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 |
---|---|
![]() | 25.59 MB |
![]() | 1018.47 MB |
![]() | 25.59 MB |
UNDERMOUNTAIN- Maddgoth's Castle |
82.5% |
Sheep and Stone |
93.3% |
Winds of Change |
78% |
Ravenloft: Dreamscape |
78.8% |
The Gathering Storm |
84.4% |
Night Howls in Nestlehaven V1.17 |
88.8% |
The Cursed Land |
83.3% |
Trial and Terror |
83.3% |
From This Comes Strength |
98.9% |
Serene |
84% |
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A big problem also is that the hak contains an outdated version of baseitem.2da (e.g. missing the new columns, missing item multipliers for some item types).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 :)