The Customize Character Hak allows you to customize your character in-game:
Once the CCOH is installed you're able to
- modify and dye your armor (or parts of your armor) without being charged or making skill checks,
- modify and dye your cloak, make cloaks invisible,
- modify and dye your helm, make helmets invisible,
- modify and dye your weapon without being charged or making skill checks,
- modify and dye your shield,
- choose a different portrait for your character (both official and custom portraits can be used),
- choose a different head for your character,
- choose a different phenotype,
- change your character's body (add/remove tattoos, add/remove bone arm, ...)
- add a new tail to your character or remove an existing one,
- add new wings to your character or remove existing ones,
- add a glowing eyes effect (or other visual effects) to your character,
- change your appearance type,
- scale your character,
- database support (save/read item/char appearance)
- ride a horse (only the visuals)
New in version 5.0:
- armor per-part coloring (requires EE)
- change appearance type
- apply visual effects
- database support
New in version 5.1:
- scale character
New in version 6.0:
- changing head/colors/dye item improved, cheat console (XP, gold, alignment, stores, item properties, charges, cursed/plot/stolen flags, identify, feats, skill points)
New in version 6.1
- VFX glowing eyes work better with custom races, compiled with 1.80 toolset
New in version 6.2
- VFXs can be scaled, translated and rotated
New in version 6.3
- targets other than the PC can be selected (requires EE)
- open henchmen inventory (requires EE)
- compiled using build 8193.22
New in version 6.31
- bug fixing: modify body caused STACK UNDERFLOW error for NWN EE up to build 8193.20.
- bug fixing: selecting a new target could leave the CCOH in an invalid state if moving the PC to the target was canceled by the user.
New in version 6.32
- Head: Change filter can be disabled now.
- Head: Used filter can be preset now.
- ModifyShield mode can be toggled in the dialog
- bug fixing: modify weapon works properly if ModifyShield mode is set to SimpleModel.
New in version 6.33
- fix for HotU henchmen (and perhaps other Bioware henchmen) refusing to become target of CCOH dialog (EE only). This is done by temporarily setting the henchmen's OnConversation script to blank.
The OnConversation script is set to its original value once the CCOH dialog starts or if that fails for some reason after 5 seconds.
So if for example you start the CCOH dialog, select a companion as target, then clear the action queue and then click on that companion immediately again to initiate a dialog you might get a strange result (for Nathyrra e.g. you would get her chapter 1 dialog). But after 5 seconds everything should return to normal again.
Quick install guide:
a) Override installation:
Download the zip file, open the zip file and extract the content of the included 'overide' folder to the override older in your 'My Documents\Neverwinter Nights' directory. Optionally extract the content of the included 'custom' folder to the override folder as well.
b) Patch hak installation:
Download the zip file, open the zip file and extract the hak\mk_ccoh.hak file to the patch folder in your 'My Documents\Neverwinter Nights' directory. If there's no userpatch.ini file in your 'Neverwinter Nights' directory just extract the 'other\userpatch.ini' file into your 'My Documents\Neverwinter Nights' directory. If there already is a userpatch.ini in your 'Neverwinter Nights' directory you have to add a line to that file (see ReadMe.html for more information). Optionally extract the content of the included 'custom' folder to the 'My Documents\Neverwinter Nights\override' folder.
To use the CCOH right click your character and select the craft icon. If everything is installed properly you should see the CCOH options (see screenshots).
The CCOH is compatible with NWN EE but also with 1.69. Features that require NWN EE are disabled in 1.69 of course. CCOH is not tested with NWN 1.68 or below and most likely it won't run properly with these versions.
The CCOH should be compatible with custom content, it should work in custom modules IF these modules (or hak files used by these modules) don't overwrite the CCOH version of the 'x0_skill_ctrap.dlg' file.
The CCOH is compatible with ACP 4.0 (and should auto-detect the ACP 4.0) IF the ACP installation does not overwrite the x0_skill_ctrap.dlg file.
Works on multiplayer if installed on the server.
CCOH v6.3+: Scale Character is available only if NWN EE build 8193.21+.
For more information see included Readme.html.
Any feedback (especially reports about bugs) is appreciated.
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Lords of Darkness 3 - Alanya's Secret (V2.0) |
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Shadewood |
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Aribeth's Redemption - Chapter One |
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Gladiatrix |
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Demonheart - Chapter I |
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The Aielund Saga Act III - Return of the Ironlord |
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Tales of Arterra - The Lost |
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Snow Hunt |
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Lords of Darkness 4 - For Crown and Country (V1.2) |
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This is an amazing system, which I enjoyed using on my server for quite a while. It does have one bug that I was aware of: if you crash while crafting, you end up with a duplicate of the item in whatever crafted state it was in. I hope this can be fixed, to avoid abuse in PWs, but I would not consider that a priority as I tend to trust my players.
