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I understand v4.0 is a little janky with the HD models, so if you would like to try Bartleby's or anybody else's variants of this mod then please do so, but be warned the 4.1 file on the NWVault is not my work and I wont be able to offer support on it or advice how to get it working.
I have essentially retired from modding this game but if my steamworkshop version ever becomes incredibly broken or incompatible with NWN:EE then let me know and I will dig out the old tools and see if I cant get to the bottom of it.
Cheers,
https://neverwintervault.org/project/nwnee/hakpak/alternate-combat-animations-pack-acp-41-hak-and-nit-automated-wizard-version
Guide here
https://cs2bus.com/sharedfiles/filedetails/?id=3034260305
Thanks! I will.
There is new version acp on nwn vault,you can check it out
I suspect that there is some overlap here.
Same here. Arcane style doesn't work properly and looks distorted.
Another bug: after choosing an animation style, cloaks dissapear. They are still there, but not shown.
Other than that, the mod seems awesome. I didn't expect such level of quality from a non proffesional artist.
Can't load order conflicts be sorted by NIT or a simmilar tool? :'(
Unfortunately the workshop isnt very good at prioritising load order.
Without Beamdog giving us some kind of comprehensive mod manager/mod loader tool which allows for load order priority and automatically cleans up 2da files I am afraid we will always see problems like this :(
The official beamdog models get installed into the install directory of NWN and dont utilise the override folder in your documents where standard mods go. They literally replace assets in the core game. The community fixed files install like a normal override so any .2da files used by CCOH and ACP 3.0 would appear to be overriden by those in the community version of the Beamdog models.
unfortunately the way the override folder works in NWN doesnt allow you to change the load order of mods, you have to manually create a load order by uninstalling and reinstalling with the high priority mods last (as they overwrite anything that conflicts)
1. Uninstall the community version of the override beamdog models.
2. install the official beamdog HD model upgrade using the installer version
3. reinstall the community version of of the beamdog models in the override folder
4. Install ACP v4.0 choosing to overwrite any files with the same name in the folder if prompted if not using the workshop
5. Install CCOH 6.33 choosing to overwrite if prompted if not using the workshop (updated link here https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/alternate-combat-animations-pack-acp-v40)
You will either lose some of the community fixes but at least still have the new models, but it may actually undo all of the community fixes if it relies heavily opn those .2DA's
Hope this helps
https://imgur.com/a/gwnG3qu
Also im using the community pack version of beamdogs art pack with fixes:
https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/beamdogs-hd-art-pack-community-fixes
The new models that Beamdog have made are backwards compatible as they are based on the original skeletons (just with high poly counts and better textures), this should be true of any model and texture mods that don't mess with character animations.
its the override version of the latest release of CCOH (uploaded by another user) just tested and its working fine with this.
I found that the steam workshop is messy at removing files from other mods, if in doubt delete your override folder after unsubscribing from any mods then this should work.
the only thing I can tell you is that the thumbnails I captured were all taken from mods from neverwinter vault. If thats the case it must exist somewhere. Have a search for samurai armor mods - you never know there may even be better ones!
i am using the Kensei animation as a druid
and my friend using the Arcane (magnus) animation as a sorcerer
i hope this helps people who are having difficulties playing the game with this mod
btw forgive my bad spelling english is not my first language
B: move the mods override or any other important files into the main games version of those folders in your doucments folder
for me its moving stuff from C:\Program Files (x86)\Steam\steamapps\workshop\content\704450\(advnaced animation mod folder (you have to look in the folders and find it))
into: C:\Users\dean\Documents\Neverwinter Nights
and move the important data files of the mod into your games folder so it will register the data better
at least thats what works for me
maybe even just a divine caster style of sorts?