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Official hak suggestions thread

New models, textures, & integration of 3rd party content.

Re: Official hak suggestions thread

Postby Keryn » Tue May 11, 2010 1:22 am

RWS Tower Pack

http://nwvault.ign.com/View.php?view=NW ... 515&id=274

RWS Clifs

http://nwvault.ign.com/View.php?view=NW ... 515&id=418

Both are placeable and I need it badly for some areas in the works, can we get these in?
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Re: Official hak suggestions thread

Postby danielmn » Tue May 11, 2010 2:04 am

Tridisus wrote:so are horses,

guys this hak pak needs to be added:

http://nwvault.ign.com/View.php?view=NW ... ail&id=397

they keep on updating it with more creatures but i think the majority of them are needed.


Trid, we have that pack, and I've laid the groundwork for many of the monsters in that pack. They need to be tested and gone over, and some of the others need to be made...

So far I've done the groundwork for gelatenous cube, grey ooze, black pudding, ocre jelly, purple worm, wererat, Beholder, Drider, Mimic, Grey Render, tiger,Tyranosaur. They need morale scripts added and to be checked to make sure they adhere to canon.

Others I was less successful in making, stirges, naga's, myconids. There are qualities I found that couldn't exactly be replicated from the toolset as is, such as poisons (ranged touch attack for stirges, not sure how to do that.) The rest I coulnd't find the MM info for, such as the sharks.

Those creatures in the 4/24 update are not in (manticore ect.) Those can be imported. I would suggest you get with Curm if you want to help playtest the creatures that are waiting in the wings now.
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Re: Official hak suggestions thread

Postby Tridisus » Tue May 25, 2010 6:39 pm

ja i know i need to make some creatures, atm im making areas though once im on populating i will start looking into that.

as to stirges and mycoids does no one know you can import creature blueprints from nwn1??? thats what i did for exo and the mycoids worked fine...
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Re: Official hak suggestions thread

Postby Curmudgeon » Tue May 25, 2010 6:52 pm

Tridisus wrote:ja i know i need to make some creatures, atm im making areas though once im on populating i will start looking into that.

as to stirges and mycoids does no one know you can import creature blueprints from nwn1??? thats what i did for exo and the mycoids worked fine...

I did not know that. Looks like I have a project.
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Re: Official hak suggestions thread

Postby Cloud_Dancing » Sun Aug 08, 2010 8:42 pm

Image

Expanded Companions Pack: Includes Horses, Dire Pets, Elementals, Fae, and so forth, as well as Dogs, like a Mastiff.

Look a horse pet!

Look an fae familair!

Look! an Earth Elemental..um...yea..
http://nwvault.ign.com/View.php?view=NWN2HakpaksOriginal.Detail&id=416



Image

http://nwvault.ign.com/View.php?view=NW ... ail&id=257

I really can't list how useful this is. As a Dm, it is always a wish to emote characters properly. This moves the WHOLE body in animations very similair to City of Heroes.
it has about 100 different animations including one that allows you to sit up on anything in three different ways. No more "emoting" you are in a tree or on a barrel. You literally can sit in a tree!
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Re: Official hak suggestions thread

Postby Cloud_Dancing » Tue Aug 10, 2010 8:44 pm

Allright this is a BIG suggestion.

So big I nearly made it's own thread and I hope Exodus Dms will read this too.

Meet XP CRAFT, the ingame armor customization engine. Alfa reportedly had one of these once in Waterdeep and it works just the same.

Why it is essential:

Personally, I am tired of players having to wait for armor customizations to be uploaded onto the server. I am also tired of saying "No your armor is not ready", dealing with players and the toolset learning curve, and processing items made with that learning curve.

Plus the clutter of custom items belonging to long dead PCs is rather extensive to that effect in our item browser.

Another Dm (Keryn? Holly?) suggested we build a tiny DM hostable module we can log a player into and supervise their armor customization. Call it "Alfa Armor Shop."

