This is an updated version of Ragnarok_mr4's Alternate Combat Animations Pack (ACP v4.0)
Style | Old Pheno | New Pheno |
Kensei | 15 | 49 |
Assassin/Ninja | 16 | 50 |
Fencing | 17 | 51 |
Heavy/Barbarian | 18 | 52 |
Arcane (Ars Magna) | 19 | 53 |
DemonBlade | 20 | 54 |
"Classic" Warrior | 21 | 55 |
Tiger Fang | 30 | 56 |
Sun Fist | 31 | 57 |
Dragon Palm | 32 | 58 |
Bear's Claw | 33 | 59 |
All credit and accolades for the original animations work belongs to the awesome work done here: Alternate Combat Animations Pack (ACP v4.0)
This just provides a few useful updates!
If you have any questions please feel free to reach out on discord!
Attachment | Size |
---|---|
acpv41.zip (597) | 25.59 MB |
acpv41_override.zip (567) | 1018.47 MB |
acpv41.2 - Updated haks to include updated compiled scripts. (545) | 25.59 MB |
Winds of Change |
78% |
Ravenloft: Dreamscape |
78.8% |
From This Comes Strength |
98.9% |
Trial and Terror |
83.3% |
Planescape: The Shaper of Dreams |
92.2% |
Untold Tales Of Tolkien: The Indanthrine Prince (Definitive Edition) |
95% |
The Caravan Club |
85% |
The Cursed Land |
83.3% |
Serene |
84% |
The Darkening Sky - Prologue |
87.5% |
I installed,but it didn't work normaly.It just work in the CombatAnimationDemo mod,and i can't change fighting style throung crafting stuff,can you help me?
The hak file does not contain any compiled scripts (only the *.nss files are included). Also it does not contain a modified version of the crafting dialog. You could grab the dialog from the old version and compile the included *.nss files to make it work. Of course also you would either have to extract the contents of the hak into your override folder or install the hak file as patch hak (see the link unter Install/Usage 5.) to make it work in every module you're playing.
A big problem also is that the hak contains an outdated version of baseitem.2da (e.g. missing the new columns, missing item multipliers for some item types). As there seem to be no changes to values related to combat (e.g. %Anim* columns) there seem to be no reason to have a baseitems.2da in the hak.
Yeah, iirc, you can drop the baseitems.2da. I can't for the life of me remember what the Wave.TGA is for - thought it might have been related to the baseitems.2da but...
EDIT - Giving it a 6 because its missing a few components as mentioned in the previous post above mine and the first pheno I try has issues (hand skinmesh is stretched and one leg is inverted)...
The wave2.tga is used by the arcane combat style.
I know how to compile the nss files,but how to grab the old dialog?Just simply ctrl v ?
Hi zjkingmask sorry about that the upload for the client side fixes didn't take. I am reuploading them now but you could grab the larger bundled version of them if you like it does have extra files for the swimming and rowboat pehotypes in there though. https://neverwintervault.org/project/nwnee/hakpak/combined/alfa-sos-cons...
The larger bundle seems missing the ncs file,you sure it would work?
I think i might found some problem.I delete my ccoh hak pack,then the acp4.1 work perfectly in the demo mod,do you think if it is the ccoh conflict with your acp hak?
The ccoh (neither the old version v6 or the new version v8) does not overwrite any of the ACP 4.1 files. So there shouldn't be any conflicts.
Now i don't really know how to do deal with that problem.
At the moment ACP 4.1 seems to have no user interface that allows switching combat styles.
As you seem to have the CCOH installed:
CCOH is compatible with the old ACP 4.0: it detects an properly installed ACP 4.0 (ACP files in override folder or hak installed as patch hak) and calls the ACP scripts that change the combat styles (that is change the phenotype).
CCOH is not compatible with ACP 4.1 because the ACP 4.1 hak file does not have the ACP scripts (only the source code of the scripts). You could compile the scripts included in the ACP 4.1 hak file and then CCOH should be compatible with ACP 4.1 as well.
CCOH however allows you to change the phenotype manually so it could be used to switch to one of the ACP combat styles by changing the phenotype. The ACP scripts are not needed for this. Still a properly installed ACP 4.1 is required (either content of the ACP 4.1 hak in override folder or hak installed as patch hak).
I've tested the demo module with CCOH v8 and there were no problems. I did not test the old CCOH v6 but I doubt the result would be different.
i use the larger version:ACPv41ovr1and ACPv41ovr2. hak and successfully manage to use acp4.1 in official campagin
I want to use ACP4.1 and BD HD pack in aielund saga mod,i tried several ways but still couldn't make it work.Either there's no craft menu or correct fighting style phenotype in modify character menu.
