Lindor 429 Posted August 6, 2022 Share Posted August 6, 2022 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? If anyone can help me pls, it'd be appreciated Link to comment
dimitrius154 612 Posted August 6, 2022 Share Posted August 6, 2022 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}, } } 1 Link to comment
Flix 5,116 Posted August 6, 2022 Share Posted August 6, 2022 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. 1 Link to comment
Lindor 429 Posted August 6, 2022 Author Share Posted August 6, 2022 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 Link to comment
dimitrius154 612 Posted August 6, 2022 Share Posted August 6, 2022 Something's not right. Restore all(all subfolders included) the original EE script files, introduce the weapon and armor alterations, then check again. Link to comment
Lindor 429 Posted August 6, 2022 Author Share Posted August 6, 2022 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. Link to comment
Lindor 429 Posted August 6, 2022 Author Share Posted August 6, 2022 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. Link to comment
Lindor 429 Posted August 6, 2022 Author Share Posted August 6, 2022 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> Link to comment
Lindor 429 Posted August 6, 2022 Author Share Posted August 6, 2022 (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: 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: @dimitrius154 If I set something up in blender and send it to you, would you eventually convert it to .gr2 for me? Edited August 6, 2022 by Lindor Link to comment
dimitrius154 612 Posted August 7, 2022 Share Posted August 7, 2022 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. Link to comment
dimitrius154 612 Posted August 7, 2022 Share Posted August 7, 2022 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. 1 Link to comment
Lindor 429 Posted August 7, 2022 Author Share Posted August 7, 2022 (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 Edited August 7, 2022 by Lindor Link to comment
dimitrius154 612 Posted August 7, 2022 Share Posted August 7, 2022 OBJ->Max solutions do not transfer textures. The game is Oblivion, or Skyrim? Link to comment
Lindor 429 Posted August 7, 2022 Author Share Posted August 7, 2022 (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 Edited August 7, 2022 by Lindor 1 Link to comment
dimitrius154 612 Posted August 7, 2022 Share Posted August 7, 2022 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. 1 Link to comment
Lindor 429 Posted August 7, 2022 Author Share Posted August 7, 2022 (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: Edited August 7, 2022 by Lindor Link to comment
Popular Post Lindor 429 Posted August 7, 2022 Author Popular Post Share Posted August 7, 2022 Star Wars feeling intensifies Now only need the helmet model from Dmitriy, and there'll be red- and black guards And maybe add the flag to the shoulder to prevent clipping 2 Link to comment
Lindor 429 Posted August 8, 2022 Author Share Posted August 8, 2022 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 But I can't do that, need help to change the bone-to-vertex connection from two-handed to one-handed? Link to comment
dimitrius154 612 Posted August 8, 2022 Share Posted August 8, 2022 The helmet in question clips with both the inquisition guard soldier and officer model. The result also looks like... Cucurbito the Pumpkin. Link to comment
Lindor 429 Posted August 8, 2022 Author Share Posted August 8, 2022 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 Link to comment
dimitrius154 612 Posted August 8, 2022 Share Posted August 8, 2022 11 minutes ago, Lindor said: WDYM? Can you post a picture of how the helmet looks on the model? Well: I don't even have to skin it to tell there's gonna be a lot of giggling... Link to comment
dimitrius154 612 Posted August 8, 2022 Share Posted August 8, 2022 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. Link to comment
Lindor 429 Posted August 8, 2022 Author Share Posted August 8, 2022 8 minutes ago, dimitrius154 said: Well: I don't even have to skin it to tell there's gonna be a lot of giggling... Uhmm... What happened? Link to comment
dimitrius154 612 Posted August 8, 2022 Share Posted August 8, 2022 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. Link to comment
Lindor 429 Posted August 8, 2022 Author Share Posted August 8, 2022 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. Link to comment
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