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Author Topic: Alternate Combat Animations v4.0  (Read 3466 times)

saleiv

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Alternate Combat Animations v4.0
« on: April 14, 2013, 06:59:29 PM »
Greetings :)

So, I don't think I have ever looked as much into fiddling around with NWN before coming to Ravenloft.
Usually, I am pretty content with the vanilla-ness of games. Until now.

Anyhow, lurking about and searching for neat things to improve looks and stuff, I came across people referring ACPv4.0.
After looking about for a bit, I ran into this:
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=5895

I was quite... intrigued by all this, so I decided to try it out. It is a very well done pack of animations and overhaul of things related combat. Which is a welcome sight!

Much to my sadness, I noticed I was unable to access the regular Crafting Menu from Ravenloft  :(

After some fiddling about, I also figured I was unable to fire the script from Ravenloft either.
(The author mentions a script for "SetPhenotype()" for the modding kit in the documentation)

So, my question to you techies is this:
Can the script be somehow fired client-side?
Is it possible to make some sort of workaround?

I assume the regular Crafting Menu was disabled for a good reason. Or at least for any reason.

I'd appreciate anyone semi-good at modding that has the patience to offer me their two cents on this subject  :lol:

(While I don't know anything about NWN modding, at all, I am a programmer myself, so don't be afraid to fire off any techie jargon you might be having)


Thanks in advance!

Bluebomber4evr

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Re: Alternate Combat Animations v4.0
« Reply #1 on: April 14, 2013, 11:24:07 PM »
We use our own version of the crafting menu but the ACP version has a script that you put in your override that prevents you from using it.

This is a common problem with using these kinds of overrides. The only way to access the crafting menu again would be to remove the ACP files from your Override folder.

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saleiv

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Re: Alternate Combat Animations v4.0
« Reply #2 on: April 15, 2013, 03:43:28 AM »
Aha, so workarounds are out of the question.  :(

Allright, thanks!

EDIT: Can someone look into a way of bypassing the crafting menu completely? By using a command or a script?
« Last Edit: April 15, 2013, 06:11:09 AM by saleiv »

Bluebomber4evr

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Re: Alternate Combat Animations v4.0
« Reply #3 on: April 15, 2013, 03:03:59 PM »
Aha, so workarounds are out of the question.  :(

Allright, thanks!

EDIT: Can someone look into a way of bypassing the crafting menu completely? By using a command or a script?
As long as you have that script in your override, it'll be the only thing you can use when you try to craft. That's how overrides work. The override directory always takes precedence over any other resources.

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saleiv

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Re: Alternate Combat Animations v4.0
« Reply #4 on: April 15, 2013, 06:19:46 PM »
I checked today, even without the script, the crafting menu is disabled.

What I had in mind is this:
The dialogue option changes something when you activate it. If I could figure out what, or how, and change it without the dialogue option (via a command or script), it could work.

Is my train of thought correct? The dialogue changes something?

Thanks for taking the time to comment on this thread :) Means a lot

Bluebomber4evr

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Re: Alternate Combat Animations v4.0
« Reply #5 on: April 15, 2013, 06:48:32 PM »
Crafting requires a conversation file as well as scripts.

But there's absolutely nothing that can be done on our end. As long as you have stuff in your override folder, it will override any scripts we have with the same name.

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saleiv

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Re: Alternate Combat Animations v4.0
« Reply #6 on: April 15, 2013, 08:03:06 PM »
Still trying to figure out wether this is clientside or serverside.

The mod conflicts heavily with horses due to Phenotypes used, but POTM doesn't use horses (as far as I gathered, right?)

Are you guys using Phenotypes for something specific?

I have figured out where the code is at. Basically it boils down to this:
The dialogue option calls the specific file, for example, assassin.

