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NWN HAKPAKS

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Title  Armor Stand
Author  Kinarr Greycloak
Submitted / Updated  04-27-2003 / 04-27-2003
Category  Armor
Expansions  NWN - 1.29 or lower
Description
This hak adds an Armor Stand that can be equipped with armor/clothing, shield and optionally weapons.

Files

NameTypeSizeDownloads
armorstandreadme.txtarmorstandreadme.txt
Submitted: 04-27-2003 / Last Updated: 04-27-2003
txt1.61Kb5039
--
Armor_Stand.zipArmor_Stand.zip
Submitted: 04-27-2003 / Last Updated: 04-27-2003
zip392.72Kb5242
--
SCORE OUT OF 10
9.2
14 votes
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Comments (49):

  1  2 Next>

Posted by The Amethyst Dragon at 2008-09-09 10:56:07    Voted 10.00 on 09/09/08
Simple, yet incredibly effective in-game.
_________________________
World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)

Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)

---------------------------- Neverwinter Nights Community Site: The Unofficial Homepage for NWN ----------------------------

Posted by Tiberius_Morguhn at 2004-09-16 21:24:32    Voted 9.25 on 09/16/04

_________________________
[ More TNO Placeables ] [ Community Music Pack ] [ More Doors ] [ My Other Custom Content ]

Posted by Tiberius_Morguhn at 2004-09-16 19:52:00    Voted 9.25 on 09/16/04
I have written several scripts to make it where you can steal items off of the armor stand and it will update the look to reflect what is stolen.

1st: Create the armor stand and place items on it that you want. Make sure to click the pickpocketable flag for each item.


2nd: Modify the "OnSpawn" event for the armor stand such that each equipped item is copied to inventory:

void main()
{
object oNPC = (OBJECT_SELF);
object oChest = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
object oHead = GetItemInSlot(INVENTORY_SLOT_HEAD, oNPC);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC);

if (GetIsObjectValid(oChest))
{ CopyItem(oChest); }

if (GetIsObjectValid(oHead))
{ CopyItem(oHead); }

if (GetIsObjectValid(oShield))
{ CopyItem(oShield); }

if (GetIsObjectValid(oWeapon))
{ CopyItem(oWeapon); }
}


3rd: The module event "OnAcquireItem" needs to be modified such that when a successful pickpocket is made, the item is removed from the item slot and then destroyed. This script does just that (it assumes the tag for all armor stands in the module has the substring "ArmorStand" in the tag):

void main()
{
object oItem = GetModuleItemAcquired();
object oPC = GetItemPossessor(oItem);
object oNPC = GetModuleItemAcquiredFrom();

string sNPCTag = GetTag(oNPC);

//string sLog = GetName(oPC) + " acquired " + GetName(oItem) + " from " + GetName(oNPC);
//PrintString(sLog);

// Perform these actions if NPC is an Armor Stand
if (TestStringAgainstPattern("ArmorStand", sNPCTag))
{

object oChest = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
object oHead = GetItemInSlot(INVENTORY_SLOT_HEAD, oNPC);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC);

int nBaseType = GetBaseItemType(oItem);

if (nBaseType == BASE_ITEM_ARMOR)
{
AssignCommand(oNPC, ActionUnequipItem(oChest));
AssignCommand(oNPC, DestroyObject(oChest));
}

else if (nBaseType == BASE_ITEM_HELMET)
{
AssignCommand(oNPC, ActionUnequipItem(oHead));
AssignCommand(oNPC, DestroyObject(oHead));
}

else if ((nBaseType == BASE_ITEM_SMALLSHIELD) ||
(nBaseType == BASE_ITEM_LARGESHIELD) ||
(nBaseType == BASE_ITEM_TOWERSHIELD))
{
AssignCommand(oNPC, ActionUnequipItem(oShield));
AssignCommand(oNPC, DestroyObject(oShield));
}

else
{
AssignCommand(oNPC, ActionUnequipItem(oWeapon));
AssignCommand(oNPC, DestroyObject(oWeapon));
}
}
}

