EFU Haks

Started by Howlando, July 28, 2013, 02:09:17 AM

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VengefulSeraphim

One of the best haks around in my opinion, this allows you to use some of the really well made KotOR heads in-game. A must-have considering the quality. I mean just look at the tattooed head there.

http://nwvault.ign.com/View.php?view=Screenshots.Detail&id=420

granny

Quote from: VengefulSeraphim;348474One of the best haks around in my opinion, this allows you to use some of the really well made KotOR heads in-game. A must-have considering the quality. I mean just look at the tattooed head there.

http://nwvault.ign.com/View.php?view=Screenshots.Detail&id=420

if not the best!
I love some of the heads there... a really nice addition if implemented!

djspectre

I have not read the other posts here, but the efu launcher now fails when I load the game.

I found the problem and it was that I didn't have a hak folder already.

If you don't have a nwn/hak folder  you will have to manually create one in order for the launcher to work.

Plus when I tried to login using regular UI (not the EFU launcher, but using the Multiplayer menu) it let me log into the server, but when I chose my character and clicked okay, it came back with a message saying I didn't have certain hacks. When I clicked okay on that dialog box it closed the game.

I assume this is a known issue, but I'll reiterate it here.

Knight Of Pentacles

Be sure to run it as Administrator.

Ebok

I would like simple instructions, followed by plain click to download copies of these Haks available. The download manually option makes me do a workaround I am not sure even works.

I have downloaded all the files manually (or attempted too), and none of them function. So if this could be setup like any other hak out there, I would appreciate it. Also, if and when people update it, there needs to be manual alters too, so they just don't stop working.

el groso

Morningstars that look like flails really bother me, I don't know about you all. So, this here hak fixes that.

"The morning star is a medieval weapon consisting of a spiked club resembling a mace, usually with a long spike extending straight from the top and many smaller spikes around the particle of the head. The spikes distinguish it from a mace, which can have, at most, flanges or small knobs."
"The term flail refers to two different weapons: one a two-handed infantry weapon derived from an agricultural tool, and the other a one-handed weapon. The defining characteristic of both is that they involve a separate striking head attached to a handle by a flexible rope, strap, or chain."
- Wikipedia

The Band Played On

Books, musical instruments, flags, crystal balls, holy symbols your PC (or NPC) can hold.

http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=3833

Merrick

I support portraits being added. Maybe use a website tool to upload with a 60 day limit before being deleted. If 100 portraits are added in 60 days that is only 100 mb at the large size of 1 mb, most are less. A relatively small file in my view. Forget if it was this thread or another where I read this discussion on portraits.

Bearic

in case you ever wanted a script to keep Trolls alive until killed with fire or acid:
 
// death script for a troll
// .. trolls can only be killed by fire/acid damage
#include "NW_I0_GENERIC"
// was this creature damaged by acid or fire?
int IsFireAcidDamaged(object oSelf)
{
    int nFireDmg = GetLocalInt(oSelf, "nFireDmg");
    int nAcidDmg = GetLocalInt(oSelf, "nAcidDmg");
    int nA = GetDamageDealtByType(DAMAGE_TYPE_ACID);
    int nF = GetDamageDealtByType(DAMAGE_TYPE_FIRE);
    if (nFireDmg > 0 || nAcidDmg > 0 || nF > 0 || nA > 0)
    {
        return(TRUE);
    }
    return(FALSE);
}
// resurrect this creature with 25% hit points
void Resurrect(object oSelf)
{
    int nHits = GetMaxHitPoints(oSelf)/4;
    SetPlotFlag(oSelf, FALSE);
    ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), oSelf);
    ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHits), oSelf);
    AssignCommand(oSelf, SetIsDestroyable(TRUE, TRUE, TRUE));
    AssignCommand(oSelf, ClearAllActions(TRUE));
    AssignCommand(oSelf, DetermineCombatRound());
}
// resurrect after awhile if no fire or acid damage
// .. also put a cap on the maximum number of times we can come back to life
// .. otherwise we'd have an XP exploit and some frustrated players
void main()
{
    object oSelf = OBJECT_SELF;
    int nCount = GetLocalInt(oSelf, "nResurrectedCount");
    if (!IsFireAcidDamaged(oSelf) && nCount < 5)
    {
        SetLocalInt(oSelf, "nResurrectedCount", ++nCount);
        SetPlotFlag(oSelf, TRUE);
        AssignCommand(oSelf, SetIsDestroyable(FALSE, TRUE, TRUE));
        AssignCommand(oSelf, ClearAllActions(TRUE));
        DelayCommand(12.0, Resurrect(oSelf));
    }
}