Hello Wyrdwolf, thanks for your comment, I see what I can do to fix that problem (probably add a variable to the temporary items so after a crash a script can cycle through the iventory and delete the temporary item.
Always been installed.
Greetings.
According to the description, I can make my cloaks invisible, but how? I can't seem to find it on "Modify Cloaks".
Also, it seems that I am not able to dye the cloak, but I believe this issue is because of the module not using anything from Xp1/Xp2 (The modules in question are Shadowlords & Dreamcatcher)
Hello Iewu,
the official Bioware cloaks were introduced with HotU. Older modules (like Shadowlord or Dreamcatcher) are using cloaks that are actually part of the armor (neck). To modify/dye these cloaks you have to modify/dye the armor.
As great as this is, sadly it doesn't have dupe protection. When force crashing while crafting it will create duplicates.
New version 4.2 uploaded.
Besides some other bug fixes the dupe item exploit is fixed.
Did you alter anything about the dialogue? Thing is, I use a heavily modified version using yours as base.
The only files that I think were changed are:
-mk_inc_craft.nss
- mk_pre_material.ncs
- mk_pre_armorpart.ncs
- mk_im_cancel.nss
- mk_im_cancel.ncs
The dialog file is changed as well because it displays the version number. There aren't any other changes so you should be able to keep your modified version.
Adding the below line OnClientEnter (at the top of the script) will delete the exploited and duped item upon enter.
<Deleted>
New version uploaded. Since NWN EE 1.74 it's possible to hide the visibility of items when equipped via scripting. Thanks to rashkae (who has told about it) this new feature now has made it into the CCOH eventually.
Lovely hak, been using it for years. Now here's my question: My character lost a hand in Honour Among Thieves (a truly superb module!) and for the sake of flavour I am trying to have it carry over into different modules. However, even if the appearance of the body part is changed to invisible, as soon as an armour is equipped everything goes back to normal. Is there any way for NWN to remember a one-armed character? Thank you!
You would also have to edit the armor your character is wearing as the armor overwrites the body. Set the left glove model to no 1 and you should be able to 'see' the lost hand (in case the left hand has been lost). But of course even without a left hand your char will be able to hold a torch
.
In the Bastard of Kosigan series, the player loses a hand, and is unable to use torches, shields, two handers or dual wield. That was done in the OnPlayerEquipItem event IIRC.
Thanks, that did it. I'm fine with just the cosmetics - I can enforce any logical restrictions myself.
EDIT: And I just noticed that the restrictions, if not the visuals, actually carry over into the Prophet Series by default. Baldecaran truly has thought of everything.
New version 5.0 uploaded. Any feedback appreciated!
Thank you for the extensive documentation! That is often sorely missed years down the line. Why have you noted patch hak installation as EE exclusive though?
You're right, patch hak installation should work with v1.69 too.
Hey! Thank you for the module, it's a real gem of the vault! I'm having a problem tho, I used it normally (on EE) in Aielund Saga and it worked like a charm. But somewhere in the playthrough (Act III, if I remember correctly) it just suddenly stopped working. I've tried reinstalling the module using the 5.0 version just now but it still doesn't work. I've tested the module on other campaigns and it is functioning properly, is it a compatibility issue between your module and some chapters of Aielund Saga?
Thanks in advance, mate!
What do you mean by 'it just suddenly stopped working'? Do you get the original Bioware crafting dialog (or perhaps the CEP crafting dialog) when clicking the craft icon? Do you get 'You can not use your craft skills at this time.'? Or do you get the CCOH dialog but somehow the dialog doesn't act normaly (scripts do not work, nothing happens, ...)? Does it happen in the middle of the module (which module) or right from the start? What happens when you copy the CCOH x0_skill_ctrap.dlg into the development folder?
The Aielund III module contains the CEP version of the x0_skill_ctrap.dlg file and that version overwrites the CCOH version of that file. To use the CCOH you would have to a) delete the x0_skill_ctrap.dlg from the module file (does not help if you've already started to play that module) or b) give the CCOH version a higher priority. Could be done by temporarily putting the CCOH version in one of the many hak files the aielund module uses or by temporarily putting the CCOH version in the development folder (both will help in case you've already started to play that module).
Hey, man, sorry to bother... I've been using this for years now, and along with Lilith it is the most useful tool for the game, so much so, I have extensively changed the crafting dialogue to include other features. Because of this, I find it really hard to simply update the mod, so I come to ask if the new "hide helmet"option finally does what NWN hasn't been able for over a decade: Hide the helmet, while retaining all the properties granted by it, and still showing an actual head.
As you can see it in the screenshots the helmet is equipped but the head is shown. And of course all the properties granted by the helmet are retained
.