Spoiler: show

Code: [Select]
/////////////////////////////////////////////////
// ACP_S35_assassin
// Author: Adam Anden
// Creation Date: 09 March 2007
////////////////////////////////////////////////

#include "acp_S3_diffstyle"

//Sets assassin style

void main()
{
  SetCustomFightingStyle(16);
  SendMessageToPC(oPC, "Assassin Style...");
}



All the files are the same, except for the parameter they are sending.  They all call SetCustomFightingStyle().
They all also include the acp_S3_diffstyle which has only these two functions:

void ResetFightingStyle()
Sets phenotype of the PC to 0
Spoiler: show

Code: [Select]
void ResetFightingStyle() //Resets the character phenotype to 0
{
    //If we are at phenotype 15-20 we want to reset it to neutral.
    if (GetPhenoType(oPC) == 15 || GetPhenoType(oPC) == 16 || GetPhenoType(oPC) == 17 || GetPhenoType(oPC) == 18 || GetPhenoType(oPC) == 19 || GetPhenoType(oPC) == 20 || GetPhenoType(oPC) == 30 || GetPhenoType(oPC) == 31 || GetPhenoType(oPC) == 32|| GetPhenoType(oPC) == 33)
    {
        SetPhenoType(0, oPC);
    }

    //else, warn that the player doesn't have a phenotype which can be reset right now
    else
    {
        SendMessageToPC(oPC, "This may not work for you...");
        SetPhenoType(0, oPC);
    }

}


void SetCustomFightingStyle(int iStyle)
Changes the Phenotype of the PC.
Spoiler: show

Code: [Select]
void SetCustomFightingStyle(int iStyle) //Sets character phenotype to 15,16,17 or 18
{
    //Maybe we're already using this fighting style? Just warn the player.
    if (GetPhenoType(oPC) == iStyle)
        SendMessageToPC(oPC, "You're already using this fighting style!");

    //If we are at phenotype 0 or one of the styles themselves, we go ahead
    //and set the creature's phenotype accordingly! (safe thanks to previous 'if')
    else if (GetPhenoType(oPC) == 0 || GetPhenoType(oPC) == 15 || GetPhenoType(oPC) == 16 || GetPhenoType(oPC) == 17 || GetPhenoType(oPC) == 18 || GetPhenoType(oPC) == 19 || GetPhenoType(oPC) == 20 || GetPhenoType(oPC) == 30 || GetPhenoType(oPC) == 31 || GetPhenoType(oPC) == 32 || GetPhenoType(oPC) == 33)
    {
        SetPhenoType(iStyle, oPC);
    }

    //At phenotype 2? Tell the player they're too fat!
    else if (GetPhenoType(oPC) == 2)
        SendMessageToPC(oPC, "You're too fat to use a different fighting style!");

    //...we didn't fulfil the above conditions? Warn the player.
    else
    {
        SendMessageToPC(oPC, "Your phenotype is non-standard / this may not work...");
        SetPhenoType(iStyle, oPC);
    }

}


Now if I could only somehow call this SetCustomFightingStyle or setPhenotype from the game without tying myself to the dialogue.
Or if I could move his dialogue to a new dial (or make a completely new dial) to unattach myself from the Crafting Dialogue.  :)

Any other ideas? Do any conflicts come to mind?

Any tips or programs for editing a .dlg file? I have looked around the web, and most people refer to a KOTOR editor.

Bluebomber4evr

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Re: Alternate Combat Animations v4.0
« Reply #7 on: April 15, 2013, 09:11:50 PM »
We don't use the ACP, so if you have it in your Override file, any problems you're having on this server will be clientside.

We won't be implementing the ACP on our server because it's not compatible with all of the robes and cloaks introduced in the final patch, nor with most of the custom clothing we use on this server.

You would basically have to rewrite the whole ACP system which is beyond my ability. You could try contacting the original author, but I don't think he's involved with NWN custom content anymore.

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saleiv

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Re: Alternate Combat Animations v4.0
« Reply #8 on: April 16, 2013, 02:36:22 AM »
Got it  :D

Thanks for taking the time to reply to my posts and helping me figure this out!

You are the best!  ;)