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#1 |
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![]() ![]() ![]() ![]() Join Date: July 11, 2001
Location: Austin, Texas
Age: 43
Posts: 525
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Not sure if this is common knowledge or not, but here is something to make your playing experience more enjoyable [img]smile.gif[/img]
Well if you didn't already know, there's a way to access a hidden Violence Level slider bar to increase blood and gore. When set at the max, critical hits and over-kills will cause "chunkage" to the extreme, and combat is more bloody in general. Here's how to access the slider bar of violence: 1. Open NwNplayer.ini in the Neverwinter Nights\NWN folder. 2. Look under [Game Options] 3. Change the Memory Level=1 to 2 4. Change the Memory Access=1 to 2. 5. Then start up NWN. 6. Go to Options. 7. Go to Game Options. 8. Change the Violence Level on the slider bar all the way to the right to Special. The extra blood and gore have no adverse effects on multiplayer. You will see the increased violence on your screen, but others in the game will see things as "normal" unless they also have the secret violence level. You can even set a violence level password to protect your kids, spouse, pets, etc., from using it. I think this is a nice way to counter the fact that enemy corpses disappear so fast in NWN. Happy hunting [img]smile.gif[/img]
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There more of it there is,<br />The less you see. |
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#2 |
Red Wizard of Thay
![]() Join Date: November 23, 2001
Location: That coffee stain on your map (Australia)
Age: 38
Posts: 868
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[Mr. Burns mode] Excelent.... *runs off to make final boss turn into little tiny bits* [img]graemlins/hehe.gif[/img]
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#3 |
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![]() ![]() ![]() ![]() Join Date: June 15, 2001
Location: Virginia, USA
Age: 44
Posts: 543
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Oh, this is perfect. Excellent indeed.
And the whole time I was thinking how I missed the Baldur's Gate flying chunkage from critical hits! Well, that is no longer a problem. Now i can wreak bloody carnage the RIGHT way. [img]graemlins/showoff.gif[/img] Thanks Darkman. Actually, this reminds me of a question I have about activating the cheat console, but i'll post it in a separate thread. [ 09-26-2002, 09:10 AM: Message edited by: Debaser ]
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wHiTe MoOn\'S HoT...tHe OtHeR SiDe\'S NoT |
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#4 |
Dracolisk
![]() Join Date: January 5, 2002
Location: Guantanamo Bay, Cuba
Age: 39
Posts: 6,043
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WHOAH! SWEET! Now I don't just kill my oponents! I shater them! *Nerdy laugh*Muwahaahahhahah!
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[img]\"http://membres.lycos.fr/th8or/ZeroSigForIronworks.gif\" alt=\" - \" /> o.o; |
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#5 | |
Ironworks Moderator
![]() Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 49
Posts: 14,759
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Wow! Thanks! That is pretty good stuff.
by the way,,, Quote:
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#6 |
Quintesson
![]() Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 44
Posts: 1,088
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Most excellent! Loving it
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#7 |
Fzoul Chembryl
![]() ![]() ![]() ![]() Join Date: June 14, 2001
Location: Vermont
Age: 33
Posts: 1,752
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Uh oh, I did what you said but the bar won't go all the way over to special! It only goes up to full! Help!!!! [img]graemlins/1pissed.gif[/img]
[ 09-30-2002, 08:31 PM: Message edited by: Willard ]
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#8 |
Legion Symbol
![]() Join Date: May 29, 2002
Location: Somewhere in between
Age: 40
Posts: 7,029
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mwhahah... lets fight morag again... teach em to mess with MY aribeth... [img]tongue.gif[/img] *snigger*
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Skydracgrrl: Cruelty, thy name is Cal! --- There are none so blind as those who refuse to see, none so deaf as those who refuse to hear, and none so smelly as those who refuse to bathe. ![]() |
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#9 |
Zartan
![]() Join Date: October 15, 2001
Location: Oslo, Norway
Age: 36
Posts: 5,367
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ROFL, this is fun. [img]graemlins/biglaugh.gif[/img] Thankee, Darkman! [img]smile.gif[/img]
