I can't find any references to this anywhere, and I can't believe everyone's not looking for the answer to this.
I would like to have a module that skips character generation to use a specific character. This is fairly easily done, I can intialize the character and set race, class, gender, etc. No problem.
Here's the problem: if you set your race as one of the main races, you get a default bald person. If you use SetAppearanceType in the script to change their appearance to, say, a little kid, you get a freaky monstery child with half a head, because there's no morph file and thus no hair.
Is there a way to tell your module script what head morph to use for an initialized character? I've been trying to figure it out for a few days now and I'm getting nowhere.
Skipping chargen to force a specific character... head morphs?
Débuté par
cstanish
, déc. 11 2009 01:33
#1
Posté 11 décembre 2009 - 01:33
#2
Posté 11 décembre 2009 - 12:40
Same problem.
And i would like to skip character generation and load my own creature with inventory, abilities etc as a main character.
And i would like to skip character generation and load my own creature with inventory, abilities etc as a main character.
#3
Posté 11 décembre 2009 - 01:37
Editing the backgrounds 2da so that it uses your creatures as the default for each background/race/class combination should work, then you can give your custom creatures the head morph, inventory, abilities etc that you want them to start with (though abilities set in the toolset won't automatically be set to the hotbar, I'm pretty sure adding the abilities after your character initialisation script should do this though).
The wiki tutorial for customising backgrounds is here
The wiki tutorial for customising backgrounds is here
#4
Posté 11 décembre 2009 - 02:51
The background templates only work for equipment.
I don't know id it's possible, but if you could get your morph into model format, you could create a new heads worksheet in Heads.xls and set Head 1 to your morphs model. Then create a new appearance in APR_base and set it's head worksheet to the one you just created. Then set your appearance to the appearance you created with script. This worked for me with non-human creatures, if you can get your head morph into model format it should work for you too.
I don't know id it's possible, but if you could get your morph into model format, you could create a new heads worksheet in Heads.xls and set Head 1 to your morphs model. Then create a new appearance in APR_base and set it's head worksheet to the one you just created. Then set your appearance to the appearance you created with script. This worked for me with non-human creatures, if you can get your head morph into model format it should work for you too.
#5
Posté 12 décembre 2009 - 04:27
milank wrote...
Same problem.
And i would like to skip character generation and load my own creature with inventory, abilities etc as a main character.
You can fudge it for now if you include: SetAppearanceType in your character initialization variables.
For example:
object oHero = GetHero();
Chargen_InitializeCharacter(oHero);
SetName(oHero, "Schmooples");
Chargen_SelectGender(oHero,GENDER_MALE);
SetAppearanceType(oHero,20);
Chargen_SelectRace(oHero,RACE_HUMAN);
Chargen_SelectCoreclass(oHero,class_DOG);
Chargen_SelectBackground(oHero,BACKGROUND_NOBLE);
EquipItem(oHero, UT_AddItemToInventory(R"test_dagger.uti"));
_AddAbility(oHero, ABILITY_TALENT_STEALTH);
will get me a playable Nug, It's not *highly* playable, because there really aren't any talents Nugs can use. It seems like they depend on the animations or they won't go off. I do believe if you made yourself into a Golem and used the _AddAbility to give yourself Golem talents, they would probably work.
Stealth works, though. Clearly, you won't see any equipped items on the model, but their effects are still there; this example has him equipped with a dagger that has the shock coating effect on it, and I see the bursts of electricity and the extra damage when he attacks (yes, nugs do have attack animations!)
Now, anyone who knows anything about code will tell you that this code is a bit slapdash, but I'm in deep experimental, "try anything" mode over here.
I think my standalone playable Nug mod will work better once I am comfortable with making a custom Nug race and class. But unless I also learn out how to make new animations, or make new talents that don't rely on them, Nugs are kind of boned for particular talents and such. Come to think of it, I wonder if Passive talents would work? Would a Nug Arcane Mage get the appearance and benefits of Fade Shroud, for example?
Hmm. More experimenting is afoot. I will report back with the results.





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