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HCWAS: Happycrow's Weapon and Armor System


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40 réponses à ce sujet

#26
Happycrow

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Okay, that's a huge freaking relief.  Thanks -- my guy with the test module isn't available until later this week, so you've just saved me days and days of sweating-out.



#27
Happycrow

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4760, I'm unable to replicate your success with the belt item on a PC pickup either from ground or with area transition.



#28
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Unfortunately, you're right: I tested with stock belts, and none appeared, either after transition or equiped from the ground.

However, I confirm I could make it work with specific blueprints: one for the armor without the belt, another one for the armor with the belt. Using these, here are the results:

 

* PC not wearing any belt

- First test:

1. Equip the armor without the belt: OK, appearance as expected.

2. Then equip the armor with the belt: OK, belt also shows (immediately)

3. Now re-equip the armor without the belt: not immediately OK (the appearance with the belt remains), but visual update after area transition.

 

- Second test:

1. Equip the armor without the belt: OK, appearance as expected.

2. Then equip the armor with the belt: OK, belt also shows (immediately)

3. Unequip the armor (thus back to "naked" status) or equip a totally different armor WITHOUT anything in the belt slot.

4. Now re-equip the armor without the belt: immediately OK no need for area transition.

 
* PC wearing a belt

1. Equip the armor without the belt: not OK, armor appearance as expected, but the belt the PC currently wears is never shown.

2. Then equip the armor with the belt: not OK, armor appearance without belt is used, but the belt the PC currently wears is never shown.

 

 

Conclusion:

NWN2 bug with belt items: they are never shown in game, except if they exist within the armor blueprint.

Even in that case, the visual update will be immediate if coming from an armor without belt, but will require an area transition if coming from an armor with belt.



#29
Happycrow

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Yup; that matches my experience -- unfortunately, what I'd been trying to set up was something where the players could do a lot of mix-and-matching to customize both protection and appearance.  While I like the extra bulk and three-dimensionality of the layering otherwise, I'm thinking the answer there is just "sculpt the base mesh to reflect as needed."  



#30
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I posted a number of the models/textures used with this to the nwn2 Nexus.


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#31
rjshae

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Thanks, Happycrow. You might also consider posting to the new Vault so that there's a backup copy.



#32
Happycrow

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I would if I could figure out how to UL a file there.  Nice guys, horribly unintuitive interface.  :|



#33
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Ah, got it now.



#34
rjshae

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It's... perhaps a little funky, yes. But it works pretty decently once you get used to it, and the price is right.



#35
Happycrow

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Yup. No DLs at all on the other one (I knew I had odd tastes, I didn't realize that odd, lol).  Am starting a new project this week, for mail coifs that don't suck and actually go over top of the shoulders like they should. I'll post those up when they're done as well since it's a good base to use for a bascinet/aventail, or E-Euro/Turkic helm type (though distortion-by-race on a single texture means I'd have to have several textures for any fine details, which I try to avoid in order to keep the footprint light).


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#36
rjshae

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I've had that happen; post something that I spent 3-4 months on, and then... it stays at zero for a couple of weeks.  :unsure:  *shrug* Well, builder mods usually don't get a lot of downloads anyway, at least not compared to finished modules or game play enhancements.



#37
rjshae

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You might want to check your downloadable files; the one on the Vault is only 20 bytes and the Nexus entry shows 0kb.



#38
Happycrow

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Well, that can't be right, lol. It's a bazillion flipping files. I'll go in and fix tonight.



#39
Happycrow

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Ahah. The new version is 29MB. So... a bit different.



#40
Happycrow

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ULing new file at the Vault, can't bloody figure out how to do it on the Nexus.



#41
Happycrow

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There, fixed.


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