Heed's armour designer is a custom content/scripting package that allows players to make changes to armour, helms, weapons and shields through interaction with an npc shopkeeper.
Armour and helms can be fully recoloured, redesigned (part changes) and inscribed (have the PC name added to the item name). Weapons and shields can only be inscribed. Provided is everything you need to add in order to have a fully functioning armour designer in place.
You can choose to import the interior area provided which just needs to be linked to a transition and you will have the system up and running. If you wish, you can design your own custom shop interior and use the provided objects to build.
The package is designed for the module builder wishing to add this functionality to his/her mod/world, but not wanting to have it done by the PC through crafting or other means. I like npc interaction myself -- the more externalized these types of things are in terms of "services offered" the better I like them.
I suppose it can be used for anyone in an offline manner just to change their gear, but it is intended for a builder.
Two versions are included: A standard Hotu 1.67 compatible version and a CEP version compatible with CEP 1.52 and Hotu 1.67.
The system is designed to be as configurable as possible:
*Allows independent price control on a per npc basis and by modification type. So, inscription can cost a different amount from part changes or colour changes, for example. And Bob the npc can charge something different from Sam the npc for the same modification.
All prices are a function of the item value as a percentage. This means they scale with the item value. The more expensive the item the higher the cost, and vice versa. This should keep services within reach of most players. i.e. the poor noob isn't likely to have expensive armour and the veteran with his expensive armour should have some cash to spare. Regardless, you can tweak costs to be in line with your economy as you like.
*Allows the builder to specify exclusions. You can specify body parts or colours that you don't want the PC to have access to. Don't like the old "hdden colours" with the "terminator" look? Exclude them. Don't want the PC to have the custom content helm that looks like a person's head? Exclude it. The package comes preconfigured with a stock set of exclusions for the silly stuff (i.e. pc's, by default, can't choose a hook hand or peg leg).
*Torso (chest) pieces are divided into AC ranges. So, a PC can never change the AC value of his armour. He can only choose from appearances that have the same AC value as the original.
*Can enable or disable support for robe changes. Can also enable robe changes but only for items that have a robe to begin with (i.e no adding robes to robeless armour, but allows for changing robe type on a robed armour).
*Allows an optional provenance system which will track the previous owners of an item when inscriptions are made (a local on the item). Intended for PW's where items tend to move around from player to player. If the item was previously inscribed, then the armour designer can tell its history of ownership.
*Support for various text colours for the PC name when using the inscription system.
*Exposure of npc text responses as local variables in the npc variable panel. You can customize your npc's to speak differently. Done usually by simply editing their dialogue, but a lot of text is also spoken by scripted responses. These responses are taken from the npc's variable window so you can have one npc who speaks with a thick accent or another with some other particular speaking manner. The default npc conversation is provided as "neutral" as possible, but can be edited to the builder's taste.
More features:
*Support for plot items.
*A fully compatible CEP version.
*An optional "lost and found" sytem that will store abandoned items (i.e. a PC crashes or loses connection while in the middle of a transaction). Prevents the npc from getting "stuck" in transaction and becoming broken for any future customers. The PC can recover his/her original item from the armourer when he/she gets reconnected.
*PC can ask for the original item back at any time cancelling any changes made.
*Allows for multiple part changes or mutliple colour changes in one session. i.e. you can change the torso, then switch to the neck, then switch to another part, etc. Same with colours, change the primary metal then the secondary cloth, etc. The system keeps a running tally of the cost of the modifications and lets the PC know that cost on each change.
*Custom display dummies, dummy rack and colour board.
Posted by Estelindis at 2008-09-14 12:20:04 Voted 10.00 on 09/14/08
GUMS: this package is intended for builders, so that they can implement a realistic, in-character, in-game way for PCs to get equipment. (I mean, characters are hardly born wearing armour... They have to buy it somewhere! And, this way, it can look however they like.)
By the way, it is not good Vault etiquette to give something a 1 just because you think it's pointless. Voting is supposed to be based on quality. You might never use it... But others would, and do. Thus the need to help people who *would* be interested to find a package that is well put-together. This certainly qualifies! _________________________ KotOR Heads FR Deity and Faction Cloaks Fall-from-Grace Soundset
Posted by GUMS at 2008-05-10 12:38:33 Voted 1.00 on 05/10/08
Why go through all the trouble to make this when people can easily make their own weapons and armor with the toolset? The toolset can do the same things and more the only difference is that your not telling an npc to do it your doing it yourself.
Posted by FuzzMD at 2008-01-27 19:14:29 Voted 10.00 on 01/27/08
your guess is as good as mine. :shrugs: i've never had this problem either. and near as i can tell, your hak is dominant in both modules you put out, so it makes absolutely no sense that its being overwritten.
Well, I don't know what else to suggest. If the colour board is not present on the dropdown list then the placeables.2da present in the hak is not dominant.
If you build haks, then you can easily check the hak files themselves and see that lines 1156 and 1157 in my placeables.2da are for the custom placeables. And you can see that those reference models HSS_A01.mdl and HSS_A99.mdl that are present in the haks.
