CEP-compatible V0.53: + one new curtain (brown/old) - optimized curtain-model - fixed dead-animations of some models V0.54: + 2 Fireplaces for the big houses + 1 open Smithy + 2 bigger "dummy transitions"
well, the reliefs are pretty cool, but what kind of lord has got dracolichs and weird spidery thingies in his halls? what i´d like to see would be something more classic. you know, knights in shining armor, killing weird spidery things, rescuing damsels in distress, something your average castle owner can remember his forvears by. ;-)
@DM Frayne:
Transition placeables (in various sizes for the castle gates, temple ...) are coming with the next update.
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-03-05 10:27:00
Hi Stilgar,
The very useful black transition placeable you have added to this pack is great, but too short for use behind main gates (e.g. H2_G3).
I'd like to see more plain 'black box' placeables like this in various sizes (or just black walls that you can make any shape from). There are circumstances when they would be extremely useful for covering up things you don't want players to see.
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-03-05 10:27:00
Hi Stilgar,
The very useful black transition placeable you have added to this pack is great, but too short for use behind main gates (e.g. H2_G3).
I'd like to see more plain 'black box' placeables like this in various sizes (or just black walls that you can make any shape from). There are circumstances when they would be extremely useful for covering up things you don't want players to see.
hmmm... those reliefs are good, but what castle has a dracolich on its wall? i would really like to see some human or at least humanoid heros there. :)
Posted by SilverLady at 2005-01-18 13:25:00 Voted 10.00 on 01/08/05
Oh, ok. Thanks for letting me know. :DWarm Regards,
~SilverLady~
-------------
Part-time Writer/Student. Translating my "novel in progress" into CEP compliant NWN mod. Done:45% Time:Writer's block on both accounts. Working on PW haks (not my work)a tileset(combo)and heads(my work).
"Bugless? Its coughing 2da hairballs all over my desktop."
"If I didn't care, I wouldn't post errors."
@SilverLady:
Sorry, that was a entry for a deleted model, I'll fix this with the next update.
Posted by SilverLady at 2005-01-17 18:44:00 Voted 10.00 on 01/08/05
Do I need the CCS for the Big Beam to appear? Because I can't find the mdl or plt in this hak. Thank you! Warm Regards,
~SilverLady~
-------------
Part-time Writer/Student. Translating my "novel in progress" into CEP compliant NWN mod. Done:45% Time:Writer's block on both accounts. Working on PW haks (not my work)a tileset(combo)and heads(my work).
"Bugless? Its coughing 2da hairballs all over my desktop."
"If I didn't care, I wouldn't post errors."
Posted by Nissa_Red at 2005-01-14 19:32:00 Voted 10.00
I do hope Maximus already reserved a place in the HoF for your work, you'd definitely deserve a good one.
Thank you, Stilgar, I am glad that someone as skilled and courageous took this "fixing Bioware poor medieval tastes" task upon him.
Belated happy new years to you as well (and I corrected my "mistake" on not voting for your CCS) :)
Posted by SilverLady at 2005-01-13 13:49:00 Voted 10.00 on 01/08/05
Aha! That makes sense. Thanks. :)Warm Regards,
~SilverLady~
-------------
Part-time Writer/Student. Translating my "novel in progress" into CEP compliant NWN mod. Done:45% Time:Writer's block on both accounts. Working on PW haks (not my work)a tileset(combo)and heads(my work).
"Bugless? Its coughing 2da hairballs all over my desktop."
"If I didn't care, I wouldn't post errors."
@SilverLady:
Some of the placeables using the textures from the CCS-hak.
Posted by SilverLady at 2005-01-12 20:23:00 Voted 10.00 on 01/08/05
Hmmm...I'm having a bit of a problem. I'm making a placeable hak for a friend's PW and every time I send it to him, he keeps telling me that the newer placeables you just created show up as skinless models. Their showing just fine in my toolset, using the same hak, so I haven't the slightest clue what the problem could be.
Any help or ideas would be greatly appreciated. Warm Regards,
~SilverLady~
-------------
Closet-Scholar of Forgotten English and Medieval studies, Part-time Writer/Student. Translating my "novel in progress" into CEP compliant NWN mod. Done:25% Time:Most
"Unfortunately, I'm just as truthful as I am opinionated."
"Bugless? Its coughing 2da hairballs all over my desktop."
"Giant, enormous ideas! Ity bity non-existent haking talent."
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-01-10 11:39:00
Cheers Stilgar... lookin' good. ;)
Posted by SilverLady at 2005-01-08 20:48:38 Voted 10.00 on 01/08/05
;)
Posted by SilverLady at 2005-01-08 20:36:00 Voted 10.00 on 01/08/05
Thank you! :DWarm Regards,
~SilverLady~
-------------
Closet-Scholar of Forgotten English and Medieval studies, Part-time Writer/Student. Translating my "novel in progress" into CEP compliant NWN mod. Done:25% Time:Most
"Unfortunately, I'm just as truthful as I am opinionated."
"Bugless? Its coughing 2da hairballs all over my desktop."
"Giant, enormous ideas! Ity bity non-existent haking talent."
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-01-03 12:45:00
Something else you might like to look in to: Your fireplace animation is not set as a lightsource. I don't know how this is done but something like a torch bracket in NWNs or a candle in the CEP creates a light source when it is turned on. I don't think this is part of the onused script... I assume it's part of the object properties when you model them.
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-01-03 12:36:00
Stilgar... you can make them interractive. Make one 'useable', set the initial state as 'deactivated' (in the advanced tab) and then add 'nw_02_onoff' as the onused script. It will then turn on and off when you click on it.
To make it perfect however the script really needs to be modified to create and destroy a fireplace sound when it's turned on and off. Don't ask me how to do that, though ;)
Posted by Anonymous ( 82.69.xxx.xxx ) at 2005-01-03 12:21:00
Sorry, my mistake. The default fireplaces are static... you need to make them useable before you can deactivate them. :/
@DM Frayne:
You can deactivate the fire in the toolset.
I'm tried to made them interactive in the game, but I don't
why it doesn't work :(
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-01-03 07:34:00
Thanks Stilgar, I was just using flame placeables. One concern... the fires refuse to deactivate when I try this. It might just be me, but I'm pretty sure I copied the lines over correctly to my CEP 2da (the fireplaces are showing up, after all). It's a small point but I don't always want the fires to be on and I may even want to make them interractive (and if I do this, I'd leave them static and use an interractive flame rather than having the whole fireplace useable).
No worries about the statues... hopefully someone will do some decent human and animal statues at some point. You stick to what you're best at. ;)