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nwnx_funcs for windows
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Greyfort



Joined: 20 Jul 2010
Posts: 66

PostPosted: Fri Jul 30, 2010 9:38    Post subject: Reply with quote

skimming through the posts, is there a newest version of the work. I'm trying to have DM apply bonuses like leto without leto reboot or lvl 40 requirements was told this was the place and the people to talk to.
wonderful work.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Fri Jul 30, 2010 14:05    Post subject: Reply with quote

Yes, nwnx_funcs can do this.

Download the latest dll, place it inside your nwn directory, add the nwnx_funcs nss to your module and then you can browse the function list.
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Greyfort



Joined: 20 Jul 2010
Posts: 66

PostPosted: Sat Jul 31, 2010 0:05    Post subject: Reply with quote

Forgive me is the link on page one the newest version or is it in the download sections
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Sat Jul 31, 2010 1:34    Post subject: Reply with quote

Check the thread in this topic called nwnx_funcs


It has download links.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Sat Jul 31, 2010 4:08    Post subject: Hi Maxrock Reply with quote

Hi Maxrock,
I think your latest revisions may have forgot to make some declarations in cExolinkedList.h

When I tried to build the areas plugin, it threwup an error saying that 'Count' was not a member of it.

I added it manually, and it built.
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xardex



Joined: 02 Mar 2010
Posts: 40

PostPosted: Sat Jul 31, 2010 13:36    Post subject: Reply with quote

I have been trying to simply place an .wav file in the override and play it with PlaySound() on an usable object just like Baaleos said earlier, but it doesn't work.

The .wav is mono and 44.1khz.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Sat Jul 31, 2010 14:33    Post subject: Reply with quote

File name must b less than 15 or 16 characters, when you do it right it does work.
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xardex



Joined: 02 Mar 2010
Posts: 40

PostPosted: Sat Jul 31, 2010 16:14    Post subject: Reply with quote

The file im using for testing is "_2k.wav"...

Script on OnUsed is exactly same one you posted.

Doesn't work... Confused
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Sat Jul 31, 2010 18:38    Post subject: Reply with quote

Open conversation editor in nwntoolset,
Go to other actions browse the drop down for the audio.
U should b able to see it if the file type is wav and it is in override.

It must be PCM uncompressed wav, if any fancy codecs are used for compression, it won't play.

If you register on my forums u can see that it does work, my resource downloaded downloads the audio as mp3 then uses ffmpeg.exe to convert to wav. It uses no haks, just override.
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xardex



Joined: 02 Mar 2010
Posts: 40

PostPosted: Sat Jul 31, 2010 19:34    Post subject: Reply with quote

Ah that was it... It was uncompressed as 32bit instead of the 8bit PCM. Thanks. Wink
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Gperinazzo



Joined: 31 Jul 2010
Posts: 9

PostPosted: Sat Jul 31, 2010 19:46    Post subject: Reply with quote

Awesome addon..

Can you make a way to change the maximum DEX bonus from the currently equipped armor? Just like the SetBaseAC and SetArmorCheckPenalty....
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Aug 01, 2010 8:34    Post subject: Reply with quote

Gperinazzo wrote:
Awesome addon..

Can you make a way to change the maximum DEX bonus from the currently equipped armor? Just like the SetBaseAC and SetArmorCheckPenalty....
+1 Rolling Eyes
_________________
Community Patch / NWNX Patch / NWNX Files / NWNX Connect
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Sun Aug 01, 2010 11:14    Post subject: Reply with quote

Already working on it.

Problem seems to be that there's actually not one memory location that can be changed but instead it calculated on serveral occasions.

My approach so far is to have a local var on the armor that overrides the regular max dex bonus value.
I've hooked GetDexMod with the result that it now subtracts MaxDexBonus from the regular Dex Bonus instead of limiting it Confused
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Balanor



Joined: 13 Jun 2005
Posts: 29

PostPosted: Wed Aug 04, 2010 20:52    Post subject: Re: NWNXFuncs_SetSoundSetID Reply with quote

Good day. I just wanted to ask about this again - is there potentially something in the compiled code that is causing NWNXFuncs_SetSoundSetID not to work?

Balanor wrote:
Hey Max. First off - thanks so much for getting this over to Windows. It's going to have a big impact on our subrace systems and random NPC modification.

To randomize our NPCs a little bit more, I've been trying to use the NWNXFuncs_SetSoundSetID function and it doesn't appear to be working. Just throw this code in a trigger and run across it with a PC and the NWNXFuncs_SetSoundSetID always seems to set the sound ID to 0. Any idea why that could be happening? I'm using version 0.82.

Code:

#include "nwnx_funcs"

void main()
{
  object oNPC = GetEnteringObject();
  SendMessageToPC(oNPC, "Your current voice ID is "+IntToString(NWNXFuncs_GetSoundSetID(oNPC)));
  NWNXFuncs_SetSoundSetID(oNPC, 241); //Change to Aarin Gend voiceset
  SendMessageToPC(oNPC, "Your new voice ID is "+IntToString(NWNXFuncs_GetSoundSetID(oNPC)));
}
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Thu Aug 05, 2010 21:14    Post subject: Reply with quote

What does your nwnx_funcs.txt log file say when you do set a creatures sound set?

The Code I can see here in the source for the funcs, seems to be in order.

Code:

int CNWNXFuncs::SetSoundSetID() {
   if (!GetIsCreature()) {
      sprintf(Params, "");
      _log(2, "o Error: SetSoundSetID used on non-creature object.\n");
      sprintf(Params, "-1");
      return 0;
   }

   ((CNWSCreature*)oObject)->cre_soundset = P1;

   return 1;
}


I myself havent tested the SetSoundSet yet, let me see how your calling it, and on what type of object etc along with the log files.
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