Can you change a companions hairstyle in game ?
#1
Guest_Iveforgotmypassword_*
Posté 13 décembre 2012 - 10:04
Guest_Iveforgotmypassword_*
Thank you ..
#2
Posté 13 décembre 2012 - 08:20
#3
Posté 13 décembre 2012 - 09:54
Now that's an interesting thought - a series of wigs or toupees owned by a vain (and very bald) companion. Each wig/toupee could grant different bonuses. Chatting up a duchess at a grand ball? Wear your pretty-boy flowing locks toupee (+charisma). Want to be taken seriously during a business deal? Wear your no-nonsense sensible hair toupee (+diplomacy or appraise). Need to intimidate a rival? Out comes the Mr T mohawk toupee.
"I pitty the fool who don't have no toupee collection!"
Modifié par DannJ, 13 décembre 2012 - 09:59 .
#4
Posté 13 décembre 2012 - 11:19
Master of Masks prestige class www.wizards.com/default.aspDannJ wrote...
A new helmet using a custom model shouldn't require any 2DA edits. You' d need to clone one of the existing hairstyle models for the race in question, renaming the MDB to match the helmet naming convention in the process, then create a blueprint using the new helmet number (saved as a UTI file to the override or campaign folder). Then use the console to spawn the new item in, and you've got yourself a toupee.
Now that's an interesting thought - a series of wigs or toupees owned by a vain (and very bald) companion. Each wig/toupee could grant different bonuses. Chatting up a duchess at a grand ball? Wear your pretty-boy flowing locks toupee (+charisma). Want to be taken seriously during a business deal? Wear your no-nonsense sensible hair toupee (+diplomacy or appraise). Need to intimidate a rival? Out comes the Mr T mohawk toupee.
"I pitty the fool who don't have no toupee collection!"
#5
Guest_Iveforgotmypassword_*
Posté 13 décembre 2012 - 11:33
Guest_Iveforgotmypassword_*
#6
Posté 13 novembre 2013 - 09:45
I was actually looking for a way to both shave the PC head bald at one point of the game and then later allow the PC to visit a barber and select hairstyles.
This is such a good topic that it has me thinking of creating magical masks sort of like the ones I envision Arya Stark wears in A Dance with Dragons; if anyone here has read that yet.
Modifié par koundog1, 13 novembre 2013 - 09:47 .
#7
Guest_Iveforgotmypassword_*
Posté 14 novembre 2013 - 08:57
Guest_Iveforgotmypassword_*
I think if somebody could make a summonable barber shop genie with a full range of all custom hairs that the player could select at will that would be excellent but it's way beyond my understanding of the toolset and might be impossible.
#8
Posté 14 novembre 2013 - 09:20
#9
Posté 14 novembre 2013 - 01:42
One of the conversation lines is meant to change the appearance but the script isn't compiling.
compile results:
02BarberBald.nss(9): ERROR: VARIABLE DEFINED WITHOUT TYPE
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = oPC;
SetCreatureAppearanceType(oTarget, P_HHM_Hair05);
In which case, I might ought to try "SetCreatureAppearanceType(oTarget, NWN2_Model_Hair);"
Not sure...
maybe "SetCreatureAppearanceType(oTarget, nAppearance);"
if I do that then I'm not sure how Im going to clarify that I want to change the hair though.
void main()
{
object oPC = GetPCSpeaker();
object oTarget;
oTarget = oPC;
nAppearanceType = ?????????????? ;
SetCreatureAppearanceType(oTarget, nAppearanceType);
}
I think rearranging it like this might make the script a little more versatile when I want to have more selection of hairstyles. This way I should be able to simply input the hairstyle number into a variable named nAppearanceType.
Now all I have to do is find out what the heck the variable is!
Modifié par koundog1, 14 novembre 2013 - 02:23 .
#10
Posté 14 novembre 2013 - 02:27
SetAppearanceType just changes a dwarf into an elf into a badger etc.
<g>
ps. see Appearance.2da, row #'s, but i doubt it's what yer lookin fer
[edit] I guess a guy could create a custom .2da with extra lines defining uh, different ?hairstyles?
Modifié par kevL, 14 novembre 2013 - 02:29 .
#11
Posté 14 novembre 2013 - 03:29
I guess a guy could create a custom .2da with extra lines defining uh, different ?hairstyles?
That sounds too risky for me. I've delved into the .2da far too much already. I'm afraid if I keep at it then I'm going to ruin a .hak that has just recovered from hemorraging I caused 10 months ago. phew..
I wonder if there is a way to pull up parts of the character creation UI in a script? This mentions some ways to pull up the GUI
http://nwn2.wikia.com/wiki/GUI
Modifié par koundog1, 14 novembre 2013 - 03:43 .
#12
Posté 14 novembre 2013 - 03:51
#13
Posté 14 novembre 2013 - 08:11
(Edit) So I remembered the NWN mod "Gladiatrix" (don't judge me for playing this! lol!) having a script to change hair color. I looked into it and
void main()
{
object oPC = GetPCSpeaker();
SetColor(oPC, COLOR_CHANNEL_HAIR, 23);
}
I'm thinking that the last line is made possible by the CEP. Did they do this through a custom .2da like KevL suggests? Or was it already included? Is it something that only NWN can do? Furthermore, how many licks does it take to get to the center of a tootsie roll tootsie pop?
Modifié par koundog1, 14 novembre 2013 - 11:44 .
#14
Posté 15 novembre 2013 - 12:41
-Semper- wrote...
you can't dynamically change model parts. dannj's workaround is also very limited because this fake hair will be equipped in the helm slot, therefore you can't use a helm together with your new hair.
Who would want to hide their brand new hair-do under a helmet?
I've noticed that some helm models turn off the hair (so it doesn't poke through the helm), and others don't (like the circlets). If someone was to make hair-helms, they'd need to know how helm models achieve that. I'm guessing there's something in the MDB header. Otherwise your old hair would stick out from under your wig.
#15
Posté 15 novembre 2013 - 02:43
The character creation screen uses hardcoded UI functions:
OnLeftClick='UIButton_Input_SetHairPrevious("IG_CHARGEN")'
OnLeftClick='UIButton_Input_SetHairNext("IG_CHARGEN")'Could these be put into popup Gui and effectively used IG??? ... if you choose to accept this mission... I found them in "ig_chargen_appearance.xml" but they might well only have any effect during Character Generation.
I no longer think custom .2da rows would work; there is a parameter in the character Gff's, Appearance_Hair, that looks like the
Modifié par kevL, 15 novembre 2013 - 02:45 .
#16
Posté 15 novembre 2013 - 05:41
DannJ wrote...
I've noticed that some helm models turn off the hair (so it doesn't poke through the helm), and others don't (like the circlets).
this would only work if your hair is part of the body part system and not slotted in as a helm. if the former the hair is not changeable in-game. you have to edit your save file to get it to work.





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