Aller au contenu

Photo

Werewolf and Vampire Models


  • Veuillez vous connecter pour répondre
39 réponses à ce sujet

#1
JonnieR

JonnieR
  • Members
  • 98 messages
I have looking for some blueprints or models of these type of undead monsters that I can implement without adding a hak to my mod. Thus far to no avail.

I tried to beef up the very weak werewolf shapechanger that comes with he NWN2 toolset. Werewolves can only be hurt by special weapons (silver is the traditional metal). But I thought I could at least add a special ability that would make the werewolf immune to normal weapons (you would need a +1 or better weapon to even wound him). I am sure there was a setting like that in NWN1 but I can't find it in NWN2, unless its built into the shapechanger designation.

The vampires that come with NWN2 are a puzzle since the Elite Vampire has the same asttributes as the Male and femal vampire, so much for being elite. I seem to remember that vampires could not be harmed unless you had at least  +2 weapons. But these vampires can be hurt by anything, unless there is something in the Vampire designation that accounts for their immuniy to regular and +1 weapons.

Any help would be welcome.

#2
MasterChanger

MasterChanger
  • Members
  • 686 messages
Adding a hak to your mod isn't the biggest deal. Players expect that they will need to download haks for most mods they play. Bouncy Rock's werewolf model is very good and it's available, for example, as part of Pain's Monster Pack.

As for as the blueprints, I think what you're missing is the creature skin item. Many blueprints have creature skins where all their special properties are stored. For example, a werewolf might have DR 10/alchemical silver* and Regeneration +5. A vampire might have Undead Properties and so on.

If you don't like what creature skins are available (look under Creature Items on the item blueprint tab) you can always make your own.

* Damage Reduction can either be placed on the skin (less preferrable) or on the Damage Reduction property on their Properties tab.

#3
Dann-J

Dann-J
  • Members
  • 3 161 messages
I don't think damage reduction works properly as an item property. All the creatures and items in the game that grant damage reduction seem to use the separate Damage Reduction property on the creature/item itself.

There's a robe blueprint (adventurer's robe?) that has a damage reduction item property, but it doesn't show up on the item description in the game, and seems to cost only a couple of gold coins.

Some skins have a damage 'soak' property, but I'm not entirely sure whether it does anything in the game. It might be a leftover from NWN1.

#4
JonnieR

JonnieR
  • Members
  • 98 messages
I will try to overcome my unrational "fear" of Haks. I tried Pain's Monster pack which I though was well set up since I didn't need to download everything.

Vampires have vampiric properties and werewolve have shapechanger properties. Unfortunately I have not been able to find any information on what those properties entail. I did think of using damage reduction, it might work. Thanks for the info.

#5
JonnieR

JonnieR
  • Members
  • 98 messages
I am having trouble using the hak paks from Pain. What is the process for using hak paks with NWN2 (I have done it in NWN!).

#6
Morbane

Morbane
  • Members
  • 1 883 messages
1) Put the hak in the MyDocuments/NWN2/Hak folder
2) In the toolset go to the Module Properties and associate the hak with the module
3) Save & exit
4) Restart the toolset & see your new things

There is the point that you might not want ALL of the creatures in the hak so judiciously choose what you want and export everything else to a backup folder somewhere - this will cut down on unnecessary junk - for this you will want NWN2Packer from the Vault.

The 2da's can be the full versions as the size difference is compromisable

good luck.
:innocent:

Modifié par Morbane, 17 septembre 2012 - 08:25 .


#7
Morbane

Morbane
  • Members
  • 1 883 messages
oh ya - be sure to NOT have 2 versions of the same 2da

if you do - just ask again for a quick way to add the info you need into one 2da - for this you will want NWN_2daEditor; also on the vault

#8
JonnieR

JonnieR
  • Members
  • 98 messages
That's what I did but I think put the haks (2 haks only 11 creatures) in the wrong Hak folder (the one in Program folder on the C drive). I erased those haks from the module and pulled the haks form mydocuments/NWN2/Haks. I saved the module (which is a campaign) and exited. When I opened up the toolset and brought the mod back up there were still no new creatures. I am puzzled.

#9
JonnieR

JonnieR
  • Members
  • 98 messages
Maybe I am not looking for the haks in the right place? The two haks have about 10 creatures in them and I thought they would just show up in the creature list. So far I can't find them. Am I looking in the wrong place or missing a step?

#10
Morbane

Morbane
  • Members
  • 1 883 messages
You need to make a new blueprint creature and look for the appearance in the properties tab.

right-click in the creature list to make a new blueprint

select your new blueprint

look in properties and find the appearance list - it is the top one

scroll through the list until you find your new creature appearance

Modifié par Morbane, 17 septembre 2012 - 08:53 .


#11
JonnieR

JonnieR
  • Members
  • 98 messages
Everything you say makes sense but I do no see any of the ten new creature appearances in the appearance list. I may have to start over gain. Disassociate the haks, extract new haks into the mod. reassociate the haks. Then make new blueprints. I really can't tell where I went wrong. BTW thanks for the help Morbane.

#12
JonnieR

JonnieR
  • Members
  • 98 messages
I did everting over again, even re download the hak paks and extracted them directly to the hak folder. To no avail. I have used haks before (ie., snake hak) and I have downloaded modules with haks and they have worked. I am very puzzled.

#13
JonnieR

JonnieR
  • Members
  • 98 messages
I tried to use a hak that has worked for me in the past (simple snake hak). I made the snake the first hak in the list in the module and one of the other creature haks second. The snake hak showed up the creature hak did not. If I list the creature first and then the snake hak nothing shows up. There may be something wrong with these hakpaks (although they had a 9.88 rating on the Vault.

