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Need help to change inquisition guard armor


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Hey I'm trying to change equipment of the inquisition guard.

The six creatures I found are:

rank     -       creature name                      - itemtype id - equipset id

Standard - "Helf_Inqgarde_Officer_female_01",       - 6629        - 490
Elite    - "Helf_Inqgarde_Soldier_female_01_elite", - 6630        - 254
Elite    - "Helf_Inqgarde_Officer_female_01_elite", - 6629        - 490
Standard - "Helf_Inqgarde_Soldier_DR_startquest",   - 6630        - 254
Standard - "Helf_Inqgarde_Soldier_female_01",       - 6630        - 254
Standard - "Helf_WL_Inqgarde_Soldier_female_01",    - 6630        - 254

6629 and 6630 are only one which uses the only two female gr2 models:

"models/npc/highelves/inquisitor-w-officer/v_inq-w-officer.GR2",
"models/npc/highelves/inquisitor-w-soldier/v_inq-w-soldier@v1.GR2",

There's also a t-energy model, but that doesn't count.

So first I increased the equipslots on the two itemtypes in creatureinfo.txt so they'd hold armor:

newCreatureInfo = {
  type         = 6629,
  walkSpeed    = 50,
  runSpeed     = 130,
  fightDistMin = 12,
  fightDistMax = 16,
  gender       = 3,
  agegroup     = 3,
	validEquipSlots = "EID_WEAPON_L + EID_SHIELD_L + EID_WEAPON_R + EID_HELMET + EID_SHOULDER + EID_CHEST + EID_ARM + EID_HAND + EID_LEG + EID_BOOT + EID_BELT + EID_BELT_SKIRT",
	defaultSMType = SMT_DEFAULT,
	behaviour     = "WildAnimal",
  hair1Itemtype = 0,
  hair2Itemtype = 0,
  hair3Itemtype = 0,
  hair4Itemtype = 0,
  hair5Itemtype = 0,
  hair6Itemtype = 0,
  tailItemtype  = 0,
	dangerClass   = 4,
  weight        = 60,
	eBloodEffect  = "BLOODFX_RED",
}
mgr.creatureInfoCreate(newCreatureInfo);

newCreatureInfo = {
  type         = 6630,
  walkSpeed    = 40,
  runSpeed     = 130,
  fightDistMin = 12,
  fightDistMax = 16,
  gender       = 3,
  agegroup     = 3,
	validEquipSlots = "EID_WEAPON_L + EID_SHIELD_L + EID_WEAPON_R + EID_HELMET + EID_SHOULDER + EID_CHEST + EID_ARM + EID_HAND + EID_LEG + EID_BOOT + EID_BELT + EID_BELT_SKIRT",
	defaultSMType = SMT_DEFAULT,
	behaviour     = "WildAnimal",
  hair1Itemtype = 0,
  hair2Itemtype = 0,
  hair3Itemtype = 0,
  hair4Itemtype = 0,
  hair5Itemtype = 0,
  hair6Itemtype = 0,
  tailItemtype  = 0,
	dangerClass   = 5,
  weight        = 60,
	eBloodEffect  = "BLOODFX_RED",
}
mgr.creatureInfoCreate(newCreatureInfo);

So I tried to add my two newly created test items to weaponpool.txt:

mgr.addWeaponPool {
	dbid = 1269,
	prefDmg = 1,
	prefDmgProb = 0,
	content = {16,},
	contentProb = {1,},
}
mgr.addWeaponPool {
	dbid = 1270,
	prefDmg = 1,
	prefDmgProb = 0,
	content = {17,},
	contentProb = {1,},
}

and then add them to the two equipsets and increase the reserveEquipstes's second entry by 4:

mgr.reserveEquipsets(381,1082)

-- NPC_HE_Inqiguard_sword_shield
mgr.createEquipset {
	id = 490,
	set = {
		{ 664, EQUIPSLOT.WEAPON_R, 1},
		{ 1193, EQUIPSLOT.SHIELD_L, 1},
		{ 1269, EQUIPSLOT.CHEST, 1},
		{ 1270, EQUIPSLOT.ARM, 1},
	}
}

-- NPC_HE_Inqiguard
mgr.createEquipset {
	id = 254,
	set = {
		{ 664, EQUIPSLOT.WEAPON_R, 1},
		{ 664, EQUIPSLOT.WEAPON_L, 1},
		{ 1269, EQUIPSLOT.CHEST, 1},
		{ 1270, EQUIPSLOT.ARM, 1},
	}
}

Does not work. Don't know what I did wrong. The items exist, I can force-drop them from quest.txt and even equip them.

