Author Topic: Idea: Game Engine Alteration: Weapon Visuals  (Read 2845 times)

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #30 on: September 13, 2011, 03:45:01 pm »


               nwnx_funcs for windows has a Possess function. Allowing the Player to possess any npc.

However, there are certain instability issues.
The NPC's can crash the server if certain actions are attempted.
eg- Leveling up via character screen etc.

(At least, from my own experiments it has done so)
               
               

               
            

Legacy_lordofworms

  • Sr. Member
  • ****
  • Posts: 422
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #31 on: September 14, 2011, 03:11:23 pm »


               woah, wait it does? nwnx_funcs? possess option?
I wouldnt need to level up with NPC's, I just want to be able to 'possess' a creature to infiltrate and area as that creature.. (I know polymorphy could/would work), but how I want to continue with it (my idea) it would become increasingly less useful (the polymorph that is)

is that the older one or the newer one? I get the two confused all the time
nwnx_functions
nwnx_funcs
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #32 on: September 14, 2011, 08:43:27 pm »


               nwnx_funcs. It may not work through NWNCX bridge, though.
               
               

               
            

Legacy_lordofworms

  • Sr. Member
  • ****
  • Posts: 422
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #33 on: September 15, 2011, 04:29:04 pm »


               I cannot seem to loacte it in my nwnx_funcs (which I already have installed on my PW)

is this for linux only? I am using windows version.

and if it is available for windows, could you tell me the exact naming?
nwnx_possess? nwnx_npcpossess?
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #34 on: September 15, 2011, 08:34:15 pm »


               Right, it's linux only, in nwnx_funcsext.
               
               

               
            

Legacy_Greyfort

  • Sr. Member
  • ****
  • Posts: 442
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #35 on: September 18, 2011, 10:00:39 am »


               Hey Virusman I'm still having same issue with nwncx it will not f9 then open dm client mode, Iv'e posted the log files, and tried the file you suggested.
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #36 on: January 22, 2012, 09:31:57 pm »


               Oops.. I forgot to test for backwards compatibility, even though I planned for it..
NWNCX 0.2 was causing all weapon VFX to disappear if the module was not using the custom iprp_visualfx.2da
Here is the fixed version that displays default VFX correctly if custom 2da is not available:
http://data.virusman...nwncx-0.2.1.rar
               
               

               


                     Modifié par virusman, 22 janvier 2012 - 09:32 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #37 on: January 22, 2012, 09:38:50 pm »


               those who downloaded Patch 1.70 didnt had this issue as I added a NWNCX compatible 2das, but good to have it fixed in core

btw what happens if there is old iprp_vfx in hak ?
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #38 on: January 22, 2012, 09:51:15 pm »


               

ShaDoOoW wrote...

btw what happens if there is old iprp_vfx in hak ?

It returns to the original function (with a set of Bioware hardcodes) if it can't find the value in 2da.
               
               

               


                     Modifié par virusman, 22 janvier 2012 - 09:52 .
                     
                  


            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #39 on: January 23, 2012, 01:45:47 am »


               Thanks for the update.  I'll update any information I've put out about NWNCX (in the Vault entry for my new VFXs and on neverwinternights.info.

I'd just uploaded the NWNCX version of iprp_visualfx.2da today, too, for people to drop into their override folders.  Now it's not needed. '<img'>
               
               

               
            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Idea: Game Engine Alteration: Weapon Visuals
« Reply #40 on: January 31, 2012, 05:31:28 pm »


               FYI
Possess Creature appears to be in funcs on windows.
http://nwn.virusman..../CNssPlayer.cpp

It just might be overlooked.