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Werewolf and Vampire Models


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39 réponses à ce sujet

#26
Tchos

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You can create haks, and edit them (adding and removing whatever you need) using NWN2packer.  I use that tool often in my modding.  It lets you open, edit, and save most of these resource files, including haks, ERFs, and even modules.

#27
JonnieR

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The file I have is appearance.2da. I downloaded the NWN2packer but it is unable to open the apearance .2da file. I am not sure how you can possibly put the appearance.2da in hak. So I must be misinterpreting the instructions. I actually don't understand why pain's monster haks don't work like other hak's I have used.

#28
Tchos

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No no, the 2DA file is a plain text file, and you don't need to open it with NWN2packer. You use NWN2packer to open or create a hak file, and then you can drag the 2DA file into it, and save the hak, which will now include that 2DA file.

I can't answer your other question, as I haven't yet used that particular hak.

#29
JonnieR

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In the meantime I have opened one of the Pain monster haks up isolated the monster I was interested in and removed everything else. I resaved the file as a hak and even tried to resave as an ERF file. It does not work as either of course. Just flailing at the wall here. I will try your suggestion. Thanks.

#30
painofdungeoneternal

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A hak is like a zip file, it's a custom format that organizes resources for the game in a single file which the game can load very quickly.

The module uses a list of haks, if the resource is a duplicate, it uses the one in the highest hak. By default you have a conflict with the appearance.2da in the game data zips, placing this file in override, in the module, in the campaign folder in a hak, all of this makes the revised one available to the game instead of the official one, and the game has to decide which one to use.

What you do is open nwn2packer, click the new hak, add appearance.2da to it, save it to a file named something like my2da.hak, then in the module properties put my2da.hak as the top most hak. After you do that, it does not matter if you have 20 copies of appearance.2da, it will use the one in the top most hak.

Modifié par painofdungeoneternal, 21 septembre 2012 - 02:34 .


#31
JonnieR

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I understand everything you said except about "adding the appearance.2da file", how is that done with NWN2packer.

#32
JonnieR

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Hold the presses I actually did it. I created a hak 2da.hak, opened in in NWN2packer, dragged the appearance.2da into it. Set it up as the first hak in the list and it actually worked. Will wonders never cease. One last question, will this new appearance file affect any of the standard creatures in the mod?

#33
kevL

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hehe, it should affect them all ( hopefully ) that's the point.

One 2da to rule them all
one 2da to find them
one 2da to bring them all and
in NwN2 bind them.

#34
Morbane

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Open with your 2daEditor and open separately:
Your new appearance.2da
Your old appearance.2da

scroll to the end of the old
in the new select all of the rows you want (ctrl+click)
go to clipboard and copy selected to clipboard

in the old 2da select the last row - not highlight the row - select it
from the clipboard button select "paste append"
save the old
close the new

the appearances will now be in your old appearance.2da

(you will need to make blueprints) - (not use any provided - if any - from the new appearances)

Modifié par Morbane, 21 septembre 2012 - 05:36 .


#35
JonnieR

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I may do that. Thanks for all your help Morbane. All this work to add two monsters, a more menacing werewolf and wererats, but I stayed true to the mod.

#36
Morbane

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JonnieR wrote...

I may do that. Thanks for all your help Morbane. All this work to add two monsters, a more menacing werewolf and wererats, but I stayed true to the mod.


We feel your pain - but to mod is to learn - and to learn is to struggle until you finally get it - we have all been there
B)

Modifié par Morbane, 21 septembre 2012 - 09:53 .


#37
JonnieR

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Absolutely, I learned alot in this small mod. I do have a question, unrelated to this. If you put down a trigger that tests a skill, lets say the spot skill. Does the it test the skill of only the current party leader or the other party members also? You may have fighter leading you thru a dangerous dungeon, but your ranger has the highest spot skill for instance. I think I know the answer but I wanted another opinion.

Modifié par JonnieR, 22 septembre 2012 - 12:25 .


#38
kamal_

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JonnieR wrote...

Absolutely, I learned alot in this small mod. I do have a question, unrelated to this. If you put down a trigger that tests a skill, lets say the spot skill. Does the it test the skill of only the current party leader or the other party members also? You may have fighter leading you thru a dangerous dungeon, but your ranger has the highest spot skill for instance. I think I know the answer but I wanted another opinion.

It depends on the script you put on the trigger. If you generated it using Lilac Soul's script generator, it will only test the person who triggered it, the generator doesn't ask about parties.

If you want an example of party wide checking, you can see how I did it in my generic foraging script, which uses the party high for skills.
nwvault.ign.com/View.php

#39
JonnieR

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Thanks, I downloaded the script and I will be looking it over.

I have a sequence of events that I need to construct for a mod in development. The players trigger this sequence of events while traveling around town. They witness a small man being menaced by multiple thugs, the thugs warn you (the party) to mind your our business or else (fighting words), you can walk away or stay and fight. If you win the fight the little man gives you some critical information you need to start your grand quest.

I thought I should develop a trigger that descibes the scene, spawns in the little man and the thugs close to the PCs. Starts a convo with the head thug threatening the players. If the players decide to fight change the faction of the thugs to hostile and fight it out. After the fight I need to have the little man start another convo with the party. I am not sure how to trigger the convos.

#40
Morbane

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void main()
{
object oPC = GetEnteringObject();
object oThug = GetObjectByTag("thug_tag");

if(!GetIsPC(oPC)) return;

AssignCommand(oPC, ActionStartConversation(oThug, "conv_tag", FALSE, FALSE, FALSE, FALSE));

//etcetera...
}

Modifié par Morbane, 22 septembre 2012 - 09:45 .