How do we actually use the new character heads in the new ha
Moderator: Event DM
How do we actually use the new character heads in the new ha
I have been beating my head against the wall on this. The Aribeth head model that I would like to use is model number 12 in the toolset.
However, you can only get to model number 11 in the character creation process.
2 reasons I would like access to this model.
1 IMHO the Aribeth head model is the best looking Elven female head in the game.
2 The eye and lip color are keyed to the tatoo colors. This would work perfectly for something I have planned
Could someone please tell me what hoops I have to jump through to get this to work properly?
However, you can only get to model number 11 in the character creation process.
2 reasons I would like access to this model.
1 IMHO the Aribeth head model is the best looking Elven female head in the game.
2 The eye and lip color are keyed to the tatoo colors. This would work perfectly for something I have planned
Could someone please tell me what hoops I have to jump through to get this to work properly?
"He who dies with the most knowledge... does not die."
Forum Avatar Photo Credit. Tangleroot
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- Lafferty
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The Aribeth model has no separate head.
It is ONE model ... the whole aribeth i mean. That means she also can't change clothes or the like
Later in the OC you see another aribeth in another armor: This is in fact another model.
And because of that they cannot be selected for PCs. They would be unable to change clothes or the like.
It is ONE model ... the whole aribeth i mean. That means she also can't change clothes or the like
Later in the OC you see another aribeth in another armor: This is in fact another model.
And because of that they cannot be selected for PCs. They would be unable to change clothes or the like.
Tool for crafters Do you want some human to your salt? nomanisanisland.monolar.de
That would be nice except for the fact that the new hakpak just added has trhe Aribeth head model in it and it is seperately selectable.
It is one of the new heads availible in the hakpack. My Question was how do you select it when creating a new character.
I know it is in there as it is selectable as head model number 12 in the toolset.
It is one of the new heads availible in the hakpack. My Question was how do you select it when creating a new character.
I know it is in there as it is selectable as head model number 12 in the toolset.
"He who dies with the most knowledge... does not die."
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- Lafferty
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hm... i see.... i'll have to try first.
Tool for crafters Do you want some human to your salt? nomanisanisland.monolar.de
OK I will see if that will work.
I am just trying to see what all the hackpack lets us do and such.
BTW the dresses look great though I did have a little graphical oops on my end after a crash. The lower half of my character didnt show up and I had to exit the game and restart it to get it back. It didnt seem to be visible to other people though so I think it was just a rendering oops on my end.
I am just trying to see what all the hackpack lets us do and such.
BTW the dresses look great though I did have a little graphical oops on my end after a crash. The lower half of my character didnt show up and I had to exit the game and restart it to get it back. It didnt seem to be visible to other people though so I think it was just a rendering oops on my end.
"He who dies with the most knowledge... does not die."
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Thanks Orleron,
What you suggested was what I was looking for. I had forgotten about the hack utility.
OK for those of you wishing to use the heads I am going to post a quick how to on it here.
First go to your NWN/Utils directory and open the NWNhack.exe and then open the Universal.hak file there
go to the file menu in the program and select export all. (it helps to have a folder prepared in advance to export to as it makes this easier.)
Once you have exported the files to you designated folder. Close the program.
Now, Go to your start menu in windows, and select the search or find function there depending on your version of OS.
(for this part it helps that you know what the numbers are of your particular head in this case in the toolset.)
Now in the search field type in (in this case) Head012. ( I am using the Aribeth head model in my example here type in whatever yours is in the toolset) Dont forget to put in the 0 here.
It shoudl find 16 files in the folder you exported the hak to. Select all of them in the list and then right click and copy them.
Now go to you NWN directory and open up the overide folder. Paste thos 16 files there. You can now access the Aribeth head model in the character creation process of the game without trouble.
Again this is not the absolute simplest way to do this but I prefer to have as little in my override folder as possible. This way only puts the resources needed for the specific models you want without cluttering up things in there.
Hope this helps some people out there in Avlis better take advantage of the hak pack.
What you suggested was what I was looking for. I had forgotten about the hack utility.
OK for those of you wishing to use the heads I am going to post a quick how to on it here.
First go to your NWN/Utils directory and open the NWNhack.exe and then open the Universal.hak file there
go to the file menu in the program and select export all. (it helps to have a folder prepared in advance to export to as it makes this easier.)
Once you have exported the files to you designated folder. Close the program.
Now, Go to your start menu in windows, and select the search or find function there depending on your version of OS.
(for this part it helps that you know what the numbers are of your particular head in this case in the toolset.)
