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how to get armour ingame?


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22 réponses à ce sujet

#1
GianniAgn

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I use nwntoolset, i create simple module and add to it armour i edited a little. But how to find it ingame?

http://s019.radikal....7e2abe4df87.jpg

Is there any tool for default armours, so i dont need to create module for it? 

#2
GianniAgn

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whe i run "test module" it works in it.

#3
Carcerian

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Gratz! Post screenshots!

The Toolset is probably fastest way to test, just keep a tiny demo mod and test stuff in override before bundling into a final hak. Testing ingame is really the best way, with viewers you never know how its actually going to look...

Armor will show up in toolset, just not were you might expect the parts to be.

My halo necks for example are part 200 in the 2da, but show up as part 6 of 7 total, the last being a regular neck that i assume used to be 6.

The reason for this it parts for armor are actually sorted by ACBONUS, so first is a bare part, next cloth, then leather, and metal parts last...

PARTS_NECK.2da

2DA V2.0

COSTMODIFIER ACBONUS
0         0                 ****
1         0                 0.00
2         0                 ****
3         0                 0.01
4         0                 0.04
5         0                 0.10
6         0                 0.08
7         0                 ****
8         0                 ****

Changing the ACBONUS for your armor part will change the order of its appearance in toolset, not its actual AC unless the armor part is torso.

Modifié par Carcerian, 24 mai 2012 - 09:15 .


#4
SHOVA

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Anything you edit via the toolset will only be in the module you made it in, And will only show up if you place it down on a tile, or put it in a container on a tile, or have it spawn in via script. unless you import it into another module, and place it into that module.

What you can do is play the module with the armor, you made, and have your character pick it up. Save your character and then use that saved character for another module.

Note, if you used haks and have armor parts not in the other module, the armor will not show up properly.

Modifié par SHOVA, 24 mai 2012 - 09:05 .


#5
GianniAgn

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SHOVA wrote...

Anything you edit via the toolset will only be in the module you made it in, And will only show up if you place it down on a tile, or put it in a container on a tile, or have it spawn in via script. unless you import it into another module, and place it into that module.

What you can do is play the module with the armor, you made, and have your character pick it up. Save your character and then use that saved character for another module.

Note, if you used haks and have armor parts not in the other module, the armor will not show up properly.


Hmm thats the good point :) too bad i need to start new game..

I am little too noob to make haks, maybe in future ;)

Thanks for answers!

#6
Lightfoot8

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Make a new blueprint for the item. This will place it on the palette in its current form. Give the New Blueprint a nice unique name. With the module open in the toolset, open the temp0 folder in the modules folder. Find the file that has the same name as your blueprint's ResRef, Copy that file to your override folder. You will then be able to spawn the item ingame useing the console commands.

#7
3RavensMore

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Lightfoot8 wrote...

Make a new blueprint for the item. This will place it on the palette in its current form. Give the New Blueprint a nice unique name. With the module open in the toolset, open the temp0 folder in the modules folder. Find the file that has the same name as your blueprint's ResRef, Copy that file to your override folder. You will then be able to spawn the item ingame useing the console commands.


Hey, I didn't know that.  *blushes*

#8
GianniAgn

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Lightfoot8 wrote...

Make a new blueprint for the item. This will place it on the palette in its current form. Give the New Blueprint a nice unique name. With the module open in the toolset, open the temp0 folder in the modules folder. Find the file that has the same name as your blueprint's ResRef, Copy that file to your override folder. You will then be able to spawn the item ingame useing the console commands.


dont work for me.. Maybe i do smth wrong? I dited armor in NWNtools, i rename it, rename it's indeficator, it has RsRef "cloth005" and it CANT be changed in tools. I click ok, go to modules directory to temp, see clothes005.uti, rename it ty raven.uti and copy to override. Thrn save module and close nwntools.

In game i spawning dm_spawnitem raven, but on the floor appears original unedited armour..

Modifié par GianniAgn, 25 mai 2012 - 07:22 .


#9
Lightfoot8

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You are going to have to have a unique ResRef. If the ResRef clothes005 already exsist in the module you are playing the override folder will not override it. You can change the resref by creating a new blueprint. Either Right click an instance of your armor and 'select Add to Palette' or if it is already a blueprint right click it and select 'edit copy' Either way you will only be able to change the resref untill you hit OK. and save the new blueprint. once the blueprint is saved you can no longer change the resref.

Once you place the .uti in the override folder you will spawn it by the ResRef not the name.

#10
GianniAgn

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Why every armour i get into module in game not defined?

#11
Failed.Bard

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If you mean identified, is it set for that in the items properties?

#12
GianniAgn

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oh yes i forget to make it defined :)

another question - when i change torso part in appearence tab - it change all basic defense attributes.. how to avoid it?

Modifié par GianniAgn, 26 mai 2012 - 03:30 .


#13
Carcerian

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GianniAgn wrote...

oh yes i forget to make it defined :)

another question - when i change torso part in appearence tab - it change all basic defense attributes.. how to avoid it?


change the armorbonus value in parts_torso.2da for it's model number

for cloth armor (no modifiers) make it 0.00

Modifié par Carcerian, 26 mai 2012 - 03:37 .


#14
GianniAgn

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for cloth armor (no modifiers) make it 0.00

and then i will be able to set it in toolset?

#15
Carcerian

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yes, browse torso parts and you should see it in the cloth section.

#16
GianniAgn

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tnx, will try :)

#17
GianniAgn

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hmm i havent parts_torso, have only parts_chest.2da.. I changed accbonus - move to override, but its still 0 and uneditable..

#18
GianniAgn

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I see in toolset that its 0 but cant change it

#19
GianniAgn

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I tried to use bif packer to edit 2da but it still 0...

Modifié par GianniAgn, 27 mai 2012 - 06:02 .


#20
GianniAgn

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Oh i guess acbonus isnt what i need to change.. coz in parts_chest.2da it said that

COSTMODIFIER ACBONUS
0 0 ****
1 0 0.00
2 0 ****
3 0 0.00
4 0 4.00
5 0 0.00
6 0 6.00


But in toolset not.. Mean Accbonus isnt defence class :) then what it is?

#21
GianniAgn

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I searched through ALL 2das, noone have string "armorbonus",,,:(

EDIT: Just finished seraching by "armor" - many 2das but noone has what i ned..

Modifié par GianniAgn, 27 mai 2012 - 06:31 .


#22
Carcerian

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Sorry, you were right, It's Parts_chest.2da for torso...

2DA V2.0

     COSTMODIFIER  ACBONUS 
0    0             ****    
1    0             0.00    
2    0             ****    
3    0             0.00    
4    0             4.00    
5    0             0.00    
6    0             0.00    
7    0             0.00    
8    0             0.00    
9    0             0.00    
10   0             2.00    
11   0             6.00    
12   0             0.00    
13   0             2.00    
14   0             8.00   
...

So change line 2's acbonus column (the last one on the right) from **** to 0.00 to enable the model  pmh0_chest002, for example.

It will not nessisarily be slot 2, you will just have to look though torso parts, start with 1 and keep going...

Modifié par Carcerian, 27 mai 2012 - 09:53 .


#23
GianniAgn

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Yeah i find my part, thnak you! :)