4th: Since armor stands are inanimate, you don't want them to become hostile when you fail to pickpocket them. Place this script in the "OnDisturbed" event (the default .erf file for the armor stand as provided does this for attack actions but not disturbed action):

void main()
{
object oPC = GetLastDisturbed();
SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 50, oPC);
}

Hope this helps if you are using the armor stand. And a big THANK YOU to Kinarr for creating it!
_________________________
[ More TNO Placeables ] [ Community Music Pack ] [ More Doors ] [ My Other Custom Content ]

Posted by Tiberius_Morguhn at 2004-09-16 19:51:00    Voted 9.25 on 09/16/04
I have written several scripts to make it where you can steal items off of the armor stand and it will update the look to reflect what is stolen.

1st: Create the armor stand and place items on it that you want. Make sure to click the pickpocketable flag for each item.


2nd: Modify the "OnSpawn" event for the armor stand such that each equipped item is copied to inventory:

void main()
{
object oNPC = (OBJECT_SELF);
object oChest = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
object oHead = GetItemInSlot(INVENTORY_SLOT_HEAD, oNPC);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC);

if (GetIsObjectValid(oChest))
{ CopyItem(oChest); }

if (GetIsObjectValid(oHead))
{ CopyItem(oHead); }

if (GetIsObjectValid(oShield))
{ CopyItem(oShield); }

if (GetIsObjectValid(oWeapon))
{ CopyItem(oWeapon); }
}


3rd: The module event "OnAcquireItem" needs to be modified such that when a successful pickpocket is made, the item is removed from the item slot and then destroyed. This script does just that (it assumes the tag for all armor stands in the module has the substring "ArmorStand" in the tag):

void main()
{
object oItem = GetModuleItemAcquired();
object oPC = GetItemPossessor(oItem);
object oNPC = GetModuleItemAcquiredFrom();

string sNPCTag = GetTag(oNPC);

//string sLog = GetName(oPC) + " acquired " + GetName(oItem) + " from " + GetName(oNPC);
//PrintString(sLog);

// Perform these actions if NPC is an Armor Stand
if (TestStringAgainstPattern("ArmorStand", sNPCTag))
{

object oChest = GetItemInSlot(INVENTORY_SLOT_CHEST, oNPC);
object oHead = GetItemInSlot(INVENTORY_SLOT_HEAD, oNPC);
object oShield = GetItemInSlot(INVENTORY_SLOT_LEFTHAND, oNPC);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oNPC);

int nBaseType = GetBaseItemType(oItem);

if (nBaseType == BASE_ITEM_ARMOR)
{
AssignCommand(oNPC, ActionUnequipItem(oChest));
AssignCommand(oNPC, DestroyObject(oChest));
}

else if (nBaseType == BASE_ITEM_HELMET)
{
AssignCommand(oNPC, ActionUnequipItem(oHead));
AssignCommand(oNPC, DestroyObject(oHead));
}

else if ((nBaseType == BASE_ITEM_SMALLSHIELD) ||
(nBaseType == BASE_ITEM_LARGESHIELD) ||
(nBaseType == BASE_ITEM_TOWERSHIELD))
{
AssignCommand(oNPC, ActionUnequipItem(oShield));
AssignCommand(oNPC, DestroyObject(oShield));
}

else
{
AssignCommand(oNPC, ActionUnequipItem(oWeapon));
AssignCommand(oNPC, DestroyObject(oWeapon));
}
}
}

4th: Since armor stands are inanimate, you don't want them to become hostile when you fail to pickpocket them. Place this script in the "OnDisturbed" event (the default .erf file for the armor stand as provided does this for attack actions but not disturbed action):

void main()
{
object oPC = GetLastDisturbed();
SetStandardFactionReputation(STANDARD_FACTION_MERCHANT, 50, oPC);
}

Hope this helps if you are using the armor stand. And a big THANK YOU to Kinarr for creating it!
_________________________
[ More TNO Placeables ] [ Community Music Pack ] [ More Doors ] [ My Other Custom Content ]

Posted by Mermut at 2004-04-22 12:11:00    
Is there any reason to have the weapon display in the OnPerception event instead of the OnSpawn event?
_________________________
I am willing to suspend my disbelief,
But not hang it by the neck until dead.

