I used to remember how to do it but I lost some nwn2 data recently and I don't have it anymore and I really don't remember how..
I wanna turn the backpacks to vfx to make them usable with cloaks on.
Can some one help?
I used to remember how to do it but I lost some nwn2 data recently and I don't have it anymore and I really don't remember how..
I wanna turn the backpacks to vfx to make them usable with cloaks on.
Can some one help?
In Visual Effects Editor, create a new SEF. Then add a new model Event, then under definition file point it towards your backpack model.
that would be exceptionally useful for belts as well...
Hey, Raygerio - we crossposted. Would your schedule give you any chance of a quick and dirty walkthrough on that for those of us like yours truly who's never used the SEF? Once the effect is made, how does one make it work? Put the effect on the backpack item?
You can place the VFX on your character withOnce the effect is made, how does one make it work? Put the effect on the backpack item?
effect eBackPack = EffectNWN2SpecialEffectFile("<backpack sef file name");
eBackPack = SupernaturalEffect(eBackPack);
ApplyEffectToObject(DURATION_TYPE_PERMANENT, eBackPack , oPC);You should be able to remove the backpack vfx withRemoveEffect(oPC, eBackPack);I'm doing this from memory, so apologies if there are typos and whatnot. A supernatural effect should not be removed by dispels & resting if I recall right.
So at the risk of being pedantic, what I'm doing here is:
1) Make a special effect for this item.
2) Write a special script just for this item which looks like what you wrote above.
3) Find the item's properties for scrips, and have OnActivate point to this script.
Are there on-equip or on-dequip which would do the same?
Thanks in advance -- this is an area of cc/TS in which I'm very weak.
To activate the tag-based scripting's On Equip script, the item would need to take up an equipment slot. It could potentially occupy one of the creature slots, but I'm not sure how the player would be able to access that without first making a new inventory panel.
Not quite. What I'd do have the backpack item be a generic item in your inventory that you can activate. Similar to for example the Hammer of Ironfist from NWN2's OC which you could activate to create a shockwave of sorts around the wielder.So at the risk of being pedantic, what I'm doing here is:
1) Make a special effect for this item.
2) Write a special script just for this item which looks like what you wrote above.
3) Find the item's properties for scrips, and have OnActivate point to this script.
For OnEquip you'd use "i_<ItemTag>_eq" and for OnUnequip "i_<ItemTag>_ue". However like rjshae already said the problem with having the backpack be equipable, is that it needs to take an equip slot. The point of psiiijay's idea is that they don't.Are there on-equip or on-dequip which would do the same?
A script that runs outside of the initial equip script will not recognise the effect by the name "eBackPack". You'd better assign it a spell ID so you can remove it directly later.
Huge help guys!!
I fixed everything and created even a combined 4 backpacks alltogether that looks great!
You can now carry a backpack with bedroll, wizard staff & scrolls attached and a sword and bow at the same time! ![]()
If anybody wants I'll upload it ![]()
If anybody wants I'll upload it
Definitely. I've actually been looking for some good backpack models.
Definitely. I've actually been looking for some good backpack models.
I don't know if you'd consider them good because they just look like textured boxes, but there are some NWN backpacks here:
http://neverwinterva...hakpak/backpack
They are probably very lightweight in terms of graphical overhead and could be useful for random NPCs.
There's always these of course:
http://neverwinterva...model/backpacks
I got a new comp - I'll get the DROPBOX running and share a link