Talk:CCG V3-1 Conversion:Part 7 Creatures

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1.2 Part 2 - The Creature Resource File

Here are a few additional notes Id like to add on the information found within this section.

AbortOnParry entry has been defined as an unknown in this guide. What this does from personal experiance is it will abort any combat attack animation when a parry is done by the creatures opponent, when set to off "0" the creature will continue its attack animation even if the opponent plays one of its Parry animations. I would say this is best used for large biting creatures, like Dragons, since having the creature suddenly jerk its head back when a fighter parries its bite animation would look rather odd. The parry still goes through however, just not visualy :P

HitDist & PrefAtckDist entries are a little vague, basicly HitDist is the maximum distance the model is able to attack anything else from while "preferred" PrefAtckDist is the distance the appearance type will always try and attempt to attack at (you'll noitice this when a NPC while within range to hit, shuffles forward a step before attacking, even if the PC hasnt actualy moved from its spot), this usualy is set so that the creatures fist, hands, bite and the like stop just short of the target, or if you prefer just through the target. Depending on the distance and the direction (closer or further away) beyond this value the model is when it does its combat animation it will either play the up close attack animation or the reach/lunge attack animation.

WalkDist & RunDist entries should also be cleared up, these are the models default walk and run speeds when the NPC using this appearance model has its Movement Speed setting set to default in the Toolset(which is usualy the default Toolset setting for non PC model appearances). Of note also is that the Walk and Run animations are scaled to this distance so a walk animation 200 frames long, will play blindingly fast if a small walk distance value is set and the reverse is also true, a 10 frame run animation will move in slow motion if the RunDist value is to large. It takes some tweaking but I find the easiest is to do the Walk/Run animation to get the creatures stride (length and speed) right then tweak the Walk and Run distance values until you get the frame rate you desire as well as eliminating any cross country skiing the model might appear to be doing :P (If you eliminate the cross country skiing effect you've pretty much got the correct frame rate as well anyhow)

PreceptionDist entry should also be noted as the value that gets used when the NPC has its perception range set to default in the Toolset. The other perception distance settings in the Toolset reference the distances found in the Ranges.2da file.

An additional note to the SizeCategory Entry is that from personal experiance, creatures set to Small(2) and Medium(3) appear to not take advantage of the Weapon Finesse Feat (when using Creature Item Weapons) if their given it, I have brought this bug up a few times, and supposedly it was fixed... unfortunately I haven't seen this to be true.

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