NWN2Wiki
(customizing character appearance -- this got long, should it be on its own page?)
No edit summary
Tag: rte-wysiwyg
Line 6: Line 6:
 
# Selecting [[Class]], each of which has a starting outfit. (you can also view prestige classes and their outfits, but you obviously can't choose them yet)<br />'''BUT Pay Close attention to the [[Alignment]] restrictions of Each [[Class]], especially the [[:Category:Prestige classes|Prestige Class]]; If you decide to [[Multiclass]].'''
 
# Selecting [[Class]], each of which has a starting outfit. (you can also view prestige classes and their outfits, but you obviously can't choose them yet)<br />'''BUT Pay Close attention to the [[Alignment]] restrictions of Each [[Class]], especially the [[:Category:Prestige classes|Prestige Class]]; If you decide to [[Multiclass]].'''
 
# Select an [[Alignment]] (with limitations according to your class)
 
# Select an [[Alignment]] (with limitations according to your class)
# Choose a [[Deity]]. (required for [[Divine]] caster classes AND [[Favored Soul]]'s <u>[[Favored Weapon]]</u>) If [[Divine]] casting is not in your plans or your NOT going to select [[Favored Soul]] as Part of your [[Multiclass]]; Pick what's best describe your Playing [[Character]], or just No [[Deity]].
+
# Choose a [[Deity]]; this is required for [[Divine]] caster classes AND [[Favored Soul]]'s <u>[[Favored Weapon]]</u>. If [[Divine]] casting is not in your plans (or you are not going to select [[Favored Soul]] as part of your [[Multiclass]]), pick what will best describe your Playing [[Character]], or just No [[Deity]].
# Distribute your [[Abilities]]; Each stat has a CAP of '''18''', IF your [[Race]] has a Bonus that CAP Rises to '''20'''. (remember as you raise the number the more points is used that could otherwise be used for other [[attributes]].)
+
# Distribute your [[Abilities]]; Each statistic has an un-modified CAP of '''18'''. IF your [[Race]] has a modifier that CAP can rise as high as '''20''' or fall as low as '''4'''.  All characters start with have 32 points to distribute among their abilities and increasing abilities starts on a 1-for-1 basis.  However, as you raise an ability closer to its maximum starting value, points used to raise it increase significantly; they may be used mor efficiently for other [[attributes]].
 
# Choose a [[Character Background]].
 
# Choose a [[Character Background]].
 
# Select a [[Package]]. To distribute your Skill Points at 1st Level AND Choose a [[:Category:Background traits|Background trait]]; instead of selecting a Package, click on '''{ CUSTOMIZE }''' Button above the Different types of Packages.
 
# Select a [[Package]]. To distribute your Skill Points at 1st Level AND Choose a [[:Category:Background traits|Background trait]]; instead of selecting a Package, click on '''{ CUSTOMIZE }''' Button above the Different types of Packages.

Revision as of 03:24, 11 August 2017

In NWN2, the whole Character creation is a lot different from the NWN1.

  1. Select a Race.
  2. Select a Subrace. (if Available)
  3. Customizing Appearance. (there's also Change in color of Hair Accessory for Female, and Toggle Facial Hair for Males ~ different for each Head.)
  4. Selecting Class, each of which has a starting outfit. (you can also view prestige classes and their outfits, but you obviously can't choose them yet)
    BUT Pay Close attention to the Alignment restrictions of Each Class, especially the Prestige Class; If you decide to Multiclass.
  5. Select an Alignment (with limitations according to your class)
  6. Choose a Deity; this is required for Divine caster classes AND Favored Soul's Favored Weapon. If Divine casting is not in your plans (or you are not going to select Favored Soul as part of your Multiclass), pick what will best describe your Playing Character, or just No Deity.
  7. Distribute your Abilities; Each statistic has an un-modified CAP of 18. IF your Race has a modifier that CAP can rise as high as 20 or fall as low as 4.  All characters start with have 32 points to distribute among their abilities and increasing abilities starts on a 1-for-1 basis.  However, as you raise an ability closer to its maximum starting value, points used to raise it increase significantly; they may be used mor efficiently for other attributes.
  8. Choose a Character Background.
  9. Select a Package. To distribute your Skill Points at 1st Level AND Choose a Background trait; instead of selecting a Package, click on { CUSTOMIZE } Button above the Different types of Packages.
  10. Then Finalize : Enter name, Biography (Delete the Text in side; so the Status of your character ingame can be seen easily without having to scroll down the text), and voice set for character. (Clicking the {Play Sound} button repeatedly over the same selection will let you hear other speeches that voice uses.)


