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Not Used: Items (IE: New Types/Skins/Models)

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Not Used: Items (IE: New Types/Skins/Models) Empty Not Used: Items (IE: New Types/Skins/Models)

Post by maddogfargo Sun Feb 26, 2012 11:41 am

Place items/item packs you want to recommend in this topic.

maddogfargo

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Post by Vivienne L. Thu Mar 29, 2012 4:13 am

I made a cep 2.4a compatible hak for some items from various authors that I liked but would like this stuff to be incorporated into the next Cep. Here is the links for my hak:

http://social.bioware.com/project/8034/#files
and
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=8130

I have noticed that the CODI robes I have included in this hak might need fixing as the 'sitting in chair' animation is not working properly with them or maybe when I put those robes on the 'social' phenotype they don't work properly. I wish I could fix those myself but such work is beyond my competence at present.

Vivienne L.

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Post by Vivienne L. Thu Mar 29, 2012 4:18 am

Also it would be really nice, if the social phenotype could be completed to be able to play the 'banjo thrumming animation' which seems to be included in the cep visualeffects.2da but i didn't know how to make my 'bard' play this animation!

Vivienne L.

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Post by Baragg Thu Mar 29, 2012 5:19 am

You can't just assign the animation to be played by the bard?

Baragg

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Post by Vivienne L. Thu Mar 29, 2012 7:28 am

Baragg, are you asking me if I can't assign the animation to a bard or any Npc of my choice or are you telling me it can't be done?!
Granted, it might be possible to do in the existing CEP and I just don't know how to do it unlike how there are detailed instructions in the Tavern Patron's (social phenotype's) comments section about how to make the guy a sitting type, or a standing type or change his appearance to however we want!

Vivienne L.

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Post by Baragg Fri Mar 30, 2012 5:19 am

I was asking you, if the animation is in a 2da shouldn't you be able to use something like:

AssignCommand( oPC, PlayAnimation( blah blah ) );

in a script. As to sitting that should be a matter of using scripts to assign them to find a chair and sit down in it.

As to appearance you can also change appearance type with scripts.

I don't know how well versed with scripts you are, but if you need help with some small stuff I would be more than happy to help. I can't commit to any large stuff right now, goin to the local university trying to get a degree in computer information science. Yea, I am a nerd at least I hope so. If you need help post in this thread. I check these forums every morning fore I head out to school.

Baragg

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Post by Baragg Fri Mar 30, 2012 5:51 am

Couldn't help but want to do something fore heading out:

Code:

object oCritter = GetObjectByTag( "tag_of_bard" );

    AssignCommand( oCritter, ActionPlayAnimation( ANIMATION_NUMBER ) );

Baragg

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Post by Vivienne L. Sat Mar 31, 2012 8:17 am

Thanks Baragg and yes, that's the first thing I tried and it didn't work! I ended up cheating a little as I am a beginner scripter, but what I did was import the 'musician' npc from project Q and change his appearance! This guy had the social phenotype and his on spawn script was:
Code:

//::///////////////////////////////////////////////
//:: Name: Musician OnSpawn
//:: FileName: tbx0_musico
//:://////////////////////////////////////////////
/*
    this script will cause the social npc to play
    a musical instrument.
*/
//:://////////////////////////////////////////////
//:: Created By: John Hawkins
//:: Created On: 04/20/2008
//:://////////////////////////////////////////////
void main()
{

    effect eBanjo = EffectVisualEffect(750);
    ApplyEffectToObject(DURATION_TYPE_PERMANENT,eBanjo,OBJECT_SELF);
    AssignCommand(OBJECT_SELF,ActionPlayAnimation(ANIMATION_LOOPING_CUSTOM1,1.0,60000.0));

}

Now all I had to do was change the:

effect eBanjo = EffectVisualEffect(750);
to
effect eBanjo = EffectVisualEffect(820);

to match the correct line in CEP's visualeffects 2da and the bard started playing!

