Search found 875 matches

by Neveos
Sat Oct 26, 2013 1:32 pm
Forum: DXEditing
Topic: Trigger NPC movement from ConEdit?
Replies: 4
Views: 6147

Re: Trigger NPC movement from ConEdit?

You need to go to deusex.ini in your system folder. Find where it lists all your "edit packages", and add a line that includes loading more triggers. Sounds like you are loading it manually in the editor instead of automatically using the system file. As for making the NPC move after a convo: it sou...
by Neveos
Sat Oct 26, 2013 1:23 pm
Forum: DXEditing
Topic: PawnSkinner - quick custom NPC skinning and corpse phenpmena
Replies: 5
Views: 8291

Re: PawnSkinner - quick custom NPC skinning and corpse phenp

Maybe the package is still mentioned in one of the .ini files? It was Ued2 asking for IWR, actually, which doesn't auromatically load up any custom packages by default. That's why it's such a mystery to me how loading up a package which doesn't have one reference to IWR is asking for IwR when loadi...
by Neveos
Fri Oct 11, 2013 12:40 am
Forum: DXEditing
Topic: PawnSkinner - quick custom NPC skinning and corpse phenpmena
Replies: 5
Views: 8291

Re: PawnSkinner - quick custom NPC skinning and corpse phenp

Hmm? do you have a package called 'IWR'..? and is it placed above your PawnSkinner package on the EditPackages line? does the package indeed contain all those texture names? if so, try placing the PawnSkinner above on EditPackages line. :oops: I mean, I know it's confusing, but ignore the screensho...
by Neveos
Wed Oct 09, 2013 1:55 am
Forum: DXEditing
Topic: PawnSkinner - quick custom NPC skinning and corpse phenpmena
Replies: 5
Views: 8291

PawnSkinner - quick custom NPC skinning and corpse phenpmena

Yeah, I'm trying to basically contribute and provide my method for quickly custom skinning NPCs in the game, and NOWHERE in the package should it be referencing anything "IWR", but it still seems to try and load my custom package IWR. You know, I even ctrl-F in notepad++ and search "IWR" in all open...
by Neveos
Sun Oct 06, 2013 2:54 pm
Forum: DXEditing
Topic: [RELEASE] MoreTriggers compiled
Replies: 11
Views: 22749

Re: MoreTriggers compiled [RELEASE]

heh, I used triggertrigger to frob a pool ball for dramatic effect during a convo. Pool ball simply ejects away from player's location.
by Neveos
Sat Oct 05, 2013 4:20 am
Forum: DXEditing
Topic: autosaves
Replies: 9
Views: 10321

Re: autosaves

oh ok, that's interesting. Yeah, I guess I'm just worried about player getting into an inescapable bind... but that's what makes these old games fun.
by Neveos
Fri Sep 27, 2013 11:12 pm
Forum: DXEditing
Topic: autosaves
Replies: 9
Views: 10321

autosaves

I remember, somehow, someone was developing this. Did anyone finish it? Could I have it and credit you?
by Neveos
Thu Aug 15, 2013 3:37 pm
Forum: DXEditing
Topic: Unrealed (and UED2) Crash
Replies: 15
Views: 15145

Re: Unrealed (and UED2) Crash

Honestly, I've found that sometimes UEd just decides to die, without reason. Often this can be remedied by simply restarting the computer, but other times: nope, it's dead. Reinstalling the editor fixes it though. Ludicrously excessive fix, but worst case scenario etc. lol I have found my editor sl...
by Neveos
Sat Aug 10, 2013 10:44 pm
Forum: DXEditing
Topic: From camera to player view
Replies: 4
Views: 6463

Re: From camera to player view

Is there any gameplay in the map before it or after it? If so:

it would involve loading screens, but you could teleport to an identical stage map built for the cinematic, teleport back to the original map.
by Neveos
Thu Aug 08, 2013 2:01 pm
Forum: DXEditing
Topic: Deus Ex v2.0 - An unofficial fan patch for Deus Ex (HELP US)
Replies: 458
Views: 304371

Re: Deus Ex v2.0 - An unofficial fan patch for Deus Ex (HELP

It seems like leg health (not leg disablement) actually impacts jumping performance.
by Neveos
Wed Jun 26, 2013 4:11 am
Forum: DXEditing
Topic: I can't remember what I did
Replies: 4
Views: 6322

Re: I can't remember what I did

It was broken, actually. Didn't work.
by Neveos
Tue Jun 25, 2013 10:29 am
Forum: DXEditing
Topic: I can't remember what I did
Replies: 4
Views: 6322

Re: I can't remember what I did

AdamJensen wrote:In the User.ini, you might have to change the class:

Class=IWR.AlexDentonPlayer

to

Class=DeusEx.JCDentonMale
lol, I just realized the fact that you knew exactly the package name and class name. Did you play it?
by Neveos
Tue Jun 25, 2013 2:38 am
Forum: DXEditing
Topic: How does bOwned work? Trying to make NPCs react to stealing
Replies: 11
Views: 10687

Re: How does bOwned work? Trying to make NPCs react to stea

Also, I'm not sure whether the NPC will react to being futz'd by a pot being thrown at him vs grabbing the item yet Yep. If an enemy is in a state where he'll react to a futz event, and has bReactFutz set to True, then they'll respond to something being tossed at them the same way as to a futz even...
by Neveos
Mon Jun 24, 2013 11:01 pm
Forum: DXEditing
Topic: How does bOwned work? Trying to make NPCs react to stealing
Replies: 11
Views: 10687

Re: How does bOwned work? Trying to make NPCs react to stea

I already got it working. It's the ued2 that's the problem, atm. So the explanation was pretty simple. Futzing bOwned actors causes NPCs with their reactions to futz's on to converse. Apparently, one can't distinguish between the NPCs except by causing all other NPCs to not react to Futz. Also, I'm ...
by Neveos
Sun Jun 23, 2013 8:41 pm
Forum: DXEditing
Topic: How does bOwned work? Trying to make NPCs react to stealing
Replies: 11
Views: 10687

Re: How does bOwned work? Trying to make NPCs react to stea

Oh this sucks. It appears that the field not being present in Ued2 actually deletes the bOwned property from those items when you load it up in the editor despite changing it in Ued1. You don't even have to bring up the properties window. I'll email Veronika