Aller au contenu

Photo

Shooting Under the Shield


  • Veuillez vous connecter pour répondre
26 réponses à ce sujet

#1
Happycrow

Happycrow
  • Members
  • 612 messages
Hey, Kamal, how did you get your air genasi to shoot bows with small shields equipped?  "Shooting under the shield" is an ancient practice and would do wonders to rehabilitate small shields in nwn2 if I could provide it for a PW I create cc for, and the eventual module I'd like to make.

tnx,

HC 

Modifié par Happycrow, 05 septembre 2013 - 01:41 .


#2
kamal_

kamal_
  • Members
  • 5 250 messages
? Perhaps you mean someone else? I have no idea what you're talking about. The place in Path of Evil that has air genasi, the air genasi have longswords+2, longbows+1, and light shields +2, but no custom scripting other than their conversation script.

Modifié par kamal_, 03 septembre 2013 - 05:35 .


#3
Happycrow

Happycrow
  • Members
  • 612 messages
Well, that's world-class weird. I should get you a screenie or something -- your air genasi shoot at me with their light shields still equipped! (very cool)

#4
kamal_

kamal_
  • Members
  • 5 250 messages
Well, you're welcome to open the module up in the toolset, maybe it's some combination of the exact shield and bow that allows it due to some engine bug. I don't think anyone has ever mentioned it, but maybe just no one noticed.

#5
-Semper-

-Semper-
  • Members
  • 2 256 messages
to fake this you could create custom glove models with an attached shield and the appropriate bonuses.

#6
Happycrow

Happycrow
  • Members
  • 612 messages
Ooh, snap, I absolutely COULD do that. Since shield bonuses don't stack, there shouldn't be an awful lot of abuse possible, either.

#7
Shaughn78

Shaughn78
  • Members
  • 637 messages
The issue you are going to run into with the gloves is the AC type.

Gloves/Bracers use the armor AC and their enchantment bonuses won't stack so you won't get the full benifits you should it you had an enchanted shield and armor, only the highest enchantment will work and the glove/bracer slot AC is handled by bonus.

To avoid loosing an inventory slot, creating a custom model of a shortbow that includes a buckler on the off hand may be the best way to do this. Again if you add the AC as an enchantment it will be a deflection bonus which will not stack with spells, rings, cloaks, helms and belts. An on equip and unequip script that applies a natural AC bonus may be the best way. You just need to make sure that it is a supernatural effect so it won't be removed by dispel magic.

Modifié par Shaughn78, 04 septembre 2013 - 12:18 .


#8
Dann-J

Dann-J
  • Members
  • 3 161 messages
Another way to make the shield show up is to create a model VFX that applies the appearance of a shield to the left forearm. You'd still have to script the AC bonus separately though, as Shaughn78 mentioned.

There are several shield models in the game's data files that aren't actually used (they have the wrong naming conventions). I created some model VFX as a quick-and-dirty way of seeing what they looked like when equipped. One of them is actually quite good - a round reinforced wooden shield like those the Norse might have used. I've since cloned those shield models with the correct naming conventions, so they can be used as regular shield appearance types. Several of the existing shield icons are actually based on those unused shield models.

#9
kamal_

kamal_
  • Members
  • 5 250 messages
Could my name and POE be removed from the thread title? I didn't do what you thought, so it's misleading, I don't deserve any credit.

#10
Happycrow

Happycrow
  • Members
  • 612 messages
Done.

#11
Dann-J

Dann-J
  • Members
  • 3 161 messages
Here's what my model VFX shield looks like in action. It's purely visual so far (no scripted armour bonus, or armour penalties to skills). It uses one of the unused shield models:

Posted Image

And below is the SEF file for it:

<?xml version="1.0"?>
<EventList>
  <Name>
  </Name>
  <MaxDuration>0</MaxDuration>
  <SpecialTargetPosition>0</SpecialTargetPosition>
  <FogMultiplier>1</FogMultiplier>
  <Event0>
    <Type>7</Type>
    <Name>shield</Name>
    <DefinitionFile>w_she_wood01.mdb</DefinitionFile>
    <DelayTime>0</DelayTime>
    <MaxDuration>0</MaxDuration>
    <Position>
      <x>0</x>
      <y>0</y>
      <z>0</z>
    </Position>
    <UseOrientedPosition>0</UseOrientedPosition>
    <SourceAttachment>3</SourceAttachment>
    <TargetAttachment>0</TargetAttachment>
    <SourceAttachmentObject>0</SourceAttachmentObject>
    <TargetAttachmentObject>1</TargetAttachmentObject>
    <Skeleton>
    </Skeleton>
    <SEFToPlayOnModel>
    </SEFToPlayOnModel>
    <AnimationToPlay>0</AnimationToPlay>
    <TintColor1>
      <r>255</r>
      <g>255</g>
      <b>255</b>
      <a>255</a>
    </TintColor1>
    <TintColor2>
      <r>255</r>
      <g>255</g>
      <b>255</b>
      <a>255</a>
    </TintColor2>
    <TintColor3>
      <r>255</r>
      <g>255</g>
      <b>255</b>
      <a>255</a>
    </TintColor3>
    <Looping>0</Looping>
  </Event0>
</EventList>

#12
kamal_

kamal_
  • Members
  • 5 250 messages
That's pretty darn nifty.

/also thanks happycrow for removing my name from the thread. I don't deserve any credit. :happy:

Modifié par kamal_, 06 septembre 2013 - 12:04 .


#13
Happycrow

Happycrow
  • Members
  • 612 messages
I have absolutely zero understanding of how to use that, but man is it cool.

