--Version History:
6-23-2007 1.1 -Fixed the uv on the fur body meshes
-Added belts 3 and 4, containing a larger version of the chest harness
-Added more prefabs for individual parts
6-18-2007 1.0 -initial release
--Contents:
This package provides new armor parts for males of all races in styles suitable for barbarians, primitives, slaves, cultists, gladiators, or anyone belonging to a lost or forgotten civilization type setting.
--How to use:
[override version]
Extract SSAP2_v11_Override.7z into your nwn2 override directory.
[hak version]
Extract SSAP2_v11_Hak.7z into your nwn2 hak directory.
The 7z extractor can be downloaded from here: Link
--Parts List (Toolset numbers listed): All body parts can be found under the "Costume Barrel" armor type at the end of the armor list. (1.06: Armor type currently shows up as "bad strref" in the armor set tab)
[Attachments]
left and right leg 150 - Dagger in sheath
[Torso]
DMCB 0 - swim trunks, no body hair
DMCB 1 - swim trunks, body hair
DMCB 2 - linen loincloth, no hair
DMCB 3 - linen loincloth, body hair
DMCB 4 - primitive loincloth, no hair
DMCB 5 - primitive loincloth, body hair
DMCB 6 - fur shorts, no hair
DMCB 7 - fur shorts, body hair
DMCB 8 - drawstring pants, no hair
DMCB 9 - drawstring pants, body hair
[Boots]
DMCB 0 - bare feet, no hair
DMCB 1 - bare feet, body hair
DMCB 2 - sandals, no hair
DMCB 3 - sandals, body hair
[Belt]
DMCB 0 - cross style chest strap
DMCB 1 - gladiator belt
DMCB 2 - cross chest and gladiator combined
**1.1 additions**
DMCB 3 - heavy cross chest harness
DMCB 4 - heavy cross chest and gladiator combined
[Helm]
DMCB 0 - wolf head helm
DMCB 1 - leather nose guard
DMCB 2 - wire fanged torc
[Cloak]
DMCB 0 - 3 wolf skins cloak
--Armor Prefabs
ssap2_aquilonia - conan style furry shorts (hide)
ssap2_berserker - lots of fur and mismatched armor (hide)
ssap2_cult - scorpion cult worshiper (cloth)
ssap2_drawstring - drawstring pants and boots (cloth)
ssap2_gladiator - typical swords and sandals fare (leather)
ssap2_primitive - tarzan style loincloth and knife (hide)
ssap2_shaman - white wolf shaman (hide)
ssap2_slave - egyptian/greek/roman oppressed slave rags (cloth)
ssap2_spartan - 300 rip off (leather)
ssap2_swimsuit - swim trunks (cloth)
**1.1 additions**
ssap2_barefoot - bare feet with body hair (cloth boots)
ssap2_skirmisher - full armor using belt 4 (leather)
ssap2_noseguard - leather nose-guard (cloth helm)
ssap2_sandals - leather sandals, hairy version (cloth boots)
ssap2_torc - silver wire torc (cloth helm)
ssap2_wolfcloak - grey wolf hides (cloth cloak)
ssap2_wolfhood - grey wolf hood (cloth helm)
To add these armors to a game, open the console and type:
DebugMode 1
giveitem (filename of item)
DebugMode 0
For example, to add the gladiator rig:
DebugMode 1
giveitem ssap2_gladiator
DebugMode 0
--Permissions:
Anyone is allowed to repackage and/or modify the meshes and textures in this package as long as credit is given for the original source and the user does not charge money for their derived product.
