souldead341 Posted December 30, 2014 Posted December 30, 2014 Uh... is there any way to avoid winding up with those comically oversized tits? I mean, why even give me the option at the mirror to tweak my breast size when you're just going to slap those ugly things on me? The custom options was made by a different author than the huge breasts part. There currently isn't a way to avoid to avoid it.
Claviefire Posted December 30, 2014 Posted December 30, 2014 Uh... is there any way to avoid winding up with those comically oversized tits? I mean, why even give me the option at the mirror to tweak my breast size when you're just going to slap those ugly things on me? The custom options was made by a different author than the huge breasts part. There currently isn't a way to avoid to avoid it. You can change things by diving into the haks and then using the toolset to make changes to the actual game. It isn't all that hard if you know how to.
R_dahri Posted December 30, 2014 Posted December 30, 2014 You can use CCOH in your override to get access to a custom menu and change the appareance of your in middle of the game: http://neverwintervault.org/project/nwn1/hakpak/original-hakpak/customize-character-override-hak-ccoh
Tovi Posted December 31, 2014 Posted December 31, 2014 Uh... is there any way to avoid winding up with those comically oversized tits? I mean, why even give me the option at the mirror to tweak my breast size when you're just going to slap those ugly things on me? The mirror in the beginning should only give you one option. And you can't leave the room without using the mirror to take that option. Basically, I've left it as a crappy way to get rid of the ugly standard torso the HAK saddles you with. As for why I slap the ugly things on the player character, well, it's basically because I want to. Essentially, I wish to have the player character be quite "gifted", but I do not want them to start the game that way. There is something very uninspired about starting what is essentially porn-with-plot with a character that is a massive sexpot. This way, there's atleast a flimsy excuse for it. Another aspect of the forced modification of the player-character is to enforce the fact that they are not in control. Something that I find rather hard to accomplish in a setting in which the girl very fast finds herself able to cause explosions with a thought. Also, BE is fucken' hot. And the whole thing feeds straight into my juvenile fantasies. Probably something quite Freudian about it. It wouldn't be that hard for me to let the PC get back to a more reasonable size, but it would mean that I'd have to have twice the text for anything to do with titties. And that really isn't something I plan to do at this point. Onto other news. I still don't have a damned clue what I'm doing. I kind of wrote up another system for random hooking, and had it break horribly. And break the module horribly. And there were kittens' tears involved. So back to an older backup I go, once again! And I have finally decided to just give up on having random hookups in the docks, for reals this time. I'd rather focus on creating quests. Toodles!
Aliris Posted December 31, 2014 Author Posted December 31, 2014 I still lurk around now and then. If there's anything you wanted to know about how to adjust and switch the models in-game, I can help. Incidentally, if you want to just force the player to have a predetermined model, you can move the code for setting that from the mirror conversation to the initial script that fires when they enter.
Tovi Posted January 2, 2015 Posted January 2, 2015 Incidentally, if you want to just force the player to have a predetermined model, you can move the code for setting that from the mirror conversation to the initial script that fires when they enter. It was quite lazy of me not to do that to begin with. I'm going to change that. Anyway, since you've foolishly revealed your presence, I can pester you with questions. What is the benefit to storing NPCs on the map and teleporting them to events? The barbarian in Salty Dolphin for example. Instead of just spawning them in and then destroying them once the event is over? I remember Valine doing that in ADWR too, and always wondered about it.
SweetLittleSister Posted January 2, 2015 Posted January 2, 2015 Well ... I suppose it does stop a lvl 25 rogue from looting everything he has again and again and again and again and again and again if there's only one of him to loot. Morrowind had one quest to retrieve something from an old crypt down a cave guarded by an eternally-respawning skeletal warrior that had a silver claymore on it every time I killed it. I had to kill it an extra six times just lugging all those silver claymores to the exit to cart them off and sell them.
Krh Posted January 3, 2015 Posted January 3, 2015 One reason for jumping NPCs instead of spawning them could be keeping palette bloat in check. Anything spawned by script needs to be added to the module's palette, which could snowball into a problem with very big mods, or become a convenience issue if the modder uses a previous module as blueprint for the next part of a series.Another reason might be wanting to keep track of something in the NPC's inventory, such as a quest item, although that's probably cleaner and easier to do with variables.
Aliris Posted January 3, 2015 Author Posted January 3, 2015 Incidentally, if you want to just force the player to have a predetermined model, you can move the code for setting that from the mirror conversation to the initial script that fires when they enter. It was quite lazy of me not to do that to begin with. I'm going to change that. Anyway, since you've foolishly revealed your presence, I can pester you with questions. What is the benefit to storing NPCs on the map and teleporting them to events? The barbarian in Salty Dolphin for example. Instead of just spawning them in and then destroying them once the event is over? I remember Valine doing that in ADWR too, and always wondered about it. There's probably resource reasons to do it one way or another. From back when I learned a lot of NWN building from various Persistent World builders, I sort of picked up the habit of not adding anything to the creature palette unless I intended to load multiple instances of it via script or encounter. As long as you don't intend it to get killed, or have any plans to load it via script, there's no need to create it in the palette. In many cases I'll create one 'default' model, and then create copies who will have a different head model or something.
Guest Posted January 6, 2015 Posted January 6, 2015 While i'm liking the mood and general story so far i'm kinda stuckI'm in castle city, except for a open shop, the apartments and the tavern other buildings are closed and i can't find much to do but i have several quests in my logOf course i know this is a WIP, i'm just curious, am i missing something or that's just it?
cih Posted January 6, 2015 Posted January 6, 2015 While i'm liking the mood and general story so far i'm kinda stuck I'm in castle city, except for a open shop, the apartments and the tavern other buildings are closed and i can't find much to do but i have several quests in my log Of course i know this is a WIP, i'm just curious, am i missing something or that's just it? That's it pretty much. There is a quest you can get (I think you don't get quest update in your journal or was bugged somehow in the version I played) if you go to the castle gate. cih
Guest Posted January 6, 2015 Posted January 6, 2015 While i'm liking the mood and general story so far i'm kinda stuck I'm in castle city, except for a open shop, the apartments and the tavern other buildings are closed and i can't find much to do but i have several quests in my log Of course i know this is a WIP, i'm just curious, am i missing something or that's just it? That's it pretty much. There is a quest you can get (I think you don't get quest update in your journal or was bugged somehow in the version I played) if you go to the castle gate. cih I see. thanks for the answer Well, i hope the author's gonna keep up with the good work. He's shaping a fine mod here
Krh Posted January 14, 2016 Posted January 14, 2016 Vile necromancer! Your blasphemous rituals give false hope! C'mere, I have a couple of Smite Evil uses left for the day...
Aliris Posted January 14, 2016 Author Posted January 14, 2016 No, it's pretty much dead. I let someone else take over a while ago, but they seem to have lost interest, and I'm not really inclined to start it up again. That said, Neverwinter nights being what it is, everyone has the tools you'd need to work on adding to it, so someone new could take the framework and such and add to it for their own creation.
gregorrr Posted January 11, 2018 Posted January 11, 2018 still dead :-( i try my best necromancer spell §$%&&$§(=(%$$%%&% you shall raise again "A Shadow Over Torath" hope it works
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