Now in the search field type in (in this case) Head012. ( I am using the Aribeth head model in my example here type in whatever yours is in the toolset) Dont forget to put in the 0 here.
It shoudl find 16 files in the folder you exported the hak to. Select all of them in the list and then right click and copy them.
Now go to you NWN directory and open up the overide folder. Paste thos 16 files there. You can now access the Aribeth head model in the character creation process of the game without trouble.
Again this is not the absolute simplest way to do this but I prefer to have as little in my override folder as possible. This way only puts the resources needed for the specific models you want without cluttering up things in there.
Hope this helps some people out there in Avlis better take advantage of the hak pack.
"He who dies with the most knowledge... does not die."
Forum Avatar Photo Credit. Tangleroot
Forum Avatar Photo Credit. Tangleroot
- Vanor
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Does doing it this way over write any of the standard heads? I assume it doesn't, but would like to make sure.
***NOTE!*** Anything in your override directory will proably be trashed when you next patch, and it may even prevent you from patching at all. So make sure you know what your doing and remember to remove stuff prior to patching.
***NOTE!*** Anything in your override directory will proably be trashed when you next patch, and it may even prevent you from patching at all. So make sure you know what your doing and remember to remove stuff prior to patching.
Thanks Vanor I forgot to put that part into my post.
The models are marked by a number so they shouldnt overwrite the other models at all.
Example. The normal heads are numbered 1 through 11 in the toolset and the Aribeth head is number 12 so it shouldnt overwrite any of the standard heads.
It is pretty easy to temporarily remove the 16 files if you follow my instructions and put all the files in a separate folder before copying them.
Just delete the files and then copy them back after you patch.
I went one step further with mine and copied all the files for the head into thier own folder to make this process easier in the long run.
It shouldnt harm the update other than getting overwritten by it if they use the 12th head slot.
I honestly dont know as I try to not use the override folder too much if ever when I download modules to play. I will usually not DL a module that requires an override.
The models are marked by a number so they shouldnt overwrite the other models at all.
Example. The normal heads are numbered 1 through 11 in the toolset and the Aribeth head is number 12 so it shouldnt overwrite any of the standard heads.
It is pretty easy to temporarily remove the 16 files if you follow my instructions and put all the files in a separate folder before copying them.
Just delete the files and then copy them back after you patch.
I went one step further with mine and copied all the files for the head into thier own folder to make this process easier in the long run.
It shouldnt harm the update other than getting overwritten by it if they use the 12th head slot.
I honestly dont know as I try to not use the override folder too much if ever when I download modules to play. I will usually not DL a module that requires an override.
"He who dies with the most knowledge... does not die."
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Forum Avatar Photo Credit. Tangleroot
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Okay, so I followed Arcsylver's advice and copied all of the exported hak files into my override folder. I restarted and opened the toolset. I still don't see the hak heads or thighs/shins/feet for clothing generation. However, some of the torsos are now invisible.
Is there a step I'm still missing?
Is there a step I'm still missing?
- Baratin Gilden
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grr
I cant get this to work I followed all the steps put them in the override folder and nothing.
I got the files out of the hak and exported the head012 then head013 ect ect and they just dont show up. I tryed the old universal hak pack as well and still nothing.
I got the files out of the hak and exported the head012 then head013 ect ect and they just dont show up. I tryed the old universal hak pack as well and still nothing.
- Achm3d
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Re: grr
Maybe this will help...The Constrainer wrote:I cant get this to work I followed all the steps put them in the override folder and nothing.
I got the files out of the hak and exported the head012 then head013 ect ect and they just dont show up. I tryed the old universal hak pack as well and still nothing.
When picking a non-default head make sure you read the prefix before the head model. For example, if you are making a male elf character, you'll need to find the .mdl called "pme0_head017", or for a female gnome, "pfg0_head014".
Hope that helps, and like the others said, make sure you delete anything in your override directory after creating your character.
-A
- Koodrahl
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I tried opening the universal.hak and extracting all the various head types. I actually extracted any file with head in the name into the override directory just to check them all out.
I found one I like, no clue what the number is, which allowed for a female with long hair, and the ability to give the lips and eyes color. However, when I started the game the head was completely different from what I had expected. You can imagine my surprise when my charismatic female human, turned out to have the head of an orc!!
Anyone have similar problems and work through a solution?
Thanks
I found one I like, no clue what the number is, which allowed for a female with long hair, and the ability to give the lips and eyes color. However, when I started the game the head was completely different from what I had expected. You can imagine my surprise when my charismatic female human, turned out to have the head of an orc!!
Anyone have similar problems and work through a solution?
Thanks