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Everything posted by ghowriter
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Thanks I was kind of hoping to apply it automatically at character creation. I figured out how to give abilities and such from looking at the race list. Just cannot figure how to auto give a perk at all and nothing I've tried has worked. (No indication in active effects.) I even made my own custom race and this would be the final ability to make her viable.
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New to Skyrim and to the creation kit. I dont have the script thing installed and would prefer not to for the time being. Let me adjust to the vanilla before trying to install extras. Anyway, disappointed with the game and how fast we level, I am in the creation kit trying to impose some kind of mod to reduce skill leveling by 50%. I have looked through the files and CK and I think I figured out how B did the boosts for the stones (thief, warrior, and mage) and I can imply duplicate those effects and change the multiplier. I am confused how the effect is applied to the player character as a permanent constant effect. From what I am seeing, they're using spells and they apply a specific named effect with no variable so either it's hardcoded or I'm missing something. Please don't send me links to sites with tutorials on scripting. I've likely visited a hundred such sites in two days and found most, if not all, utterly useless. If it cannot be done in the creation kit as a constant fire and forget effect then I'll discard the notion. I've even duplicated a perk that would actually do what I want if I could find some way to give the perk automatically. I won't use the console. Thanks id advance. I look forward to any response.
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Not one reply to this question in three years? I just got into the game and downloaded the CK and, amazingly, the same exact thing happens here. No data loads. Should have figured. I was going to ask the community about it but it seems there is no community.
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Hordes of the Underdark Revisited
ghowriter replied to rjshae's topic in Neverwinter Nights's NWN2 Discussion
has this project been abandoned?- 45 replies
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info about creating radial spells
ghowriter replied to ghowriter's topic in Neverwinter Nights's NWN2 Discussion
spoke too soon; while the base spells work as intended, casting an enlarge on someone who is reduced fails to dispel the reduce and same the other way... but, hey, at least the radial works if nothing else does -
For two years I have been struggling with creating radial spells using every resource I could find by searching with Bing and Google. I was never able to get it working (until last night). My radial spells would always give the correct number of spells but they were always the same exact spell. I found a tutorial on the Vault detailing how they edit the feat ID in spells.2da to make radial spells work. I followed their math perfectly and, nope. Same exact spells in each radial. Using their math as a starter, I took the druid's wildshape spells and found a pattern. I should say found the pattern. Taking the wildshape_bear FeatID and dividing by 65536 I had an exact integer 1008. I subtracted the wildshape_bear spell ID (401) and had 607 left. I used the same math on the other wildshape_ forms and every one had 607 left. So I took my spells ID numbers and added 607 and multiplied by 65536 and entered the result in their FEAT ID column and, like magic, the radials worked. This may not be news to some, but it is a MAJOR breakthrough for me. So the formula to add radial spells (for my game) is: (SPELLID + 607)*65536 Every tutorial out there had me adding the Spell ID of my radial to the Feat ID and then multiplying. Ugh... Well, my Janni race now has his properly working Change Size ability usable twice per day. (He can choose to enlarge or reduce a creature's size. The radial allows the player to choose which is to be done.) YAY!! Hope this info helps someone else!
