Hi,
I swear I've asked this question before, or seen it asked before, but neither could find it or remember the answer. My question is simple: why do these two content packs both have full-scale models attached to tails entries? It's... confusing me ![]()
Hi,
I swear I've asked this question before, or seen it asked before, but neither could find it or remember the answer. My question is simple: why do these two content packs both have full-scale models attached to tails entries? It's... confusing me ![]()
It's for the horses and scaling introduced in 1.69, to add any custom models to the already existing models Bioware had listed.
Neverwinter Nights 1.69 Builders Guide to Horses & Creature Scaling
Thank you!
@_@
Are you sitting in a horse riding phenotype so you are above the robe, or is the model showing under the character?
I've seen a lot. Haven't seen that one.
That's just in the plain item creator, the example model. This, and robe 1, do the same thing. Robe 1 has a shiny reflective surface. Robe 2 aligns on females properly but also has a reflective surface.
Okay, I opened a new module and reapplied the CEP haks, and the issue persists. Digging around in the core .mdls reveals that there is not in fact, human male robes for 001 and 002. So I'm pretty confused at the moment... no one is able to replicate this but I?
0 0 0.00 0 0 1 1 1 1 1 1 1 0 1 1 1 1 1 1 0 0 0 **** 1 0 0.01 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 **** 2 0 0.02 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ****
Those are the relevant .2da lines. Robe 3 and Robe 1 look the same, except Robe 1 has no model. Is it possible vanilla NWN models are conflicted by these lines in parts_2da?
I have CEP 1.61 installed, but I don't get that error. Males robes 1-3 look normal.
Perhaps you have some other custom content installed, either as a hak, or in override? If so, worth removing it to see whether the bug persists.
My override and patch folders were both empty, so that is not the problem.
The only thing I can think of is that indirectly cause by patch 1.71 having been present at one point on this install, but it was eventually removed, so I am reinstalling on this hunch.
This did not fix the issue. While my curiosity burns, it doesn't appear to be something I can't just work around, so for now I will ignore it.
It does show up on the bench. However the bench is still oriented all silly in game as well, invisible beneath the floor >.<
It does show up on the bench. However the bench is still oriented all silly in game as well, invisible beneath the floor >.<
If memory serves, the bench appearing beneath the floor is caused by the animation state setting on the model. You can toggle different settings in the properties window.
I know where to find that on a placeable but I've never seen the option to set animation state on a creature before.
Wanted to report that all Swine: line of models, except for vanilla NWN, caused toolset crashing STQl errors.
Alright I'll log it there, and leave out the robes one since no one else can reproduce it.
Is Plush Hyena of Doom's Alien supposed to have a 63 black forehead like Merrick'sDad's Gorilla face/hands do?
I know where to find that on a placeable but I've never seen the option to set animation state on a creature before.
Forgot that was a creature - been a few years since I've tinkered with that model. I know its an animation issue - maybe the original template had an OnSpawn script attached that looped the animation used to make the bench appear.
Alright I'll log it there, and leave out the robes one since no one else can reproduce it.
Is Plush Hyena of Doom's Alien supposed to have a 63 black forehead like Merrick'sDad's Gorilla face/hands do?
Nope, I have the same thing happening since 2.60, but it doesn't really matter since both robes work normal as robe 003 and 004 (which are the ones used in the Bioware blueprints).
Nice username btw, "Violent by Design" or just Star Wars reference?
Never heard that album, just a few songs by them and I love Star Wars
Speaking of the CEP tails. There are some tails added as a pelvis model, while this solution made sense pre 1.69, it doesn't now.
For example I have an item that allows players to add tail. However the tail selection is limited and doesn't contain for example the wolf tail from one of the pelvises. On the contrary the tail from pelvis is "free" making my item quite a worthless.
Wouldn't be better to get rid of the pelvis-method-tails and move them into standalone model usable as a creature tail? Sure there are issues like horses which uses tail, so normal tail isn't visible, but who knows how this behaves with pelvis tail?