Oh, sorry, I didn't check the pictures because I didn't think they were up to date. Seems you made extensive changes to the dialogue itself as well. Thank you for replying so quickly.
Sorry to bother again, but I got rid of the previous version, installed this in override per read me instructions, and it didn't work. Whenever I try to modify weapons it's like it calls to scripts that aren't there, the dialogue selection is clicked but there is no change in color or shape. There's a message at the beginning, stating the mod was made with 1.79 but should work with lower versions. It recognizes mine as 1.74. I haven't updated because it seems the latest version has toolset and resource issues.
That's very strange. I've downloaded the current version, installed it in the override folder, ran it with all the NWN version I have installed (1.69, 1.74, 1.78 and 1.79) and 'Modify Weapon' always worked as it should.
What NWN version have you installed? CCOH uses changes in 2da files to detect the NWN version but not every NWN version has made changes to 2da files so not all NWN version can be detected. Nevertheless it should run with all the newer versions.
Have you tried the CCOH in one of the official campaigns or in a custom module?
It detected my game as version 1.74. I thought the CCOH was independent of the normal .2da files, given it brings its own, but it may be that old, modified versions of the original game's .2das are present in my override. I tested it in The Fate of Neverwinter, a custom module. EDIT: to make things even weirder, I emptied my override, put only the CCOH 144 files in it, and now I can't call up the crafting dialogue. All the files are in, alone in the folder, but the dialogue just won't come up. It "assumes" my game is version 1.69, which is weird given I checked and it is 1.78, so I'm thinking something got messed up while updating. Guess I won't be able to try the new version of your mod until I reinstall, which may happen a long time from now. Thanks for trying to help.
>I thought the CCOH was independent of the normal .2da files
No, the CCOH would not work without reading the official 2da files (or the versions of these 2da files modified by custom content - CEP for example). Only where there are no official 2da files (body parts for example) the CCOH uses its own files. Most CCOH 2da files are there just to make the scripting easier.
Still very strange that it does not work for you. Do you have files in the development folder?
Errr... I can't seem to locate that folder in program files or my doccuments.
It's a new folder introduced in the last round of EE patches. If you are not developing a module you should not have that folder. It is not for use of players.
TR
If that development folder exists it should be inside your Neverwinter Nights folder. Files in the development folder have highest priority so if for some reason there were some old and outdated CCOH files in that development folder these files would overwrite the new CCOH files in the override folder which would result in CCOH not working properly. But if you don't have that development folder it cannot be the reason for your problems.
No, I don't have such a folder in my game installation. As I said, I'm thinking it may be cause CCOH is calling for something that is not there, hence the lack of changes when my override is full, and a complete lack of crafting dialogue when the mod is alone in the override folder. It's really baffling tho, especially since my current version of ccoh, the one previous to the EE updates you've made, works without issue.
I've just seen that you test with 'The Fate of Neverwinter' a custom module. Always test with one of the official campaigns, preferable the NWN prelude. Nevertheless I've installed 'The Fate of Neverwinter' and still CCOH 5.0 works. There's a small problem as the CCOH detects my NWN 1.79 as 1.74 probably because the module uses the old CEP1 which most likely has some outdated 2da files (and the CCOH reads these 2DA files to detect the game version). But other than that the CCOH works fine.
Still I would like you to test the CCOH 5.0 with NWN prelude! If it works there then we would know that there's a problem either with the module or with the CEP 1 version you have in your hak folder.
No, the first test I made was in The Fate of Neverwinter. The last few were made in a one area module I use precisely for testing out things. No haks, no override, just a single area with no placeables, creatures or anything. No CEP either, no hak patch stuff. It couldn't be the cep in the case of the Fate of Neverwinter either because I always play my modules with personalized top haks that supercede CEP. It's not module related, which is why I believe it has to do with the 2das, the official/updated by beamdog ones, since no haks, override or anything else bieng present would mean the CCOH is working with the official resources alone. Is there any way I can verify that I have the correct new 2das? Say, a new added collumn or something that would mark them as being EE?
As far as I know EE 1.74 hasn't made many changes to 2da files. The change the CCOH uses for detecting the EE is in loadhints.2da. Other change is in portrait.2da (so no important differences between 1.69 and EE). EE 1.79 has made more changes: for detecting EE 1.79 the CCOH uses the new column SkillPointModifierAbility in racialtypes.2da (see CCOH 5.0 mk_version.2da).
Are you using patch haks? https://forums.beamdog.com/discussion/69487/nwn-ee-userpatch-ini-unoffic...
I tested in the Prologue as you suggested and it bore the same result. Clean override, only the 144 files from ther CCOH override folder. The message says it assumes my version is 1.79, but the crafting dialogue never comes up. As for the patch haks, no I have never used those. No idea why it doesn't work at this point, especially since the pre-EE keeps functioning flawlessly.
