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Applecorn is not online. Last active: 3/24/2008 6:25:15 AM Applecorn
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Kick-butt overrides
Posted: 13 Aug 2005 12:32 PM
Stunning new combat animations for your characters. Have your Monk fight martial arts and your two bladed elf look like whirling Drizzt

http://nwvault.ign.com/View.php?view=Models.Detail&id=13

I am sure some of you may already have this
Applecorn is not online. Last active: 3/24/2008 6:25:15 AM Applecorn
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Re: Kick-butt overrides
Posted: 25 Aug 2005 12:25 PM
http://nwvault.ign.com/View.php?view=hakpaks.Detail&id=5895

This is an new update, and it is SOOOO Cool!!!
Veran is not online. Last active: 11/23/2017 9:36:59 PM Veran
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Re: Kick-butt overrides
Posted: 26 Aug 2005 01:50 AM
http://nwvault.ign.com/View.php?view=hakpaks.Detail&id=5895

This is an new update, and it is SOOOO Cool!!!


We HAVE to implement this!

The Legacy Saga
Applecorn is not online. Last active: 3/24/2008 6:25:15 AM Applecorn
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Re: Kick-butt overrides
Posted: 26 Aug 2005 03:14 AM
What are the chances of implementing this?

Have you guys (builders) checked this out yet?
Barnas is not online. Last active: 7/24/2013 5:09:47 AM Barnas
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Re: Kick-butt overrides
Posted: 26 Aug 2005 07:52 AM
I think the chances are pretty low. Personally, I don't see what's wrong with the old animations.

-Barnas
Yasmyn is not online. Last active: 7/9/2008 5:20:14 PM Yasmyn
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Re: Kick-butt overrides
Posted: 26 Aug 2005 08:04 AM
The builders already have a huuuuge to-do list so I'd imagine these might be low down on their priorities - of course, if they look and like, they may go in, but that's up to themSmiley.

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Noscere is not online. Last active: 9/24/2005 4:13:21 PM Noscere
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Re: Kick-butt overrides
Posted: 26 Aug 2005 08:18 AM
I just got that error when one of my characters was tryin g on a ball gown, her nose was comming out of her clevage. looked odd to say the least. We chose a different outfit, obviously the ball gown was too big for her.

Never meddle in the affairs of Dragons for you are crunchy and taste good with ketchup.

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elk is not online. Last active: 4/10/2022 4:28:05 PM elk
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Re: Kick-butt overrides
Posted: 26 Aug 2005 08:31 AM
I just got that error when one of my characters was tryin g on a ball gown, her nose was comming out of her clevage. looked odd to say the least. We chose a different outfit, obviously the ball gown was too big for her.

Nope, that just happens sometimes when you try several robes in the crafting menu. Just accept the changes and it will be positioned correctly.

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Yasmyn is not online. Last active: 7/9/2008 5:20:14 PM Yasmyn
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Re: Kick-butt overrides
Posted: 26 Aug 2005 09:10 AM
I just got that error when one of my characters was tryin g on a ball gown, her nose was comming out of her clevage. looked odd to say the least. We chose a different outfit, obviously the ball gown was too big for her.

Yep, don't worry about that - it's a Bioware bug and happens everywhere I've seenTongue out.

Barnas: *coughs up a small gangster*

Barnas: ... I like pretty flowers.

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Noscere is not online. Last active: 9/24/2005 4:13:21 PM Noscere
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Re: Kick-butt overrides
Posted: 26 Aug 2005 09:21 AM
its ok, we didnt like the gown anyway he he

Never meddle in the affairs of Dragons for you are crunchy and taste good with ketchup.

Magick is tha ability to change, manipulate or destroy Reality
Veran is not online. Last active: 11/23/2017 9:36:59 PM Veran
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Re: Kick-butt overrides
Posted: 26 Aug 2005 10:09 AM
I think the chances are pretty low. Personally, I don't see what's wrong with the old animations.

-Barnas


If by "old animations" you mean the Bioware animations, then, sure, the bioware animations are great, they've made me happy for the last 5 years. They are professionals, and they've provided a finished product to the market.

If you mean Ragnarok's old animations, the overrides, well, this system is completely different than the override system(s). The overrides were... overrides, they erased all your NWN animations, and provided new ones, for everything. That meant that your cool monk had kung-fu, sure, but it also meant the kobolds outside town who were too poor to afford weapons, ALSO knew kung fu. Not only that, but the overridden effects were completely exclusive, and only those with the override would see the effects, which meant little to the likes of a persistant world. The only time I've ever used the overrides was in the official campaign.

