This is a sample module for everyone on how to give DM riding powers and letting the DM possess henchmen and riding with them. It also include a sample mdl of Humanoid that can ride horses. This is so you can have all your humanoids monsters riding in your modules that bioware did not include. Enjoy :)
Updated: Now has every humanoid full animation creature from bioware with mounted models. Compatible cep 2.1 hak included. Updated Halaster Normal body so his combat animation is correct. Updated sample module with better scripts for handling DM controlled/riding monsters and set up of riding monsters.
Updated so that builders can just put down mounted and unmounted monsters and they all set for DM to mount them or unmount them as they want. :) enjoy Custom content people make sure you read the readme file included.If you are updated from older version you will have to adjust appearance of mounted creatures.
Here a sample module and hak that show off DM riding menu and Humanoid that were not included in bioware hak riding. Hope the scripting, CC, Dm enjoy it :) Updated now with all the full animated models being able to ride from Bioware. From undead to orcs to kobalds etc... Ride on :) ohh also includes a normal Halaster model enjoy. Updated Halaster so his combat animation is correct. Updated sample module scripts to better handle DM controlled mounted creatures, and easier for builders to use this system. Any comments or suggestion are welcome.
I have a question for you, ShadowM. I haven't tested this package yet, but I can foresee it being extremely useful for the riding skeletons. Would this continue to work with the undead override packages of LordWorms, sixthrice and Diademus ? If not, what would need to be done ?
I promise to vote for you once I get to test this more thoroughly.
Thank you for your dedication and hard work. NWN wouldn't be the same without talented community authors like you.
ok got the scripting going to allow the DM to mount and demount when possessing the full animation humanoid creatures. I'm setting up all full animation creatures so they can use the mounting system. The skeleton was just a sample for others cc people. I upload all of them here when I'm done :)
Posted by Proleric at 2008-07-24 08:14:12 Voted 10.00 on 07/23/08
I see now that the skeleton riders have a fixed mounted appearance, which is fine for almost all purposes. Scratch what I said about scripted mounting - the model would need two phenotypes and the horse animation set to achieve that, or else a kludge along the lines you suggest. Still, a great job.
Yes on the radial setup that how it has to be done now that bioware hardcoded the radial for DM in the last patch.
Yes the skeletons fighting each other was intended, so I could check there animations and make sure they working properly. You could prob. script them to mount and demount with scripts like run custom animation(what ever it is for mounting/demounting) then running setappearance back to the standard monster and setting their tail back to null. I have not tried it so not sure if it would work, but then you have to make some script that check a local int on the creature that marked there appearance number and there mounted appearance number. Then drop that into the standard script for the horses and you be good. Yes I come back and give some more details when I have time right now I'm heading off on a rafting trip for a few days :) have fun playing with the new toys everyone hehe
Posted by Proleric at 2008-07-23 23:02:12 Voted 10.00 on 07/23/08
This really deserves two 10s, one for the DM riding feats and another for the mounted skeleton - both high on the community's wish list.
Perhaps it could be split into two hak files, so that builders can choose which feature to use?
I'm not an experienced DM, so I just did a basic test to confirm that the radial menus, horse functions and script hooks work when the hak is added to the module I used for 1.69 beta testing.
I didn't test all the optional switches (e.g. saddlebags) because I was starting to get into territory where "expected result" really needs experienced DM input.
The DM horse menu shows up under "More Special Abilities" and works for the NPC when you "Take Control Full Power".
I noticed that if you use the simple "Take Control", the henchman's Special Abilities menu icon is available, but selecting it gives you a cursor rather than a radial menu, i.e. you can't get to the horse actions that way.
In the demo module, if the DM possesses a horse and approaches the skeleton riders, they start fighting each other; perhaps this is intended behaviour?
To be really picky, I noticed that the skeleton riders don't have the Mount Actions feat, so while they work perfectly as standard AI monsters, I don't think you can script a scene where the skeletons mount up before attacking. It's a moment's work to fix this in the toolset.
If you get time one day, it would be helpful to document how you made the skeleton models!
In summary, this is excellent.
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