Author Topic: Add/remove robe isn't there  (Read 1017 times)

Legacy_Mr_Dammage

  • Newbie
  • *
  • Posts: 22
  • Karma: +0/-0
Add/remove robe isn't there
« on: July 10, 2013, 03:23:15 pm »


                Hi folks

I was hoping if somebody could please help. I've built a module using the cep starter module. Upon testing I've discovered that the add/remove robe option in the radial menu isn't there. You can craft armour weapons and traps, but that's where it stops. I would like the player to have the option of adding robes to their armour if they want. The 'Horse farmhouse boutique is in the mod and I was wondering if this had anything to do with it. I'm hoping it's something like adding a line of script to the convo but I don't know where to find all that. Any help would be very greatly appreciated. 
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #1 on: July 10, 2013, 10:32:48 pm »


               what does the craft trap conversation look like in the CEP starter module? You might want to replace this.
               
               

               
            

Legacy_Mr_Dammage

  • Newbie
  • *
  • Posts: 22
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #2 on: July 11, 2013, 03:50:00 am »


               I tried to do a screenshot of the dialogue box, but i can't paste it here.
In the text bubble it says...
1.Craft armour.
2.Craft weapon.
3.Craft trap.

There is no add/remove robe after that.
I think your asking me what the script looks like? I don't know where to find it but i'm looking now. Will check back here if I find it and to see if you need some more info. BTW thankyou for your response! this is really bugging me lol. If anyone knows where this script is, or perhaps have even got a working replacement, that would be awesome if you could post it so I could copy it.

regards,
Mr D
               
               

               
            

Legacy_Mr_Dammage

  • Newbie
  • *
  • Posts: 22
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #3 on: July 11, 2013, 04:23:03 am »


               FOUND IT!!!!
The convo is x0_skill_ctrap  In the add modify robe line is a starting conditional, 'must have craft armour feat' Ive just commented this out and renamed the script so I'm guessing this will fix it! Thanks henesua! I think I just needed a push in the right direction.

EDIT: okay, robes do work, but i can only get the 4 default ones gah. I think I need another script for ALL robes. Will have another look.
               
               

               


                     Modifié par Mr_Dammage, 11 juillet 2013 - 03:27 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #4 on: July 12, 2013, 06:15:55 am »


               Excellent.

Regarding other robe types. You'll have to add them. It will be helpful to have the parts_robes 2da open at the same time so that you know which indexes are available AND look at the robe models graphically so that you know what they are. I often use nwn explorer to look at graphic resources while working on scripts.
               
               

               
            

Legacy_Mr_Dammage

  • Newbie
  • *
  • Posts: 22
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #5 on: July 12, 2013, 02:52:11 pm »


               Hmm, ok will give that a go. Thanks!
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #6 on: July 12, 2013, 10:45:20 pm »


                at some point I'll have to release my robe/coat system for public consumption.

You can download an erf that I exported from Arnheim. It won't work for you, because I had a unique set of custom content for my module (robe #'s will be different for example and you likely don't have robe blueprints with the same resref's that I was using) but you might be able to adapt it for your own purposes.

The file is hosted on this project page.

The text reads:
aa_im_addrobe.erf.zip 
Size: 64.09kBArnheim Robe Swapping 2013 jun 9 __________________ This is a messy ERF as I have not uploaded all of the resources needed in this system. What is included is a conversation file and scripts. The purpose of "Arnheim Robe Swapping" was to enable players to wear coats and robes without messing up armor that uses a robe model. The system requires a player to have a coat in their inventory prior to putting it on. It also allows a player to apply dye to a cloak or robe without the dye changing the color of the armor underneath. And the color is persistent. Anyway... if you are good with scripts check this out and enjoy. If I have time I will upload a more user friendly package along with a tutorial.
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #7 on: July 12, 2013, 11:34:18 pm »


               If you're still in the early stages of development you could always convert over to Project Q. The current release is hosted at the new Vault - neverwintervault.org/project/nwn1/hak-pak/combined/project-q 

Project Q isn't as bloated as CEP and includes a ton of high quality resources you won't find anywhere else. Project Q is cpmpatible with a variety of resources and there are compatibility packs available at the Vault - nwvault.ign.com/View.php - for other popular CC Content. The compatability packs are setup for Qv1.5, but can easily be upgraded to Qv1.6.

BTW - As far as armor crafting is concerned - ALL the clothing in Project Q is craftable.

I also have a Multi-player DM PW sort of module I've been developing that has a lot of subsystems integrated with Project Q's scriptbase. I can share this modified scriptbase if you'd like - not sure what you're needs are.
               
               

               


                     Modifié par Pstemarie, 12 juillet 2013 - 10:43 .
                     
                  


            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #8 on: July 13, 2013, 12:56:17 am »


               That script system I shared also uses Project Q. Pstemarie and I compared notes on how to handle the robe/coat thing but each have different implementations.
               
               

               
            

Legacy_Mr_Dammage

  • Newbie
  • *
  • Posts: 22
  • Karma: +0/-0
Add/remove robe isn't there
« Reply #9 on: July 14, 2013, 02:42:24 pm »


               Cool, thanks guys! I've pretty much finished the module so am not too keen on reimplementing a whole new system. Will definitely be looking at it though for future projects once I get this one done, sounds interesting.