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does not modify personal or creature spacing. These should flex at the same value of the transform, but we should also be able to mod those with nwscript like how they're modified with NWNx. Other related stats not modified are creature height, camera height, hit distance, preferred attack distance, and a few more below. See server portals force character selection even with sent bic #2.
does not modify walkdist or rundist. These should also flex at the same value of the transform, but again we should be able to modify those with nwscript. Since these set the gait to animation rate of walk/run, if they don't transform, then the creature always animates fast for walk/run. This can be partially managed by applying EffectMoveSpeedDecrease() but has its own bugs. See nui: missing sounds #5.
does not scale the cutoff between run/walk animations. The cutoff value should scale, and again we should be able to modify that value with nwscript. NWNx is able to modify that cutoff using NWNX_Creature_SetWalkRateCap.
does not scale base movement rate or update movement rate factor. Base rate should be modified by the transform value, and automatically updated by the rate factor.
applying Visual Scale Transform in unison with EffectMoveSpeedDecrease() results in wonky walking due to wrong value for walk rate cap. It does otherwise fix the animation rate. Just using the wrong animation.
current workaround for all of this is a second modified 2da line for every creature appearance ever to be used with visual scale transforms.
Custom content or overrides used
None
Game version
At least 36=? to 37-11
First seen on game version
Not a regression. Has been around since visual transforms were available.
OS
Windows
Distribution
Steam
The text was updated successfully, but these errors were encountered:
Describe the bug
does not modify personal or creature spacing. These should flex at the same value of the transform, but we should also be able to mod those with nwscript like how they're modified with NWNx. Other related stats not modified are creature height, camera height, hit distance, preferred attack distance, and a few more below. See server portals force character selection even with sent bic #2.
does not modify walkdist or rundist. These should also flex at the same value of the transform, but again we should be able to modify those with nwscript. Since these set the gait to animation rate of walk/run, if they don't transform, then the creature always animates fast for walk/run. This can be partially managed by applying EffectMoveSpeedDecrease() but has its own bugs. See nui: missing sounds #5.
does not scale the cutoff between run/walk animations. The cutoff value should scale, and again we should be able to modify that value with nwscript. NWNx is able to modify that cutoff using NWNX_Creature_SetWalkRateCap.
does not scale base movement rate or update movement rate factor. Base rate should be modified by the transform value, and automatically updated by the rate factor.
applying Visual Scale Transform in unison with EffectMoveSpeedDecrease() results in wonky walking due to wrong value for walk rate cap. It does otherwise fix the animation rate. Just using the wrong animation.
current workaround for all of this is a second modified 2da line for every creature appearance ever to be used with visual scale transforms.
Custom content or overrides used
None
Game version
At least 36=? to 37-11
First seen on game version
Not a regression. Has been around since visual transforms were available.
OS
Windows
Distribution
Steam
The text was updated successfully, but these errors were encountered: