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Everything posted by Tchos
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NWN2 Dark Robes/Pale Master Armor
Tchos replied to Gearknot's topic in Neverwinter Nights's Mod Ideas
I believe Jester created both a bodysuit and a kind of skirt as you describe (the one I'm thinking of uses the belt slot) for the purpose of creating those mix and match clothing options with no need to alter anything in Gmax or 3ds Max if your design can be made just by setting parts of the clothing to be transparent on the textures (for instance, the long skirt can be made shorter by defining the texture as transparent near the bottom, or it can be made ragged in the same way). For that, all you need is the ability to work with DDS textures and their alpha channels, and the MDB program options that 4760 mentioned. Also, a certain amount of definition can be given to the textures with well-made normal maps, so that it could look like it's made from non-flat bones. Not quite like the Pale Master image you posted, but at least with a design like this: http://orig15.deviantart.net/a156/f/2013/340/9/4/bone_armour_by_dashinvaine-d6wxwvv.jpg -
What facemod are you talking about? If you mean the better character heads, those work fine already. In fact I've found nothing related to this game so far that doesn't run in Windows 10.
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Personally, I would be happy with the creature even if the weapon is wielded at its fingertips. :smile: At the worst, I could create a special weapon or object for it to wield, with an offset centre to correct for the attachment point offset. After all, I would want to give this unique creature a unique weapon anyway.
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Looks very promising! :happy:
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Help :( Inspire Courage... bug?
Tchos replied to Grunker's topic in Neverwinter Nights's NWN2 Discussion
Well, I hope you continue using the client extension even if it didn't apply to this particular problem, because it really is useful for other things. Your first update makes me think it was due to some modified script in the IWD campaign, because as I mentioned before, any module can have the base rules changed because any script can be modified. But if it doesn't happen in a new game in the same campaign, then I think you may be on to something with the behaviour. I can think of several ways that behaviour might make a bard stop refreshing his inspiration, in theory at least. Check for an option in the behaviour tab for self-casting buffs. Check if puppet mode is active. Check if the AI is turned off from the start-menu-type icons. Try issuing a new voice command when you're not controlling the bard, such as "attack nearest", V E E, I think. If "peaceful follow" is active and you've issued a "follow me" voice command, then they might not cast anything. -
Help :( Inspire Courage... bug?
Tchos replied to Grunker's topic in Neverwinter Nights's NWN2 Discussion
And this also happens when you're not playing the Icewind Dale module? I ask because even adventure modules can override default game behaviours. Either way, I'd suggest installing another mod, the NWN2 Client Extension. If the bardic inspiration issue is a bug outside of the module, the extension might fix it, because it fixes a great deal of other bugs and I strongly recommend using it. -
4760, as much as I'm happy to have a kenku, there were some beautiful custom kenku made for NWN1 by Ryuujin, and I wonder if they might be converted. In his readme, as he wrote in variations to the same effect in almost all of his custom content, he wrote that he did not want them redistributed for two years after release, but after that he declared his copyright "expired" and free to use, and that expiration was a decade ago now, so I think they can be converted. 3rd edition 2nd edition
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Help :( Inspire Courage... bug?
Tchos replied to Grunker's topic in Neverwinter Nights's NWN2 Discussion
Inspirations are not exactly permanent, but rather an effect that is supposed to be refreshed every few seconds, but will only be refreshed as long as the characters are within range of the bard. Does this happen when the characters are next to the bard? -
NWN 2 Conclusion Campaign + Tomb of Horrors Revamp
Tchos replied to Sabranic's topic in Neverwinter Nights's NWN2 Discussion
Personally, I only read the first of the books, but I fully support the correction of such oversights. I agree, if Salvatore wanted an all-male group, she could have just gone on to more important things than adventuring, instead of some nonsensical excuse.- 179 replies
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- nwn2 expansion
- tomb of horrors
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NWN 2 Conclusion Campaign + Tomb of Horrors Revamp
Tchos replied to Sabranic's topic in Neverwinter Nights's NWN2 Discussion
Good to see Catti-brie, the only heroine in all of Icewind Dale, judging from the books.- 179 replies
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- nwn2 expansion
- tomb of horrors
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Sure there is. Most of the trash mobs in the OC were spawned by encounter triggers. All you'd need to do is reset the encounter trigger, and they'll respawn the next time you cross it. There's a script command to set encounters as active or inactive, and another to make them repeatable. For cases where they didn't use encounter triggers, it would just take a little scripting to spawn ipoints in each area that would check the area for enemies, and if there are less than the original number of those enemies it would start a timer and at the end of the timer spawn a new copy of the enemy. You'd just have to be careful to exclude special NPCs that are involved in plot scripts, so it doesn't mess up your game.
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Just so you know, the expansions Mask of the Betrayer and Storm of Zehir both have wandering monsters on rest built in, so you don't need to use a third party script for it. And Storm of Zehir has randomly spawning wandering monsters on the overland map at all times, not just during rest. So if all you want is a campaign that has respawning monsters, play Storm of Zehir, and go to the overland map.
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Whats the name of the unused book mesh in Morrowind?
Tchos replied to morrowind1979's topic in Morrowind's Discussion
There's also this, though it says this one is a custom mesh and texture and not a restored one. http://mw.modhistory.com/download-11-2059 -
NWN1 Help requesting with creating hakpak
Tchos replied to Dragonlady123's topic in Neverwinter Nights's Mod Ideas
Do you still need help with this? I just saw this post, so I know it's a little late, but in case you still need it, all you'll need is Tani's NWN2packer, which works with NWN1 as well as NWN2. It allows you to create a new HAK and put any files you want into it. -
Glad it helped! I hope she enjoys the game. :)
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I got to experience that mod as it was bundled into Balmora Expansion. It's definitely a treat! Emma and Princess Stomper were friends of Qarl and would probably like to hear you liked it. :)
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Well, you say it's for your younger sister, so I might recommend this mod to start, which adds kids to the game (playable as well), with full sets of appropriate clothes (some are cute). http://lovkullen.net/Emma/kids.htm Also on that page are links to other kid-friendly mods, such as a new magic school inspired by Harry Potter, with quests. Another mod she might enjoy is Mournhold Expanded, by Princess Stomper (see other mods by her, too. She made a lot of nice ones). This is the description of that mod: And finally, there's a large selection of good clothes in this mod, though I believe there are some that are inappropriate for children, so unless you can remove them yourself, you might not want this one. But the parts with the fun tavern and the quests for the fairies I think are kid-friendly, if I recall correctly.
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Also, I can create a script to fire the ending cutscene on command, with all of the variations, for the purpose of testing.
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Setting the duration is not necessary and I advise against it. With no duration manually set, the conversation will advance only when the .wav file finishes playing. The Delay field is for when you don't have any .wav files to regulate the pace. That's the reason why the "lip flapper" modder's resource includes silent .wav files of different lengths -- these make the dialogue advance at the desired speed while allowing users to click to advance to the next line. You cannot click to advance to the next line if you set the delay manually. (Additionally, the ending conversation as it currently exists does not specify any delay, and relies on the length of the .wav files to determine when to advance.) In summary, you do not need to match the duration of the original recording, nor do you need to set the delay. Record them at your comfortable speed and drop the converted files into the override, and that's all.
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I'm not sure, but the direction might be in appearance.2DA. That's where the creature's models are defined, so it might have a field for the sound it makes when it walks, too.
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"Way too Many Point Lights"
Tchos replied to TheWilloughbian's topic in Neverwinter Nights's NWN2 Discussion
Saving is slower and more dangerous if you're not using directory mode, because it's replacing and repacking the entire module every time, instead of only the part you're working on. -
"Way too Many Point Lights"
Tchos replied to TheWilloughbian's topic in Neverwinter Nights's NWN2 Discussion
Best thing to do is just to save before using the brush that removes grass, and save after each successful click that removes the grass you didn't want. Actually having the grass isn't what makes it crash, it's just the act of trying to remove some. -
I listened to the files, and the sample that you uploaded is covered by files 3430_credits_0000.wav to 3430_credits_0003.wav, ending with "sealing them within the fortress." Great job so far!
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The conversation file is 3430_ending.dlg, within the module 3400_Meredelain, but you don't actually need to open those. The audio files are 3430_credits_0000.wav to 3430_credits_0041.wav. These include both the good and the evil endings. The files are located in the game's Data folder, in the VO.zip file. You can listen to the files directly using VLC Player to find out where the lines are broken up, and probably others as well, but that's the one I've used to listen to NWN2 audio files. Then just follow the conversion instructions above.