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linus04

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Everything posted by linus04

  1. Hi guys, While editing armor mode in 3ds max I noticed a group of nodes named like "Prop06", and I found out they are attach points for weapons. But if I move them, it has no effect in game. Is it possible to move them somehow? Perhaps in some other model? I've created a new weapon type and attached them to Prop15, but I would like to move it a little bit.
  2. I works now, thank you both so much! Strangely though, spells under this new condition are not "grey out" and unclickable like with other conditions, but when I try to cast them with Combat Magic active I get a "Can not use this ability." error. But that does not matter, I'm just happy it works :) I did recompile every script that uses ability_h and then by trying to move them out one by one I found out that the only one important is "ability_core".
  3. Thanks for advices guys, I tried to get it working, but still had no success... What I'm trying to do in the end, is that with Combat Magic active you can't use primal spells. I edited this part from "ability_h.nss", just to see if it works: // ------------------------------------------------------------------------- // CONDITION_ACTIVE_MODAL_ABILITY - A specific modal ability needs to be active // ------------------------------------------------------------------------- if ((nCondition & 16) == 16) { int nModalAbility = GetM2DAInt(TABLE_ABILITIES_TALENTS,"condition_mode",nAbility); if (nModalAbility != 0) { bRet = bRet && IsModalAbilityActive(oCaster,nModalAbility); #ifdef DEBUG Log_Trace(LOG_CHANNEL_COMBAT_ABILITY,"CheckUseConditions", "Mode Active: "+ ((bRet)?"TRUE":"FALSE")); #endif } if (!bRet) { return FALSE; } } and changed it to: // ------------------------------------------------------------------------- // CONDITION_ACTIVE_MODAL_ABILITY - A specific modal ability needs to be active // ------------------------------------------------------------------------- if ((nCondition & 16) == 16) { int nModalAbility = GetM2DAInt(TABLE_ABILITIES_TALENTS,"condition_mode",nAbility); if (nModalAbility == 0) { bRet = bRet && IsModalAbilityActive(oCaster,nModalAbility); #ifdef DEBUG Log_Trace(LOG_CHANNEL_COMBAT_ABILITY,"CheckUseConditions", "Mode Active: "+ ((bRet)?"TRUE":"FALSE")); #endif } if (!bRet) { return FALSE; } } Then I recompiled all scripts that use ability_h (quite a few of them, do I really need to recompiled them all?): abi_templates.nssability_core.nssability_summon_h.nssai_conditions_h.nssai_main_h_2.nssaoe_effects_h.nssbhn200tr_gilmore_entrance.nssitem_aoe_duration.nssitem_trap.nssitem_trap_lure.nssmodule_core.nssmonster_aoe_duration.nssmonster_poison_spit.nssmonster_talent_aura.nssmonster_talent_brood.nssmonster_talent_dog_charge.nssmonster_talent_dog_grab.nssmonster_talent_dog_growl.nssmonster_talent_dragon.nssmonster_talent_grab.nssmonster_talent_large.nssmonster_talent_ogre.nssmonster_talent_overwhelm.nssmonster_talent_sylvan.nssmonster_talent_web.nssntb330cr_ghostly_elf.nssnull_spell.nssorz540_gas_aoe.nssorz540_lava_aoe.nssplayer_core.nsspuzzle_aoe.nssrules_core.nssrules_h.nssscattershot_singletarget.nssshoweffects.nssskill_crafting.nssskill_shapeshift.nssskill_stealth.nssskill_trap.nssspell_aoe_duration.nssspell_aw2_aoe.nssspell_aw2_blizzard.nssspell_aw2_chain.nssspell_balance_aoe.nssspell_balance_blizzard.nssspell_blizzard.nssspell_branka1.nssspell_chainlightning.nssspell_deathmagic.nssspell_deathsyphon.nssspell_shapeshift.nsstalent_aoe_duration.nsstalent_arrow_slaying.nsstalent_null.nsstalent_pet.nsstalent_scattershot.nsstest_petert.nss Then I created abi_base_test.gda just for Flame Blast with condition 16 and condition_mode 17023 (Combat Magic), but it did not work. It's like if the game doesn't recognize my changes and I still need to activate Combat Magic to use Flame Blast (like original condition 16).
  4. Hey guys, I need a little help with abi_base.gda. There is a column for conditions that must be met for spell/talent to be available for use. For example, 128 for 2h weapon equipped, 3 for 1h+shield, 16 for specific modal to be active etc. I'm trying to create a new condition, one that requires a specific modal to NOT be activated, but I can't get it to work. I found out that these conditions are specified in 'ability_h.nss', but when I try to add a new condition number or edit one that is already there, it doesn't work. I got an error in the toolset when I tried to export the script: "script must contain either a main or startingconditional" And even when I managed to export it, it had no effect. Is there something I am doing wrong? Is there something else I need to do? Any help would be appreciated.
  5. I like how Tali gets unique appareance in ME2 and ME3, but I also like more traditional quarian suits. Could someone please make a mod which replace Tali default armor for Xen's or Raan's for ME2 and ME3? I've tried to make it myself, but I'm not really good with models swap... :confused:
  6. Hi, Can someone please make a mode to remove shoulder from this armor model (elf male): http://dragonage.wikia.com/wiki/Ancient_Elven_Armor_Set and upload it here? I'm from the Czech Republic and I speak badly English, I apologize for mistakes. Using Google Translate. :D
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