I had a thought while perusing the Creature blueprints: the hair and possibly the head of the stock Orcs could be ported for use with the Grey Orc model. I'm not sure about the armor sets, but perhaps those too could be candidates.
Content requests and content creation offers
#451
Posté 02 décembre 2014 - 03:27
#452
Posté 02 décembre 2014 - 04:27
The armor sets and hair can be used by the half-orcs and the grey orcs, since both use the same skeleton (P_OO?_skel / P_OO?_hair). The stock orcs won't be able to use them however as their skeleton is different (c_orc_skel / c_orc_hair).
It's even worse for the heads: each sub-race has its own facial skeleton (P_OO?_skel for the half-orcs, P_OG?_skel for the gray orcs and c_orc_skel for the stock orcs).
It could work between gray orcs and half-orcs though (that implies renaming the P_OG?_Head to P_OO?_Head, renumbering the renamed heads to avoid overwriting the existing ones, and modifying appearances.2da so the value under NWN2_Head_Skel is changed accordingly, namely from P_OG?_skel to P_OO?_skel).
This is purely theoretical however, I didn't try!
- rjshae aime ceci
#453
Posté 02 décembre 2014 - 05:07
Thanks. From what I've seen, the stock NPC humanoid races have been pretty neglected in terms of mods, so it would be nice to have more options.
#454
Posté 02 décembre 2014 - 05:09
The armor sets and hair can be used by the half-orcs and the grey orcs, since both use the same skeleton (P_OO?_skel / P_OO?_hair). The stock orcs won't be able to use them however as their skeleton is different (c_orc_skel / c_orc_hair).
So the hair from the stock orcs won't work on the grey orcs then? Ah well.
#455
Posté 02 décembre 2014 - 05:32
Nope, the models will need to be reskinned with the other skeleton. Which is not difficult by the way, since the hair are only influenced by the head bone, but that still requires Expotron... ![]()
If I have time, I'd have a look, but for sure it won't be right now.
#456
Posté 02 décembre 2014 - 05:39
There's a mod called something like "Orc Pride" that I believe adds monster orc heads to the playable race. I'm pretty sure "pride" isn't the word, but something similar to it. Screenshots include these orcs harassing a halfling or a gnome.
- rjshae aime ceci
#457
Posté 02 décembre 2014 - 05:52
#458
Posté 02 décembre 2014 - 05:55
Orc Spoiled! perhaps?
Ah, Tchos beat me to it. Thanks.
Heh, there's an orc child for NWN. Looks charming.... ![]()
#459
Posté 02 décembre 2014 - 06:11
So orcs have massive chests even as children!
#460
Posté 02 décembre 2014 - 10:58
#461
Posté 02 décembre 2014 - 11:50
I thought the choice of colours was unusual, but I'd hope you can choose more normal colours and omit the tattoos.
#462
Posté 04 décembre 2014 - 09:01
OK, so I'll prepare the upload next Saturday.
Cool.
#463
Posté 04 décembre 2014 - 11:05
You'll find two versions: the initial one as number 01, and the one with smaller feet as number 02 (on which I changed the weight of a few vertices around the neck/shoulder region, as it was not so nice with the taunt animation).
#464
Posté 04 décembre 2014 - 01:35
Spike heels boot mod aligned for male bodies? (I tried them and they are just a little misaligned)
Really, really, would love if someone helped me with that
http://neverwinterva...ke-heeled-boots
#465
Posté 05 décembre 2014 - 04:53
You'll find two versions: the initial one as number 01, and the one with smaller feet as number 02 (on which I changed the weight of a few vertices around the neck/shoulder region, as it was not so nice with the taunt animation).
Where? ![]()
#467
Posté 07 décembre 2014 - 06:11
As the blue slaad bite can infect the victim and give birth to a red slaad, I created a red slaad:


From left to right: NWN version (less angulous, I doubled the number of faces), red slaad, newborn red slaad.
Edit: added the download link.
The red slaads are now available on the vault. Nexus is under maintenance, I'll upload it there tomorrow.
Modifié par 4760, 07 décembre 2014 - 07:27 .
- rjshae, kamal_ et Loki_999 aiment ceci
#468
Posté 08 décembre 2014 - 01:41
Any luck applying the same spectral effects to weapons? I find that applying the vfx to weaponry doesn't seem to work all that well for reasons I don't understand.
#469
Posté 08 décembre 2014 - 10:14
Any luck applying the same spectral effects to weapons? I find that applying the vfx to weaponry doesn't seem to work all that well for reasons I don't understand.
Not sure where this question came from, but to me the mesh particle emission doesn't produce the best results. I suspect the emission mesh face is selected at random from the set, so that probably makes it emit more from regions with smaller faces such as a curved area. Even if the mesh is relatively even, the emission is bursty because of the short particle lifetime.
#470
Posté 09 décembre 2014 - 09:34
Coming from is I don't know a thing about particle emitters -- so since that's actually entirely over my head and more of a toolset question, was kind fo off-topic, sorry. When I apply the ghostly form, etc, to my critters, it never applies to weapons they have equipped.
Sorry for spam.
#471
Posté 09 décembre 2014 - 10:22
Coming from is I don't know a thing about particle emitters -- so since that's actually entirely over my head and more of a toolset question, was kind fo off-topic, sorry. When I apply the ghostly form, etc, to my critters, it never applies to weapons they have equipped.
Sorry for spam.
I suspect you would just have to apply the same effect to the weapon. If the weapon already has an effect, then, umm, I guess you could make some new effects that add in an alpha transparency effect to the weapon texture. That isn't difficult to do.
#472
Posté 09 décembre 2014 - 11:10
I suspect you would just have to apply the same effect to the weapon. If the weapon already has an effect, then, umm, I guess you could make some new effects that add in an alpha transparency effect to the weapon texture. That isn't difficult to do.
Transparency effects only seem to work for weapons that have the alpha transparency toggle set in the MDB file (which most don't).
- rjshae aime ceci
#473
Posté 10 décembre 2014 - 12:38
Transparency effects only seem to work for weapons that have the alpha transparency toggle set in the MDB file (which most don't).
That seems like a fixable problem, a straightforward operation just over a fair number of files.
#474
Posté 10 décembre 2014 - 01:35
That seems like a fixable problem, a straightforward operation just over a fair number of files.
It's an easy notion to test. Make a scythe that uses the Akachi model number from MotB (which uses transparencies on the texture) and add an effect that causes translucency (like Camouflage). If you can then see through the scythe afterward, then you've confirmed my suspicion.
#475
Posté 10 décembre 2014 - 07:52
I have a request: would it be possible to extract the animated part of the large windmill model and make it a separate placeable?
I would like to, for example, try using is with another windmill building. For example: this, that, or the other. (Yes I know I could make the texture transparent with an override, but I'd prefer just to get rid of the extra poly count.
)
Hopefully this isn't too difficult to do. Thank you!





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