Also despite not being scripted in equipsets.txt, the officers already have armor equipped in spite of only having weapon and shield scripted. It doesn't make sense, where do they come from?:blink:

 

If anyone can help me pls, it'd be appreciated:smile::)

 

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  • gogoblender changed the title to Need help to change inquisition guard armor

Try the following:

-- NPC_HE_Inqiguard_sword_shield
mgr.createEquipset {
	id = 490,
	set = {
		{ 664, EQUIPSLOT.WEAPON_R, 1},
		{ 1193, EQUIPSLOT.SHIELD_L, 1},
		{ 1269, EQUIPSLOT.AUTO, 0},
		{ 1270, EQUIPSLOT.AUTO, 0},
	}
}

-- NPC_HE_Inqiguard
mgr.createEquipset {
	id = 254,
	set = {
		{ 664, EQUIPSLOT.WEAPON_R, 1},
		{ 664, EQUIPSLOT.WEAPON_L, 1},
		{ 1269, EQUIPSLOT.AUTO, 0},
		{ 1270, EQUIPSLOT.AUTO, 0},
	}
}

 

  • Thanks! 1
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8 hours ago, Lindor said:

Also despite not being scripted in equipsets.txt, the officers already have armor equipped in spite of only having weapon and shield scripted. It doesn't make sense, where do they come from?

Their armor is part of their base model.  Anything you try to add will just appear on top of it (or worse, clipping through it).

That does bring up an alternative way to equip armor, and that is adding the itemtypes directly in the creatureinfo.txt entry, using the the eq_fallback line.  I prefer to do this with armor sometimes, because it requires much less scripting.

  • Thanks! 1
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9 hours ago, dimitrius154 said:

Try the following:

-- NPC_HE_Inqiguard_sword_shield
mgr.createEquipset {
	id = 490,
	set = {
		{ 664, EQUIPSLOT.WEAPON_R, 1},
		{ 1193, EQUIPSLOT.SHIELD_L, 1},
		{ 1269, EQUIPSLOT.AUTO, 0},
		{ 1270, EQUIPSLOT.AUTO, 0},
	}
}

-- NPC_HE_Inqiguard
mgr.createEquipset {
	id = 254,
	set = {
		{ 664, EQUIPSLOT.WEAPON_R, 1},
		{ 664, EQUIPSLOT.WEAPON_L, 1},
		{ 1269, EQUIPSLOT.AUTO, 0},
		{ 1270, EQUIPSLOT.AUTO, 0},
	}
}

 

I see, but doesn't work either

 

5 hours ago, Flix said:

That does bring up an alternative way to equip armor, and that is adding the itemtypes directly in the creatureinfo.txt entry, using the the eq_fallback line.

If I do it with this method, all the guards disappear/don't even spawn in. BUT the questmarker for Bettina Wegener is still there and the hp bar with the text saying "Schirka Alana" is there for my inquisitor in spite of Schirka not spawning in:dntknw:

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When I disabled EE, I was getting the error message 10 (lokale verbindung abgebrochen) whenever I try to start a game session. The game loads, all the characters show up in the main menu, but I can't start a server.

 

I disabled EE, disabled CM-Patch and did the steam option to check all local files for mistakes (33 found). I thought this would reset my game into Vanilla Ice & Blood, bu I'm still getting the error message.

 

I will try to uninstall and reinstall the game completely via steam, delete all savefiles and see if I'm still getting the error message afterwards.

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1 hour ago, Lindor said:

I will try to uninstall and reinstall the game completely via steam, delete all savefiles and see if I'm still getting the error message afterwards.

