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NWN HAKPAKS

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Title  Sleepable beds using the official tileset (v1.01)
Author  Adam Miller
Submitted / Updated  01-02-2003 / 01-03-2003
Category  Tilesets
Expansions  NWN - 1.29 or lower
Description
This is a demonstration of sleepable beds using the official tilesets. In this case, I've taken the livingroom tile from the Interior tileset and made the area on and around the bed walkable. Some simple scripting and the player can approach the bed, jump in, and climb out when they're done sleeping. Since this is a demo, I haven't scripted anything fancy. This also applies only to the single tile in the City Interior tileset. There are some interesting behaviors I've noticed. Unless you put in the scripts to support it, you can't simply climb into bed, even though it's technically all walkable. Also, there's an interesting jump/slide animation as you get out of bed.

Files

NameTypeSizeDownloads
bed.zipbed.zip
Submitted: 01-02-2003 / Last Updated: 01-03-2003
zip47.46Kb3921
--
SCORE OUT OF 10
9.67
5 votes
View Stats
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Comments (12):

Posted by wmb1957 at 2010-10-04 21:48:05    Voted 10.00 on 10/04/10
simple and nice to work with

Posted by Saduj at 2008-06-06 15:33:06    Voted 10.00 on 06/06/08
Great Stuff!
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by Steve_Savicki at 2005-03-22 09:41:11    Voted 10.00 on 03/22/05
Saw these in other mods... great!
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by Dragon Designity ( 172.206.xxx.xxx ) at 2004-09-19 07:51:00    
Use the ForceRest function and this will act has the pc rest.

And i think it's possible to make it without the hak pak But only on the tileset bed.

I will try and say you if it works.

Posted by Gestalt at 2004-02-20 10:35:40    Voted 9.00 on 02/20/04
Overall: 8   Usefulness: 8   Value for Size 10   Ease of Use 9   Quality Control 10   

Posted by Old_Scores_Transfered at 2004-02-20 10:04:21    Voted 7.25 on 02/20/04
This is a compilation of the old system into a single score. There were 4 that made this score of 7.25.

Posted by Lozza ( ..xxx.xxx ) at 2003-08-17 08:29:00    
Is it possible to make this an override hak? If it's impossible, don't blame me, I'm an idiot ^_^

Posted by tuyen ( ..xxx.xxx ) at 2003-05-09 02:31:00    
it would be a good idea to make the PC rest when he sleeps no? ( just a suggestion )

Posted by DragonDreams ( ..xxx.xxx ) at 2003-04-04 22:36:00    
Thanks for the great script ! It fits beautifully in my elven world. One ? though how do I change the script to gain spell points back as well as hit point.
Again Thanks
DragonDreams

Elven rangers from the deep woulds pierce thy enemies throats with arrows of mass fire !

Posted by Zonker ( ..xxx.xxx ) at 2003-03-16 17:15:00    
Jap,

The reason youre missing ANIMATION_LOOPING_DEAD_FRONT is because it's a recent addition (probably 1.29)
In your hakpak you must have a copy of the file nwscript.nss or whatever ... either remove that file from your hakpak or overwrite it with the latest one from 1.29

Should solve your problem

Posted by Japol Tzolkin ( ..xxx.xxx ) at 2003-01-30 00:05:00    
Here's a rather strange problem....

I am building a module (of course) and want to use this
hak in it. BUT my toolset (which is up to date) appears
to be missing the constant ANIMATION_LOOPING_DEAD_FRONT.
I am using a rather huge hakpak that I have compiled on
this module, but the above animation simply is NOT there.

Now if I try to create a new module with no hakpak, voila,
the missing animation suddenly reappears in my CONSTANTS
lists. What is up? Am I just going crazy here or is
something in my hak pak causing this one constant to
disappear?

Any suggestions?

Posted by Adam ( ..xxx.xxx ) at 2003-01-15 09:46:00    
I haven't tried the bordello bed yet, though I did have a
long look at the castle tileset. The issue has to do with
the shape of the walkmesh that Bioware put in their tiles.
If it's already in the shape of the bed (e.g. raised off
the floor), it's easy to do. If it's flat, it's harder
(requiring the modification of the geometry of the
walkmesh). I might be able to do it (though it's pushing
my minimal 3D skills). When I last tried, the tile was
horribly disfigured. Maybe a future project . . .

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