I can't think of any other reason for them not being available other than the placeables.2da being overriden somewhere.
You might want to try the Bioware custom content forums as someone there might have a fresh idea of what your problem may be. I've certainly never some upon anything like this before unless it was a hak conflict or from something leftover in the override. _________________________ Thought thinks itself.
"What patch version are you running? What platform? You say you found a placeables.2da in your NWN root folder, where was it? Is there anything in your patch directory? If you open the supplied mod in the toolset and check the placeable property window is there "Colour_Board" available as an appearance type from the appearance tab dropdown?"
a) 1.68
b) windows
c) i build my own haks, so yes i had left over placeable.2da's floating about. They've since been removed with no results.
d)nothing in my patch directory
e) no there is no Colour_Board in the drop down list of available appearances
I don't know what to say to you, Ssynsurinn. Over 650 downloads and not one person has mentioned this as a problem. If the problem was inherent to the package itself, then someone would have mentioned it by now -- it's not the kind of thing all those other people would be likely to miss. I appreciate that you might be frustrated, but I don't see any way it could be a problem with the supplied package itself.
What patch version are you running? What platform? You say you found a placeables.2da in your NWN root folder, where was it? Is there anything in your patch directory? If you open the supplied mod in the toolset and check the placeable property window is there "Colour_Board" available as an appearance type from the appearance tab dropdown? _________________________ Thought thinks itself.
(qoute) "If you are literally unpacking the rar, copying the module to the module directory and the hak to the hak directory and then loading up the module in the player client and see no placeables then something is wrong on your end."
I unpacked both versions of YOUR module, both versions of YOUR haks, i changed nothing in your modules.
When i load the module on player client i do not see the board, or the dummy placeables.
I have checked my override files and there is no placeables.2da in there. I have checked my source file it was empty. I checked the entire nwn directory for a placeables.2da and removed any that where present.
I do not know why your placeables are NOT showing up, but they are not. Not in toolset when i open up either one of your modules, and not in player client.
Okay, I just downloaded the package freshly from the link above just to be sure. I put the mod in my mod directory and the hak in my hak directory. I loaded the module "Heed_Armour_Designer", picked a character, and when the shop interior loaded all placeables and other objects were present.
The actual models for the placeables are HSS_A01.mdl and HSS_A99.mdl and both are present in the haks. There are no _blueprints_ provided in the module, .erf or haks. You seem to be looking for blueprints (you mention .uti which is a blueprint for items) which are not provided.
I have to believe you have some other conflicting resources present. If the placeables show no models, then it means my placeables.2da present in the haks is being overridden. If you are adding the content to an existing module, then my hak must sit above any other hak that contains a placeables.2da.
If you are literally unpacking the rar, copying the module to the module directory and the hak to the hak directory and then loading up the module in the player client and see no placeables then something is wrong on your end.
This is the first report of this with quite a few downloads, so it must be a problem associated with your setup. Please stop telling me I forgot to include something. While it's entirely possible for me to forget or miss something I actually didn't in this case. :) I'm happy to help you work out what's wrong, but repeatedly saying I forgot to include resources isn't going to solve your problem. _________________________ Thought thinks itself.
Okay, I just downloaded the package freshly from the link above just to be sure. I put the mod in my mod directory and the hak in my hak directory. I loaded the module "Heed_Armour_Designer", picked a character, and when the shop interior loaded all placeables and other objects were present.
The actual models for the placeables are HSS_A01.mdl and _________________________ Thought thinks itself.
i'm no novice when it comes to hak building, having built quite a few myself. When i say your placeables are missing i mean just that. We cannot build our own shops or use the shop you provide when you forgot to include the placeables in your haks.
Yeah thats exactly what i'm saying, i entered both the cep and non cep modules you offer. The color board and the dummies did not exsist, when i checked the placeables properties they show up as blank. When i searched the Hak themselves, both the cep and non cep versions, the colour_board.uti and the dummy ones did not exsist in the haks either. So of course the placeables would not have a model chosen for them when you open up the module and look at the placeables property. IE.. the placeables that you created, the color board and the dummies do not exsist.
"ok, i loaded both versions of your module, and checked both haks in nwhak.exe and the placeables you created for this just are not there. So could you please add those? Otherwise this is pretty useless to me. :/"
All content required is present in the hak and .erf that come in the package .
I'm unsure what you mean by the "placeables aren't there". Are you saying you load the test mod, enter the shop and there is no colour board or dummy rack?
If you're looking to build, then importing the erf will import the shop interior area which has all objects inside it required to build with.
