Hello, I have a question nwn:ee and is there a version for Android, I have version 86.8193.34, what I want is to be able to have a skeleton with glowing eyes and you can see the armor on, but it is not suitable for Android or a Android version, by the way I don't know where to put the files inside the templates folder.
(Apologies for asking EE questions here) Fantastic mod, love it. Just wondering if I'm missing somewhere to change the color of my hood/head. It seems to be changing by itself, at one point it was red, if I take off armor and mess with CCOHEE it will turn white. Mostly it defaults to this speckled gold color I've used for some other stuff, but I'm not sure where it's pulling this color from.
(More or less) everything on your char's body that is not skin, hair or tattoo gets its color from the equipped armor. If the char does not wear an armor the color is 0 or light brown. That's why your char's underwear is always light brown. The reason is that your char does not store values for the leather/cloth/metal color channels but uses the values from the equipped armor.
I've managed to get the initial menu to open, but while there are options to change portrait, phenotype, body, etc, I don't see any menu options to change the head model. Is there a known fix for this?
That's strange. Are there any other options missing (see the 'Modify Body' screenshot)? Does CCOH display a message about the NWN version it has found? Which module do you play? Does it happen also if you play one official campaigns (e.g. Wailing Death Prelude)?
If you own NWN EE you can use the newer CCOH EE (https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/customize-character-override-hak-extended-edition-ccohee)
I think it might be because I was trying it in the SoU and HotU expansion modules! The other features were working, yeah. I'll tinker a little more and post an update in this thread if I figure it out. Thanks so much for the reply and troubleshooting ideas!
It should work in SoU or HotU. Another possibility is that you've disabled 'Modify Head'. Look for a file mk_ccoh_user.2da in your override folder. Open that file with a text editor and look for a line containing MK_DISABLE_CRAFT_12. It should look like 0 MK_DISABLE_CRAFT_12 1 INTEGER 0 "Disable change head" If there's 1 after INTEGER change it to 0. If there's no mk_ccoh_user.2da then look for mk_ccoh.2da instead.
Hi it is possible: 1. to add parameter for disable animations of interaction (and using potions)? It's about the moments when weapons disappeare from hand Or 2. to add parameter for weapon not disappear when using interaction/potion?
played using this mod years ago. think it was 5.0. worked. now i can't get anything to show up except change armor, weapon,clothes. no head, no stat, alignmaent, portrait, ect edits that are promised. can't even get older versions cause modder made no older archives available. seems with the on coming of this "EE", you can't find a single thing anymore for diamond.
That's strange. CCOH should still work on your diamond edition. Are you playing a custom module or one of the official campaigns? Have you other mods installed? Are you playing on windows?
windows 10, original campaign, yes to mods but only prc installed that would mess around with skills or menus the rest are purely cosmetic or weapons. reinstalled entire game, started new, still just craft armor,weapon, and trap options available. rest are gone. tried installing the few older archives still available on the vault, nothing changed. game version 1.69 \w/ community patch 1.72, cep 2.65 + prc 3.5. also using merger for the same versions mentioned.(prc+cep)
think i found the culprit, after half dozen re-installs, turns out the community patch changes game version, though it says on the vault page it doesn't, only reads it like 1.71 or 1.72 something, but it DOES change the version. mods like yours and even the prc+cep merger don't recognize it. furthermore, it breaks it the same way if you just install cep 2.65 with the installer. but it doesn't if you install it manually. still working through things, but as of now like this, your mod's working. gotta double check prc's stuff but all SEEMS green. I hope this grueling mess has helped someone else avoid the same fate.
In the CCOH ini file you can set the game version manually to 1.69 (or 1.71, 1.72... doesn't matter... see readme). Without that CCOH tries to detect the game version but in a heavily modded game it's not always possible. Without knowing the game version CCOH does not know what is possible and what is not. When you start CCOH it should display the recognized game version. If the recognized game version is very old lots of things are disabled,
Thank you very much for the amasing mod! Everything works perfectly
I just have one question: it seems i can't use a custom portrait. can I fix this? (my custom portrait appered during character creation, but I can't find it in the CCOH window)
I drew the portrait myself and I really don’t want all the work to go to waste :(
Hello BonnyJoe, don't worry, you don't have to throw away your portrait. For using custom portraits with CCOH you have to write their filenames into 2da file 'mk_portraits.2da'. The zip has an empty one in the subfolder 'custom' (ccoh_v6.33.zip\custom). Put that file in your override folder. For how to edit that file see the CCOH readme. It has a section about custom portraits. Hope this helps. For any remaining questions feel free to ask.
