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Project Q v2.1


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#51
Pstemarie

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Are you including "sa_lib_kiss"? If so, does that version still use GetRacialType or has it been fixed to use GetAppearanceType? In my modules I like to have outsiders and dragons masquerading as humans and half-elves so I had to change it to GetAppearnceType and recompile all of the scripts.

 

No, I did not port over any of the scripts labeled as "sa_" - I considered those proprietary coding of Sanctum and thought they were better left out. They also reference a script that does not exist in the demo module I ported from ("sa_follow" or some such). The base module just includes simple functionality that allows the PC to initiate the dancing or kissing action. Once I get the moathouse tidied up, I'll look at coding NPC initiation and NPC-NPC interaction.  


  • Grymlorde aime ceci

#52
Aztec2012

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Great, Great, Great project!

 

Any chance to add to Q 2.1 monsters and items from CEP 2.61? Items form CEP 2.61 si in high quality.



#53
henesua

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I would prefer that Pstemarie fix and finish everything in Q before he steps into the territory of new content.

 

eg: Sitting heights for demi-humans in social phenotype *cough*  :)



#54
Pstemarie

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Great, Great, Great project!

 

Any chance to add to Q 2.1 monsters and items from CEP 2.61? Items form CEP 2.61 si in high quality.

 

What ones specifically did you have in mind? I'm not too familiar with what was added in 2.61 - don't use CEP myself.


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#55
Pstemarie

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I would prefer that Pstemarie fix and finish everything in Q before he steps into the territory of new content.

 

eg: Sitting heights for demi-humans in social phenotype *cough*  :)

 

Yeah, its on the list. 


  • henesua aime ceci

#56
meaglyn

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Personally, I'd prefer to have less overlap between Q and CEP than more...   The last thing we need is to put more of the same content at different line numbers in both packages. Given that any CEP creatures would probably already overlap with Q numbering or be outside of Q reserved ranges that's the likely outcome.



#57
Pstemarie

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Personally, I'd prefer to have less overlap between Q and CEP than more...   The last thing we need is to put more of the same content at different line numbers in both packages. Given that any CEP creatures would probably already overlap with Q numbering or be outside of Q reserved ranges that's the likely outcome.

 

I was just curious is all - not actually committing to doing so.



#58
Pstemarie

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I would prefer that Pstemarie fix and finish everything in Q before he steps into the territory of new content.

 

eg: Sitting heights for demi-humans in social phenotype *cough*  :)

 

THIS ISSUE HAS BEEN TERMINATED (with a big bwahahahaha and 3 beers)  :D

 

It took some time but I finally was able to nail down the issue and how to fix it. I had to dupe the social pheno animation supermodels; kill all the animations except custom2 and sit_cross; scale the model so that the sitting height in the custom2 and sit_cross animations was the same Z height as the sit animation in the pm*40 and pf*40 pheno models; then copy and paste the animations into the pm*40 and pf*40 models.

 

I've got some more testing to do but everything looks good so far. 

 

social_sit_zpsxkq88cu3.jpg


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#59
henesua

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I am tempted to send some beer to your pub! Thanks, Pstemarie.



#60
Pstemarie

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I am tempted to send some beer to your pub! Thanks, Pstemarie.

 

Sadly we can't serve beer at the restaurant, but you can send the truck to my house  :lol:



#61
Aztec2012

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What ones specifically did you have in mind? I'm not too familiar with what was added in 2.61 - don't use CEP myself.

 

In CEP are includet many of parts of armor that is not including in Q but is it in high quality. And some of creatures like Tiamat dragon.



#62
Aztec2012

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And any chance to adding in Q new high quality models for playable rasses (human, elf and etc)?



#63
Pstemarie

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In CEP are includet many of parts of armor that is not including in Q but is it in high quality. And some of creatures like Tiamat dragon.

 

Q has more than enough armor parts to outfit JC Penny and many of the armor parts overlap between CEP and Q. I'd like to leave some room for Builders to add their own customizations if needed.

 

Not much desire to add Tiamat either, although its a relatively OK model it would be a step back in styling since the Q chromatics use skinmesh. Also, the animations, from my understanding are quite quarrelsome.

 

New PC parts - yeah that's highly probable given the existence of packages such as THIS.


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#64
Stylesetter

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Pstemarie have you considered adding:

http://forum.bioware...expansion-pack/

to Q ?

 

Regards

Siz



#65
Mecheon

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If we're talking things to add, one of these days I do need to get around to modding the skeleton, titan, half-ogre, brownie and weimic player models into being Q compatible...



#66
Drewskie

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In CEP are includet many of parts of armor that is not including in Q but is it in high quality. And some of creatures like Tiamat dragon.

 

Pretty much every high quality creature in the CEP is already in Q... with maybe a couple exceptions, like Magma's Erinynes.  But tastes vary on this I suppose.  


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#67
Pstemarie

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Pstemarie have you considered adding:

http://forum.bioware...expansion-pack/

to Q ?

 

Regards

Siz

 

What were you trying to link to, the link you posted just loops back to the NWN CC forum front page.


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#68
Malagant

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Everything, maybe?


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#69
Grymlorde

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The doors for the Stem and Stem Tower in the Sigil Exterior tileset don't work. I get a "The selected model does not exist. Please choose another one." This happens in the Q_Base modules as well as my own. Is there a quick fix for the doortypes.2da? Or is it model problem?



#70
The Mad Poet

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I'd rather not have new races as part of base Q. Those kind of things are easy enough to add in if a builder needs them, and not many people are going to use them enough I'd imagine to justify it. 



#71
Cannonade

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Is there any reason why the placeables.2da was shuffled around and some content cut, such as millstones?



#72
Pstemarie

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Is there any reason why the placeables.2da was shuffled around and some content cut, such as millstones?

 

It's possible that the 2DA got corrupted and it wasn't noticed. The models are sitting in q_placeables.hak, but the 2DA references are gone. Can you send me the 2DA file you are looking at that has the millstones in it so I can see what to do about restoring them?



#73
Pstemarie

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I'd rather not have new races as part of base Q. Those kind of things are easy enough to add in if a builder needs them, and not many people are going to use them enough I'd imagine to justify it. 

 

Yeah, I don't have any plans to add new races. IMO, such an addition is the providence of individual Builders. 



#74
Pstemarie

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It's possible that the 2DA got corrupted and it wasn't noticed. The models are sitting in q_placeables.hak, but the 2DA references are gone. Can you send me the 2DA file you are looking at that has the millstones in it so I can see what to do about restoring them?

 

Thanks for the 2DA - it appears a whole block of lines got deleted. Anyway, I've restored the missing 2DA lines and also added another block of placeables I found.



#75
SHOVA

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Is there an updated base mod available?