There should be 146 files in the override folder. If there are really only 144 files in your override folder then depending on which files are missing it could explain why you don't get the dialog.
Yes, that was the issue. I re-downloaded the whole pack. Thanks for all the help.
I've uploaded CCOH v5.1: in this version you can shrink/enlarge your character. However this is only a visual effect. You don't get any benefits and the game still considers your char to be of the original size. Scale factors between 0.95 and 1.1 seem to be okay, everything will look strange in lots of situations (combat, running, sitting on a char, ...).
Also I've improved 'Change head' a little bit. There's a 2da file for the original heads now, also the CCOH will recognize the cepheadmodel.2da file. These files can be set as 'filter' (within the dialog) so you only get the valid heads when changing your character's head. In case you have custom heads installed it's also possible to define a custom filter.
A must-have mod! I never play without it.
I just noticed I've never commented on this on the 'new' Vault, even though I hardly ever play NWN without it. This is one of my all time favorite mods, kudos for still supporting it in 2020! :)
I've uploaded version 6.0 of the CCOH.
New in this version:
- You can now select a deity or edit the deity name.
- You can change footstep sound.
- Changing head has changed.
- Changing skin/hair/tattoo color has changed.
- Dyeing item has changed.
- New feature: cheat console. You can change level, alignment, gold, you can edit items (properties, charges, plot/cursed/stolen flag, identify and you can buy/sell items. To use the cheat console you have to activate it first: copy custom\mk_ccoh_user.2da from zip file into override folder. To deactivate it again edit mk_ccoh_user.2da (see readme for mor information).
Any feedback is appreciated.
-
I hadn't mentioned this because a lot of it can be done via the Lilith mod, but since playing around with your more recent versions, it occurred to me it would be nice if we could use some (if not all) of the options with henchmen. Lilith has a plethora of selections that may apply to other creatures, but it lacks your ability to hide their helmets, as well as change their skin or hair color. It would be great to be able to do so through your mod, but I'm guessing it would need new resources beyond its scope.
EDIT: I don't know why this keeps happening, but I believe I have voted three times here and yet, every time I post something, I find no stars added.
CCOH so far has 7 votes and when I look through the post I see 7 posts with a vote - and two of these are done by you. So thank you for the vote... twice
.
Actually I had thought about making the CCOH options usuable with henchmen too. Did not do it not because of difficulty but because of some sort of ethical reasons - changing another person (or a NPC created be someone else) appeared to me not right
... perhaps the next version will have that feature.
Just a little update on the helmet matter. Like any other customization, sharing an already hidden helmet with the henchmen will keep it hidden for the henchmen as well, so no need to add that.
Thank you very much for this. I am having some bugs to be honest, is your content compatible with PRC? The glowing eyes do not appear in the drop down menu, infrequently and irregularly.
I've just made a short test with PRC and glowing eyes seem to work as intended. However if you use a custom race then there is a small problem. To give a specific racialtype/gender combination glowing eyes you have to use a specific vfx effect especially made for that racialtype/gender combination. So for example if you want your human female character to have white glowing eyes vfx effect 607 (VFX_EYES_WHT_HUMAN_FEMALE) is required while a male half orc would require vfx effect 616 (VFX_EYES_WHT_HALFORC_MALE). The linking is done in the 'mk_vfx_gleyes.2da' 2da file: it has rows for the various glowing eyes (red, green, yellow, ...) and columns for the various official racialtype/gender combinations (Dwarf_Female, Dwarf_Male, Elf_Female, ...) and only if there is a column for your character's racialtype/gender then you can select glowing eyes from the list. If not then the list is just empty.
So to give your character with a custom race glowing eyes you would have to try one of the existing glowing eyes vfxs:
Apply/Remove visual effects -> Effects from visualeffects.2da -> glowing eyes are on pages 32-34, 36-40, 57-62 (default NWN EE visualeffects.2da).
If you're playing a monster race (other than troglodyte) then most likey there won't be a matching vfx but for the humanoid subraces you should be able to use the vfx made for the main race. (e.g. drows can use the elven vfx). You could also add columns to 'mk_vfx_gleyes.2da' to make the ccoh more 'compatible' with PRC. For example if you're playing a sun elf oyu would have to add columns Sun_Elf_Male and Sun_Elf_Female and copy the values from columns Elf_Male and Elf_Female. Generally the column name is Racialtype_Gender while Racialtype is taken from racialtype.2da (column 'Label') and gender is either Male or Female (so for drows the column names are Drow_Male_Male and Drow_Female_Female!).
In the next version the CCOH might become somewhat smarter so it would use the column of the main race if you're playing a subrace but at the moment it's how it is.
Thank you very much. I also noticed there is no way to save VFX applied to characters, is that right? if I respawn I gotta do it again?
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