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Male aasimar heads

Posted: Wed Nov 18, 2015 8:39 pm
by The Whistler
Why the lack of variety in male aasimar faces ? Female aasimar share the high-res human face pool while males are left looking like potatoes. PaulImposteur's face pack aside, aasimar faces are so atrociously fugly that they make me want to gouge my eyes out every time they pop up on my character creation screen.

I don't want to discount the modder's hard work, but the high-res pack offers some vastly superior options. I've seen it applied to other servers, so I don't believe there's a problem with compatibility ? Unless it's all a clever ploy to curb the number of angeldudes running around, in which case feel free to disregard this post *takes off tinfoil hat*. Anyway, I guess what I'm trying to say here is that it would be cool to have the updated human male faces implemented for the aasimar race.

yay/nay ?

Thanks in advance for any answers.

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 3:44 am
by mrm3ntalist
Yes, male aasimar have limited head selection. It would be nice if some more could be added

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 2:44 pm
by thids
I have arrived, and it is now that I perform my charge.

+1

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 2:49 pm
by Ivan38Rus
Threadlock pls.

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 3:34 pm
by ladyawesome
Ivan38Rus wrote:Threadlock pls.
Why are people not aloud to be honest any more?
I'm considering learning how to build heads etc so I will see what I can do.

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 3:37 pm
by Eclypticon
Hey guys. At least Aasimars can have a nice beard. :lol:

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 4:44 pm
by Maecius
I'm not sure how difficult this is: adding heads to a subrace, I mean. I think Luna has traditionally made these changes. I don't know how comfortable Duster is with them.

So: I'll look into it, but I can't promise anything.

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 6:40 pm
by The Whistler
'sgood enough for me. Will be waiting for an update :)

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 6:58 pm
by Vekin
Not sure if this is what is wanted but I knocked this up a few years ago to give Assimar and Tieflings more head options:

Planetouched heads

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 7:52 pm
by The Whistler
Not what I had in mind, no. But those would be wonderful to have, as well; more variety is great as long as it stays lore-friendly.

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 8:34 pm
by Eclypticon
We had a member of the community that did these things. Maybe we can ask said person.

Re: Male aasimar heads

Posted: Thu Nov 19, 2015 9:32 pm
by Maecius
Eclypticon wrote:We had a member of the community that did these things. Maybe we can ask said person.
PaulImposteur is our resident plastic surgeon. :lol:

I touched base with Duster, as promised, and their response was: "Implementing will require a new HAK or expand an existing HAK. So more one-time DL for players."

Which suggests it's pretty feasible so long as we can get someone to take the time to create, expand, or alter the current HAK. You could try to hit up Paul to see if he'd be interested? Or you could check out the NWN2 custom content sites for any existing HAKs that you could point us at? I imagine someone out there in the past ten years has said "I feel like my aasimar PC should look a little less horse-faced" and authored a face HAK.

We probably won't have time to author such a change ourselves in the very near-term, though, as our dev staff isn't as huge or as active as it once was. Once we get updates staging and implementing correctly, and start clearing out the backlog of custom content we have sitting in the wings, that may well change.

EDIT: I posted Vekin's work into the thread I've opened on this topic.

Re: Male aasimar heads

Posted: Fri Nov 20, 2015 9:22 am
by Duster47
One thing about adding content such as this.

The model (*.mdb) and skin (*.dds or *.tga) files have a very precise file naming system. The number at the end of the file name absolutely must be different, and preferably sequential to the existing appearances. Changing them is very tedious since every model file must be updated with the new skin files (3-each) for each race/gender appearance.

Submitters can gain huge points with builder staff if they submit drop-in ready content to test. If we need to re-number and re-name files, your submittal will quickly go to the bottom of the to-do list unless given high priority by DM-Staff.

Re: Male aasimar heads

Posted: Fri Nov 20, 2015 10:27 am
by ITankCrits
"More Head."

Re: Male aasimar heads

Posted: Mon Nov 23, 2015 3:45 am
by PaulImposteur
P.S. - Thanks for the shout-outs my Role-playing friends.

I could pretty easily put together a hak with the files as I can check the existing codes being used. The thing is that it would take time to implement with the Devs being busy. Also it would require the module to be changed to include this new .HAK

That said, I'll look into it and throw together a pack if the DMs don't mind. I don't like touching other people's mods, because it feels like I'm screwing with their integrity but, in this case it's just changing some numbers. So I won't mind.

Maybe tomorrow I'll grab and compile the HAK, no promises though. I've been quite lazy.

Edit; I can also edit an existing .HAK, however I would need information from the DMs if they implemented any changes to their side (That haven't hit server side) to know if I would be creating conflicts.

However editing existing HAKs is much easier for the team as it requires no editing of the module, and instead just drop it in for a replacement.

NOTE: Files below are for the DMs only, these files will not work for users. Do Not Download These.

Update: So I looked at the files made for the hi-res heads for Aasimar. They're corrupted when you open their MDBs for some reason. I realized however, they're the same as the human heads. So I took the human heads and created their own .HAK for Aasimars.

They are named correctly to avoid any server conflicts.
There are two files, and I will explain both.

First; This one is a brand new HAK, and will require associating the module to it (pain in the butt) However is a smaller size due to it - However causes overlap of texture files.
https://www.dropbox.com/s/tq76ga5z4azqr ... s.hak?dl=0

Second; This combines the new heads into BG_Hair_face2.hak, this file already contained the texture files (used by human heads) and can replace the existing HAK which requires no associating the Module to it. A larger file update but, far easier implementation.
https://www.dropbox.com/s/wf9vssini0dtm ... 2.hak?dl=0