NWN1 Hak Updates

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Zelknolf
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Post by Zelknolf »

Brokenbone wrote:I'll probably see once I'm updated whether these radials are open to possessed NPCs as well, possibly only those who've yanked a lever? Not that mobility is a problem for possessed NPCs, obviously (i.e., DM can fudge and jump them to any walkable spot anyplace, sans animation).
Three options to give an NPC access to this:
1) Yank the animations lever
2) Retool the NPC to add the "Maneuvers" feat to his/her feat list
3) Make a new NPC (new ones get "Maneuvers" by default.
Brokenbone wrote:If you're in a position to publish "on/off" mobility instructions to the NWN1 tech forum, that'd be good. For some reason I'm envisioning cliff edges ALFAwide littered with corpses in the near future, may need to have a little testing period for the playerbase (and DMs) to get used to this.
Yeah- a reminder to everyone that, while everyone loves to say that the height differences aren't that big in exterior areas, zoom in and have another look. It's about 21' to the small elevation changes, and about 42' up the big ones. Failing a check at the top of one of the biguns will mean 4d6 (4 - 24, avg. 14) damage. Doing this at low level without ranks in climb or in heavy armor will mean ouchies.

On the plus side, about 14 damage isn't too terrible if there are friendly folk with potions around, unless you happen to be a level 1 wizard with 10 con (in which case you're at a much lower risk of falling -- no heavy armor to slow you down!).
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Post by Legionnaire »

Thank you for the time you spent putting this together, by the way, Zelk! :)
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Post by Twiggy »

:jive:



:new: STUFF :w00t:



:cheer:
Magile wrote:
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Re: NWN1 Hak Updates

Post by Brokenbone »

I'm used to the "pull down" type numbers in the toolset's menus, when trying to keep track of armor looks I like and don't.

I've given a stab at identifying new content in red text below but on some of them, I'm a little or a lot lost. Sabatons especially I wasn't sure if I should be looking for big pointy clown shoes or what... which the toolset already seemed to specialize in.

Any case, maybe Z or others can fill in the blanks for me, or otherwise correct any wrong guesses? Some of these new designs are really impressive, can't wait to see IG.
Zelknolf wrote:*<SNIP>
Armor Parts Additions
These are by model number. They will not appear in the toolset in this order, but these are the numbers to use if you are writing a script that intends to use these models.

Bicep:
018 - coarsely stitched leather sleeve 010??
032 - cross between a baggy sleeve and a spaulder 013
038 - combination between baggy maille sleeve and spaulder 015
098 - a poofy short dress sleeve* 023
099 - a poofy very short dress sleeve (that leaves the shoulder revealed)* 022

Forearm:
026 - outside half of a leather vambrace over cloth 018
027 - outside half of a metal vambrace over maille 029
028 - as 027, but with a visible grain etching in metal2 030 (literally wheat grain, ha ha)
029 - the portion of a gauntlet that covers the wrist/forearm, with visible skin to the elbow 049?
030 - coarsely stitched leather sleeve 035? 017?

Thighs:
099 - hose* 048?

Shins:
099 - hose* 052?

Feet:
017 - sabatons ??
018 - sabatons (in metal 2) ??
099 - booties* 027?
113 - pointy-curly-toed shoes 034? (note, prior hak had this foot model as well)

Chest:
098 - a dress top that leaves the clavicle visible* 013
099 - a variation on 098* 014
210 - a decorated breastplate 069

Pelvis:
099 - hose* 018?

Robe:
042 - a patterned cuirass with jazeraint/maille over the thighs (similar model to robe 029 in the current haks) 029
113 - a fancy (modest) Victorian-era-esque dress 030
182 - a maille hauberk (torso, belt, and portion that hangs to the thighs) 031
183 - patterned tunic 032 (Lions)
184 - (different) patterend tunic 033 (Hippocampus)
185 - (different) patterned tunic 034 (Pegasi)
(the patterns are mimicings of heraldry - party per cross patterns with various charges - nothing specific to FR, though the lions and crowns on 183 might be associated vaguely with Siamorphe)
186 - a peasant dress (slop + bodice = coverage)* 035
187 - as 186, but with more chest coverage* 036
188 - a plain tunic 037
189 - a plain tunic (in cloth2!) 038
200 - a patterned robe with wide decorated collar/sleeves 039

* - these additions have no models for males. Sorry - the custom content community doesn't produce much in the way of men in dresses.
<SNIP>
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Post by Zelknolf »

Oh, heh - yeah, what I posted isn't toolset numbers. It's model numbers, for scripters. I figured people who had the toolset to work with could browse through.

Foot 113 somehow didn't make it into the 2da. They're BIG pointy toed shoes. They'll work with CopyItemAndModify until we get the next hak update in.

Sabatons are plate boots. We didn't have them before. Should be one pair in metal 1 and one in metal 2.
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Post by Brokenbone »

Yeah, was aware that those weren't the pull down numbers, your explanation in the intro post was clear.

