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morez Offline OP
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Is there any way to have an NPC template that behaves the same way like player characters regarding equipment options ?

So far i only see certain root templates that offer me - depending on their root - restricted options how to make them look like. A civilian never will get access to a knight's helmet. helmets are even under Hair styles. Armor and helmets don't apply / are visible ! This is good to keep things simple but annoying when you have to try all kind of dwarven rich, rogue, civilian and cycle through their armor parts to get the look you want.

Is there there a way to have a nude base character which I outfit with armor that is designed to my needs ( can you choose the visible parts of an amror when creating ?)

All I want is a player character like nude template that's look i do by equipping. Same procedure like player characters. Would be great to import that into the GM Mode. Any chance to influence the look of an armor helmet weapon in the Gm mode btw ?

Any way to empower a player to craft the look of their equipment by cycling through all available assets ?


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You can create custom visual sets in the resource manager and then assign them to a root template. There is not yet a wiki page or guide for this type of resource though.

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Thank you for answering. I love to read DEV comments.

Sounds good. I will tinkering with other stuff so far and wait for a guide, if that is supposed to come in near future. Still I was wondering if in GM Mode you can create / change the visuals of an armor directly of if GM an Players could get access to that by for example interacting with some scripted object. (like the mirror in D:OS1)

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No guide to creating visual sets will be up any time soon so I will drop a short how-to here:

to modify an existing visual set resource, open the resource manager, filter out all non-visual sets by right clicking visual set icon (two teapots), and double click the visual set you wish to edit. A dialog named "Character Visualset" should open.

Now you can add visuals to this visual set resource by selecting a visual in the resource manager (the resource with the single teapot icon) and clicking the "Add" button in the visual set editor dialog.

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Thanks again. Two dev answers. Made my day.

OK. Then I'll go messing around with visual sets. I guess the proper workflow to copy an asset, associate it to a selfmade texture also will be to mess with visual sets. Beside the material editor.

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Sorry! One more question. Is it possible for NPCs that they are equipable like Player characters. I mean hat they are nude without any euipment and get their look from equipment in the armor/ helm slot.

So far it seams only character set to Players behave like that. Though these are not possable in GM mode obviously.
Could it be that all NPCs always eill refer to their visual sets rather their equipped armor ? Would like to know. Thanks a lot in advance.

EDIT: is one slot (head/hair/upperbody...) in the visual sets restricted to around 16 visuals (models) ???

Last edited by morez; 21/09/17 08:15 AM.
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Make that 3 dev answers.

NPCs always refer to their visual set.
You might be able to override it by setting the isPlayer parameter to true and back to false, but if that works it will only take what is equipped at that time, it won't keep updating later on if anything else changes without doing the same trick again.

There is indeed a limit set per slot at the moment (we could look into improving this if necessary?):
- general: 14
- helmet: 30
- cloth color: 62


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morez Offline OP
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Thank you so much! That is a huge time saver for me. Finally i can stop tinkering around to find a solution for something that is impossible anyway. No big deal. Actually good game design when i think about it.

SUGGESTION: threads with DEV comment should be marked with a special icon (larian logo) imho. Also there could be community experts (besides moderators) who can set a thread icon to expert once they think they gave an expert answer. I'd love that.

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Seems like an odd limitation to impose. Just let all equipment added to slots override the NPCs default skin/equipment.


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Originally Posted by Larian_KVN

There is indeed a limit set per slot at the moment (we could look into improving this if necessary?):
- general: 14
- helmet: 30
- cloth color: 62


Actually YES you should improve this. ! Definately. I mean it is still cool to have some "classes" like civilians/ armor heavy etc where you can hit the random button and nothing too much out of shape appears. But generally i like to browse through all assets.

I am fine with armor not getting visually equipped by NPCs but would like to have easier options to create the look of an armor for PCs. I i create the divine chainmail of ancient superpower id like to get the looks right.

Dont know if its in the game already but would like to have a mirror for players tat is also changing the armor visuals ( well lets call if fashion anvil or whatsoever)

Last edited by morez; 21/09/17 07:58 PM.
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[quote] NPCs always refer to their visual set.
You might be able to override it by setting the isPlayer parameter to true and back to false, but if that works it will only take what is equipped at that time, it won't keep updating later on if anything else changes without doing the same trick again.

There is indeed a limit set per slot at the moment (we could look into improving this if necessary?):
- general: 14
- helmet: 30
- cloth color: 62[/quote]

When I right-click a resource, and choose 'Create New From Selected', a message appears: No evaluable packages!
I tried several of these and gave the message table. What should I do?

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Originally Posted by Layon


When I right-click a resource, and choose 'Create New From Selected', a message appears: No evaluable packages!
I tried several of these and gave the message table. What should I do?

You are sure to you tried with a visual set / double tea can icon ?

Same message i got with visuals when i tried to associate within a new visual a mesh with another material. But thats another issue.

Last edited by morez; 22/09/17 05:12 PM.
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Originally Posted by Larian_KVN
You might be able to override it by setting the isPlayer parameter to true and back to false...


How does one do this? is this in the engine or in GM mode?

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Does anyone know if you can make it so that the visual set dosen't get overwritten for the player?

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A person has found the solution to add stats to an npc?


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