Aller au contenu

Photo

Use Human heads as aasimar


  • Veuillez vous connecter pour répondre
22 réponses à ce sujet

#1
Winter90

Winter90
  • Members
  • 123 messages
I have have found a hackpack that will allow me to use human heads as aasimar. However I cant get it working.. I have copied the files into the override folder but nothing is happening.

http://nwvault.ign.c...&comment_page=2

This is the part I dont get:

"Then, copy whichever 2da file you'll be using into the same folder (override) making sure you rename the file appearance.2da. Remember to make sure you're saving it as APPEARANCE.2DA!" 

What 2da file? And how do I save it after renaming it?

The author also explained how it could be done without downloading anything:

"Sorry about that, but since this is, in essence, a "mash-up" of all the head choices for the races, even if I renumbered everything to work with one race, another one would still be out of sequence...for example, originally it would be Human Female Heads 1-5 and Aasimar Female Heads 1-5...now it's Non-Pointy-Eared Female Heads 1-10. 

To add the new heads without using my appearance.2da files is a simple (yet tedious) matter of renaming files, and editing the .mdb files in a hex editor program. Look in the NWN2_Models zip file (under C:\\Program Files\\Atari\\Neverwinter Nights 2\\Data) for numbers already in use, and rename each new head in the same manner. For example, Moire's head files are currently named P_XXF_Head27.dds, P_XXF_Head27_N.dds, P_XXF_Head27_T.dds and P_XXF_Head27.mdb. If you want to make these playable for tieflings only, without changing the order of any other tiefling heads, you would rename the files P_HTF_Head06 (or any number after 05). Then you would go into the hex editor and find any entry of "xxf" and change those to the new file name. 

You would have to do this for each individual race you want the head associated with. Humans are HH?, Aasimar are HA?, Tieflings are HT?, Moon Elves are EE?, Sun Elves are ES?, Wood Elves are EW? and Half Elves are EH?

So, as I said, tedious, because of all the renaming and multiple copies you'd have to make for each race, but if you're only doing a few heads, it's not too bad.

If you have any further questions, let me know.


May be it is easier this way? But here I dont get the part about into"the hex editor and find any entry of "xxf" and change those to the new file name".

Thanks in advance.

Modifié par Winter90, 20 septembre 2013 - 03:46 .


#2
I_Raps

I_Raps
  • Members
  • 1 262 messages
First off, don't do it.  That is, don't use his appearance.2da because that file is often customized in mods and you shouldn't screw with it without good cause.

Second, use his alternate suggestion of recopying the head you want and renaming it.  Then use the mdb cloner tool (here) to set the internal references of your newly renamed file to its new name.

Third - if you simply HAVE to use his mod - download the HEADS_FOR_ALL_2DAs.zip file and unzip it.  You will have three files;  if you are only using the human/aasimar conversions, rename the appearanceHUMANS-AASIMAR.2da file to appearance.2da and put that in your override folder.  If you are using the elf/tiefling conversions as well, use the combined file instead.

Modifié par I_Raps, 20 septembre 2013 - 06:17 .


#3
Winter90

Winter90
  • Members
  • 123 messages
Thanks for answering,*EDIT* Kevl helped me with the silver sword fix some time ago. Here:

http://social.biowar.../index/16579251

I used a different name then. Anyway... Same as back then I need some further guidance because Im not very familiar with this sort of thing.

I Copied the file P_HHF_Head01(human head 1 right?) and opened it in the MDB cloner, then I renamed it P_AAF_Head01 (aasimar head 1) so that it would override the first aasimar head and replace it with the human head. I pasted the file into the override folder but it didnt work...

*Edit* I also tried renaming the file too P_HAF_Head01 and P_AHF_Head01.

What am I doing wrong?

Thanks.

Modifié par Winter90, 20 septembre 2013 - 07:18 .


#4
Arkalezth

Arkalezth
  • Members
  • 3 188 messages
Alternatively, you can take a look at Xaltar's Facelift Pack and see if you like the new heads.