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#10 | |
Ironworks Moderator
![]() Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Quote:
Useful for mod builders who want corpses to hang around. You'll need to import this file into your mods as an .erf file. Here's the readme - some of it may get a little technical, but the intent is simple enough. [img]smile.gif[/img] The Lootable Script Ver 3.5 =-=-=-=-=-=-=-=-=-=-=-=-=-= Why such a .erf? =============== In NWN, a monster can either, upon its death, leave its loot behind or leave its corpse behind, but not both. By corpse, we mean the real body of the monster, complete with worn armor/clothes and weapon, not a generic corpse representation. Some player (and DM) do not like this too much. After all, the players worked hard on defeating (insert tough cooky here), and to be rewarded by a little brown bag on the floor is... underwhelming. To top it off, all these little bags on the floor are rather messy. FireBeetle anyone? Now, to make things really worse, it isn't possible to check the properties of an item from scripts. Why is this of importance here? Well, if a monster carries a powerful artifact and the DM judges the players shouldn't lay their greedy hands on it -ever-, he does not check the Dropeable property on the item. When the monster is slain, the artifact is destroyed rather than being added to the loot pile. Any script that try to overcome NWN default corpse looting scheme will have a problem with that and will either let players get hold of NO-DROP items (no good), or require the dungeon builder to put special TAG or Name on items, which is a royal pain in the b*tt. Well, not anymore! This script fully respects the Dropeable property on each item, without requiring special Tag, Name, etc. In everyway, it behaves like NWN default loot pile when Dropeable are concerned. Main functions, in details: ========================== LOOTABLE CORPSE . the creature will leave its own corpse (not a generic one) behind. DECAY . set-up a timer for the corpse to decay if noone loots it. . set-up a timer for the corpse to decay after someone looted it. A decayed corpse will disapear and leave behind any Dropeable object still on it. Setting both above timer to 0 disable decay. CLEAN-UP . set-up a timer for clean-up time. Upon timer expiration, any objects left behind and within a reasonable distance from the spot where the corpse fell, will be destroyed. Objects moved to another area or within a player's inventory will not be collected. The Cleaner can be disrupted by creatures or players, and will not come back to finish its job. Cleaners don't like gold, and will not collect it either. NON-NAKED . can set the chest-item to be accessible only upon destruction of the body (it it is Dropeable) . can set the chest-item to be accessible only upon a second looting attempt. If you play around with this kind of script, you will notice that looting the chest item will strip human-like creature naked. It is logical, but sometime disturbing. Use the two above flags to suit your taste. DESTROYABLE . corpse can take damage and be destroyed. A visual effect can be specified. A value of -1 will use the default blood&bone animation, 0 will disable the animation, and any VFX_ instant animation constant can be used (eg: VFX_COM_CHUNK_GREEN_MEDIUM ). Corpse have 20 HP and a damage reduction of 2. Upon destruction, any Dropeable items still on the body will be made available. NO ON-HEARTBEAT . yup, none. zero. nada. How do I use it? =============== . import the erf into your module. Save your module and reload it (to see the scripts) . have a look at the Drudo monster (NPC, GNOME, CUSTOM) It has a custom on-spawn script (very close to the original NW_C2_DEFAULT9 from NWN: only one include and one command line have been added!) It has a custom on-userdef script: which is about two lines long: one include, and one command line. The ONSPAWN (el_c2_default9, replacement of NW_C2_DEFAULT9) What was added: #include "EL_LOOT_INCLUDE" // at the start of the file and SetSpawnInCondition(NW_FLAG_DEATH_EVENT); //OPTIONAL BEHAVIOR - Fire User Defined Event 1007 if (d20() > 10) el_SetCorpseCondition(FALSE, TRUE, 120.0f, 60.0f, 180.0f, VFX_COM_CHUNK_YELLOW_SMALL); else el_SetCorpseCondition(FALSE, TRUE, 120.0f, 60.0f, 180.0f, VFX_COM_CHUNK_BONE_MEDIUM); Here, we uncommented the NW_FLAG_DEATH_EVENT line (You will need to do that too) and added a random behavior for the handling of the corpse: either it will create a big yellow blood explosion upon destruction, or it will just have bones flying apart upon destruction. You can of course have a single line, like el_SetCorpseCondition(FALSE, TRUE, 120.0f, 60.0f, 180.0f, -1); instead, which will use the default body-destruction animation (red blood) The format