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baseitems 2da problem - probably VERY old hat


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#1
Happycrow

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Sorry, folks, but my only search-fu is taking me to an OT nwn1 issue.

Trying to set up something involving npcs using pikes, so I'm wanting longer-than-usual spears who will actually behave that way (altering prefattackdistance). But I don't want ALL spears behaving this way.  So I've copied the spear row and renamed it, and done basically everything under the sun I can think of to create the new item type.  It's in override which is otherwise effectively clean for this purpose (outside of some irrelevant tileset stuff)...but nothing I do shows any changes.  

Now it's possible that I can't piggyback like this, but I'm unable to find any references which would advise me on how to proceed.  There are a couple of weapons I don't really intend to use which *in theory* I could cannabalize for the purpose here, but that gets into subsidiary TLK issue I'd rather not mess with...whereas if I can figure this out, it's a simple and elegant solution (I know, I  know, "elegant" and the nwn2 engine...)  :whistle:

Any ideas? 

#2
Happycrow

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(edit for background -- there's precedent here: club and trainingclub both use the same model, so I know this can be done in theory, unless there's some ugly hardcode backend thing)

#3
Dann-J

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There is a lance entry left over from NWN you could use.

I created my own lance models by stretching a couple of spear models by about 110% for part A, then adding a couple of rapier basket hilts as parts B. I cloned them using a new lance-specific naming convention.

I increased the reach, gave them 1d10 piercing damage, and used the halberd StrRefs for the damage/critical description (it says piercing AND slashing damage, but it's close enough). I even reactivated the lance weapon feats, and the entries in the Weapon Master 2DAs. I called my test WM character Lancelot (after literally minutes of careful deliberation).

I was lucky with the lance baseitem entry, since all the old NWN strings were still in the dialogue file. It saved me having to create a custom TLK file for it.

Modifié par DannJ, 17 janvier 2014 - 02:36 .


#4
Dann-J

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Lances are on line 115. Here's a copy of my own baseitems.2DA:

https://dl.dropboxus...4/baseitems.2da 

Modifié par DannJ, 17 janvier 2014 - 02:52 .


#5
Tchos

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That's very cool that you could even reactivate the weapon feats. The lack of those would be the primary reason I usually wouldn't use a new weapon type.

#6
Happycrow

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Thanks, I'll take a peek-see at it. I've edited scads of dialog.tlk file, but when I make my own for some reason it doesn't like to read, so that's a different issue (it's in override but I'm obviously doing some bozo-nono thing) and your solution there's way handy. Wound up scavenging Whip in the meantime to test, but yours is better.

Now if I could figure out why that trick *doesn't* work with missile-weapons and instead gives me a one-shot missile weapon (cool in and of itself, and happily solves a completely unrelated issue), then I'll really be cooking with gas and can make pellet-bows w/o simply overrwriting one of the main-sequence entries. :)

#7
Dann-J

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I've tried reactivating the whip baseitem as well. The weapon sounds are there, it's just the lack of a good model (preferably animated) that holds it back.

There is a whip model for the balor, but its skeleton isn't player-race-friendly. It only seems to work when a balor is holding it. Plus it doesn't really animate very well, and looks quite ugly when it's not wreathed in a flame VFX.

#8
Dann-J

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Happycrow wrote...

Now if I could figure out why that trick *doesn't* work with missile-weapons and instead gives me a one-shot missile weapon (cool in and of itself, and happily solves a completely unrelated issue), then I'll really be cooking with gas and can make pellet-bows w/o simply overrwriting one of the main-sequence entries. :)


That's something to do with the hard-coded 'out of ammo' checks. I too have felt the frustration of trying to add new missile weapons (throwing hammers in my case). I was able to equip them, and see the new model in hand (a cloned light hammer), but couldn't actually throw them without getting an 'out of ammo' warning message, even though the stack was full.

#9
Happycrow

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Yeah, for throwing weapons (like javelins and throwing knives), I defaulted to piggybacking on the existing weapons form that was closest, and after putting in the model (plus fixing the darts -- they mailed it in on that one, vanilla darts fly *sideways*), I let the blueprints handle the rest of the differences.

#10
Happycrow

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For reactivating the feats, I'm assuming just doing baseitems.2da didn't cut it and you had to do work in feats.2da as well?
(nvm, of course you did, it was on the removed list.  ::facepalm:: )

Modifié par Happycrow, 17 janvier 2014 - 03:54 .


