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Alternate combat animations supported?
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Topic: Alternate combat animations supported? (Read 376 times)
Rehevkor
Jr. Member
Posts: 89
Alternate combat animations supported?
«
on:
August 07, 2005, 11:20:00 PM »
I downloaded v3.0a of the alternate combat animations and installed them as per the instructions included, but they don't seem to be doing anything, even in the official NWN campaigns.
Anyway, is there a way I can get them to work for Layonara?
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OmegaZERO
Newbie
Posts: 5
RE: Alternate combat animations supported?
«
Reply #1 on:
August 08, 2005, 01:39:00 AM »
Override folder; correct?
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trillex
Jr. Member
Posts: 152
RE: Alternate combat animations supported?
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Reply #2 on:
August 08, 2005, 03:46:00 AM »
They go in the override folders, as far as I can remember and I know for a fact that they work. I've used for as long as I can remember on layonara and in the main campaign. The monk combat animations for halflings rock.
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Gulnyr
Sr. Member
Posts: 2403
Thanked: 139 times
RE: Alternate combat animations supported?
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Reply #3 on:
August 08, 2005, 04:40:00 AM »
Vyris had a problem with version 2.0 a couple of weeks ago. They didn't work the first time he tried, so he reinstalled them and that fixed whatever was wrong. You might try that.
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Rehevkor
Jr. Member
Posts: 89
RE: Alternate combat animations supported?
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Reply #4 on:
August 08, 2005, 12:55:00 PM »
I don't understand... the version I downloaded from nwvault (3.0a) is a bunch of hak files and a tlk file. The readme said to put the haks in the hak folder and the tlk into the tlk folder, but nothing happened. I tried moving them all to override, and still nothing happened.
Are we talking about the same thing, or am I still doing something wrong?
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Vincent
Jr. Member
Posts: 73
RE: Alternate combat animations supported?
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Reply #5 on:
August 08, 2005, 01:43:00 PM »
If I remember that correctly, don't you have to create the character or take a new class while the hak is already installed in order to get the toggle feat that enables the animations? This is because unless you specifically set the animation style on the module level or use the toggle feat to change your style, the animations will default to the basic NWN combat style.
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Rehevkor
Jr. Member
Posts: 89
RE: Alternate combat animations supported?
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Reply #6 on:
August 08, 2005, 02:57:00 PM »
I installed it again according to the instructions and tried creating and levelling a new character in the HotU campaign, and still there was no indication that the animations were working at all. No special feats or options in the radial menu.
Tis a shame the documentation for the animation pack is so crappy.
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Pankoki
Sr. Member
Posts: 2367
Thanked: 57 times
RE: Alternate combat animations supported?
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Reply #7 on:
August 08, 2005, 03:15:00 PM »
The animation pack used to be just something you stuck in the override folder and be done with it. Since the last update however they decided of instead making such animations easily available to anyone who just wanted to stick and play, non-existant. Instead they opted for making a hak pak to add functionality to their work.
Basically this leaves everyone with two choices. Number one, if you're good extracting hak pak contents, do so and take the animations from it and put them in your override. Number two, use the hak paks as part of the world. Of course number two is something that would require time and so on, not sure if its going to be done or not.
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Diamondedge
Full Member
Posts: 400
Thanked: 2 times
RE: Alternate combat animations supported?
«
Reply #8 on:
August 08, 2005, 03:18:00 PM »
*frownage* I was interested in looking at the alternate combat animations pack thingy, and well, now I'm sad because if I do it probably won't work. I'm not technically literate and can't seperate Hak paks from grilled cheese. Well, Grilled Cheese probably tastes better.
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Rehevkor
Jr. Member
Posts: 89
RE: Alternate combat animations supported?
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Reply #9 on:
August 08, 2005, 04:11:00 PM »
I know my way around the hak utility and the toolset, but I don't know which files I need to extract into the override folder for this to work. Anyone have ideas?
Edit: There is a way to do it via override, but it causes bad feats to appear on the character and results in corruption. It looks like this release just sucks... I'll just use v2.0.
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lonnarin
Sr. Member
Posts: 3999
Thanked: 805 times
RE: Alternate combat animations supported?
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Reply #10 on:
August 08, 2005, 05:23:00 PM »
GAH! the "override extract and your done" method was so much better!
The old choices were, do you want the extra animations? unzip, your done
You don't like them? don't unzip them.
now the authors of the hak've made it a huge pain for servers and clients alike.
the least they could have done was give the populace the option of hakpak or override.
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