If you're looking for the placeables on the palette, then you won't find them there. As explained in the readme, you can add the objects from the shop interior area to your palette if you wish to do so. _________________________ Thought thinks itself.
ok, i loaded both versions of your module, and checked both haks in nwhak.exe and the placeables you created for this just are not there. So could you please add those? Otherwise this is pretty useless to me. :/
Posted by chaos_theocrat at 2006-09-08 09:34:57 Voted 10.00 on 09/08/06
I was looking for a good way to be able to use the 1.68 cloaks yet still have CEP, and this is ONLY hak pak that I've found on the vault that not only lets you have both but does it without any problems in the bargain AND does it in an entertaining and useful fashion. I will definately be using this, in my next module! I think players will be thrilled with both the Armor Designer itself as well as long sought-after use of cloaks and CEP at the same time. (I have no problems with 1.53 or 1.68 CEP patches either; this is a work of pure genius, and worthy of the 10.00 given!)
Posted by shadguy at 2006-09-07 20:24:44 Voted 10.00 on 09/07/06
Posted by Netaria at 2006-09-07 14:16:51 Voted 10.00 on 09/07/06
"You need to specify the colour type first. So, you would say "cloth 1" and then the armour designer will respond."
Thanks! I knew I was being dense... Wish I hadn't of been being _quite_ so dense, though. I'm not always this slow, I swear. :D _________________________
Violate the Dead
Posted by Steve_Savicki at 2006-09-07 12:55:13 Voted 10.00 on 09/07/06
Custom is always great! _________________________ Steve's Characters - please don't forget to vote on them if you play them.
You need to specify the colour type first. So, you would say "cloth 1" and then the armour designer will respond. After that you give him the actual colour code (like "A1", "E11", etc.).
Examine the colur board to see the colour types and the different ways they can be said.
Everything you say to the designer you say by just typing it into the caht bar. _________________________ Thought thinks itself.
Posted by Netaria at 2006-09-07 12:06:46 Voted 10.00 on 09/07/06
I think I'm having a Stupid Day, but I downloaded and put everything where it belongs(I think) and loaded up you're mini-module to test it all out on a cloak from SoU(Cloak of Ascalhorn) and the shop keep tells me that I need to give him the colour codes when I try to change colours. Okay, check on colour codes, got em...now how do I give them to him? I tried "saying" it out loud, but it didn't change anything and now it only gives me the choice of taking the unaltered item back... _________________________
Violate the Dead
Posted by ragnarok_mr4 at 2006-09-07 07:59:21 Voted 10.00 on 09/07/06
Booyeah! Good stuff there, Heed. _________________________ Lead Animator, DLA
Posted by Tom_Banjo at 2006-09-07 03:54:11 Voted 10.00 on 09/07/06
GREAT JOB ON THIS PROJECT! this is an excellent tool that should be included in all modules, i think. it is very easy to implement and customize. there is only one thing that bothers me about it - it seems that the default prices are just a little steep, but they are easily changed. _________________________ ProjectQ Tom Banjo's Forest Expansion Tavern NPCs - Dart Players
Bah, message above got truncated. This site is giving me all sorts of problems today...not sure what's up.
Update to v1.21:
Only the CEP version user need to update!
Version 1.21:
* Updated the CEP version hak pak to include a cloakmodel.2da that enables the 1.68 cloaks on previous CEP cloak item types. Place above all CEP content as usual (either CEP 1.53 or CEP 1.68 should work). There should be no problems with inventory glitches. All CEP cloak items are given the "hooded cloak" model appearance now. I would really prefer not to include 2da's in the haks except where absolutely necessary, but I'm forced to in this case since CEP 1.68 disables the new cloaks and CEP 1.53 can have inventory bugs appear if you have a previously created CEP cloak item. Previous cloaks created with CEP icons will now have visible models and be colourable through the armour designer just as any other cloak.
* Updated the baseitems.2da I included for v1.2 to the CEP v1.68 baseitems.2da since CEP v1.53 omitted the new trident base item type Bioware introduced. Not sure if CEP changed anything else in the file for v1.68, but if they did those changes will be present. This baseitems.2da still has cloaks enabled.
* Resource changes: the CEP version hak pak (Heed_Armour_DesC.hak). _________________________ Thought thinks itself.
* Removed the workaround code for the bug in CopyObject() in patch 1.67.
* Had to change the model switch routine to include a copy of the entire dummy now for all items. Previously, this was only needed for robed armours. Seems that in 1.68 a creature with the vfx freeze animation effect will lose the freeze effect upon equipping any clothing and not just a robed armour.
* Added support for cloaks. Everything except model changes since CopyItemAndModify() cannot change the model on cloaks -- Bioware fix required.
* Added an updated baseitems.2da to the CEP version hak that is CEP v1.53 and includes the new line for cloaks from 1.68 which is needed for them to function properly.
Bioware fixed a bug in scripting function CopyObject() in 1.68. I had code in place to workaround the bug. This code will cause the armour dummy to vanish in game version 1.68 if a robed armour is supplied. Also, some other behaviour has changed which results in the armour dummy losing the freeze animation effect when a robe is provided. I can fix the first issue by removing the workaround code, but the second issue is looking more difficult. I recommend that any users of the system are informed to not provide robed armours for alteration in 1.68. I will be looking to find a solution. _________________________ Thought thinks itself.