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NWN HAKPAKS

- Jump to comments -
Title  ShadowHawk Fix: Female Helmets v1.1
Author  ShadowHawk
Submitted / Updated  12-10-2003 / 03-31-2005
Category  Code Modifications
Expansions  NWN-1.65
Description
(I'm thrilled to be able to tell you that this fix is obsolete as of NWN v1.66 beta 2. THEY FINALLY FIXED IT!!!) This corrects the 'no neck' look of female human and half-elf characters when they equip helmets by automatically switching to an altered helmet model of the same appearance that sits correctly. The standard model is used again when the helmet leaves the PC (it's dropped, given to another character, etc.). This works for PCs as of v1.0 and both PCs and NPCs as of v1.1

Requires NWN v1.59 through v1.65, without regard to whether SoU or HotU is installed.

Anyone having texture issues with v1.10 or earlier should download this current version.


Files

NameTypeSizeDownloads
README.txtREADME.txt
Submitted: 12-10-2003 / Last Updated: 01-26-2004
txt3.68Kb1359
--
fixfemalehelmets112a.zipfixfemalehelmets112a.zip
Submitted: 12-10-2003 / Last Updated: 01-26-2004
zip711.11Kb1360
--
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Comments (54):

  1  2 Next>

Posted by Anonymous ( 195.93.xxx.xxx ) at 2005-04-03 03:31:00    
the fix is credited to bioware but it was Lisa who did it cos she was fed up seeing the woman looking silly with helms. As shes part of DLA she threw it their way.

Posted by Anonymous ( 69.112.xxx.xxx ) at 2005-04-03 01:06:00    
Glad to hear they're finally fixing it...meanwhile I extend thanks for the work you've done to combat such an obvious, annoying, and LONG time overlooked (by Bioware) glitch!

Posted by ShadowHawk at 2005-03-31 03:00:00    
I'm thrilled to be able to tell you that this fix is obsolete as of NWN v1.66 beta 2.

:-)

Posted by ShadowHawk at 2005-03-31 02:59:00    
I'm thrilled to be able to tell you that this fix is obsolete as of NWN v1.66 beta 2.

:-)

Posted by Sledge ( 66.227.xxx.xxx ) at 2004-07-24 10:42:00    
I play SP all the time, so all I did was use nwhak.exe in the utils directory to extract all the MDL and PLT files from the HAK into the override directory, then rename all files from helm_1xx (and ihelm_1xx) to helm_0xx (and ihelm_0xx). It works perfectly.

Nice job, ShadowHawk :)

Posted by adolf102_2 at 2004-04-24 10:35:00    
Yes. If you will use overwrite folder as I descipred below. It will require a bit of work though.
But is possible.--
Regards
adolf
"The Adventurer's Domains" PW Action World

Posted by Thoth ( ..xxx.xxx ) at 2004-04-21 00:53:00    
Is there any way to make this fix work in the OC?

Posted by adolf102_2 at 2004-04-02 05:00:00    
Hehe I send them bug report recenlty I bet they have in in their DB already but one more will do not harm :)

Thank you for this hak! Im very hapy my human here looks good again hehe :)

--
Regards
adolf
"The Adventurer's Domains" PW Action World

Posted by ShadowHawk at 2004-04-02 04:41:00    
adolf102_2:
I'm glad you found your solution, but will be much happier when BioWare fixes this issue at the source and makes this fix obsolete.

*Sigh* Maybe patch v1.63.

Posted by adolf102_2 at 2004-04-01 13:48:00    
Ah it is actully possible to use overwwrite in they way I though. I just propably was not clear enough with what I was saying.

I finallty started NWViewer and opened your hak. What I noticed is that your female-fixed helmets are numbered as _1xx while standard ones are _0xx.

What I did is that I exported helmet my female was using (model _128 in my case) rnamed to _028. And replaced all 128 to 028 inside the mdl file of it.
(I might be sayign all this as newbie coz I am one in those things ;) But maybe it will help somone out there)

So I ended with _028 mld helmet file. After putting it to overwrite folder my female finally go neck (Whoopiee!).
As it just overwrite default model all other PCs and NPC that are not human female will propably look bad, but it is more important to have you own character look good as you see him far longer then all others.

Otherc can see my new helmet just they see me neckless but it is smaller issue. I also can trade my helmet as it is standard model just overwriten by overwrite.

Hopefully my ramblin will help someone who have similar problem as mine was :)
--
Regards
adolf
"The Adventurer's Domains" PW Action World

Posted by ShadowHawk at 2004-03-28 06:26:00    
No. They depend on the included event scripts being associated with a module to play nicely with the standard helmet models.

You may export the resources to the override for single player and local vault yourself if you wish. I do this so that my female PCs saved from a module with the helmet fix installed can look right in whatever else I play. Just don't sell or trade your PC's helmet in MP or you'll be wrecking the look of the other players PCs. You'll also appear headless to other players unless they've got this in their overide as well, so there's a second strike against using the override approach for this in MP.

Posted by adolf102_2 at 2004-03-26 12:42:00    
Hm one more question is thare any chance your helmets models can be prepared as overwrites?