is: el_SetCorpseCondition(int EL_FLAG_NO_CHEST_LOOT, int EL_FLAG_2X_CHEST_LOOT,float EL_CORPSE_TIMEOUT_NOLOOT,float EL_CORPSE_TIMEOUT_IFLOOT,float EL_CORPSE_CLEANING_DELAY, EL_ONDESTRUCTION_MESSY_EFFECT) EL_FLAG_NO_CHEST_LOOT : TRUE=Chest (ie clothes/armor) cannot be looted but are available upon destruction/decay of the corpse if they are Dropeable EL_FLAG_2X_CHEST_LOOT : TRUE=Chest item (if Dropeable) available upon second looting attempt. Previous flag need to be set to FALSE for this to work EL_CORPSE_TIMEOUT_NOLOOT : this FLOAT is the decay timer if noone loots the corpse (set to 0.0f for no spontaneous decay) EL_CORPSE_TIMEOUT_IFLOOT : this FLOAT is the decay timer if someone loots the corpse (set to 0.0f for no disturbed decay) EL_CORPSE_CLEANING_DELAY : this FLOAT is the clean-up timer that starts after corpse destruction / decay. 0.0f = no clean-up EL_ONDESTRUCTION_MESSY_EFFECT : this INT is the effect to play upon destruction (through damage) of the corpse. -1 = default. 0 = no visual effect Examples: el_SetCorpseCondition(TRUE, FALSE, 0.0f, 120.0f, 600.0f, -1); . Do not allow Chest items (cloth) to be looted except through body destruction/decay . Not spontaneous decay, but will decay 2 minutes after being looted . Unclaimed items will be cleaned-up after about 10 min . Destroying the corpse will trigger a normal blood&bone explosion visual effect el_SetCorpseCondition(FALSE, FALSE, 120.0f, 120.0f, 0.0f, 0); . Chest items (cloth) are looted as all other items . Corpse decay after 2 minutes, whether it was looted or not . No clean-up of unclaimed items . Destroying the corpse will not trigger any visual effect Now, you will need to also add one #include and one line in the on-userdef script Here is the complete onuserdef script used in the Drudo example: -------- #include "EL_LOOT_INCLUDE" void main() { el_LootMobOnUserDef(); } -------- if you have an existing onuserdef script, add this line at its start. It will look like: -------- #include "EL_LOOT_INCLUDE" void main() { el_LootMobOnUserDef(); int nUser = GetUserDefinedEventNumber(); if ( nUser == 1001 ) // NW_FLAG_HEARTBEAT_EVENT { ... -------- And that's all! Known Problems: ============== . The cleaning timer is rather slow. Ie 180.0f should be 3minutes but will be a little more. The cleaner is in another zone with no PC in it, so time is slower over there. . Compiling generate an error about el_loot_include Yup, I do not know how to tell the compiler that this is a library file, so it does not have a main(). Duh. I'll find how to do that, one day, maybe. Next version will have: ====================== . respawning option . death dialog and death on-liner support Content of the Erf: ================== The Lootable Script Ver 3.0 --------------- Lootable Script ver 3.0 By Emmanuel Lusinchi / Sentur Signe Released: 08/05/2002 ----------------- Custom Area: DeathVault This is where the Cleaners creatures lurk while waiting for the proper time to do their job. ----------------- Custom Placeable: Corpse This custom placeable is invisible and provide players with the corpse inventory. It appears empty until the looting is completed. ----------------- Custom Creature: Cleaner This sinister creatures lurk in the DeathVault until their time come to clean-up unclaimed loot. They cannot be destroyed and are harmless but can easily be chased away, in which case they will not come back. Universally hated as bringer of bad luck, hostile creature will attack them on sight, so area close to active monsters may not get cleaned-up. ----------------- Custom Creature: Looter This invisible creature represent the action of looting. As every creature, it can be attacked. Such a case will just interupt the looting action, which can be reinitiated by the player. ----------------- Custom Item: Loot marker Each of this item represents an object on the corpse of a creature and carry its tag. This is how the Cleaner keeps track of what to clean-up and what to leave behind. If we had access to C++ Vectors (true vectors, not NWN vectors), these would not be needed, but as it stands, they do the job darn well. As far as I know, I am the only one using this trick so far [img]smile.gif[/img] ----------------- Custom monster: Drudo This monster illustrates how to set-up your own creature with a lootable, decaying (optional), auto-cleaning (optional) corpse. All it takes is really one line in its on-spawn and on line in its on-userdef. Enabling Corpse Looting is 100% safe: object without the Dropeable property WILL NOT be made available to players. No special Tag or special Name are needed. Just add the two lines of code, and forget about it [img]smile.gif[/img] See Readme.txt for syntax. ----------------- Enjoy! Emmanuel Lusinchi / Sentur Signe ========================== |
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