Posted by Garthargh ( ..xxx.xxx ) at 2004-03-25 10:31:00    
Yah Im curious about that myself Id love to put these to use in my shops.

Posted by jboy123 at 2004-03-13 18:02:39    Voted 9.00 on 03/13/04

Posted by Phelonious at 2004-02-20 10:36:41    Voted 8.00 on 02/20/04
Overall: 8   Usefulness: 7   Value for Size 9   Ease of Use 9   Quality Control 9   

Posted by silvercoon at 2004-02-20 10:36:40    Voted 9.00 on 02/20/04
Overall: 8   Usefulness: 9   Value for Size 9   Ease of Use 10   Quality Control 9   

Posted by shealladh at 2004-02-20 10:36:37    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 10   Ease of Use 9   Quality Control 9   

Posted by Qworg at 2004-02-20 10:36:37    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 10   Ease of Use 10   Quality Control 10   

Posted by shamqeer at 2004-02-20 10:36:36    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 10   Ease of Use 10   Quality Control 10   

Posted by whalebones at 2004-02-20 10:36:08    Voted 8.00 on 02/20/04
Overall: 8   Usefulness: 7   Value for Size 9   Ease of Use 8   Quality Control 8   

Posted by Sattva at 2004-02-20 10:35:55    Voted 9.00 on 02/20/04
Overall: 9   Usefulness: 10   Value for Size 9   Ease of Use 7   Quality Control 8   

_________________________
What we are never changes; Who we are never ceases to change-

Posted by DOA at 2004-02-20 10:35:48    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 9   Value for Size 9   Ease of Use 10   Quality Control 10   

Posted by dobervich at 2004-02-20 10:35:43    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 10   Ease of Use 10   Quality Control 10   

Posted by artemis at 2004-02-20 10:35:17    Voted 7.00 on 02/20/04
Overall: 7   Usefulness: 6   Value for Size 7   Ease of Use 9   Quality Control 6   

Posted by Old_Scores_Transfered at 2004-02-20 10:04:27    Voted 8.20 on 02/20/04
This is a compilation of the old system into a single score. There were 10 that made this score of 8.20.

Posted by DM_Tim ( ..xxx.xxx ) at 2003-11-22 15:59:00    
I had the same problem as Beta20. I was using the customizable skeleton pack. The fix was simple but took awhile. First, use the NWHak.exe utility to extract all the files in the hak. Next, if you look in the appearance.2da file, you'll see that the "Race" column of the armor stand and the custom race that you can't see is the same (it'll be S). You'll need to change it to some unused value (I used V for the Armor Stand and left the custom race alone).

Next you'll have to change the names of ALL of the models for the armor stand. Go into that directory where you extracted all the hak files and you'll notice that the 3rd character of all of the models (all files with an mdl extension) is "s". Since I changed the race for the armor stand I used to V, I had to change the 3rd character of all model names to v (so the file pfs0.mdl had to be renamed pfv0.mdl). Do this for all the mdl files (I know, it's a lot of them but it's easy to do).

Then, use NWHak to make a new hak file. Import all the altered files you've made and save it on top of the old armor stand hak. That should do it.

Regards,

- DM_Tim


===============================
Posted by Beta20:
I am an idiot. I used this with 1.30 and now it has made my custom creatures invisible in the toolset, and in the game it crashes when I try to enter the areas where the creatures are placed. How do I thouroughly get rid of the hack?
===============================

Posted by DM_Tim ( ..xxx.xxx ) at 2003-11-22 15:59:00    
I had the same problem as Beta20. I was using the customizable skeleton pack. The fix was simple but took awhile. First, use the NWHak.exe utility to extract all the files in the hak. Next, if you look in the appearance.2da file, you'll see that the "Race" column of the armor stand and the custom race that you can't see is the same (it'll be S). You'll need to change it to some unused value (I used V for the Armor Stand and left the custom race alone).

