I've got a couple of mod ideas that involve playing as a non-humanoid character.
I can skip chargen and set the race as "animal" or "beast" (or anything, really) and SetAppearanceType 20 and there, I have a semi-playable Nug.
I planned on making a custom class for Nug abilities, but so far I've encountered something odd that I don't know where to begin diagnosing in regards to combat.
There's a rudimentary attack animation, which is fine for my purposes, but auto-attack doesn't work. I have to click on the enemy every single time I want to hit it.
Also, the one enemy I've created attacks, but never hits. Ever.
I'm hoping someone might have some insight into why this would be.
Non-humanoid races: possible?
Débuté par
cstanish
, déc. 08 2009 03:27
#1
Posté 08 décembre 2009 - 03:27
#2
Posté 08 décembre 2009 - 05:05
OK so I'm trying some more things to see what causes this, so I figured I'd mention it in case someone sees me flailing about trying to figure it out on my own and wants to pitch in.
1st Hypothesis: it has to do with the appearance type. Nugs are placeables according to the game, not Animals or Beasts.
Disproven: the same problem occurs if I use a standard race (Dwarf) and class (Rogue).
2nd Hypothesis: Maybe auto-attack only works if you actually have a weapon equipped?
Disproven: made the script give my Dwarf Rogue a dagger, and still had the same issue.
This leads me to believe there is something I did not include in the module script, but for the life of me I can't figure out what that might be.
1st Hypothesis: it has to do with the appearance type. Nugs are placeables according to the game, not Animals or Beasts.
Disproven: the same problem occurs if I use a standard race (Dwarf) and class (Rogue).
2nd Hypothesis: Maybe auto-attack only works if you actually have a weapon equipped?
Disproven: made the script give my Dwarf Rogue a dagger, and still had the same issue.
This leads me to believe there is something I did not include in the module script, but for the life of me I can't figure out what that might be.
#3
Posté 08 décembre 2009 - 05:24
OK! Halfway there. Auto-attack is now working. As it turns out, I left out assigning an event handler. That's, apparently, crucial.
included "HandleEvent(ev, R"module_core.ncs");" in the module script, and now auto-attack works. Monster still can't hit me, though. Maybe he's just too feeble to lay a hand on me? Will experiment.
included "HandleEvent(ev, R"module_core.ncs");" in the module script, and now auto-attack works. Monster still can't hit me, though. Maybe he's just too feeble to lay a hand on me? Will experiment.
#4
Posté 08 décembre 2009 - 05:41
Well, that wasn't it. I tried making him an Elite Boss, which didn't make him able to hit me, just made it take forever to kill him.
#5
Posté 08 décembre 2009 - 05:46
There's nothing in the creature properties itself that is causing this, I think; every setting in it is identical (except the name) of the identical monster from the global resources. Still looking to find out what the problem is.
#6
Posté 08 décembre 2009 - 06:37
Orzammar Crier: The nugs have gone rabid! Will King Harrowmont expect the Grey Warden to deal with this dire threat as well?
Interesting work, I hope you have success in creating your ferocious nug!
Interesting work, I hope you have success in creating your ferocious nug!
#7
Posté 08 décembre 2009 - 07:10
Well, I was successful in creating a ferocious nug, but the deepstalker he fights is decidedly un-ferocious.
#8
Posté 08 décembre 2009 - 08:26
Eureka! I totally rewrote the module script and now it's working. I'm not sure why, but having "#include "sys_rewards_h" in the script made the Deepstalker not work properly. Everything seems to be fine without it. However, in my hamfisted style, I may later discover that leaving that out of the script will cripple the mod later on. Anyway, I will forge ahead.
Lessons learned today?
1. NEVER let the fact that you don't know what the hell you are doing stop you from trying. Ever. Back up your saves in a safe location, and tinker with wild abandon! The worst case scenario? You reinstall the game.
2. Talking out loud to yourself is a good way to help you think through a problem, but responding to your own posts on a message board instead makes you look a little less insane. To your roommate, anyway. The people on the message board will probably still think you are a nutcase.
3. When you post a question, don't wait around for an answer, then come back in 45 minutes and post a *BUMP*. Keep digging, you may answer it on your own.
Lessons learned today?
1. NEVER let the fact that you don't know what the hell you are doing stop you from trying. Ever. Back up your saves in a safe location, and tinker with wild abandon! The worst case scenario? You reinstall the game.
2. Talking out loud to yourself is a good way to help you think through a problem, but responding to your own posts on a message board instead makes you look a little less insane. To your roommate, anyway. The people on the message board will probably still think you are a nutcase.
3. When you post a question, don't wait around for an answer, then come back in 45 minutes and post a *BUMP*. Keep digging, you may answer it on your own.
#9
Posté 08 décembre 2009 - 09:51
Maybe give your nug abilities based on the war dog's? Or maybe he could be a nug mage! Like, maybe he ate a bunch of lyrium dust in that crazy Orzammar merchant's stock and was transformed into a magically charged super nug with hyper-intelligence too. Aw damn, I'd play the **** out of that!
#10
Posté 09 décembre 2009 - 02:53
NPacetti, that's exactly what I was thinking of (the part about the dog, I mean). Right now, his class is set as War Dog. I'd like to eventually replace that with a custom Nug class and Nug abilities, but I'm still learning how to put that all together.
#11
Posté 10 décembre 2009 - 06:13
It would be interesting if you figured it out. I've not been able to get any non-humanoids to cast spells, since they don't have spell casting animations. If I try to get a nug to cast lightning, its feet will spark, and mana will be spent, but the spell doesn't actually cast.
#12
Posté 11 décembre 2009 - 12:31
I'm having the same issue with talents as well. However, I noticed that if you equip them with a weapon that has something like Shock Coating, the effect still takes place on hit. You won't see it on the model, but as long as it's Equipped on the character sheet, the effect takes place on hit. Presumably that means that weapon bonuses are also applied to melee hits.





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