They are finally here! The robots from outer space have landed. These guys replace those boring old skeletons and are sure to give your game some variety :)
There is one body model and three different heads to choose from.
The models are half-tintable, the body through the "armor1" channel and the head through the "eyes" channel.
This is just something to play around with while you are waiting for my STAR*DRIVE mod ;)
Unzip and put all files in your override folder, have fun.
Sigh, something is still not working right (my brain?). I added your line to the appropriate 2da in my override. I also threw out your old skeleton-mdb files and replaced them with the downloaded robot-mbd files. These I placed in the override of Program files/Atari/NWN2 folders (I tried the override of My docs/NWN2 folders too, didnt work either). Sad enough, no robots appear anyhows! What blueprint classification will they sort under? Undead? Constructs? Is there really no other file to this bunch that is missing? Because I am a true newbie, may you please tell me in an overly slow manner, how exactly do I make those robots appear in my module/toolset, and where do I look in order to find them? _________________________ From someone who is starting to feel like an Ent among saplings when playing computer-based DD games...
Posted by Indira at on01/13/08
Great news! This means I finally get the chance, if I just manage to add the 2da line right, to try these beauties out! _________________________ From someone who is starting to feel like an Ent among saplings when playing computer-based DD games...
Posted by Yaddaman at 2008-01-0923:43:37
OK I have renamed the models (and all objects within the files) c_Rob..... They are now a saparate kind of creature and if you add the 2Da line (C_Rob_...) it should work. I am not too familiar with 2Da so if I upload the model files maybe you could do it....
Posted by ladydesire at on01/02/08
@DeNevers: I believe Creature models are like the PC Character models and can be altered using MDB Cloner; I'd have to try it to be sure.
Posted by Escrimator at on01/09/08
Oh,and here is my vote! Keep up the great work.
Posted by DeNevers at 10:47:41 Voted9.50
Ok the appearance.2DA entry is fine, only I messed something while hacking the models. The models included in my file will make a toolset error when selected.
Posted by Indira at on01/13/08
Ok, noob here! I have v 1.11153 + MotB, I unzip into overide file, open toolset and they are not available. What are the robots classified as and I am missing some "allow this hak into module" action? _________________________ From someone who is starting to feel like an Ent among saplings when playing computer-based DD games...
Posted by Escrimator at on01/09/08
the work on this is pretty sweet,even if a bit un-thematic,but nevertheless,that doesnt detract from the quality of execution or the original thinking. I am looking forward to seeing a lot more out of you...
Posted by Jezira at on01/03/08
Way to go Yaddaman! Please Join FutureNights to have a specific place for your projects ;) _________________________ 800 sci-fi placeables! *Patch 02* | Modern Secret Base | SW Heads | SW Weapons! | Whitefall Exotic flowers * Updated 1.1! * | Whitefall Heads | Modern Inventory Icons | Mass Effect gun - NEW versions! | Bloody notes! | Horse statue
Posted by ladydesire at on01/02/08
Doggoneit... The Vault scoring system doesn't go high enough... This deserves at least an 11. :D @Dragonsbane777: That's what I'm hoping for, since I'm working on the variant rules for that sort of setting in addition to my other project.
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