Done. I'm still getting the same error. Seems like EE fixes it somehow.

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Oh and by the way:

Spoiler

allgemein:

Name der fehlerhaften Anwendung: s2gs.exe, Version: 2.65.2.0, Zeitstempel: 0x4b27a363
Name des fehlerhaften Moduls: s2core.dll, Version: 2.65.2.0, Zeitstempel: 0x4b27a297
Ausnahmecode: 0xc0000005
Fehleroffset: 0x00095fa1
ID des fehlerhaften Prozesses: 0xea4
Startzeit der fehlerhaften Anwendung: 0x01d8a9d219b9a6fb
Pfad der fehlerhaften Anwendung: *Sacred 2 installation path*\system\s2gs.exe
Pfad des fehlerhaften Moduls: *Sacred 2 installation path*\system\s2core.dll
Berichtskennung: 32dff1d0-f6a5-4007-bf86-daba478381d0
Vollständiger Name des fehlerhaften Pakets: 
Anwendungs-ID, die relativ zum fehlerhaften Paket ist: 

details:

- <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
- <System>
  <Provider Name="Application Error" /> 
  <EventID Qualifiers="0">1000</EventID> 
  <Version>0</Version> 
  <Level>2</Level> 
  <Task>100</Task> 
  <Opcode>0</Opcode> 
  <Keywords>0x80000000000000</Keywords> 
  <TimeCreated SystemTime="2022-08-06T20:21:29.8211687Z" /> 
  <EventRecordID>54220</EventRecordID> 
  <Correlation /> 
  <Execution ProcessID="0" ThreadID="0" /> 
  <Channel>Application</Channel> 
  <Computer>*censored*</Computer> 
  <Security /> 
  </System>
- <EventData>
  <Data>s2gs.exe</Data> 
  <Data>2.65.2.0</Data> 
  <Data>4b27a363</Data> 
  <Data>s2core.dll</Data> 
  <Data>2.65.2.0</Data> 
  <Data>4b27a297</Data> 
  <Data>c0000005</Data> 
  <Data>00095fa1</Data> 
  <Data>ea4</Data> 
  <Data>01d8a9d219b9a6fb</Data> 
  <Data>*Sacred 2 installation path*\system\s2gs.exe</Data> 
  <Data>*Sacred 2 installation path*\system\s2core.dll</Data> 
  <Data>32dff1d0-f6a5-4007-bf86-daba478381d0</Data> 
  <Data /> 
  <Data /> 
  </EventData>
  </Event>

 

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Posted (edited)

I know what I did wrong, at least for Flix' solution, why the equipsets.txt doesn't works, no idea. eq_fallback uses itemtype IDs, not blueprint IDs. I corrected that and, well, it, uhm - look yourself:

yqELsob.jpeg

EDIT: it happens because all the inquisitor's  models are vertex-animated, I think. Using non-inquisitor models works fine.
But maan, the inquisitor's mutation set helmet was the best fitting for what I have in mind (although the crown-like spikes don't fit). Can't think of a helmet which comes closer to this:

045a74f2d557ccc5737918e7db89a5ee.jpg

@dimitrius154 If I set something up in blender and send it to you, would you eventually convert it to .gr2 for me?

Edited by Lindor
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6 hours ago, Lindor said:
  <Data>s2gs.exe</Data> 
  <Data>2.65.2.0</Data> 
  <Data>4b27a363</Data> 
  <Data>s2core.dll</Data> 
  <Data>2.65.2.0</Data> 
  <Data>4b27a297</Data> 
  <Data>c0000005</Data> 
  <Data>00095fa1</Data> 

This one points to the IsCreature function in s2core.dll. Hmm... either there's a script file formatting error, or you are using the same saves for all the experiments and do not crash the game to avoid on-exit saving.

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5 hours ago, Lindor said:

 If I set something up in blender and send it to you, would you eventually convert it to .gr2 for me?

Animated models always seem to require the bone-to-vertex connection to be restored, but the result model will be fairly close to the original.