This system incoperates a unique Animation set distribution through the Bioware Phenotype Supermodels. This allows a Module builder to assign individual creatures different animation sets. This way, When you go to the Ninja house on one side of the world, the two weapon assassins won't fight the exact same way as the Swashbuckling Pirates will on the other side of the world. I think this dynamic feature gives the world huge cultural flavor. Also, the animations can be assigned to players. Certain fighting styles are stacked too, so while there are 4 new phenotypes, there are really like 8 new styles, between unarmed, ranged, and weapon combat forms.

well, I think it's awesome. And converting monsters already in place in say, Vives, to new fighting styles would be as easy as changing their phenotypes on the finished products. The only complications I might see with adding the material would be adjusting certain head models to comply with specifics of the phenotype system, which they give easy step-by step instructions to do inside the hak. Even without these adjustments, the animations aren't in effect until they are assigned anyways, so if there is trouble they can always be easily turned off temporarily without having to remove the hak from the server.

Here's some details on the animations, what's your favorite?

The 4 weapon-based styles are Kensai, Assassin, Barbarian and Fencing. The unarmed combat sets are race-based and integral to the Kensai and Assassin styles. The archer animations are integral to the Assassin style.

The Kensai style is based on kenjutsu and is good for all weapon types. It uses martial arts specific to the character race when unarmed. Shields not recommended though some characters can get away with using a buckler or similar small shield. Larger shields will clip the character and generally look bad (Kensai were not supposed to use shields anyhow).

The Assassin style is good for 2-handed weapons, small blades, bows and crossbow weapons. Single weapon and dual wield uses reverse-grip for the blades. Two-handed weapons are wielded kensai-style. This style is intended to mimic the combat stances uses by ninja/kunoichi. The Assassin style uses martial arts specific to the character race when unarmed. Again, shields are not recommended though some people may get away with using a buckler or similar small shield.

The Barbarian style is intended to convey powerful attacks and strong weapon handling. The style can be used with all weapon types but is especially suited for strength-based characters that can wield and swing large 2-handed weapons (i.e., Greataxe) in one hand. Shields may be used freely with this style. No special martial-arts are included in this fighting style, so unarmed barbarians will duke it out in traditional NWN bar-brawling fashion.

The Fencing style is intended for single or dual-wield long blades (rapiers or scimitars) or a long-and-short blade combo (rapier and main-gauche). The style mimics European fencing stance and maneuvers. No special martial-arts are included in this fighting style so unarmed swordsmen will fight in traditional NWN style.

There are visual drawbacks to the fencing style. Using a shield definitely will look bad when using this animation set, and 2-handed weapons (polearms/greataxes/greatswords) are supported but not recommended.

A new draw-weapon animation has been created specifically for the fencing animation set which draws the weapons from the hip instead of from the back.

In addition, new dodge, combat-movement and parry animations are included to match the right-leg lead stance of the fencing style - as opposed to the left-leg lead espoused by NWN that the other weapon styles also follow.

The Legacy Saga
Applecorn is not online. Last active: 3/24/2008 6:25:15 AM Applecorn
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Re: Kick-butt overrides
Posted: 26 Aug 2005 10:20 AM
Barnas, I don’t think you actually took a look at this if you say there is nothing wrong with the old animations. There was also nothing wrong with Black and white TV until they came out with colour (though saying that I still like some B&W movies).

This is very cool, I suggest you guys try it out, then comment on what you think.

Cheers,

Applecorn
Yasmyn is not online. Last active: 7/9/2008 5:20:14 PM Yasmyn
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Re: Kick-butt overrides
Posted: 26 Aug 2005 10:48 AM
Correct me if I'm wrong (and I may be) but are these not client side haks in any case? I.e. you can install them on your machine and see the combat animations without them having to be installed server-side also.. that was certainly the case with most of this type of hak that I've seen used (interior ceilings, PC "hands", and the older combat-animation hak).

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Veran is not online. Last active: 11/23/2017 9:36:59 PM Veran
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Re: Kick-butt overrides
Posted: 26 Aug 2005 10:50 AM
Read my post. The old ones have been, this one (v.3) is not. Which sucks, because if you want them to be client side, you have to extract everything manually and just choose one fighting style, out of so many amazing ones.

The Legacy Saga
Barnas is not online. Last active: 7/24/2013 5:09:47 AM Barnas
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Re: Kick-butt overrides
Posted: 26 Aug 2005 10:56 AM
Barnas, I don’t think you actually took a look at this if you say there is nothing wrong with the old animations.

Please don't insult my intelligence. I downloaded them, installed them in a test mod, went out and killed a few goblins with various characters, and have decided that these animations would add exactly nothing to my gaming experience. I just don’t really care how NWN shows my character swinging a sword, or firing a bow. In my opinion, Vives has better things for its builders to spend time on than this.

-Barnas
Applecorn is not online. Last active: 3/24/2008 6:25:15 AM Applecorn
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Re: Kick-butt overrides
Posted: 26 Aug 2005 11:26 AM
Barnas, I am sorry if you took it that I was trying to insult your intelligent. But by the one line response it was difficult to tell if you actually did DL it.

