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More precisely: CCOH checks phenotype.2da for one of the ACP phenotype entries. If it is there then the CCOH menu contains the ACP entry. Otherwise the ACP entry is not displayed.
This goes instantly under my favorite mode.
Thank you so much!
It works perfectly in newer modules like Doom Of Icewind Dale
a) download CCOH EE from here: https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/customize-character-override-hak-extended-edition-ccohee
b) create a new module (toolset does not work without a module)
c) import the erf file from the zip file into the toolset.
d) load mk_ccoh_hctrl into the toolset script editor
e) replace GetPCSpeaker() with OBJECT_SELF
f) save the script as x3_pl_toolXX (where XX is of of 01, 02, ..., 10 depending on which player feat you want to use), ignore the warnings.
g) compile the script
h) the compiled script with extension *.ncs is in ...\Documents\Neverwinter Nights\modules\temp0
i) copy that script into your override folder.
j) close the toolset (you don't have to save the module, it's not required anymore)
k) start NWN and use CCOH to give your char the player feat
l) assign the player feat to a hotkey.
Start CCOH -> Options -> Modify Item
Click line 'Enable Modify Shield' (line should turn orange)
Enter 0x3f into chat window, press return
Click line 'Enable Modify Shield' again (you should see the new value 0x3f).
But hiding the shield only hides the shield, it does not change animations: so it looks like char is holding an invisible shield, it does not look like char not holding a shield.
any idea why? I haven't changed anything (started Wyvern Crown of Cormyr)
By clicking on the lines below a list (------ [20]--) you can decrease the size of the list and thus decrease the number of dialog lines. This might help a little bit. The changed sizes are stored but you would have to do that for every list individually.
Added skill points are not lost on level up but they are not skill ranks you can see at level up (or use to meet requirements for feats / prestige classes). Unfortunately there's nothing I can do about it because it's not possible to add skill ranks by script. So instead CCOH adds skill points to the PCs hide (an 'item' equipped by the PC). And as for anything on items you don't see them on level up (and cannot use them for meeting requirements for feats/classes).
The old CCOH 6.3 should still work with the current update,
No, I do not want to shrink my UI, there's a lot of reading in this game and I want to be able to read dialogues without adding strain to my astigmatism.
Also, adding new skills works only until level up. As soon as level up occurs, all the skills added with this tool get removed.
There used to be a simpler alternative to this tool, would it still work with the latest update?
There's a newer version of CCOH EE available at
https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/customize-character-override-hak-extended-edition-ccohee
that should fix the problems with large 2da files. I will upload this version here as well within the next days.
But what happens when you restart the module with a fresh character? Is the gear also bugged? Or what happens when you start the wailing death prelude?
Are they also bugged if you restart the module with a fresh character?
It should be compatible with the current development build 8193.37.
Also it contains my henchmen control system (see some screenshots in the picture section) You can find more information in the full download at https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/customize-character-override-hak-extended-edition-ccohee (including a readme describing henchmen control system features).