Just out of curiosity, I was wondering if anyone has or seen like a creature model of for example a carriage/caravan? Wanted to have them installed for the traveling system I wanted to implement into the PW
There are a few in CEP 2.65.
Yes, I think CEP has most of what’s out there, including mountable carts.
Best used with a slightly modified AI to prevent turning on the spot, which looks weird. For example, have them walk waypoints along a gently curving path. DIsable combat and turning on conversation.
None of them have animated wheels - I don’t know how hard it would be to fix that?
Yeah I found 1 “mount” cart of prject Q but it claims to be unmountable and the horse is black XD
So am seeing how I can fix that!
Yeah, I have the same problem in the CEP. Anyone know of any other options besides the Project Q one? I feel like something might’ve been left behind when it was moved out of Project Q. And this is the only creature model I’ve spotted so far.
For CEP, if I remember correctly, I had to add the models to tailmodel.2da, for example:
10003 "Crodlu_cart" c_Crodchar1_mt ****
10004 "Horse_cart" c_horsecart_mt ****
then add the tail to a mounted phenotype rider.
your best solution to this would be to create your own model. Ive seen a few across Pw’s, and made a few myself, using simple solutions using free models, and existing assets like my “Paddy Wagon” for criminals
This thing gets 1 horsepower to a mile, and even comes included with a spiteful old man to curse at the criminals as theyre taken downtown.
the easiest answer is to be creative with how to create such content, or the process in how to achieve your solution. I use Nwnexplorer to export a majority of my textures and models, but for unique models i use free 3d models you can find online, or purchase them.
Howdy all - a NWN 1.69 user here.
I’ve just spent a week or so making some new wagon models for custom drivers based on the c_horsecart_mt and c_horsecart2_mt models with various payloads, and have added them to my appearance.2da and tailmodel.2da.
However, though they test perfectly in-game, I found that PCs and other creatures can simply pass through the horse and wagon as if they are not there!!
Apologies if this just a “known thing” with using tails (it’s my first time doing so!) but wondered if there was any way of preventing this anomaly?
Many thanks,
PT
Assuming you’re using the official horse system, this is an expected result, as discussed in the Lexicon tutorial.
In theory, you can adjust the collision behaviour by tweaking perspace and creperspace in appearance.2da.
However, the problem is that horses are longer than they are wide, whereas the engine’s collision system assumes a circular footprint.
If the collision diameter were set to the length of the horse, the mount wouldn’t fit through narrow passages, and it wouldn’t be possible to stand alongside it.
So the default perspace is a compromise, allowing some clipping through head and tail.
This problem is far worse for vehicles, simply because they’re so long.
P.S. Another issue with vehicles is that NWN models turn on the spot, which looks unrealistic when the model is long. This can be mitigated by scripting linear and/or curved motion via WalkWayPoints, suppressing turning on conversation. Combat is tricky, though.
As always, Proleric, many thanks for your reply.
As it happens, I use the old CEP horse system both for PCs and NPCs with widgets for mounting and dismounting, plus placeable hitching posts. Thus far, none of my wagons are mountable by PCs.
Motion is handled nicely by Maeglin’s AWW system, but thanks to your advice I’ve made an OnConversation script that uses a switch/case to stop the swivelling and produce a variety of “Can’t stop right now” one-liners.
You’re dead right about combat! After a bit of fiddling I’ve settled for a “coward” OnSpawn script for the empty wagons and a “hit-and-run” script with crossbow-wielding drivers for the loaded wagons.
As for the clipping, I’m afraid that’s something I’ll just have to live with…
Thanks again,
PT
You is AWW for circulate turns/movement of the cart?
Howdy Qlippoth,
Well, yes. It’s a great waypoint system once you get used to it, and lets you use clockwise, anticlockwise and even random routes rather than just the default “there-and-back-again” route (though it lets you do that too if you want!)