some testing and I've noticed that even if I change the appearance to Dwarf or Elf it doesn't work properly. It uses the base body of the appearance I set, but the animations and face morph are always human. Has anyone got custom races to work correctly?

#3
Craig Graff

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Are you intercepting (and not passing on) the character creation events that are sent to module_core?

#4
Looy

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I'm intercepting all the Chargen Events, diverting them to a custom script for setting custom races and backgrounds, if the event isn't EVENT_TYPE_CHARGEN_SELECT_RACE, 'SELECT_BACKGROUND or 'END it gets sent on to sys_chargen. Should I be sending them to module_core Instead?








#5
Looy

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Nope, I just tried sending the events along to module_core instead and it has the same effect, I'm guessing the problem is in my script then... although the default races should be passing through it too and they work fine. I'll post my scripts just incase.

nrt_module_core (my modules script): http://pastie.org/729702
nrt_sys_chargen: http://pastie.org/729713
nrt_sys_chargen_h: http://pastie.org/729708

Most of it is just Copy+Paste from the original files, with a few modifications.

I wonder if I'm editing all the right 2DA's, currently I'm working with race_base, backgrounds and APR_base. Am I missing one?

Modifié par Looy, 06 décembre 2009 - 12:08 .


#6
ladydesire

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Hmm... I don't think you need to alter APR_base unless you are adding a new race that doesn't currently exist in the game. I don't recall any settings in that file that would require editing, though I may have missed something.

#7
Looy

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Well I just used it to create a different version of Hurlock appearance and messed around with the values to see if I could get the weirdness to go away. I actually don't need to edit it...

#8
Looy

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I've done some further testing. I started a blank module, changed all the default races appearance (humans > dwarfs, dwarfs > elfs, elfs > humans) and I get the same weird stuff. There must either be some hard coded setting somewhere or I'm missing a 2da file/string that I should be using. The only thing I changed was the Appearance, is there some kind of "animation" or "skeleton" field.

#9
Looy

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Bump, edited OP with some more info, hope it helps someone.

Modifié par Looy, 06 décembre 2009 - 11:02 .


#10
Looy

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It's definitely something to with the Race's 2DA ID in RACE_base. I was swapping them around and it seems if the Race Id is 1 (dwarf) no matter what the rest of the stats are that race will always appear as a dwarf in the Chargen screen. Then when you start to play they will use the face and animations of dwarf with the body of the appearance you set.



I feel like I'm talking to myself, but I'm hoping someone who knows their stuff will realise whats up eventually.

#11
stuntpope

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I think some of this is hard coded due to the ability to design your character's appearance. There are only appearance editors for dwarf, human and elf.



I know other's have got multiple human races working though so there must at least be a way to assign which of those editors to assign to which race ID.

#12
Looy

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I got it working! I had to completely bypass the chargen screen though. But at least my character looks like a hurlock now.

#13
stuntpope

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That was going to be my next suggestion. You might be able to have some kind of dialogue at the beginning of the game that determines the starting attributes, class and so on. A kind of do it yourself Character gen.

#14
Looy

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Thats Plan B ;)



Plan A is to try and get it to pass Chargen then reset the appearance afterwards via the starting areas script.

#15
Looy

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It's now working correctly using the dialogue, eyes don't change when you switch race but I'm pretty sure I know how to fix it, keep an eye out for my project page soon.