Search found 875 matches
- Sat Oct 26, 2013 1:32 pm
- Forum: DXEditing
- Topic: Trigger NPC movement from ConEdit?
- Replies: 4
- Views: 6274
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...
- Sat Oct 26, 2013 1:23 pm
- Forum: DXEditing
- Topic: PawnSkinner - quick custom NPC skinning and corpse phenpmena
- Replies: 5
- Views: 8423
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...
- Fri Oct 11, 2013 12:40 am
- Forum: DXEditing
- Topic: PawnSkinner - quick custom NPC skinning and corpse phenpmena
- Replies: 5
- Views: 8423
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...
- Wed Oct 09, 2013 1:55 am
- Forum: DXEditing
- Topic: PawnSkinner - quick custom NPC skinning and corpse phenpmena
- Replies: 5
- Views: 8423
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...
- Sun Oct 06, 2013 2:54 pm
- Forum: DXEditing
- Topic: [RELEASE] MoreTriggers compiled
- Replies: 11
- Views: 24611
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.
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.
autosaves
I remember, somehow, someone was developing this. Did anyone finish it? Could I have it and credit you?
- Thu Aug 15, 2013 3:37 pm
- Forum: DXEditing
- Topic: Unrealed (and UED2) Crash
- Replies: 15
- Views: 15471
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...
- Sat Aug 10, 2013 10:44 pm
- Forum: DXEditing
- Topic: From camera to player view
- Replies: 4
- Views: 6599
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.
it would involve loading screens, but you could teleport to an identical stage map built for the cinematic, teleport back to the original map.
- 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: 310402
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.
- Wed Jun 26, 2013 4:11 am
- Forum: DXEditing
- Topic: I can't remember what I did
- Replies: 4
- Views: 6435
Re: I can't remember what I did
It was broken, actually. Didn't work.
- Tue Jun 25, 2013 10:29 am
- Forum: DXEditing
- Topic: I can't remember what I did
- Replies: 4
- Views: 6435
Re: I can't remember what I did
lol, I just realized the fact that you knew exactly the package name and class name. Did you play it?AdamJensen wrote:In the User.ini, you might have to change the class:
Class=IWR.AlexDentonPlayer
to
Class=DeusEx.JCDentonMale
- Tue Jun 25, 2013 2:38 am
- Forum: DXEditing
- Topic: How does bOwned work? Trying to make NPCs react to stealing
- Replies: 11
- Views: 10902
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...
- Mon Jun 24, 2013 11:01 pm
- Forum: DXEditing
- Topic: How does bOwned work? Trying to make NPCs react to stealing
- Replies: 11
- Views: 10902
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 ...
- Sun Jun 23, 2013 8:41 pm
- Forum: DXEditing
- Topic: How does bOwned work? Trying to make NPCs react to stealing
- Replies: 11
- Views: 10902
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