#14
I_Raps

I_Raps
  • Members
  • 1 262 messages

DannJ wrote...

Here's what my model VFX shield looks like in action. It's purely visual so far (no scripted armour bonus, or armour penalties to skills). It uses one of the unused shield models:


What number ranges are those unused shield models?

#15
Dann-J

Dann-J
  • Members
  • 3 161 messages
They don't follow the standard shield naming conventions, so they're effectively hidden. The one in the example above is called w_she_wood01.mdb, for instance. It's a pity, since that wooden shield alone is far better than any of the shield models that *did* make it into the game.

There are more details about them here.

Modifié par DannJ, 06 septembre 2013 - 01:25 .


#16
Dann-J

Dann-J
  • Members
  • 3 161 messages

Happycrow wrote...

I have absolutely zero understanding of how to use that, but man is it cool.


You can copy that SEF code into Notepad, and save it to your override folder as MyEffect.SEF (or whatever else you want to call it). Then apply it to a character either via script (using the EffectNWN2SpecialEffectFile function), or just put the name of the SEF file into the relevant variable field in an NPCs properties tab (which is what I did for that screenshot).

Scripting the AC bonus, or adding/removing the effect during equip/unequip events, is a whole different kettle of squid. Although if you're only using it on NPCs, then you can just bump up their natural AC by a couple of points and be done with it.

Modifié par DannJ, 06 septembre 2013 - 01:41 .


#17
Happycrow

Happycrow
  • Members
  • 612 messages
Okay, very cool, and handy as hell for exotic steppe NPCs.

#18
Dann-J

Dann-J
  • Members
  • 3 161 messages
It occured to me that this could also be used to have a buckler and a dagger both in the off-hand at the same time.

Posted Image
From http://www.thearma.o...ndBucklerP3.htm 

Tights and pointed shoes would of course be optional.

Modifié par DannJ, 09 septembre 2013 - 12:30 .


#19
Happycrow

Happycrow
  • Members
  • 612 messages
For all your Talhoffer 1461 needs, yup. DannJ, got a link to a list of those attachment points? This would potentially solve my armor-related issues (where I want the PCs to be able to customize their look by putting stuff on "over" whatever clothese they've already got) if I can figure it out.

#20
MasterChanger

MasterChanger
  • Members
  • 686 messages
Dann, that is really cool! I wonder whether an SEF approach could be used to create a sheathed weapon look for weapons and/or shields (based on retrieving their model # or something) a la DA:O. It could use some kind of custom feat/script to unequip & display the object on the back/hip.

#21
Happycrow

Happycrow
  • Members
  • 612 messages
Master: yeah, that's pretty much right where I was going - it would give the players a lot more flexibility in determining their appearance.

#22
Dann-J

Dann-J
  • Members
  • 3 161 messages
I've cloned various dagger models, moved their origins slightly with the MDB Tool from the nwvault, and renamed them as armour accessories so they hang from the hip, or strap to the thigh or calf. The one attached to the hip node swings about quite nicely when you run.

It should be possible to do that via model VFX as well. In fact it'd be slightly easier, since you could mess with the origin as part of the VFX settings, rather than using a command-line driven executable like the MDB Tool. Daggers are easy, since they're a single model, but it's possible to create multi-part model VFX that cobble together blades, guards and handles to hang a sword from the hip. It wouldn't have a scabbard on it though - it'd be more like the weapons stored in the hip slots in The Witcher.

#23
Happycrow

Happycrow
  • Members
  • 612 messages
So which of these would you need to be playing with: this is the part I sort of intellectually "follow" but don't quite understand the terms for...

<Position>
<x>0</x>
<y>0</y>
<z>0</z>
</Position>
<UseOrientedPosition>0</UseOrientedPosition>
<SourceAttachment>3</SourceAttachment>
<TargetAttachment>0</TargetAttachment>
<SourceAttachmentObject>0</SourceAttachmentObject>
<TargetAttachmentObject>1</TargetAttachmentObject>

#24
Dann-J

Dann-J
  • Members
  • 3 161 messages
Position X, Y and Z allow you to offset the model from the attachment node, so that a dagger on the hip wouldn't be embedded halfway into the hip for instance.

Offsets don't always work for some attachment nodes though. I've been unable to offset things around the eyes when trying to 'fix' some of the glowing eye FX that aren't skeleton eye socket friendly (the glow tends to show above the socket, rather than inside it). Various other attachment nodes I've fiddled with either ignore your offsets, or always offset things to the same place off to one side regardless of the values you entered.

The SourceAttachment is the only attachment setting you need to set for this type of thing. Thankfully the attachment nodes are named in the VFX Editor interface. I've had no luck with some of the armour accessory nodes though, like the forearms or shoulders. Model VFX don't seem to like those nodes much.

Since weapon models don't have a skeleton (they just follow the hand attachment nodes), there's no need to set a skeleton for them at all. Helmets, boots and gloves are a different matter though. You need to specify the right skeleton for the models you use (P_HHM_... for instance), which means you need separate VFX for each type of playable race skeleton (humans, elves, halforcs, dwarves, both male and female for each). Then your scripting becomes more complex, figuring out the right model VFX to use depending on the race and sex of the character.

#25
Happycrow

Happycrow
  • Members
  • 612 messages
Hrm.
Ouch, that's bad news - the guys I've been talking to were particularly hoping it could be applied to arm harness. However, for other stuff, potentially a script could use variables on the item? Won't do me any good (what you're telling me suggests that this is mostly a showstopper for me unfortunately), but might help MasterChanger. String var: DwarfEquip, containing the model string, for instance.