how to get armour ingame?
#1
Posté 24 mai 2012 - 08:36
http://s019.radikal....7e2abe4df87.jpg
Is there any tool for default armours, so i dont need to create module for it?
#2
Posté 24 mai 2012 - 08:50
#3
Posté 24 mai 2012 - 09:02
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...
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.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 ****
Modifié par Carcerian, 24 mai 2012 - 09:15 .
#4
Posté 24 mai 2012 - 09:02
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
Posté 24 mai 2012 - 09:31
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
I am little too noob to make haks, maybe in future
Thanks for answers!
#6
Posté 24 mai 2012 - 09:45
#7
Posté 24 mai 2012 - 10:51
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
Posté 25 mai 2012 - 07:14
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
Posté 25 mai 2012 - 07:34
Once you place the .uti in the override folder you will spawn it by the ResRef not the name.
#10
Posté 26 mai 2012 - 02:55
#11
Posté 26 mai 2012 - 03:01
#12
Posté 26 mai 2012 - 03:29
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
Posté 26 mai 2012 - 03:35
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
Posté 27 mai 2012 - 12:56
and then i will be able to set it in toolset?
#15
Posté 27 mai 2012 - 01:13
#16
Posté 27 mai 2012 - 03:21
#17
Posté 27 mai 2012 - 03:51
#18
Posté 27 mai 2012 - 05:42
#19
Posté 27 mai 2012 - 06:00
Modifié par GianniAgn, 27 mai 2012 - 06:02 .
#20
Posté 27 mai 2012 - 06:13
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
#21
Posté 27 mai 2012 - 06:27
EDIT: Just finished seraching by "armor" - many 2das but noone has what i ned..
Modifié par GianniAgn, 27 mai 2012 - 06:31 .
#22
Posté 27 mai 2012 - 09:04
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.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
...
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
Posté 28 mai 2012 - 05:22





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