Maybe it was just the case of me not recognizing how to assign the guy a proper script because I had been using another script also from the same author and which he had used on an NPC in a demo module on the vault, his bard was playing, mine was just standing there with his arms akimbo with the banjo hung around his neck!: I know the script says PC instead of NPC but his bard was still working when imported into my module and mine wasn't! I didn't like the appearance of his bard though, that's why I went through all this hassle!
Code:

//::///////////////////////////////////////////////
//:: FileName: tbx0_banjo01
//:://////////////////////////////////////////////
/*
    this script will cause pc to equip my banjo and
    do the play music animation

    call script from an item with item property:
    "unique power, self only - unlimited uses per day"

    (item should be restricted to be used only by
    human and half-elves, as they are the only ones
    the animation works for!)
*/
//:://////////////////////////////////////////////
//:: Created By: John Hawkins
//:: Created On: 04/04/2008
//::////////////////////////////////////////////// 
void main()
{
    object oPC = OBJECT_SELF;

    // make sure user is correct phenotype and gender
    // to use playing animation...
    int iPheno = GetPhenoType(oPC);
    if (iPheno != 40) return;
    if (GetGender(oPC) != GENDER_MALE) return;

    // we can't play music with weapons equipped!
    object oLeft = GetItemInSlot(INVENTORY_SLOT_LEFTHAND,oPC);
    object oRight = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND,oPC);
    string sMessage = "*You cannot play music when you have other items in your hands!*";
    if(GetIsObjectValid(oLeft) || GetIsObjectValid(oRight))
    {
        AssignCommand(oPC,ClearAllActions());
        SendMessageToPC(oPC,sMessage);
        return;
    }

    // *everything checks out, continuing with function*

    // location to play sound from
    location lLoc = GetLocation(oPC);

    // create object to play sound
    object oSound = CreateObject(OBJECT_TYPE_PLACEABLE,"plc_invisobj",lLoc,FALSE,"TBX_SOUND_OBJ");

    // visual effect == banjo
    effect eVis = EffectVisualEffect(820);

    // sound to play with animation
    string sSound;
    int iSwitch = d100();
    if (iSwitch < 51) sSound = "as_cv_lute1";
    else sSound = "as_cv_lute1b";
    AssignCommand(oSound,DelayCommand(2.8,PlaySound(sSound)));
    AssignCommand(oSound,DelayCommand(7.8,PlaySound(sSound)));
    AssignCommand(oSound,DelayCommand(12.8,PlaySound(sSound)));
    AssignCommand(oSound,DelayCommand(17.8,PlaySound(sSound)));
    AssignCommand(oSound,DelayCommand(22.8,PlaySound(sSound)));
    AssignCommand(oSound,DelayCommand(27.8,PlaySound(sSound)));

    // make pc do the play music animation
    DelayCommand(1.0,ApplyEffectToObject(DURATION_TYPE_TEMPORARY,eVis,oPC,32.0));
    AssignCommand(oPC,ActionPlayAnimation(ANIMATION_LOOPING_CUSTOM1,1.0,30.0));
    DestroyObject(oSound,33.0);
}

His bard was in the 'appearance' list and his 'phenotype' was 'normal' while project Q's bard's appearance could be set to any human male appearance but had to be the 'social' phenotype! I just hope all this rambling makes sense! I've solved my problem but I thought I'd still suggest that this creature type be included in the next CEP as the visualeffects.2da includes the effect. That's also what confused me, animation? or effect?!

Vivienne L.

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Post by Baragg Sun Apr 01, 2012 5:28 am

Rocking, good deal. Seems like you got persistence, if your gonna mess with the scripts you will need it. They are still driving me nuts, got one I am working up for Shadow Mountain all it wants to do is throw TMI. Aaarrrrgggghhhh.

Baragg

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Post by The Amethyst Dragon Fri Apr 11, 2014 11:40 pm

This one ended up with V's combination of other's work, rather than a link to a specific piece by one person/team.  Suggestion not used.
The Amethyst Dragon
The Amethyst Dragon
Custom Content Wyrm: CEP 2.60+

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