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Author Topic: Emote Interactivity Causing VFX Breaks  (Read 295 times)

Grendlykins, Simp of Azalin Rex

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Emote Interactivity Causing VFX Breaks
« on: January 27, 2023, 03:25:30 PM »
I have limited access to verify which attachable VFXs suffer from this problem, but at minimum the shoulder mounted parrot does. Using any of the listed emotes below will cause the placement of the VFX to break, relocating from the shoulder to hovering in front of the shoulder as per the attached screenshot.



The emotes that cause this are;

@emote 10 (taunt animation)
@emote 17 (knockdown backwards)
@emote 25 (pushups)
@emote 26 (dancing)
@emote 27 (holding hands behind back)
@emote 28 (sitting - legs drawn up)
@emote 29 (pushing)
@emote 30 (grapple)
@emote 31 (point)
@emote 32 (holding chin, hand on hip)
@emote 33 (cower)
@emote 34 (crossing arms)
@emote 35 (sleep in bed, left-aligned)
@emote 36 (sleep in bed, right-aligned)
@emote 37 (crouch)
@emote 38 (hanging from ceiling)
@emote 39 (attacking/splitting wood)
@emote 40 (sleep on floor)

By comparison, other wearable VFX such as the masks (included in above screenshot), are not impacted by this. Something about performing these emotes, most of which are the newer ones implemented relatively recently, changes the location of the parrot anchor point until the user relogs.

EO

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Re: Emote Interactivity Causing VFX Breaks
« Reply #1 on: January 27, 2023, 04:59:06 PM »
The parrot isn't a supported wearable VFX for that reason (and others).

BraveSirRobin

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Re: Emote Interactivity Causing VFX Breaks
« Reply #2 on: January 27, 2023, 05:11:10 PM »
Fairly certain it's because the parrot is anchored to the body, and the other wearable VFXs are anchored to the head, which NWN treats differently. I'm not sure how many other VFXs attach to the body rather than the head, however. That's why when your character's head turns with a mask or hat VFX, it turns naturally with it, but the parrot will not turn with your character's head. Likewise, this is why robe model hats do not turn with the character's head except in scripted emotes, because it is anchored with the body due to how NWN handles robes. If NWN allowed robes to also cover and mesh with the head's free-look then it would be possible to have the Cavalier/Wizard Hat robe models turn with the head naturally, instead of relying on the VFX model to do it.