Author Topic: dynamic creature problem after editing appearance.2da  (Read 620 times)

Legacy_Gra_Ulv

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dynamic creature problem after editing appearance.2da
« on: May 31, 2011, 03:54:56 am »


               I posted this on the CEP forum too, wanted to post here in hopes of getting a faster response.

I added a few lines for creatures into my appearance.2da and now any
creature that was created with a dynamic body is invisible.  NPC made
with dynamic human for example. If I edit it in the toolset and change
its appearance to the next thing in the list the appearance shows up.  I
then can change it back to dynamic human and it is fine.  I have to
redo any head/skin color/hair color, etc. Anyone have any idea why it is
not keeping the dynamic appearances?  I did not touch those lines.
Having to reset appearances for every NPC I made after adding new 2da
lines will be a hassle.

Here are the lines I added, paste it into notepad with no word wrap and it looks fine:
8009      ****                                                      ****           USER_RESERVED                 ****                 ****               ****          ****          ****            ****                ****               ****               ****         ****         ****        ****         ****            ****       ****        ****             ****             ****             ****           ****        ****        ****               ****             ****               ****             ****             ****          ****           ****           ****                ****         ****          
8010      "Z_bullywug01"                                            ****           Z_bullywug01                  c_bullywug01         ****               G             F             1               1                   1                  1                  NORM         1.6          2.7         0.3          0.5             1          0.3         1.7              H                1                2              1           1           po_Sahuagin        3                9                  0                0                1             60             30             head_g              0            1
8011      "Z_bullywug02"                                            ****           Z_bullywug02                  c_bullywug02         ****               R             F             1.2             1                   1                  1                  NORM         1.4          2.33        0.4          0.9             1          0.4         2                H                1                13             1           1           po_OrcA            3                9                  0                0                1             60             30             head_g              0            1
8012      "Z_bullywug03"                                            ****           Z_bullywug03                  c_bullywug03         ****               G             F             1               1                   1                  1                  NORM         1.6          2.7         0.3          0.5             1          0.3         1.7              H                1                2              1           1           po_Sahuagin        3                9                  0                0                1             60             30             head_g              0            1
8013      ****                                                      ****           USER_RESERVED                 ****                 ****               ****          ****          ****            ****                ****               ****               ****         ****         ****        ****         ****            ****       ****        ****             ****             ****             ****           ****        ****        ****               ****             ****               ****             ****             ****          ****           ****           ****                ****         ****          
               
               

               
            

Legacy_Calvinthesneak

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dynamic creature problem after editing appearance.2da
« Reply #1 on: May 31, 2011, 04:48:40 am »


               Ok, I'm imported those lines into tlk edit with the default 2da for appearance.

The only oddness I can see is your ENVMAP column is **** and most of the entries for the bioware models seem to be default.

Also check the tlk table entries for your creatures.  You may need to even substitue in a name from a default creature just to make the 2da lines work right.
               
               

               
            

Legacy_Gra_Ulv

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dynamic creature problem after editing appearance.2da
« Reply #2 on: May 31, 2011, 04:57:24 am »


               The entries in each column are copied straight from Baba Yaga's appearance.2da.  They are for Bullywugs and they work just fine.  What I want to know is why are my previously created NPCs that were made with dynamic bodies showing up invisible? If I switch the appearance and then put it back they are fine. Why are they messing up because I added a couple of lines way down in the 2da?
               
               

               
            

Legacy_Jedijax

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dynamic creature problem after editing appearance.2da
« Reply #3 on: May 31, 2011, 06:39:45 am »


               Try and paste the lines in a clean zone in-between entries, rather than way down. If the issue persists, it may pay off to paste one line at a time and check as you go.
               
               

               
            

Legacy_Gra_Ulv

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dynamic creature problem after editing appearance.2da
« Reply #4 on: May 31, 2011, 04:45:16 pm »


               Maybe I can better explain it with pictures. The picture with no body, just clothes, is right after adding the lines for the Bullywug to my 2DA. It did it to any creature made with a dynamic body. Even ones that came with CEP like the clothing tailor models. The second pic is after I did the appearance drop down box.  I changed it to the next one in the list and then back to human. This is with the appearance.2da from CEP 24 top hak that I added my lines to and then put in my custom top hak.

picasaweb.google.com/113284151601359202744/Appearance
               
               

               
            

Legacy_s e n

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dynamic creature problem after editing appearance.2da
« Reply #5 on: May 31, 2011, 07:11:20 pm »


               maybe they share the same numerical entry, try change the 8009 8010 etc to something free
               
               

               
            

Legacy__six

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dynamic creature problem after editing appearance.2da
« Reply #6 on: May 31, 2011, 07:23:40 pm »


               Could you upload the complete 2da file somewhere?

Whatever the problem is, it's highly unlikely to be directly a result of those lines alone. Is this "[Dynamic]" appearance just CEP renaming the standard human look, or does it have it's own 2da line? Cos whatever the problem is, I can't see a thing wrong with your edits.
               
               

               


                     Modifié par _six, 31 mai 2011 - 06:24 .
                     
                  


            

Legacy_Gra_Ulv

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dynamic creature problem after editing appearance.2da
« Reply #7 on: June 01, 2011, 12:35:57 am »


               On the road right now, I'll upload the 2DA when I get home.

What I did is take the CEP appearance.2da from their top hak and add these lines from Baba Yaga's 2DA. All the way down past the CEP Reserved spots are the User Reserved spots. Those lines are the ones I am using to add creatures so they don't conflict with CEP stuff. I hope if I add any more creatures I don't have to come back and re-set the appearances on all these NPCs again.

I'll put the 2DA up somewhere when I get home.  Thanks everyone for looking.

L8r for now.
               
               

               
            

Legacy_Gra_Ulv

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dynamic creature problem after editing appearance.2da
« Reply #8 on: June 01, 2011, 04:42:38 am »


               I have my appearance.2da with the few lines I added.  And the CEP 24 appearance.2da straight from their top hak.

http://www.4shared.c...oll_public.html
               
               

               
            

Legacy__six

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dynamic creature problem after editing appearance.2da
« Reply #9 on: June 01, 2011, 08:48:57 am »


               Side note, before I tinker any... One thing you might also try is adding the bullywug models from project Q into your hak, rather than the version on the vault. It's a possibility that there's some technical bug in the model, and if there is it's probable we fixed it (I wasn't the one who worked with baba's creatures, so am not sure).
               
               

               


                     Modifié par _six, 01 juin 2011 - 07:49 .
                     
                  


            

Legacy_Gra_Ulv

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dynamic creature problem after editing appearance.2da
« Reply #10 on: June 01, 2011, 04:10:12 pm »


               I love the Q stuff, it is all really great looking stuff.  But it doesn't play nice in a mod that has CEP does it? My mod is CEP heavy because when I first started it seemed the best way to go.  Now that I know more about adding custom content if I was starting over I would not use CEP.  I would just add the content that I wanted. I have so many maps made with CEP tilesets and so many CEP placeables placed down that it would be impossible to locate them all.

Is there a way to use just the Q creatures our does the entire package need to be used.  And I would have to merge tlk files.  I am using a modified CEP tlk that adds in the DDPP deity system.
               
               

               
            

Legacy_Malagant

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dynamic creature problem after editing appearance.2da
« Reply #11 on: June 02, 2011, 04:08:55 am »


               Q is very modular and their creatures are all self contained in one hak, which is one of the things I like about their setup. You certainly could just add / overwrite / replace their creatures with some simple 2da edits if that were the route you wanted to go. I don't think any tlk edits need be made if you are just going to add / merge their creature hak... at least I haven't had to do so with some changes I made (like adding back in the Sarrukh (old ones) and making their lizardfolk separate entries.

Another thing I lean toward is in a preference for Q models because they seem to generally make corrections / enhancements /  fixes to models while CEP just seems to add thing in as is, plus I get the impression that I can count on Q to not saturate their roster with duplicates should something better be developed (like CEP leaving that first Beholder model in place, which was great when it was the only one in existence but pales in comparison to the many that had been developed since and added in rather than overwriting the now inferior quality original).

I'm of course waiting for 1.4 now that I know a slew of new creatures will be in that release so I can save on making further edits, but I wouldn't think it would be too problematic for you.
               
               

               
            

Legacy_Gra_Ulv

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dynamic creature problem after editing appearance.2da
« Reply #12 on: June 02, 2011, 04:36:16 am »


               I understand why CEP does it that way.  They have always stood by being backwards compatible.  And that is cool.  But if I had known what I know now, I would have built my mod using "select" content as opposed to a big package like CEP. I would have just gotten what tilesets I wanted and the creatures I wanted and been off to a great looking world at a fraction of the size of content needed to be downloaded.

I appreciate you telling me that about Q creatures.  I'll look at the Q creature hak.  If it is a seperate package and I can use the creatures without tlk edits I will do so.
               
               

               
            

Legacy__six

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dynamic creature problem after editing appearance.2da
« Reply #13 on: June 02, 2011, 06:48:33 am »


               Well, I actually meant rip the bullywug models themselves out of the Q hak and put them in your top hak. But whatever suits you best.  '<img'>