I realize that will proably brake the look on all others besides female models but still if one play female he might find it usefull and it will not force use of hakpak on module.

Just though I will ask :)--
Regards
adolf
"The Adventurer's Domains" PW Action World

Posted by adolf102_2 at 2004-03-26 05:34:00    
Oh great to hear you are willing to make it CEP compatible. I try to avoid using hakpaks but will be using CEP and your project is defnitly somethign I would like to see in there :)

Those no-neck is one of most annoying issues in NWN by now hehe

Thank you for your work!--
Regards
adolf
"The Adventurer's Domains" PW Action World

Posted by ShadowHawk at 2004-03-23 13:07:00    
Is that a "vanilla" NPC? Female human, female half-elf, or something else? Customized helmet? Please email me with specifics so that I can get to the problem more quickly.

Posted by ShadowHawk at 2004-03-23 13:04:00    
Asylum-Skitzo:
Thanks, I'll look into this and fix it, but I honestly won't be able to get to it for a look until after the weekend at the soonest.

Posted by -Asylum-Skitzo ( ..xxx.xxx ) at 2004-03-22 09:45:00    
If a female NPC is spawned wearing a helmet, they unequip it, and dont re-equip.
When I say customised I mean using the hotu crafting to change the appearance or coloring.

Posted by -Asylum-Skitzo ( ..xxx.xxx ) at 2004-03-22 09:45:00    
If a female NPC is spawned wearing a helmet, they unequip it, and dont re-equip.
When I say customised I mean using the hotu crafting to change the appearance or coloring.

Posted by ShadowHawk at 2004-03-21 12:58:00    
I just reread your post and noticed that you wrote �customized helms�. If you mean helms that use models other than the ones that BioWare provided, then this hak doesn�t include the versions altered for female humans and half elves to switch out for them. If coming from another creature�s or item�s inventory, the scripts should fail gracefully and not attempt a substitution, but as I wrote, I hadn�t considered barter screen behavior. I�ll have to look into this when I update this for CEP compatibility, but that�s not likely to be posted to NW Vault for a couple of weeks.

Posted by ShadowHawk at 2004-03-21 12:52:00    
I hadn�t scripted this with the barter screens in mind (I don�t sell or trade equipment with other players� PC when I play), so I�ll have to take a look at this.

I�m not sure I understand: �Also female NPCs seem to unequip thier helms and not re-equipped.� Do you mean helmets equipped from a barter screen directly are misbehaving?

Posted by -Asylum-Skitzo ( ..xxx.xxx ) at 2004-03-21 02:29:00    
We have been using this fix but are having 2 issues.

Firstly it appears customised helms that put in barter window and then bartered or cancelled by Female PCs are lost.

Also female NPCs seem to unequip thier helms and not re-equipped.

We have followed your install instructions to the letter and all scripts compile fine. Any ideas?

Posted by LoCash at 2004-02-20 10:37:25    Voted 8.00 on 02/20/04
Overall: 8   Usefulness: 9   Value for Size 8   Ease of Use 7   Quality Control 8   

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

_________________________
i'm so restless
i'm bored as a cat
we talk about this, we talk about that


Posted by Dur at 2004-02-20 10:37:14    Voted 10.00 on 02/20/04
Overall: 9   Usefulness: 10   Value for Size 9   Ease of Use 10   Quality Control 10   

Posted by Charamei at 2004-02-20 10:37:03    Voted 10.00 on 02/20/04
Overall: 10   Usefulness: 9   Value for Size 10   Ease of Use 10   Quality Control 10   

Posted by Noviere at 2004-02-20 10:37:01    Voted 9.00 on 02/20/04
Overall: 10   Usefulness: 10   Value for Size 10   Ease of Use 7   Quality Control 10   

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

Posted by ShadowHawk at 2004-01-26 06:48:00    
DOH!

"The typo that ran amok" has been corrected in the current version of the instructions in the README. Good catch LoCash.

It's also a smaller download.

Posted by Kirsti at 2004-01-25 00:43:00    
I think LoCash that that's done it! =)

ShadowHawk in the readme instructions it stated;

OPTIONAL:

- Only PCs, not NPCs, are affected by this fix unless
the following extra steps are taken:

1) From a creature template, open the current script
called OnSpawn by NPCs and henchmen (they're probably
different) and place the line

#include "sh_miscfunc"

near the top, and in the body of the main function
near the bottom, before the last "}" place the line:

SH_AdjustHelmet(1);

You had "sh_miscfunc" instead of "sh_inc_miscfunc" I added the fix and the script compiled successfully and it seems to be working on the NPC's. Thanks for all the help. =)

Kirsti

P.S. This is a very "worth it" fix, you don't notice the difference until you see female human NPC's with an actual honest-to-goodness neck!!! Woot!

Posted by LoCash at 2004-01-24 20:33:00    Voted 8.00 on 02/20/04
Actually, it's "sh_inc_miscfunc". ;)


Posted by ShadowHawk at 2004-01-23 13:47:00    
Kristi:
It seems you didn't import the file "sh_miscfunc" (it's included in the ERF) into the module with the NPCs somehow. Double-check things like spelling and case as well.

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