#5
Winter90

Winter90
  • Members
  • 123 messages
I managed to make it work with the 2da files but there is a slight problem... Every race, halflings, dwarfs.. They'we all become human sized.. Anyway to fix this?

Or how can I change the aasimar heads with the MDB cloner exactly?

Modifié par Winter90, 20 septembre 2013 - 07:44 .


#6
I_Raps

I_Raps
  • Members
  • 1 262 messages
I've been messing around with this and running into the same problems you have.

First, definitely don't use that appearance.2da. It has serious issues.

Next, I think the mdb cloner is not changing all the internal references that are needed. On that Heads For All link, the modder said he changed the mdb files with a hex editor. You could do the same. Grab the YYF mdb you want to use, rename it to AAF and change all the internal YYF entries to AAF. That should do it (be sure to rename and keep the associated texture files, too).

Modifié par I_Raps, 20 septembre 2013 - 08:16 .


#7
I_Raps

I_Raps
  • Members
  • 1 262 messages
Aha!

quote=Xaltar81

Cloning the Aasimar males causes a bug that is covered in the description of my pack on the nexus as well as the instructions to fix it ;)

The females (males will also need this additional step) however is because you need to have a corresponding .gr2 file for additional heads beyond the vanilla ones. The same holds true for the elves and tiefling. This happens because the elves, aasimar and tiefling use different skeleton meshes and when you add a non replacing head for them the games code does not load the right gr2 (skeletal) file and the result is messed up. Download one of the elf addon packs from the vault and take a look at how the GR2 files are named then follow the same pattern with your cloned heads. Look for human male and human female GR2 files in the games data files then rename them for each of your cloned heads.

Modifié par I_Raps, 20 septembre 2013 - 08:32 .


#8
Winter90

Winter90
  • Members
  • 123 messages
Wow, this is getting increasingly more complicated isnt it? Especially for some one with next to no experience with this stuff...

But would that apply in this case? Because Im actually cloning a human male head. (not aasimar) But Im trying to apply it to the aasimar head selection..

Do you mean that I have to clone a human .gr2 file and rename it AAF as well ?

#9
Winter90

Winter90
  • Members
  • 123 messages
Basically what Im asking is this:

If, I do this:

1. I copy N_HHF_Head01(rename to N_AAF_Head01) to new folder and open it in hex editor(at first I had no idea what I was looking at, but I think I get it now) and change every HHF entry to AAF.

2. Save the file in hex editor and close.

3. Copy/paste the file in the override folder

Did I do things right then?

What do I do next. Open the human .gr2 file and rename it to AAF(internal entries as well). And copy paste that to override as well?

#10
I_Raps

I_Raps
  • Members
  • 1 262 messages
Yes, it is getting complicated. Hmmph.

The gr2 files are in C:\\Program Files\\Atari\\Neverwinter Nights 2\\Data\\lod_merged.zip

I would take a copy of one of those p_aaf files and rename it to match your new head, throw it into override, and see what happens.

p.s.  I don't think you have to open the gr2 file, but time will tell.

Modifié par I_Raps, 20 septembre 2013 - 09:32 .


#11
Winter90

Winter90
  • Members
  • 123 messages
I'll do that.

But are aasimar AA or HA? I dont know... According to the author of the mod linked to in the OP it is HA, but I can only find AA in the Models folder..

#12
I_Raps

I_Raps
  • Members
  • 1 262 messages
Pretty sure it's AA - HA is halfling. nope

[edit]  I wish people who have solved these problems were a bit more detailed with how they did it.  "Just do what I did" doesn't seem to cut it.

Modifié par I_Raps, 20 septembre 2013 - 10:14 .


#13
Winter90

Winter90
  • Members
  • 123 messages
Okay it didnt work, but I think I got something.

I think the N_HHF_Head01 is the female head.(Which ive unintentionally been working with)

N_HHM_Head02 this is the male head (Which I was supposed to work with -_- )( there is no head01)

F for female

M for male

#14
Winter90

Winter90
  • Members
  • 123 messages

I_Raps wrote...

