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Skipping Chargen and Using Custom Head Morphs: Back to the Drawing Board


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#1
cstanish

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OK, so: skipping character generation, I can use script parameters to specify pretty much anything about my character. Race, class, Abilities, Inventory, Background.  I can even make them look like any creature from the whole game. 

What I cannot do, however, is make them one of the core humanoid races without them being anything other than a generic bald member of their race.  I want to stick a headmorph on them, that's all, but I can't find a way to do it. 

I can load inventory from an existing "creature" resource; why not appearance?  Why would there be so many ways to specify the design of a character, but no way to alter how they look? There's got to be a way!

I thought I had it figured out, by putting a customized copy of "default_player.utc" in AddIns\\*modulename*\\module\\override.  I was able to run my module with a custom-designed player character. 

However, having that file in place caused a lot of problems, really weird stuff that I don't even understand how it's related to "default_player.utc."  For example, an item that was supposed to be sending the "campaign item acquired" event was not sending it until I removed the utc file. 

So... I'm back to square one.  I have no idea how to go about doing this.  I imagine the Heads.xls file might have something to do with it, but I'm looking at it and I'm not really sure what I'm seeing here.  Does anyone have any experiece with overriding heads.xls?

#2
Craig Graff

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Have you tried LoadItemsFromTemplate? It claims to update a creature's appearance and inventory from a template.

If you do try it, my suggestion would be to test it in a closed evironment (a stand-alone module with a module script that doesn't pass the events on to module_core and from there to sys_chargen).

Modifié par Craig Graff, 15 janvier 2010 - 05:16 .


#3
cstanish

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Well, my most recent mod uses LoadItemsFromTemplate, however I wasn't aware that it claimed to take the appearance as well so I never bothered to change the appearance of the template creature. It works fine for the items and such, so I'll try change the creature's appearance and see what happens.

#4
cstanish

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As far as I can tell, LoadItemsFromTemplate only takes the appearance from a creature file in that it will place the creature's clothes on your character. It doesn't copy the head morph.

#5
Craig Graff

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Ah, that's a bit sad.

#6
Sunjammer

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Or that's a feature request </hint>

#7
FalloutBoy

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Is there no way to import a character from a existing saved game?

#8
Miserere

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I tried to figure out a way to do this, too, and had no luck. I have now come to refer to my project (in which the PC starts the adventure as a child) the "bald boy" project because of it.



This is definitely a worthy feature request.

#9
cstanish

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FalloutBoy wrote...

Is there no way to import a character from a existing saved game?


If you mean for the player of the mod, then yes, you can give the option of generating a new character or importing one from one of their saves. 

To import one that's going to be the same character every time someone plays the mod, then there's no way to do that as far as I have found. 

#10
FalloutBoy

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So one option, although clumsy, could be to provide a save game file with your module and suggest that people import that character.



When I released my module for NWN2 I posted the disclaimer that it was written on the assumption that the player was human. They were free to make something else if they wanted, but I made it clear that it would not make sense in context and would not be recognized.


#11
cstanish

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I was thinking either something like that, or else modify the character creation parameters to only allow the player to make a city elf rogue. At least that way the player could make the character look like they want them to look. I'm just bummed out that it seems like all of the options for this are clumsy, to borrow a word from you, FalloutBoy.



It seems like a really basic thing that a lot of people would want to do, but there's no provision for doing it in the toolset.

#12
jackkel dragon

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If you plan on using the normal character generation (to allow facial customization), you would need to edit "backgrounds", "CLA_base" (?), "RACE_base" (?) and "gender" 2da files. I've used the method that the OC uses to posses only a single NPC, but the save files are based on the PC. Both ways could work, but one is clunky (with a standard face) and the other requires 2da work. (And the possible creation of preset faces to match the character.)



Bottom line: No easy way to skip chargen... yet. Not with morphs intact. (Everything but.)