Coming soon to all Avlis servers: a Hakpak

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Orleron
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Post by Orleron » Fri Apr 18, 2003 2:24 am

Goblins and giant-kin are the creation of Maleki, and although they are a bit more callous and evil than the usual Avlis inhabitant, they are no less able to survive as a race, which means they can deal with the other societies and other races just fine. They are not the cookie cutter monsters you find on other worlds which exist only to be killed en masse. They have a society, and they are able to make civilizations, although not as much as the orcs who have their own nations. However, goblins have been known on Avlis to be second class citizens in orcish society. They are often the servants to the orcs, and thus they exist fairly peacefully wherever the orcs do.
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Post by eggyt » Fri Apr 18, 2003 7:31 am

Bear wrote:
WrathOG777 wrote:Not that I am surprised at all, but it seems that goblins and kobolds are the worse possible race choice with no balancing benifit for the negatives taken.
No way, I think a bunch of people (including myself) would love to play a goblin or a kobold just for the RP opportunities. Forget that they get slightly worse abilities, think about how much fun you could have with a kobold barbarian or paladin…

*looks up at Gloknall*
Listen here mister orcman *in a squeeky voice*
If you don't stop pushin us little folk around....
well...well....I'll whomp you right in yer kneecaps!
Hoowah!

This is going to be great.

Bear
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Val Cy'svarillo
i have to agree, I'd love to play a goblin purely from an RP point of view, I never even considered a second character on a Avlis, but now I see a great RP opportunity I would be very tempted.

Reminds me of my favourtie PnP one night game where a friend ran an adventure called pygmes form a very old white dwarf magazine. We were all really puny but the comedy and RP was great.
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Post by Actually » Fri Apr 18, 2003 9:01 am

At GenCon they once ran a mod for top ranking RP'ers called "437 pounds of trouble"

The whole team, PC's AND gear, had to weigh in at 437 pounds EXACTLY before the mod started.

Wound up with a whole team of halflings and sandwhiches. They abandoned the mod and paraded around the Con chanting "step, step, EAT... step, step, EAT..."

Bye Now,
Jerry Cornelius - That was a LOOOOONG time ago...
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Post by storminj » Fri Apr 18, 2003 7:48 pm

All I have to say on the goblin thing is this. If you could be of the same race as in sothern M'Check in the wilderness sign me up. I have to attack them with a animal companion (getting sneak attack), summoned animal (dire wolf with knockdown), and pelting with fire arrows in rapid shot mode at 6th level and still take forever to kill one! I want to be one of those tanks!
:twisted: :twisted: :twisted: :twisted: :twisted: :twisted:

Storm
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Post by The wise » Sat Apr 19, 2003 2:33 am

goblins are cool considering how much they are famed for their engineering of constructions of madness in other themes almost only second to gnomes in general and i can be sure that there will be some bomberman who will will become the famous goblin grenade character like the MTG card game's :twisted:
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Post by Brock Fanning » Mon Apr 21, 2003 3:29 am

I loaded up the Character Creator and tried it out. The thing I'm wondering about is: Is there any way for us to see what the character's model (head, body, appearance) will look like before we actually send it in?
-Brock
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Post by Orleron » Mon Apr 21, 2003 4:08 am

The head models correspond to the toolset head models, so you have to open up the toolset and make a test NPC to look at them. Sorry, this is just the way CODI made the software.
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Post by Moksha » Tue Apr 22, 2003 5:09 pm

I am not able to make any custom races.

I should be able to play them locally on the OC right?

To create them using CODI apparently works fine, but when i launch NWN the characters have very altered stats (i.e. 176 STR and 76 CON). And i am unable to play with them because of a STRRef Error
And the altered stats are not necessarily the same if I restart NWN....
Very weird

I have the European version of the software (if there is an european version...)

Do anybody have any idea what i have done wrong?
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Post by tindertwiggy » Tue Apr 22, 2003 5:13 pm

does the local mod you are playing use the hak paks?

you have to edit a mod and add the hak paks for custom races to be supported.
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Post by Moksha » Tue Apr 22, 2003 6:12 pm

ooooh

That explains quite a lot!

Thanks!
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Post by Sunscream » Tue Apr 22, 2003 6:20 pm

When playing around with the character creator i noticed one of the choices was a half-tiger. I haven't read anything about half-tigers on avlis, will some information on them be made avaible soon?
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Post by Orleron » Tue Apr 22, 2003 6:23 pm

Half-tiger is for something else. Don't worry about them right now.
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Post by Brock Fanning » Wed Apr 23, 2003 2:57 am

I'm still experimenting with the character creator and I've one more question. The "default" appearance setting for most of the new races seems to be a non-"dynamic" one, which I gather means it doesn't allow any customization of appearance through equipment, colors, etc. (for example the half-ogre uses the Ogre A setting I think, which always looks like a naked ogre no matter what you wear). Anyway I noticed several appearances at the very end of the list that correspond to the new Avlis races. This seemed promising, but although they seem to be "dynamic", they have no selections for "heads", and also they consistently crash NWN when I try to load one up in a module, so I haven't really been able to test them. (Using a test module with both the Avlis and Universal hakpaks). Just wondering if there's something I could do differently to get it to work.
-Brock
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Post by Themicles » Wed Apr 23, 2003 3:02 am

Thats a bug... those don't actually have models
associated with them.
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Post by tindertwiggy » Wed Apr 23, 2003 4:08 am

not necessarily a bug, just the way bioware made those models. They never envisioned pc ogres, so there was no need for a modular design to them.
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Post by Orleron » Wed Apr 23, 2003 8:14 pm

twiggy is correct. When you chose a monster PC race, you get your pick of monster PC models. These models do not show armor or clothing when you wear stuff. They only show weapons and shields. It's definitely a drawback to playing a monster PC race, but there is not anything we can do about it because as twiggy said, it's the way Bioware made the models.

I would not recommend choosing the models down at the bottom of the appearance list either. Reason is those aren't really models at all. They are just placeholder entries in the Appearance.2da that tell it there's a character there. You should be picking the models that say Orc_A, Orc_B, etc. if you want to play an orc.
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Post by Themicles » Wed Apr 23, 2003 8:34 pm

No no no no no.
He was talking about the extra entries for model choices that HAVE NO MODELS.

I already know that the monsters not showing armor isn't a bug.

-Themicles
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Post by Themicles » Wed Apr 23, 2003 8:39 pm

Here let me clarify:
Brock Fanning wrote:Anyway I noticed several appearances at the very end of the list that correspond to the new Avlis races.
That is a bug in the way things were implimented, and I am unsure if it can be fixed. Just ignore those particular entries, as there is NO model associated.

-Themicles
"the lab rat"
(tested the above)
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Post by Starslayer_D » Wed Apr 23, 2003 9:48 pm

I linked the two haks to a module for testing, but didn't see the claok displayed. Anything i have to take into account here?
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Post by Orleron » Wed Apr 23, 2003 10:18 pm

Those lines are in appearance.2da. The documentation for the character generator tells you to add them exactly as I did them. However, doing that produces those extra appearances in the generator that do not work. I am not certain what would happen if I deleted those lines from appearance.2da which is why I have not done it yet.

If and when I add the next set of custom races, I will see about fixing it, but not until then. Themicles can and probably will fix them on his server, which will be like a test for me.
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Post by Brannor » Thu Apr 24, 2003 9:15 am

@Orl:
Cool idea with the custom races.
But when the SoU-expansion comes out will there be any problems using the custom races?
Also, iirc, the exspansion will bring in the insectoid type race.
Will we have those also?
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Orleron
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Post by Orleron » Thu Apr 24, 2003 11:05 am

SoU is not changing the basic way in which NWN works, so AFAIK it should not affect the custom races. I have no real need to make the insectoid race into a player race, but I can tell you that it is now possible to make any race into a player race with the character generator.
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Post by denor firefly » Thu Apr 24, 2003 12:23 pm

You said its the link Avlis.Blackdagger.net . Is it possible that I can't reach that site? I recieve the entire time gateway errors. And I want to play a subrace
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Post by Orleron » Thu Apr 24, 2003 2:23 pm

avlis.blackdagger.net is a valid ftp site. I just logged in anonymously and it worked fine.
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Post by monty5012 » Thu Apr 24, 2003 2:48 pm

so is this going live sometime today?
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