Next you'll have to change the names of ALL of the models for the armor stand. Go into that directory where you extracted all the hak files and you'll notice that the 3rd character of all of the models (all files with an mdl extension) is "s". Since I changed the race for the armor stand I used to V, I had to change the 3rd character of all model names to v (so the file pfs0.mdl had to be renamed pfv0.mdl). Do this for all the mdl files (I know, it's a lot of them but it's easy to do).

Then, use NWHak to make a new hak file. Import all the altered files you've made and save it on top of the old armor stand hak. That should do it.

Regards,

- DM_Tim


===============================
Posted by Beta20:
I am an idiot. I used this with 1.30 and now it has made my custom creatures invisible in the toolset, and in the game it crashes when I try to enter the areas where the creatures are placed. How do I thouroughly get rid of the hack?
===============================

Posted by Locky ( ..xxx.xxx ) at 2003-10-04 21:34:00    
I can't get this hak to work. When I try to drop the armor stand into my mod, there is nothing there. I go to edit the armor stand and there is not model selected, and there is no armour stand model on the list.

Posted by Qlippoth ( ..xxx.xxx ) at 2003-09-25 02:13:00    
Note sure if you've gotten an answer, but you throw the hak file away AFTER you have removed it from your module and done a build on it.

- Qlippoth

Posted by Beta 20 ( ..xxx.xxx ) at 2003-08-24 02:35:00    
I am an idiot. I used this with 1.30 and now it has made my custom creatures invisible in the toolset, and in the game it crashes when I try to enter the areas where the creatures are placed. How do I thouroughly get rid of the hack?

Posted by Wedge ( ..xxx.xxx ) at 2003-08-03 10:28:00    
i dont want to answer for Kinarr, but when i upgraded to nwn 1.30 opening the creature properties window in the toolset, it wouldn't let me click ok until i changed the torso (to chest 001) in the appearance tab. something about needing a part with geometry selected. it appeared to work normally after that.

Posted by Whalebones ( ..xxx.xxx ) at 2003-07-17 03:30:00    
hello greycloak, did your hak work with nwn 1.30 ? sou ? or possible conflict ?

Posted by Wedge ( ..xxx.xxx ) at 2003-06-29 22:31:00    
I wasn't suggesting that you include her clothing, as the dress model scripts would make that redundant. just I was wondering what controls whether or not a certain armor part is displayed or not.

say for example i wanted the bicep parts of any standard armor displayed, but the stands unequipped appearance be exactly as it is now.

i assume its part of the make up of model, as if you give a human the invisible arm part, the arm will still show up if its part of the armor, where yours does the opposite.

great stuff though

Posted by Saju ( ..xxx.xxx ) at 2003-06-05 10:33:00    
A little suggestion I thought of: Why not have forearm pieces or something lying on the ground or something? I think it'd give it sort of a lazily thrown on the ground look... I don't know, it made sense in my head... *headache*

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-06-02 06:41:00    
One more quick question: did you make any alterations to the human default parts for the stand race? Reason I ask is because of custom armors... ;)

Posted by Saju ( ..xxx.xxx ) at 2003-05-31 17:31:00    
I LOVE THIS!!!
Kinarr, you are my god! This is simply an awesome hak! I know you have the bench and stuff, but by any chance, could you do me a favor and make a stand made to hold two longswords? I know anything else would look wierd, but I need one for only longswords. If you could do this, I would greatly appreciate it, thanks!

Saju

Posted by Den of Assassins ( ..xxx.xxx ) at 2003-05-30 22:45:00    
Finally got around to giving this a run-through and it came out very nice indeed... took me a bit to figure out why the Mace +3 was spawning on the floor, but it's because the store inventory is being copied to the Stand NPC inventory which fills up and thus dumps one item on the floor. Kinarr, easy fix is just to delete a weapon or two from the store in the demo module.

If you ever get the inclination to expand upon this, I'd love to see a separate model with the weapon bench as the default and no armor stand for weaponsmith shops. Also, I haven't done much with equippable PC parts, but how hard would it be to map the wood color to say hair so that there could be some variation in coloring while keeping the wood grain?

Thanks again for sharing such outstanding work. :)

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