Or we create an OCC area on our servers for said armor customizations. Pop a player in here with their stock armor template from our chooser and let them go at. When they are done, look at the armor, check to make sure it looks like what it is, and pop them out.

http://nwvault.ign.com/View.php?view=Nwn2other.Detail&id=127

A short AVI on how it works.
http://nwvault.ign.com/fms/Download.php?id=108009
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Re: Official hak suggestions thread

Postby Rotku » Wed Aug 11, 2010 12:40 am

There was an issue with that and duplicating items. I guess if it's done in a restricted, OOC area, it might be a good solution, but in general in game areas like we had in NWN1 wouldn't work.
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Re: Official hak suggestions thread

Postby hollyfant » Wed Aug 11, 2010 10:18 am

I could see the problems with it, but it's still one Hades of a nifty toy. Perhaps a DM-supervised, OOC "fitting room"?

Yes? Please? Pretty please, with a goodberry on top? :cheer:
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Re: Official hak suggestions thread

Postby Erevain » Wed Aug 11, 2010 12:00 pm

oooh yes please!!

(could even be in the main module but behind a lock only the DM can unlock? - this'd save on requiring further hosting etc.)
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Re: Official hak suggestions thread

Postby paazin » Wed Aug 11, 2010 2:40 pm

hollyfant wrote:I could see the problems with it, but it's still one Hades of a nifty toy. Perhaps a DM-supervised, OOC "fitting room"?

Yes? Please? Pretty please, with a goodberry on top? :cheer:


Apparently the major problem with this is it lags the game server to oblivion.
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Re: Official hak suggestions thread

Postby Electryc » Wed Aug 11, 2010 2:41 pm

The custom tailor was a nice touch to nwn1. It gave pc's hours of time to customize their look. It cut down from my toolset time as well crafting items for PC's. Personally I just wouldn't want to stand there as a DM for a long spell while someone played Barbie dress-up.

Work around solution?

A one-way area could be created for the armorer(tailor). DM would need to be able to release them from said room. ( If I DM'ed I would tell PC one time release from the room. I wouldn't want to be spending all my time moving PC back and forth during my online time.)

EDIT: Just read Paazin's comment, if that's the case I wouldnt do it. Damn thee NWN2!
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Re: Official hak suggestions thread

Postby Cloud_Dancing » Wed Aug 11, 2010 4:06 pm

An OCC fitting room, WAS my suggestion in my first post and my only suggestion for using this.
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Re: Official hak suggestions thread

Postby Brokenbone » Wed Aug 11, 2010 7:24 pm

Two "reported" problems are duplicate items and lag. The reports seem to be the vague, unsubstantiated stuff from comment fields in the NWNVault.

If dupes are possible, doing this business in a quarantined area may help (OOC zone in a live server, separate server, some other script to notice duplicate items, etc.)

If lag is possible, I guess you need a separate tiny module connected to ALFA's vault for doing this customization by like, appointment? Or alternately, do it in a live module only if NO ONE else is online (how would you enforce that, break the customizing process if a 2nd person logs in?)

May only know about the details of the problem sticking this into some DM only area to stick testers into with no fanfare :P
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Re: Official hak suggestions thread

Postby Regalis » Wed Aug 11, 2010 11:44 pm

Duplicates are certainly possible. I was using one once on SCOD when the server crashed. When I returned, I had two suits of armor.

One solution is to tell PCs not to drop any items in the room or barter. Record the networth going in and don't let them leave if their networth is different.

Given how low the player count is on ALFA servers, I'm skeptical the lag would be a huge issue if the backend has been well designed.
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Re: Official hak suggestions thread

Postby oldgrayrogue » Mon Aug 16, 2010 10:33 pm

Is this different from "CHarlie's Appearance Changer" which i proposed sometime back? According to AL Charlie's (which allows customization of armor, weapons, clothes, colors etc) will not work because it requires you to import literally hundreds of blueprints into the mod. If this works on the same basis I don't think it is doable.

I would absolutely LOVE to have it however.
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