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| Examining the Module https://amiaworld.net/phpBB3/viewtopic.php?f=2&t=76759 |
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| Author: | MightNMagic [ Mon, Apr 21 2014, 2:00 AM ] |
| Post subject: | Examining the Module |
How does one download the module and open it to examine placables, creatures, and such? Thinking of looking at placables useful for RP. |
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| Author: | Rigela [ Mon, Apr 21 2014, 2:08 AM ] |
| Post subject: | Re: Examining the Module |
Make your own module in the toolset, with all our haks loaded into it. You can then see all the placeables/creature skins etc. |
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| Author: | 666WaysToHell [ Mon, Apr 21 2014, 2:42 AM ] |
| Post subject: | Re: Examining the Module |
Just in case you're unsure, or if other people don't know how. Open the toolset. Create a new area. Go to Edit > Module Properties > Custom Content Add: amia_v3c_top amia_v3b_a amia_v3b_b amia_v3b_c amia_v3b_d amia_v3_override then add into the Custom Tlk File section, amia_tlk_v3c Click OK and you should be good. Note that after the coming hak update, a few of the file names will change. |
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| Author: | Pony [ Mon, Apr 21 2014, 2:47 AM ] |
| Post subject: | Re: Examining the Module |
666WaysToHell wrote: amia_v3c_top amia_v3b_a amia_v3b_b amia_v3b_c amia_v3b_d Be sure the top.hak is actually on top. |
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| Author: | 666WaysToHell [ Mon, Apr 21 2014, 2:50 AM ] |
| Post subject: | Re: Examining the Module |
I suppose that would make sense, wouldn't it. |
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| Author: | MightNMagic [ Tue, Apr 22 2014, 2:52 AM ] |
| Post subject: | Re: Examining the Module |
Hrm. I figured out scaling a creature! (Thanks Google!) But I cannot seem to find any help on adding a visual effect to one (like ghostly visage's blue hue and such). Can anyone shed a bit of light on that please? Also, going through the module placeables, I was looking for a specific one I saw in the module but cannot seem to find in the palette. Namely, the striped suq tarp used by the Ingredients Merchant in Ne'sek. I can't find it as a placeable and thought it might (unfortunately) be a terrain feature, but don't see it there either. |
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| Author: | Glim [ Tue, Apr 22 2014, 2:56 AM ] |
| Post subject: | Re: Examining the Module |
Getting a vfx on a critter requires scripting. |
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| Author: | Rigela [ Tue, Apr 22 2014, 3:21 AM ] |
| Post subject: | Re: Examining the Module |
you can do it IG with with NWN's Console commands for temporary effects as/when needed, should you know the numbers etc (the wiki might have the relevant commands, I don't actually know.) |
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| Author: | Ðraco [ Tue, Apr 22 2014, 4:39 AM ] |
| Post subject: | Re: Examining the Module |
MightNMagic wrote: Hrm. I figured out scaling a creature! (Thanks Google!) But I cannot seem to find any help on adding a visual effect to one (like ghostly visage's blue hue and such). Can anyone shed a bit of light on that please? Code: void main() { int nLocal = GetLocalInt(OBJECT_SELF, "NW_2Q4_KURTH_SPAWN"); if(nLocal == 0) { effect eVis = EffectVisualEffect(VFX_DUR_ANTI_LIGHT_10); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, OBJECT_SELF, HoursToSeconds(99)); effect eVis2 = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis2, OBJECT_SELF); SetLocalInt(OBJECT_SELF, "NW_2Q4_KURTH_SPAWN", 1); } } Write this script and put it in the Heartbeat of the creatures scripts sheet. Where it says "VFX_DUR_ANTI_LIGHT_10" or "VFX_DUR_PROT_SHADOW_ARMOR" is where you will type in what VFX_DUR you want on it. You can simply delete " effect eVis2 = EffectVisualEffect(VFX_DUR_PROT_SHADOW_ARMOR); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eVis2, OBJECT_SELF);" if you only want one visual or copy and paste that line under it and change the "eVis" to "eVis3" and "eVis4" as you go up and up and add more visuals. It's just a script from the NWN Campaign that I stole and reworked for just this |
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| Author: | Dark Immolation [ Tue, Apr 22 2014, 5:07 AM ] |
| Post subject: | Re: Examining the Module |
And here I was hoping, by the title, that this would be a comprehensive examination of the server as a whole. Oh well. What I do is just upload all the Amian haks to a VFX browser module. Then change the Dummy to whatever you want to check out a particular VFX on and enter the module. I dont think the one I have is up on nwvault any more, though. |
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| Author: | linlan [ Wed, Apr 23 2014, 7:35 AM ] |
| Post subject: | Re: Examining the Module |
Dark Immolation wrote: What I do is just upload all the Amian haks to a VFX browser module. Then change the Dummy to whatever you want to check out a particular VFX on and enter the module. Yes, that's exactly what I do. I use Sunjammer's VFX browser myself. The dummy is quite cooperative. |
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| Author: | msheeler [ Sun, Apr 27 2014, 13:41 PM ] |
| Post subject: | Re: Examining the Module |
Just an FYI. We currently use an on spawn script that supports adding two VFXs added to the critter. It sure if that is helpful, but it might be if you are considering strong sort of request. |
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| Author: | MightNMagic [ Sun, Apr 27 2014, 18:23 PM ] |
| Post subject: | Re: Examining the Module |
Very interesting. I still cannot find the striped suq (merchant's awning/tarp) that the ingredient merch in Ne'sek uses in the haks. Is that a placeable, part of terrain, or something else? |
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| Author: | Casvenx [ Tue, May 20 2014, 2:40 AM ] |
| Post subject: | Re: Examining the Module |
Just to check, with the new hak, the new order would be Quote: amia_v3d_top amia_v3b_a amia_v3b_b amia_v3b_c amia_v3b_d amia_v3_override ...correct? Or is the v3d_top hak in *addition* to the v3c_top hak? Also, does it matter in what order the override hak is? I thought it had to be towards the top (which might be why I have some oddness). |
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| Author: | Glim [ Tue, May 20 2014, 5:37 AM ] |
| Post subject: | Re: Examining the Module |
You do need all the haks not just the newest top hak. Override one can go at the bottom. |
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| Author: | Casvenx [ Tue, May 20 2014, 5:44 AM ] |
| Post subject: | Re: Examining the Module |
Glim wrote: You do need all the haks not just the newest top hak. Override one can go at the bottom. Does it matter if v3c_top is above or below v3d_top? |
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| Author: | BornToKill [ Tue, May 20 2014, 6:07 AM ] |
| Post subject: | Re: Examining the Module |
Newest top hak needs to go on top, usually. |
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