Cheers,

Applecorn
Arathon is not online. Last active: 7/24/2013 7:30:18 AM Arathon
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Re: Kick-butt overrides
Posted: 26 Aug 2005 12:08 PM
I'm all for animations :)

It'd be worthwhile looking at them when some of the humongous building projects we have on the go are done and dustedSmileyThen we'll have more time to take a proper look and see if we can do something about them........... can't say when this is gonna be though, but thanks for linking Applecorn! :D

- Ara

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Yasmyn is not online. Last active: 7/9/2008 5:20:14 PM Yasmyn
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Re: Kick-butt overrides
Posted: 26 Aug 2005 01:47 PM
Read my post. The old ones have been, this one (v.3) is not. Which sucks, because if you want them to be client side, you have to extract everything manually and just choose one fighting style, out of so many amazing ones.

Which is why I said "I may be wrong". I was just asking. I don't see any need for the somewhat hostile tone, and I'm sorry, but no where in your post can I see anywhere that specifically says "These need to be server side, not client side, and they will only work properly on the server side so they must be implemented serverside". Your post may certainly have implied that to a more technically-minded NWN player, but I am not one of thoseWink.

Cheers, Yas

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Barnas: ... I like pretty flowers.

Barnas: I'm not a transvestite!
Dens is not online. Last active: 4/22/2009 7:31:28 PM Dens
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Re: Kick-butt overrides
Posted: 26 Aug 2005 02:17 PM
alrighty...

Might only be my imagination but this thread seems to carry some 'negative energies'.
[Edit: Sorry couldnt stop myself :p]
And I dont see any reason that such topic should cause it..

so, please try to keep the hostile tone/attitude away.

thanks.

---

Veran's post does imply that -
unlike the older system where you overriden all the animations of X type,
with this system you can choose each creature's unique set of animations.

This will require the builders to set each creature's animation set, which means going trough the pallete and modifying all the creatures in the mod.

You'll still need to override files, but they will only override the creatures the builder chooses.
(tho, as far as I can tell, you wont really need them to play, if you dont have them you just wont see the animations)

Really neat idea, but will take quite some time to implement, and as others said - it is not a top priority right now.

[hopefully this explained things better]
--

Not sure if the following will work - but is it possible to implement this only with some of the NPCs? (without changing the overrides ?)

Then, when a NPC is created it can be set to have a special animation - shouldnt take too much time. (tho, not sure how one sets a NPC as 'special' [besides giving him 4d20 dmg if course :p])

When there'll be time, other creautres could be changed untill all wanted creatures get modified.

also - if someone wont want to see certain animation/s he could just delete/not install the over riding files, right?

just a suggestion and again - not a top priority.

Dens

You are more than welcome to ignore my spelling mistakes =p
Veran is not online. Last active: 11/23/2017 9:36:59 PM Veran
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Re: Kick-butt overrides
Posted: 26 Aug 2005 02:39 PM
No no no no, Not hostile, Sorry Yas, I think you're awesome.... *searches for Smiley*

:-) There see, first smiley in vives forum history for Veran. I'm VERY sorry if you thought I was being snide or anything, I just made a short to-the-point answer, it was more of a "my brain is turned off right now" answer than a "I hate you Yas, Gar" answer... ok?

Second of all.. uhh.

If the hak was implemented, the builders do NOT have to change every creature in the server. ONLY the creatures they want to have the new animations, and ALL they have to do to make them use the new animations is change the monsters Phenotype (That's the Normal/heavy selection for ... character size.) That's It. I was figuring it would be easy just to go into someplace like... say, the pirate island, and change the phenotypes of the blueprints of all 10 monsters to... say, whichever phenotype is the fencing phenotype, and poof, now the whole island is full of Swashbucklers. I can't see changing the phenotypes of 10 blueprints taking more than 4 minutes. That's a small example though. As I see it, the new animations should be reserved for special places, like night mask island, or Undraeth... with maybe changing a few skeleton chieftians here and there to the barbarian phenotype.

...

Yeah.

Edit: oh, and from what I can see, it's not an override at all, so don't worry about some people being able to see it, and people downloading their own overrides, if we use it, it will have to be implemented in a hak, likely during our next hak (with those arcane shields!) so... don't worry about crazy overhaul for everybody. The FIRST animation set (V.2) is an override, and that's why this thread was called "Kick-butt overrides"

oh, and since this thread should be for overrides.. (I think we might already have a "Reccommended overrides thread, not sure) but Yas, or anyone else who has a link to the interior cave ceilings and hands overrides should... Post links here! We got a little carried away with the animation thing, my fault.

The Legacy Saga
Applecorn is not online. Last active: 3/24/2008 6:25:15 AM Applecorn
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Re: Kick-butt overrides
Posted: 08 Nov 2005 03:10 AM
heh, jsut wanted to say that this is still very cool! :D
Ch'ang is not online. Last active: 12/29/2007 2:38:07 PM Ch'ang
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Re: Kick-butt overrides
Posted: 15 Aug 2006 02:22 AM
I must say it is a shame these havent been implemented. *runs to hide*


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