--Credits:
Obsidian - (toolset numbers shown) for parts used from: chain body 2, cloth body 6, banded helm 0, hide helm 0, cloth boots 0, cloth cloak 0
RunnerDuck - all original meshes and mesh modifications
Barrel of Monkeys - original textures and texture modifications
Duck and I are still discussing the best approach to make the shirtless packs compatible with the new races. All the options we see so far are all messy :( The simplest solution would be to bleach the heads of the new races to match the old heads, but that may ruin some of the detailing on the head. Another solution would involve editing Appearances.2da to give them their own racial prefix for bodies, cloning the Obsidian armors for the new prefix, then providing properly colored bodies for the new races. This is the most elegant solution from an operational standpoint, but it requires a LOT of conversion work and involves a 2da that pretty much changes with every single patch. Plus this would cause conflicts with any new creatures, or races that are released. The third option would be just to copy the bodies, change the skin tone and then add them as a different appearance number. This would work for NPC's and PC's that just want to customize their look, but it would be a problem for builders who want to add that appearance to an item. The item would have to be restricted to a specific race, otherwise it would just look bad. We'll have more time after the CC Contest deadline to figure out how to make the skin tones color correctly across the board. Right now I'm leaning toward a head conversion to make them all tint the same way.
Posted by xthon at on10/14/07
Soooooo good. I especially like the choice of body hair. Question: Is there are quick fix to allow this hak to be used with genasi or other new races?
Posted by Barrel at 2007-10-1304:29:20
Looks like the armor attachments still behave the same with the expansion...Ah well.
Posted by Kimnokmar at 14:07:12 Voted10.00
Ok sounds awesome! Thanks again for being so helpful. =) I'll be looking forward to hearing from you in a few days.
Posted by Barrel at 2007-10-0702:33:07
Kimnokmar: We'd probably implement a full body version and a belt version. The problem with belts and cloaks in this game is the model gets swapped out when your character equips a belt or cloak. So a belt version as a modifier for the current plate armors would only be practical for NPCs with their equipped armor set to never show. Of course, if the expansion lets us use skinned meshes in armor attachments, then armor making will change dramatically :) We'll find out in a few days I guess.
Posted by Kimnokmar at 14:55:38 Voted10.00
You guys are fast! LoL. Thank you for responding to my post. =)This is my first time talking to the community, and I'm glad to see that its as friendly and helpful as Ive heard. At lest you guys are. ;) Thank you. As for my request I think I like the idea of taken a belt and adding the Robe/Toga part to it. That way you can add it to any armor, plus the belt part would make a break between the chest part of the armor and the Robe/Toga giving you the look of the Robe/Toga coming out from under the chest piece of the armor. What do you think?
Posted by Barrel at 2007-10-0500:07:22
Vallash: yes, some of the drow heads have color matching issues. Unfortunately the elven bodies have to work for all 4 elven subraces and making them match better for drow would throw them off for the other 3. In this case we had to sacifice one for the many, like the aasimar in the human subsets. Kimnokmar: It would have to be a completely new body armor,belt or cloak part. The armor attachments are rigid meshes and can't animate separate from the point on the body they're attached to. Ceremonial plate would certainly be something to add to a roman pack along with legion armor, and togas. After our next release in January, we'll post to the CC boards and see what we should work on next: ball/formal wear, romanesque, or caster robes.
Posted by Myridian at on09/12/07
Great work, that is exactly what I needed for my antic type module
Posted by ladyelvenstar at on09/11/07
I saw you were missing just one more vote and I could not believe I hadn't voted yet (since I was the first to comment.) These are simply fantastic! _________________________ Gaming Parents Studios - Currently working on A Time to Die Act I and Into the Forgotten Realms Vault Submissions: Movie Trailer of A Time to Die | Unicorn Run Prefab **NEW**
Posted by Barrel at 2007-09-1014:24:04
Wyrenth: The bare hands are the default ones that ship with the game. We didn't modify them. Were you seeing the tinting problems in the game or just in the toolset? The skin tints for gloves and boots don't update properly in the toolset, but they should match the skin color when run in game. Unfortunately for orcs, the default bare hands are just copies of the human hands using the same textures. They end up coming out too orange when the orc's skin tone is any shade of green. We're still working on refining our base model for the bodies. When that's done both volume 1 and 2 will get face lifts. The next 3 months however, are being dedicated to the CC contest. Once we finish our entry, we'll return to fixing the content we've already released
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone