The models in this archive are replacements for the bugged human male normal and large phenotype models that were included in the 1.68 patch. These replacement models fix the accidental rotation and translation of the impact animation nodes that occurred when the cloakmodel node was added. The misplacement of the impact node causes visual effects intended to orient with the character body to be improperly oriented. This model fixes this problem by putting the impact nodes for the human male models back where they belong.
To use these models, you can either place them in your NeverwinterNights/NWN/override folder, or add them to a hakpak that ia associated with your game. You don't need a special 2da file entry or other modification to use these models.
Hail! If you want details, I am happy to oblige. When the player character models were modified to enable visible cloaks in the 1.68 patch, the Impact node of the human male model was accidentally moved from its original position. I noticed this immediately when patch 1.68 was released, because I had spent a great deal of time making a series of Guild symbols that were actually body-oriented visual effects. Body-oriented visual effects are positioned with respect to the model's Impact node, so the accidental movement of this node caused my carefully adjusted VFX to be now be grossly out of place on the human male models. The remaining player character models did not have this bug, it was just human males. While it was obvious from looking at the human male model data that there had been a translation (linear movement) of the Impact node, the accidental rotation was only visible when you actually displayed the model with a body-oriented VFX applied. I knew it was there because I could see the rotation of the VFX. I posted about this problem on the BioWare forums, went into the model file and replaced the bad Impact node with the node data from the pre-1.68 model, and posted the fixed model here. When I posted this fix and described it on the BioWare NWN forums, the official response was that this was a known issue, and that the fix for it had already been done and would be in the final patch. It seems that this fix was done before I posted about the problem, and was never revisited after I mentioned the rotation of the node. The person who made the Impact node error said that they had noticed the translation of the node and had submitted the fix. We all expected this to be right when 1.69 came out.
Fast forward a couple of years to the 1.69 patch. Imagine my disappointment when I saw the same erroneous rotation of my VFX! Unfortunately, the rotation of the node had clearly NOT been noticed when this fix was made, and just as clearly, the model was not revisited after my posts mentioned the rotation of the node.
I don't consider it my responsibility to fix mistakes in someone else's game, but since I was the one that caught this one and fixed it for the community the first time, I guess it does make sense for me to be the one to fix the 1.69 version of the model. This one does still work, though.
Hail! Actually, it turns out that the fix for this problem in patch 1.69 is not a complete fix. The translation of the Impact node was more or less fixed, although the node is still not exactly where it originally was, and anything linked to the Impact node that was made with the original human male model is still slightly out of place translationally. However, the most serious problem with the buggy 1.68 model made it through the patch without being fixed. The Impact node was not just translated to an incorrect position in the buggy 1.68 model, it was also rotated. This undesireable rotation was not fixed in the final patch. After installing the 1.69 patch, I was very disappointed to see my carefully made and positioned Guild symbol VFX sticking sideways out of male human PC necks instead of sitting flat on their chests like they did before this bug was introduced. Body-oriented visual effects are still completely screwed up when applied to human male PCs. Sicne there will be no more NWN patches, this bugfix is now the only way to fix this problem without editing the human male model yourself.
Hail! I have updated this archive with a fix for the Impact node bug in the large human male model. Both the normal and large human male models were messed up in the 1.68 patch, causing body-oriented visual effects to orient incorrectly. If we ever get a 1.69 patch, BioWare should correct these bugs, since they know about them. In the meantime, using the models in this archive will fix the bugs now. The preferred way to use these models is to put them in your NeverwinterNights\NWN\override directory, since this will correct the bug in ALL modules. You can also place them in a hakpak that is associated with whatever module you wish to play.
Your Humble Serpent,
Snake
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