#11
Happycrow

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Come to think of it, there's two flail entries, too. Looks like heavy flail survives in there (though it's LgFlail in feat.2da.

That's good - my peasants need some loving.

Modifié par Happycrow, 17 janvier 2014 - 04:00 .


#12
Dann-J

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Happycrow wrote...

Come to think of it, there's two flail entries, too. Looks like heavy flail survives in there (though it's LgFlail in feat.2da.

That's good - my peasants need some loving.


Cyphre modified the flail entries, reactivating heavy flails and allowing you to use two normal (light) flails at once:

http://nwvault.ign.c...l.Detail&id=524 

#13
Happycrow

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Oh, cool. That saves some time, and enables the "meteor fist" monk martial arts style all at once.  Going to have to focus on getting that custom tlk working, though - heavy flails are very, very different weapons, and should have their own proficiencies beyond the already-existing impcrits and foc/spec.

Modifié par Happycrow, 17 janvier 2014 - 05:06 .


#14
Happycrow

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Hey, DannJ, how did you activate those feats? I got rid of the Removed tag in both the lance and heavy flail feat rows in feat.2da, and have the file in my override, but it's not appearing in my gui and so I'm assuming it's not reading it. nwn2 wiki says that these files should work when thrown into override for a test -- is there a different field involved that I missed?

#15
Happycrow

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Thread necromancy!!

 

Associated the tlk.  Associated the hak file with my 2da files in it.

Toolset won't recognize the new base item types.  It USED to (eons ago), it's not now with a new module (old lappy died).  Any idea what I could be doing wrong?



#16
Dann-J

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I've heard that some 2DAs won't work properly from inside a HAK. You could try using override versions instead.



#17
Happycrow

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Tried that, too.  I've got feats.2da, armorulestats, and baseitems.  The toolset is *reading* the override version, but when I go to create a blueprint, the "list of base items" it's using isn't mine, but the vanilla version -- meaning I can't actually use it.

 

Hair-tearing frustrating. I've got a major project I'm trying to wrap up for release to the Vault and this is the roadblock.



#18
Psionic-Entity

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The 2das that don't work from haks are obscure and sometimes they only affect certain rows of certain 2das. The only one I've run in to is packages, which doesn't recognize recommended spells in added rows.

 

I've never had a problem making new weapons. What row do you have the new weapon on? Have you tried associating the name with a string from the base tlk? Have you tried copying (exactly) a current game weapon and seeing if it duplicates?



#19
Happycrow

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I shouldn't have a problem with the new weapons -- the 2da hasn't changed since I had a whole test module full of custom weapons -- that's the part that's driving me batty. My module/setup/etc may be new, but nothing else has changed at all.



#20
Happycrow

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Got:

 

1. hak with 2da files.

2. tlk with weapon string names

3. test module with models and stuff in campaign folder. set to use campaign folder, hak associated with module, TLK associated with module.

 

In override, toolset recognizes my custom 2da files.  So my buckler, for instance, is right where it ought to be.

So... am I missing something bozo no-no basic?



#21
Happycrow

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Problem is replicated with one of my counterparts (whose custom grenades HE can't get to work, because he can make the spell but can't seem to assign the spell to a blueprint, same issue I'm having).



#22
Psionic-Entity

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Well, shouldn't have problems doesn't mean you won't. The only explanations I can think of are an error in adding the 2da rows or a load problem. The troubleshooting steps I'd recommend are to start by copying a baseitems.2da row to one of the early unused slots. If it shows up then you just need to fix your broken 2da rows. If not, I'd move on to stripping the module down (removing the campaign to start, those can be finnicky with where they load assets from) and putting the 2da straight in your override folder.

 

With custom grenades you need to edit the iprp_* 2da that controls spell abilities.



#23
Happycrow

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Okay, got home and made some progress.  If I take one of my weapons and copy the Name field to 1541 that's shared by morningstars, all of a sudden I get two morningstars in my pulldown list IF I don't specify my own tlk in the module properties.  Is it possible that the custom tlk for use in this particular file should be referencing row rather than userstrref?



#24
Happycrow

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OKAY.  

Finally got it running inside another person's TLK file. Apparently either b/c of GOG or file corruption or the new tlk2 editor, new tlk's that I originate aren't read by the toolset, but I can embed tlk data in an older version and have it read.

 

That's a really wack issue, but.  Maybe somebody else sees the thread and gets saved some hairpulling.  :D