Author Topic: Romantic Animations Suite/Intimate Animations Suite + CEP 2.6  (Read 1658 times)

Legacy_Zeke

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Romantic Animations Suite/Intimate Animations Suite + CEP 2.6
« on: January 07, 2016, 10:16:02 pm »


               

Has someone combined them successfully?


 


Community Expansion Pack (CEP) is an awesome resource pack and now I'm trying to add some hot stuff in my module and I'm trying to integrate it with  http://neverwinterva...nimations-suite


 


Has someone already done this? If no, can anyone spare some tips for making a HAK that is compatible with CEP? Thanks!



               
               

               
            

Legacy_Tarot Redhand

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« Reply #1 on: January 08, 2016, 12:48:18 am »


               

Very silly question but... Have you checked that those animations haven't already been added to the current version of the CEP?


 


TR



               
               

               
            

Legacy_Proleric

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« Reply #2 on: January 08, 2016, 07:56:29 am »


               They haven't.

I imagine these animations are implemented as new phenotypes. If those phenotypes are not already in use by CEP, add them to phenotypes.2da in your top hak.

If you need to use the custom robes in CEP with these animations, duplicate the robe models for the new phenotypes.

Perhaps someone has done this work already?
               
               

               
            

Legacy_Zeke

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« Reply #3 on: January 08, 2016, 03:53:48 pm »


               

Are a lot of changes needed to implement them for the default phenotype in CEP?


 


There is "ACAG w/ Intimate Animations" which implements them with ACAG (the hak for A Dance with Rogues) and make them part of the default phenotype.



               
               

               
            

Legacy_Proleric

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« Reply #4 on: January 08, 2016, 10:24:27 pm »


               Using a text editor, if you know what you're doing, you can replace one set of animations in the default phenotype model with another, as long as you don't mind losing the original animations. For example, if, say, a package uses custom animations 1-10, you'd replace those animations (only), leaving regular stuff like walk and run intact.


However, since changing phenotype is only one line of NWScript, it's arguably much easier to add the new phenotype. Making the new robes can be a batch process if you use Model Renamer.


Since there are only 20 custom animation slots per phenotype, sooner or later you'll need a new one.
               
               

               
            

Legacy_Zeke

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« Reply #5 on: January 09, 2016, 12:48:49 pm »


               

You're right bit changing phenotype in NWScript lags the game for 1-2 seconds.


 


Except if I use Black Fade... or are there other ways out there?



               
               

               
            

Legacy_Proleric

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« Reply #6 on: January 09, 2016, 03:22:08 pm »


               I haven't noticed any lag - which phenotype did you try?


Was the model compiled?
               
               

               
            

Legacy_Zeke

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« Reply #7 on: January 10, 2016, 10:57:15 pm »


               

The game just freezes for a second or two when changing phenotypes.


 


I'm sorry, what do you mean by not compiled?



               
               

               
            

Legacy_Proleric

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« Reply #8 on: January 11, 2016, 09:50:54 am »


               That lag shouldn't happen on today's PCs.

Open the .mdl file with a text editor. If it contains legible ASCII code, it isn't compiled.

You can obtain the nwnmdlcomp compiler here.

Compiling a model makes very little difference to performance in most cases, but with very large models it can occasionally prevent lag or toolset crashes. This happens so rarely that I wait until I have a problem before compiling the model. I've found this helps with animation sets, and some high-poly creature models (which might also be due to their animation sets).