#14
Morbane

Morbane
  • Members
  • 1 883 messages
Try opening the appearance.2da and locate the rows with the creatures you want and what ever the name is in the first column is the appearance that will be in the list - sometimes they start with "RWS" for example - I forget the different prefixes but you get the idea.

PAIN's pack complies with the reserved 2da row method so you might have to scroll down quite a ways to see the rows you want...

Modifié par Morbane, 18 septembre 2012 - 08:05 .


#15
Morbane

Morbane
  • Members
  • 1 883 messages
Also - are you quite sure you dont have duplicate appearance.2das? in the override or in another hak?

Best to check I think...

If you do there will be a conflict and things wont work :pinched:

Modifié par Morbane, 18 septembre 2012 - 08:10 .


#16
MasterChanger

MasterChanger
  • Members
  • 686 messages

Morbane wrote...

Also - are you quite sure you dont have duplicate appearance.2das? in the override or in another hak?

Best to check I think...

If you do there will be a conflict and things wont work :pinched:


The appearance.2da for Pain's isn't in the individual haks (for good reason, of course) but I'm having trouble finding it. JR probably doesn't have the 2da at all. There should be better instructions on that page for finding the merged 2da.

#17
JonnieR

JonnieR
  • Members
  • 98 messages
Morbane and Masterchanger,

There are no listings in the 2da appearance table. I checked and I cannot find any duplicate 2das in the override or the hak folder or anywhere else. I do not have the 2das associated with Pain's hak anywhere. I looked over the 2da appearance table from item 1 to item 1051 (which happens to be the snake hak). It seems I am missing a step here that was not included in the instructions. Any ideas?

#18
Morbane

Morbane
  • Members
  • 1 883 messages

MasterChanger wrote...

Morbane wrote...

Also - are you quite sure you dont have duplicate appearance.2das? in the override or in another hak?

Best to check I think...

If you do there will be a conflict and things wont work :pinched:


The appearance.2da for Pain's isn't in the individual haks (for good reason, of course) but I'm having trouble finding it. JR probably doesn't have the 2da at all. There should be better instructions on that page for finding the merged 2da.

Damn - I cant find the 2da either!

I forget what I did when I used one of the packs in terms of 2da...

I'll try to help figure this out but here in Aus it is just before work-time - so it will be a bit late for those in America by the time I have the chance to search effectively...
:innocent:

#19
Morbane

Morbane
  • Members
  • 1 883 messages
 OK - in the description for the pain's monster pack there is a link for the all inclusive appearance.2da - is is highlighted in dark red - right-click and "save link as" into your storage folder.
That should do it 
:wizard:
  :D

Modifié par Morbane, 18 septembre 2012 - 10:16 .


#20
JonnieR

JonnieR
  • Members
  • 98 messages
Will this new appearance.2da overwrite the old appaerance 2da? I am not sure what you mean by "storage folder".

#21
Tchos

Tchos
  • Members
  • 5 042 messages
The new appearance.2da is intended to overwrite the one you're currently using, since this one is all-inclusive. By "storage folder", I presume he means wherever you keep things that are not currently "live" in the module, so that you can unpack them and them move what you need into the actual module folders.

#22
Morbane

Morbane
  • Members
  • 1 883 messages
yes - that is what I meant

#23
JonnieR

JonnieR
  • Members
  • 98 messages
Gottcha on the storage folders, I must have gigabytes upon gigabytes in those folders. What specifically do I have to do have the "new appearance 2da" overwrite the old appearance 2da. I have a lot work already done on the mod and I don't to corrupt anything.

#24
painofdungeoneternal

painofdungeoneternal
  • Members
  • 1 799 messages
Put all your real 2da's in a single hak, and place them on top of the load order. ( use the up and down to move it there ) This will force usage of the correct 2da. Even though this is true, i remove all 2da's from any haks except the 2da hak- otherwise it gets confusing.

Do not put them into other haks, all in a single hak with nothing but your 2da's in it, trust me you will get confused other wise, and it will save a lot of time in nwn2packer when you open/save this very small 2da focused hak file. Think you can drop them in your module as well.

The pains monster pack files, if you change them, rename them. --- actually don't even change them, remember if a player has played other modules that use the haks then they don't need to download or upload anything. Those are pretty much community standard at this point for what they cover.

If you just need one creature which is very small, put it in a hak named for you module. If it's more than half of what is in the hak, just use the hak - otherwise you are being penny wise and pound foolish - to save a few megs you are going to make players have a few hundred extra megs in duplicate files. This is a judgement call, but the goal is to let players who have trouble downloading, to read your module or PW uses pains monster pack, for them to know they downloaded that pack a year ago and that any PW or SP module which uses it - they have that much less to download - but this does not work if you don't use the haks as is.

If they go on a PW, it should update said haks to the current version. I have seen players basically redownloading the same content over and over again due to minor changes done to the haks which shared the same name. And if they are on a PW and play your SP module, they will redownload the correct version next time they join their PW, forcing another download of something they had prior to playing your module.

Modifié par painofdungeoneternal, 20 septembre 2012 - 09:08 .


#25
JonnieR

JonnieR
  • Members
  • 98 messages
Thank you for your reply but I really have no idea what you are talking about. I have the updated appearance.2da file which I apparently need to replace the existing appearance.2da file. I have no idea how to create a hak file out of it. I only downloaded two of Pains haks which have a total of ten haked monsters. Out of those ten I need three of them. I have installed and used haks in NWN1 and NWN2 sucessfully, but this one simply does not work for me.