  • Thanks! 1
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Posted (edited)
1 hour ago, dimitrius154 said:

Animated models always seem to require the bone-to-vertex connection to be restored, but the result model will be fairly close to the original.

Just a static model, a helmet for inquisition guard:

https://drive.google.com/file/d/1eRFjsn44-Z1zhjM8VWYdTKRK5EKcuWde/view?usp=sharing

Exported to .obj with .mtl material, I hope it exported the texture with it. I don't know how to add bone joints in blender, hopefully it works :)

EDIT: I think I accidentally exported the female inquisition guard model which I used as reference for size and the image of a redguard helmet which I used as reference to create the mesh together with the helmet's mesh, you can delete those:sweating:

 

Edited by Lindor
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Posted (edited)
2 hours ago, dimitrius154 said:

OBJ->Max solutions do not transfer textures.

Even if I've sent you the .mtl with it? Well I could export it to another standard blender format, do you have a recommendation? Or I could send you the .blend file. Doesn't this also save all the steps of the creation process?

2 hours ago, dimitrius154 said:

The game is Oblivion, or Skyrim?

As I said I created the model and texture completely by myself from scratch. Was using pak/graphics05/models/npc/highelves/inquisitor-w-officer/v_inq-w-officer.GR2 as reference for the size and https://I.pinimg.com/originals/04/5a/74/045a74f2d557ccc5737918e7db89a5ee.jpg as reference for how I want it to look.

But good idea, I could make a skyrim mod with the model:D

Edited by Lindor
  • Like! 1
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16 minutes ago, Lindor said:

Well I could export it to another standard blender format, do you have a recommendation? Or I could send you the .blend file. Doesn't this also save all the steps of the creation process?

An exported texture of the model should be enough, the conversion does not corrupt the UV matrix.

  • Like! 1
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Posted (edited)
9 minutes ago, dimitrius154 said:

An exported texture of the model should be enough, the conversion does not corrupt the UV matrix.

Simple 2-color texture:

Dvuhr6C.png

Edited by Lindor
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Just sad that they can't dual-wield, would've love to give 'em elite officers double-bladed lightsabers. Or even better, make them double-bladed sabers a 1h-weapon and give them two:lol:

But I can't do that, need help to change the bone-to-vertex connection from two-handed to one-handed?

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12 minutes ago, dimitrius154 said:

The helmet in question clips with both the inquisition guard soldier and officer model.

Hmm I thought it was possible to solve the clipping issue with FLAG_EQUIPCUT + FLAG_DISABLEHAIR ?

13 minutes ago, dimitrius154 said:

The result also looks like... Cucurbito the Pumpkin.

WDYM? Can you post a picture of how the helmet looks on the model?

 

I can maybe smoothen the model a little bit, dntknow my blender skills are little bit rusted and amateur

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11 minutes ago, Lindor said:

WDYM? Can you post a picture of how the helmet looks on the model?

Well:

image.png.ede7628f57ce4b8f38f097622dee9acf.png

I don't even have to skin it to tell there's gonna be a lot of giggling...

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13 minutes ago, Lindor said:

Hmm I thought it was possible to solve the clipping issue with FLAG_EQUIPCUT + FLAG_DISABLEHAIR ?

PC models are actually made of "parts", one of those is the "head". NPC models are solid.

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8 minutes ago, dimitrius154 said:

Well:

image.png.ede7628f57ce4b8f38f097622dee9acf.png

I don't even have to skin it to tell there's gonna be a lot of giggling...

Uhmm...

QnXAj4e.png

What happened?

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Looks like some heavy conversion distortion. 

But, even with the original preserved, due to it's dimensions, the helm would look like the paper-bag, from, umm, "A Very Scary Story" movie, if I remember correctly.

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1 hour ago, dimitrius154 said:

PC models are actually made of "parts", one of those is the "head". NPC models are solid.

I can make individual parts of the officer's / soldier's models invisible with the alpha channel of the texture.

I will provide another model. Do you have blender? If so, I can provide the .blend file, so you can try all different formats to find the one which has the least amount of conversion distortion.
I'm also thinking about a cape, but first comes the helmet.

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