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Scripting assist requested
ghowriter replied to ghowriter's topic in Neverwinter Nights's NWN2 Discussion
I asked that last question because the toolset script editor has taken to do something rather odd. I had (it's been changed) a function that would assign 3 variables to the selected weapon for use later in the main script. These were the item property id numbers for the improved critical, weapon focus, and weapon specialization bonus feats for that specific weapon. My function assigned these values after I went through the ip_feats 2da to get the values since the toolset actually lacks those constants (and many other bonus feat constants). Now, when I select the text of the function in the main script it normally shows the function parameters so we know how it needs to be called. In my toolset, when I select the function, random text appeared that had nothing to do with the actual function. I assumed this was my fault so I removed the function and again made a custom 2da from which the script draws the information from if those bonus feats are chosen. I am now considering instead to make another include that simply has the constants as I think accessing a 2da slows the game, especially if its accessed a lot. A constant file include file would be more efficient, in my opinion. -
Scripting assist requested
ghowriter replied to ghowriter's topic in Neverwinter Nights's NWN2 Discussion
I split the +x enhancements and +damage bonuses out of the misc group so they're never duplicated. I like the idea of splitting the misc group though. I would have to weigh which properties are for higher level weapons but I think I can handle that. This way no duplicates. After I posted this I saw what I assumed was a duplicate draw: Bonus damage Electrical 1 but then realized the script selected electrical bonus damage and the weapon was adamantine which adds 1 electrical damage. I changed this so now if the script randomly selects electrical bonus damage on an adamantine weapon it upgrades the damage instead of duplicating it. As to the option 2, I have the script checking for the property and I had assumed I had the script set to select a new property and keep checking until one is selected that doesn't exist. The logic is sound, no duplicate properties should manifest. the script, however is likely running so fast that it is selecting a fourth property before the third property is actually added to the item thus bypassing the duplicate check because at the exact moment the item is checked the property doesn't yet exist on the item. I am considering a small delay routine after adding the misc properties that will loop until the property is finished being added thus making the rest of the script wait until the property is actually written. I am not sure if this will lag the creation process though. is it better practice to keep frequently access functions inside the main script or the include? -
So I made a custom script that randomly generates a weapon and randomly applies properties. I plan to set the power of the weapon that is created as variables that can be set on the placable calling the script. Right now I have the weapon's power based on a 1d20 roll with 1 being a simple +1 or energy damage boost or other misc property. The more powerful weapons this has created has boggled even my mind but I found a flaw I thought I had scripted to prevent. On the more powerful items it can draw 1, 2, or even three random misc properties and I considered and tried to script a routine to prevent duplicates but... well, on my test chest and out of 30 draws I saw duplicates at least twice. My guess is the script is running so fast, it's applying two powers at the same time or something like that. Anyway, I wonder if anyone might suggest a way to help prevent the doubling of properties. So far, I saw keen doubled and Massive Crit 3 doubled. I am also looking for a naming routine to name the created weapons... as is, they keep the exact name as the base item the script generated. note: this script uses a custom 2da to draw the tags of the base item from.
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MDB to FBX, FBX to MDB converter
ghowriter replied to FreshLook's topic in Neverwinter Nights's NWN2 Discussion
I have to send you a personal chat to send the link from my google drive, I don't want the google info public. Permission? -
MDB to FBX, FBX to MDB converter
ghowriter replied to FreshLook's topic in Neverwinter Nights's NWN2 Discussion
no idea what that means; I understand the skeleton part, the faces zipped over my head. its a model of a bear character I have been given and I was hoping someone with more learning than myself might look to see if its possible to import into NWN2. I would have to send a copy of the file but before I do I need to get permission from the creator of the file. Thus I sought interested persons. Sorry to be a bother. I'll just be going now. Oh: thanks for the reply... it meant something to me... anyway... edit: Nevermind, was going to post a link but the chat wont let me paste anything. So stupid, that is. -
MDB to FBX, FBX to MDB converter
ghowriter replied to FreshLook's topic in Neverwinter Nights's NWN2 Discussion
Exactly the response I've come to expect in these forums. -
requires a download that sets my av to screaming; haven't had that happen in years
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MDB to FBX, FBX to MDB converter
ghowriter replied to FreshLook's topic in Neverwinter Nights's NWN2 Discussion
Old thread, yes... but would someone out there be interested in trying to convert an fbx model acquired from the internet for use in NWN2 for me? I have read near every post in this thread and I am certain that al this is way beyond my knowledge. Please note that the model was not created for NWN2 so may need some editing to be compatible before converting. I tried using the tool but even that is confusing to me with all the naming conventions and such to make it more complicated than It needs to be. That any of you can do this makes me so impressed and, well, envious. Anyway, if anyone wants to attempt it I will post the file. -
custom head/bodies for Rakshasa
ghowriter replied to ghowriter's topic in Neverwinter Nights's NWN2 Discussion
thanks, not entirely sure how to use these but appreciate the response -
Has anyone seen any custom head/body models for the Rakshasa? I have been searching in circles thanks to so many sites being shut down. Any leads would be appreciated.