I'm still not sure though which pull-down numbered items represent the sabatons though. I know almost nothing about sabatons in RL history except to say "as long as there's lames and a toecap, you're probably looking at a sabaton." Size is anywhere from modest to crazy long.

Guess the net is, the toolset already seems to have "some" metal 1/2 foot models, least I thought it did, helping me ID which ones are new was all I was seeking. I am definitely enjoying the browsing though, there's certainly a lot of promising new combinations available for interesting looks.
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Re: NWN1 Hak Updates

Post by AcadiusLost »

Zelknolf wrote:Also, the "Additional Animations Added" lever is made obsolete with this update, and they may be removed at the builders' leisure.
Zelknolf wrote:*note - in order to use this, you will need to re-use the "Additional Animations Added" lever.
So, should the levers be removed, or left in?

Also, have the mirrors been updated with the "expanded movement disabled" version of the 2da hak yet? If not, what needs to be done to disable this?
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Re: NWN1 Hak Updates

Post by Zelknolf »

AcadiusLost wrote:
Zelknolf wrote:Also, the "Additional Animations Added" lever is made obsolete with this update, and they may be removed at the builders' leisure.
Zelknolf wrote:*note - in order to use this, you will need to re-use the "Additional Animations Added" lever.
So, should the levers be removed, or left in?

Also, have the mirrors been updated with the "expanded movement disabled" version of the 2da hak yet? If not, what needs to be done to disable this?
Ah, my bad - the levers aren't needed anymore. They still work, of course, just not with a whole lot of utility. I put that post together as I added stuff to my stockpile o' resources, and the OnClientEnter script was a later thing. The animation levers are obsolete; every PC will get the animations and the maneuvers 30 seconds after logging in, if they don't have them already.

You need a script if you want the version with the off switch. More specifically, you need this script. (you might have to right click and save as - my browser wants to open it) Pack it into the ahp_3.0_2da.hak on your server. It or something close to it will be in the next hak update, but with it in, a server will not run anything related to the mobility scripts until the next update goes in, and once the next update is in, you will need to set a variable on the module (an integer: alfa_mobility) to 1 in order for any of them to fire. Nothing needs to compile -- the script is entirely self-contained.
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Post by Zelknolf »

Brokenbone wrote:I'm still not sure though which pull-down numbered items represent the sabatons though. I know almost nothing about sabatons in RL history except to say "as long as there's lames and a toecap, you're probably looking at a sabaton." Size is anywhere from modest to crazy long.
Ah... modest, and I think I ended up with the wrong parts_foot.2da in the hak somehow. I was so proud of how organized I had my file-shuffling, too. That's likely why foot #113 and #99 aren't showing up, either. Fortunately, the models all got tested, and I know they display prettyfully. Just eh... need to script or tweak a 2da to get at 'em until the next update. :/


To respond to your question mark numbers, though...
Thigh #48 is old - part of a female-only maille outfit
Shin #52 has the same affliction
Just explained about the feet, but the suggestion is part of the same set. It goes with pelvis 38, torso 64, bicep 26, forearm 33, and hand 9. It also happens to be the only way one can claim a +4 armor bonus while showing nipples (without overrides, that is.) While I do dream of being able to brag about something so tasteless, I'm 'fraid to say it's not my work.

The hosery is under: pelvis 18, thigh 3, and shin 35 -- it's really a fine fishnet, but in most gameplay, it blends to look a wee bit sheer.
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Post by dergon darkhelm »

OK ----I'm having some trouble here -

I was able to get to the mirror site, download the update

then when I get the rar saved and extract it to my hak directory i have "folder" and not for the new haks.

these folders a filled with hundreds of files.

I can't for the life of me just get a "file" of the new haks...

HELP!
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

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Post by JaydeMoon »

Are you downloading this file:

ALFA Update, August 2007.7z?

If so, try downloading the actual haks that you need to replace, the 2da and item 2 haks...

here and here:

http://dannyyun.com/ALFAHAK/ahp_3.0_2da.rar
http://dannyyun.com/ALFAHAK/ahp_3.0_items2.rar

Then extract and overwrite.

TLK is here:

http://dannyyun.com/ALFAHAK/alfa_1_5.tlk
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dergon darkhelm
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Post by dergon darkhelm »

Thanks :)
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Post by Vaelahr »

Any interest in a stylish backpack upgrade?

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Post by Inwintersshadow »

stylin:)
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Post by Zelknolf »

Vaelahr wrote:Any interest in a stylish backpack upgrade?
Interest, yes, but any implementation comes with the warning that these packs will not agree with most cloaks, which disable the wing node (where these packs are mounted).

Script-side work would also tend toward being a pain with this, as a PC's model (rather than clothing models) would have to be modified to make it display. I'll see about getting it in with the update after this coming one.
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