I can only use acp4.1 in official mod,what's that problem?
All the Aielund Sage mod files contain a copy of the original crafting dialog x0_skill_ctrap.dlg overwriting a modified crafting dialog in your override folder or in a patch hak. Either open the mod files with the toolset and delete the x0_skill_ctrap dialog (you have to restart the module then) or put the modified x0_skill_ctrap.dlg in the development folder.
I'm confused. Do I need to install the ACP v4.0 and add this one on top?
Sorry, I'm new to mods, Iv'e played NWN for the first time in 2010 :)
p.s. the training module isn't loading ("missing required Hak file"), and I cannot extract the acpv41_patch file (corrupt)
I'm very glad somebody finally did this! I tried my hand at it and failed big time... The demo is working perfectly
The only problem is that I can't get it to work with CCOH for which I'm disappointed ... I've compiled the scripts from the demo module and added them to the override; still not working...UPDATE: I just tried it out with CCOH 8.31 (should have checked before as there was an update recently) and it's working now!!
Have you managed to get it to work with CCOH 8.31 in another module (like the oc or HOTU)?
The previous versions (ACP 4.0) have my character all distorted when I select any animation style.
Just really want a floating mage in my OC run :)
I've stopped using ACP4.0. Have you tried the newer ACP 4.1? I've sent you a more detailed answer to your message.
saw it, I've replied back :)
Got it working with classic .hak method. awesome!
I don't like the Beamdog HD models so I don't use them; it still works with the original models.
Combined with the CCOHEE this is EXCELLENT content! I've only installed the CCOH EE 8.41 recently and I'm including all the steps here just in case to help other people out.
I threw out my older override and started from scratch. I keep a backup of the essential override folder just in case because I've messed things up sometimes.
First I opened up ACPv41.2 (the latest version) with the 'nwhak.exe' and exported all files to the override folder. Also the 'acp_v41.tlk' to the 'tlk' folder.
Then I copied all the files from the CCOH 8.41 override into my override folder.
The page we're on right now: https://neverwintervault.org/project/nwnee/hakpak/ragnarokmr4s-alternate-combat-animations-pack-acp-v41-updated
https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/customize-character-override-hak-extended-edition-ccohee
Right clicking our PC and choosing 'Special Abilities' and 'Crafting Skills' should bring up the menu.
I finally learned how to upload pictures again: Here I started up the module 'To Heir is Human' It's a nice simple module with no haks attached and the 'acpv4.1.tlk' isn't attached to it either but because of the 'CCOH' the ACP shows up in the menu.
I've noticed that in some modules the option to change ACP will not show up in the dialogue menu; I'm not sure why this happens but it might have to do with some of the haks attached to these modules.We can still use the ACP by using the 'Modify Character' option in the dialogue then choosing 'Phenotype: choose a different phenotype'. This way is a bit harder because we'll have to figure out the right number from the phenotype but it's still do-able.:
Use 'Modify character' and then choose the phenotype number from the 'phenotype.2da' list included above by the author in the content description. (so if we want to use 'Warrior' fighting style we set it to 'phenotype 55' in the menu.)
I hope this helps.
I had forgot to vote it seems...vote added.
>I've noticed that in some modules the option to change ACP will not show up in the dialogue menu;
>I'm not sure why this happens but it might have to do with some of the haks attached to these modules.
It's most likely because one of the haks has a phenotype.2da that is not compatible with ACP (a phenotype.2da that does not have the ACP lines). Reason is that CCOH recognizes ACP by searching phenotype.2da for one of the ACP combat style phenotypes.
hello, i was wondering if you could help since im kinda noobish when it comes to modding this game
do i need to use nwnhak.exe specifically? i tried to do it manually and i followed your steps but it seems i cant get ACP(v41.2) to show up in the CCOHEE(v8.41) screen and im not sure what im doing wrong. Do i need acp 4.0 aswell?
any help would be greatly appreciated, thanks in advance!
Did I actually forget to vote for this excellent content?! I've voted now...
Here is the hak and wizard version of this mod
https://neverwintervault.org/project/nwnee/hakpak/alternate-combat-anima...
I can`t for the life of me make this work. The new phenos are not appearing in game and the HD models looks borked while using ACP. Tried the override method, the patch method, everything under the sun and the new phenos just won`t appear.
What I am doing wrong? halp.
same, I can only seem to get it to work if I don't load the HD beamdog pack , otherwise the legs look all bugged outNevermind this file fixed everything https://neverwintervault.org/project/nwnee/hakpak/alternate-combat-anima...