Appearance

  • NWN2 will include approximately 160 heads total for all races (about six general ones and one or two special ones for each subrace). [1]
  • Tinting of skin and hair color will be more flexible and include more options in NWN2, and each class has a starting outfit. [2]

GFFEditor

You can alter your character's appearance using GFFEditor. First, you will need to save your game -- the editor modifies save files. You may want to set the game to use windowed graphics instead of full screen temporarily. Then you will need to locate the save file directory you have just created. If you are using windows 7 and you used quicksave, the directory should be named Documents\Neverwinter Nights 2\saves\000000 - quicksave\. The file you will need to modify is named playerinfo.ifo, or if you are editing a companion's appearance you will be editing a .ros file with a name on the file which matches your companion's name.

Once you have opened the file using GFFEditor, you can open the tree of values and change the ArmorVisualType to something other than 0 (which is cloth armor), and/or the Variation to something other than 0. You can experiment with values, or you can go into the map editor and try things there. You will need to open armor.2da using the 2da feature of the map editor to find how to convert armor names to ArmorVisualType numbers.

If the armor you choose shows any skin below the neck, and if your character has any tinting on his or her face skin you will also need to update your character's body to match your character's face. In GFFEditor, find Tint_Head open that, then open the Tintable nested inside of it, and then select the Tint which is inside of that. Then from the menu on the top of the editor, select Edit -> Copy Node / Subtree. Next, you will need to go to the Tintable which is just below Tint_Head (not the one which is inside of it, and not the one which is immediately above TrackingMode. Open it up, and right click on the Tint node there and delete it. Then go back up to the top and use Edit -> Paste as Child Node. If you have done this right, the tint entries for your character's body will match the tint entries for your character's head. You can go in game and load the quicksave to see if things look right without armor. If you messed things up horribly you will need to load a previous save, generate a new quicksave and start over.

If your character appears to be wearing gloves or boots that you do not like, you will need to install a mod which lets you go barefoot and gloveless. (This means locating such a mod and placing it in the override directory which sits next to your saves directory.) Once you have installed a mod which allows you to be barefoot you may also need to add Boots and/or Gloves nodes to your character's save file. To add boots: go to the TopLevelStruct node for a .ros file or the top User-Defined Struct for your playerlist.ifo file. Once you have that node selected, right click on it and Add [User-Defined Struct: 0]. Next, go to Tint_Head, open that up, open up the contained Tintable, and select the contained Tint node and go to the top menu and use Edit -> Copy Node / Subtree. Then select the user defined struct node you have just created (which will typically be identified by a number near 195 and 205) and use the top menu to Edit -> Paste as Child node. Finally, right click on the user defined struct again and Add [Byte], and then Add [Byte] again. Then fill in the Field ID for this node -- it was blank when you created it, type in Boots. Then select the Tint node that you pasted in and change its Field ID to ArmorTint. Then select the first Byte node that you created and change its Field ID to ArmorVisualType, and change its numeric value to 10. Then select the second Byte node that you created and change its Field ID to Variation (and it should be 0). Finally, right click on your new Boots node and from the top menu select Edit -> Copy Node / Subtree. Then go up to the containing node (the node that contains all your character's details) and from the top menu select Edit -> Paste as Child node. Finally, go down to the bottom and find your new node and change its name from Boots001 to Gloves. Save the file in GFFEditor and load it in the game and you should be barefoot and bare handed.

see also