 
Editted to add, it replaces the OnDeath, script

el groso

Well, this is awesome, please do it!

Quote from: Bearic;352841in case you ever wanted a script to keep Trolls alive until killed with fire or acid:
 
// death script for a troll
// .. trolls can only be killed by fire/acid damage
#include "NW_I0_GENERIC"
// was this creature damaged by acid or fire?
int IsFireAcidDamaged(object oSelf)
{
    int nFireDmg = GetLocalInt(oSelf, "nFireDmg");
    int nAcidDmg = GetLocalInt(oSelf, "nAcidDmg");
    int nA = GetDamageDealtByType(DAMAGE_TYPE_ACID);
    int nF = GetDamageDealtByType(DAMAGE_TYPE_FIRE);
    if (nFireDmg > 0 || nAcidDmg > 0 || nF > 0 || nA > 0)
    {
        return(TRUE);
    }
    return(FALSE);
}
// resurrect this creature with 25% hit points
void Resurrect(object oSelf)
{
    int nHits = GetMaxHitPoints(oSelf)/4;
    SetPlotFlag(oSelf, FALSE);
    ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectResurrection(), oSelf);
    ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectHeal(nHits), oSelf);
    AssignCommand(oSelf, SetIsDestroyable(TRUE, TRUE, TRUE));
    AssignCommand(oSelf, ClearAllActions(TRUE));
    AssignCommand(oSelf, DetermineCombatRound());
}
// resurrect after awhile if no fire or acid damage
// .. also put a cap on the maximum number of times we can come back to life
// .. otherwise we'd have an XP exploit and some frustrated players
void main()
{
    object oSelf = OBJECT_SELF;
    int nCount = GetLocalInt(oSelf, "nResurrectedCount");
    if (!IsFireAcidDamaged(oSelf) && nCount < 5)
    {
        SetLocalInt(oSelf, "nResurrectedCount", ++nCount);
        SetPlotFlag(oSelf, TRUE);
        AssignCommand(oSelf, SetIsDestroyable(FALSE, TRUE, TRUE));
        AssignCommand(oSelf, ClearAllActions(TRUE));
        DelayCommand(12.0, Resurrect(oSelf));
    }
}

Zool

Did you add in any custom weapons yet? I've successfully added them to another server complete with feats and could explain any of that process if wanted.

HerDarkMajesties

Have the DM team had a discussion on the question / feasability of adding custom weapons yet? It seems a fairly popular choice for hak addition amongst the playerbase. I'd personally quite like to see short spears / falchions / mauls added.

Paha

We have, and it comes when possible, as might some other stuff. It simply requires work and me being one mostly on it, it gets done when I have dealt with far more important RL matters.

xXCrystal_Rose

I meant to post this a long time ago but forgot where I saved the picture. A nice hak suggestion. I forgot the name of this tileset but I can try and dig around a bit for it.



el groso

Adventurers Backpacks

EFU Needs dynamic inventory (slung shields, weapons, etc).

This KRS inventory system looks amazing, and if it could be implemented in EFU would really raise the bar as far as EFU aesthetics go.

Just the inventory system:


The complete system, which includes open faced helms: