Hello, i'd like to use bishop's head with an aasimar race character. I already have the mod that allows me to use it as a human head, so can i enable it for aasimar, too?
thanks for the reply!
All heads for all races
#1
Posté 06 juillet 2015 - 12:12
#2
Posté 06 juillet 2015 - 05:05
Does the body look so different for an aasimar that you couldn't just assign the NPC a human appearance with an aasimar race type? Or are you talking about for a player character? If that's the case, then you could try using MDB Cloner to make a duplicate of that head with a name that follows the aasimar player head naming convention, and that may work.
#3
Posté 06 juillet 2015 - 05:39
Yeah, i was talking about player character....Though i have absolutely no clu what MDB cloner is, where to get it, nor how to use it
EDIT: i got it, but what should i rename it? And where should i save it, afterwards?
#4
Posté 06 juillet 2015 - 06:32
This document should give you all information for how to name heads. http://nwn2.wikia.co...ing_Conventions
You can save it in your NWN2 documents override folder.
#5
Posté 06 juillet 2015 - 07:55
Ok, i did it, and now i can pick it in the character creator.....but when i choose that head, the entire body becomes unanimated...
#6
Posté 06 juillet 2015 - 08:05
It probably needs a corresponding .gr2 file for that head. Did the pack with the heads that you used come with any .gr2 files? For those files, you don't need to open it in anything to rename it, and I'm not sure if it needs to be one from another Aasimar head, or from a human head like Bishop. If the heads didn't come with gr2s, all of the gr2 files in the game can be found in the zip files named "lod-merged" in your game install directory called Data. I think aasimars were added in X1 or X2.
#7
Posté 06 juillet 2015 - 08:07
It's because Aasimars use the P_HA?_skel for the heads, not the P_HH?_version that Bishop has.
Edit;
Different way of saying the same thing as Tchos
#8
Posté 06 juillet 2015 - 09:06
so, what do i need to do with that gr2?
#9
Posté 06 juillet 2015 - 09:29
You just put the renamed copy in the override.
#10
Posté 06 juillet 2015 - 11:43
renamed with the same name as the head, i guess...
#11
Posté 07 juillet 2015 - 05:03
Actually, it also needs to refer to the main skeleton, so the head should be named like P_HAM_Head06 (since numbers 01 to 05 are already used by stock models), and the gr2 file for the head should be p_ham_skel06 (same number as for the head).
#12
Posté 07 juillet 2015 - 10:56
I thought the reference to the skeleton was also embedded into the MDB, which means simply cloning the head and renaming the GR2 wouldn't work. Or are head models a special case?
#13
Posté 07 juillet 2015 - 11:27
I don't know the theory, I just know that using clones and renamed gr2s copied from the stock resources works sometimes.
#14
Posté 08 juillet 2015 - 05:46
That's absolutely right.I thought the reference to the skeleton was also embedded into the MDB, which means simply cloning the head and renaming the GR2 wouldn't work.
Kinda... In the case of the aasimars, the main body skeleton is p_hh?_skel, which means the head skeleton is also built from p_hh?_skel, even if it's actually named p_ha?_skel## (where ## is a two-digit figure).Or are head models a special case?
In theory, a human head should also work on an aasimar body.
If it still doesn't work though, an Expotron export with the renamed head skeleton or a change in the 2da is necessary. As Tchos said, it's easier to try the cloned and renamed option first.
#15
Posté 15 juillet 2015 - 01:01
But if you want simply to play as aasimar with the appearance of Bishop simply edit the model body and head of your character with tlk editor no? If i understand correctly what are you saying, this should be the quickest way.





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