A Little Request for NWNCX
#1
Posté 14 mars 2015 - 03:00
#2
Posté 14 mars 2015 - 10:53
It's possible in vanilla NWN, without NWNCX. See Aligned Head Visual Effects (also available in CEP 2.60 as visual effects IPPVFX_HEAD_HELM...).
There's a lot of related material out there, for example the Community VFX Project and Circlets & Glasses.
Even more in the Custom Content Challenge.
#3
Posté 14 mars 2015 - 01:13
Yes i know.
But i need a NWNCX open helmet with no graphic in order to apply those effects in the best possibile way.
#4
Posté 14 mars 2015 - 02:31
can you explain why nwncx is the only choice for you in this?
#5
Posté 14 mars 2015 - 04:20
can you explain why nwncx is the only choice for you in this?
I can see the logic. For a true open faced helmet model, virusman (via NWNCX) has provided the only means (so far) of doing it without relying on aligned VFX. If using VFX, Wart could be looking to keep an (invisible) helm item equipped the entire time, rather than going the route of automatically removing the helmet when the VFX are applied. Although, the open faced helm model does have some minor drawbacks that I found while testing the concept.
Wart: Do you have a specific helm model number you'd like to use for said helm? It should be easy enough to make a copy of an existing helm, add the NWNCX dummy node, and set the rest of the model to non-rendering. I wouldn't even have to mess with editing plts for the helm and inventory icon (just make a copy of the icon and not bother with a matching helm texture).
- OldTimeRadio et henesua aiment ceci
#6
Posté 15 mars 2015 - 04:52
My idea is simple:
With a "No graphic" helmet i can assign the VFX property into the "onequip event" in order to show the correct graphic (for example a circlet); but since it's a true helmet i can place the properties on it without any problem or additional script to keep the bonuses active as effects.
Then i place the VFX removal on the unequip (it's possibile, with a NWNX plugin, to remove a specific VFX).
The selection of the vfx can be done with a simple TAG or RESREF parser
For that i need an helmet that leave the original head untouched (like a cloak with no real cloak model), so that i can apply the VFX on it.
I'm using CEP 2.4 for helmets, you can override helm_118 if you need, or even one of the NWN standard helmets (except the first used on the "Pot Helmet", since it's the only one i use)
#7
Posté 24 mars 2015 - 08:44
Noone can help me?
#8
Posté 09 avril 2015 - 08:27
What? No talented builder going to make this guy a helmet?
TR





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