I'd like to use your mod to add angel wings to my MC but I'm not sure if your mod is compatible with Valen Romance Expansion mod (https://www.nexusmods.com/neverwinter/mods/919).
Can you confirm that there won't be any compatibility problems, please?
Hi, there shouldn't be any compatibility issues. The only file overwritten by CCOH is the crafting dialog x0_skill_ctrap.dlg and I doubt that Valen Romance Expansion also does that.
I made several tests and I noticed that if I used the version with replacers of Valen Romance Extansion mod, there was a mesh problem (the outfit was not displayed correctly at character creation and later in the game. Same for armor). But if I use the vanilla version of the mod, there's no such problem.
I'd like to point out too that I used the hak installation version for your mod to make sure that the other one worked properly.
I hope this helps someone if they're in the same situation as me ^^
PS: Small question: what is the difference between this version of your mod on Nexus and the one posted at neverwintervault.org?
There are two different versions on neverwinter.org: 1. v6.33 for NWN 1.69 and NWN EE (also here on Nexus) 2. v8.41 for NWN EE only (not on Nexus) For NWN EE users I recommend v8.41.
I noticed that not all armors have the same customization options, and that the options are pretty much based on the item's base AC. I'm guessing that the game functions so that anything with a base ac of, lets say 7, is half-plate, and options are limited to model permutations used throughout the game, but why wouldn't it be possible to select, lets say (torso 40) for half-plate?
That is because the AC of an armor is determined by the torso part. So changing the torso part from a half-plate torso model to e.g. a leather torso model would make your half-plate armor become a leather armor.
That is a very good reason to not do that and a very wacky way of scripting the game, but i guess it makes sense. Also kudos for the rapid response. Thank you for the info
67 comments
This version here should work with the NWN EE android version. However I only have the windows version so I cannot make any tests unfortunately.
If you own NWN EE you can use the newer CCOH EE (https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/customize-character-override-hak-extended-edition-ccohee)
Another possibility is that you've disabled 'Modify Head'. Look for a file mk_ccoh_user.2da in your override folder. Open that file with a text editor and look for a line containing MK_DISABLE_CRAFT_12. It should look like
0 MK_DISABLE_CRAFT_12 1 INTEGER 0 "Disable change head"
If there's 1 after INTEGER change it to 0.
If there's no mk_ccoh_user.2da then look for mk_ccoh.2da instead.
1. to add parameter for disable animations of interaction (and using potions)? It's about the moments when weapons disappeare from hand
Or
2. to add parameter for weapon not disappear when using interaction/potion?
I just have one question: it seems i can't use a custom portrait. can I fix this?
(my custom portrait appered during character creation, but I can't find it in the CCOH window)
I drew the portrait myself and I really don’t want all the work to go to waste :(
don't worry, you don't have to throw away your portrait.
For using custom portraits with CCOH you have to write their filenames into 2da file 'mk_portraits.2da'. The zip has an empty one in the subfolder 'custom' (ccoh_v6.33.zip\custom). Put that file in your override folder. For how to edit that file see the CCOH readme. It has a section about custom portraits. Hope this helps. For any remaining questions feel free to ask.
I'd like to use your mod to add angel wings to my MC but I'm not sure if your mod is compatible with Valen Romance Expansion mod (https://www.nexusmods.com/neverwinter/mods/919).
Can you confirm that there won't be any compatibility problems, please?
I made several tests and I noticed that if I used the version with replacers of Valen Romance Extansion mod, there was a mesh problem (the outfit was not displayed correctly at character creation and later in the game. Same for armor).
But if I use the vanilla version of the mod, there's no such problem.
I'd like to point out too that I used the hak installation version for your mod to make sure that the other one worked properly.
I hope this helps someone if they're in the same situation as me ^^
PS: Small question: what is the difference between this version of your mod on Nexus and the one posted at neverwintervault.org?
1. v6.33 for NWN 1.69 and NWN EE (also here on Nexus)
2. v8.41 for NWN EE only (not on Nexus)
For NWN EE users I recommend v8.41.