Werewolf and Vampire Models
#26
Posté 20 septembre 2012 - 09:38
#27
Posté 21 septembre 2012 - 02:13
#28
Posté 21 septembre 2012 - 02:22
I can't answer your other question, as I haven't yet used that particular hak.
#29
Posté 21 septembre 2012 - 02:28
#30
Posté 21 septembre 2012 - 02:28
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
Posté 21 septembre 2012 - 02:35
#32
Posté 21 septembre 2012 - 02:50
#33
Posté 21 septembre 2012 - 03:10
One 2da to rule them all
one 2da to find them
one 2da to bring them all and
in NwN2 bind them.
#34
Posté 21 septembre 2012 - 05:32
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
Posté 21 septembre 2012 - 04:58
#36
Posté 21 septembre 2012 - 09:53
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
Modifié par Morbane, 21 septembre 2012 - 09:53 .
#37
Posté 22 septembre 2012 - 12:24
Modifié par JonnieR, 22 septembre 2012 - 12:25 .
#38
Posté 22 septembre 2012 - 12:45
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.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.
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
Posté 22 septembre 2012 - 04:39
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
Posté 22 septembre 2012 - 06:51
{
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 .





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