[edit]  I wish people who have solved these problems were a bit more detailed with how they did it.  "Just do what I did" doesn't seem to cut it.


Couldnt agree more, "just throw that in there and open that".

#15
I_Raps

I_Raps
  • Members
  • 1 262 messages
Okay, I just downloaded the Xaltar pack just to see.

Sure enough, HA* IS aasimar (at least his are). I will now have to replicate my experiments with the proper naming convention.

* as in P_HAM_Head01.MDB

#16
kevL

kevL
  • Members
  • 4 056 messages
key word here : *copy*

Copy first, edit later ...

#17
Winter90

Winter90
  • Members
  • 123 messages
Well ive tried renaming everything AAM or HAF and its not working.. What am I missing? I saved every entry to AAM in hex editor..

#18
I_Raps

I_Raps
  • Members
  • 1 262 messages
EUREKA!

What I did:

Copied p_hhf_head01 and p_hhf_head10 from C:\\Program Files\\Atari\\Neverwinter Nights 2\\Data\\nwn2_models.zip

Opened them in mdb cloner, changed file names to p_haf_head10 and p_haf_head11 (no need to overwrite).

Copied P_HHF_skel01.GR2 and P_HHF_skel10.GR2 from C:\\Program Files\\Atari\\Neverwinter Nights 2\\Data\\lod_merged.zip. Renamed them P_HAF_skel10.GR2 and P_HAF_skel11.GR2.

Threw the four new files in override\\headtest.

Modifié par I_Raps, 20 septembre 2013 - 10:28 .


#19
Winter90

Winter90
  • Members
  • 123 messages

I_Raps wrote...

Okay, I just downloaded the Xaltar pack just to see.

Sure enough, HA* IS aasimar (at least his are). I will now have to replicate my experiments with the proper naming convention.

* as in P_HAM_Head01.MDB


Damn, then I did it wrong as well... I opened it and found the entry: P_HHM_skel.

Wouldnt that imply that aasimar use the same skeleton as humans? They definetly look the same..

#20
Winter90

Winter90
  • Members
  • 123 messages

I_Raps wrote...

EUREKA!

What I did:

Copied p_hhf_head01 and p_hhf_head10 from C:Program FilesAtariNeverwinter Nights 2Datanwn2_models.zip

Opened them in mdb cloner, changed file names to p_haf_head10 and p_haf_head11 (no need to overwrite).

Copied P_HHF_skel01.GR2 and P_HHF_skel10.GR2 from C:Program FilesAtariNeverwinter Nights 2Datalod_merged.zip. Renamed them P_HAF_skel10.GR2 and P_HAF_skel11.GR2.

Threw the four new files in overrideheadtest.


It worked?! I need to test this as well..

#21
Winter90

Winter90
  • Members
  • 123 messages
But isnt that the female head? Or was I just wrong?

#22
I_Raps

I_Raps
  • Members
  • 1 262 messages
Yes, that is female. That's what I started testing with, so I stuck with it. It's also what YOU started with, back in post 3.

It doesn't matter. The technique will work with the male heads, just unzip the p_hhm_head files you want  (you'll probably have to use higher numbers than 10 and 11 to not overwrite, though; just look in that zip at how high the p_ham_head files go).

Modifié par I_Raps, 20 septembre 2013 - 10:42 .


#23
Winter90

Winter90
  • Members
  • 123 messages

I_Raps wrote...

Yes, that is female. That's what I started testing with, so I stuck with it. It's also what YOU started with, back in post 3.

It doesn't matter. The technique will work with the male heads, just unzip the p_hhm_head files you want  (you'll probably have to use higher numbers than 10 and 11 to not overwrite, though; just look in that zip at how high the p_ham_head files go).


Yes,yes. I know. I didnt know that was the female head back then. But I got it working now as well thanks to you, and without the giant dwarfs as well!

Thank you very much for taking your time. I know it took some hours of your life, sorry for that haha.

I really like the community on this forum, people always help when they can, thanks again.

Modifié par Winter90, 20 septembre 2013 - 10:54 .