S.e.p.t.i.: Easy Persistentworld Template Initiative

New website and big releases

07 May 2024 / News / Septirage

Welcome to the new website of our project

 

For those who already knew the old site, the changes may not be obvious. Indeed, more than a visual update, the website has been redesigned to improve our communication and facilitate updates (By the way, we're seeking web dev help for various needs. Check out our 'Help Us' page for more info.)

The most noticeable aspect for you will probably be the news/article section. Which will allow us to keep you informed of releases but also, for example, to maintain a devblog to inform about progress, discuss evolutions and difficulties encountered.

 

But this update of the site is probably not what interests you the most, with its release we are therefore releasing a large amount of content for NWN2.

 

AspectManager 1.4: (link)

 

The plugin has been heavily revised, making it a more powerful and easier-to-use tool than ever.
The new version notably allows, in addition to what was already possible, to move and rotate all types of objects, modify the geometry of a trigger, and force the refresh of an object (it will therefore no longer be necessary to reload the area to see the changes on it).

 

Some bad news and apologies for those who were already using it, however.
It was necessary to revise the API of it. The functions in your old xp_aspectManager.nss file are therefore not necessarily valid.

Several reasons led to this choice:

  • There were too many functions in the previous file, which did not make it easy to read and many people missed a large number of possibilities of the plugin.
  • Everything was not consistent with regard to the naming of functions, this is now corrected.

 

To address these problems, there are now no longer only one xp_aspectManager.nss file but a main xp_aspectManager.nss file and specialized files (xp_aspectManager, xp_aspectManager_light, xp_aspectManager_creature, xp_aspectManager_item, xp_aspectManager_list, xp_aspectManager_area).

This should allow you to more easily read and find a desired function.

 

Regarding the naming of functions, some explanations:
Several people have asked to be able to clearly distinguish the functions brought by the plugin from those of the base game. This left the choice between a prefix or a suffix.
Both have been used. I kept the principle of the "classic" prefix (XPPluginName_functionname) for functions purely related to the plugin. This is the case for all list functions. It would never be relevant to want the number of visuals of a list outside the plugin.
On the other hand, for the other functions, all those related to object changes, the choice was made to use a suffix to preserve the use of auto-completion.

 

Tailor Smooth System (TSS): (link)

 

This update fixes several minor bugs, makes it easier to use and implement, and uses the new AspectManager API.

 

Tailor Smooth System NoArmor (TSSNA):

 

New system that allows, in short, to modify the unarmored visual of a character. 
You know, that horrible ugly outfit you wear by default once the armor is removed? 
With this system it is possible to modify it. For administrators, it has been planned to facilitate the choice of what can be chosen and modified. (Basic example: allow to modify the boots, gloves and "armor" for "underwear" versions. Thus, if someone is not wearing boots, they will be barefoot, if they are not wearing anything they will be in underwear, etc. ).

 

Narkissos (link) :

 

Creature appearance modifier. This tool allows you to modify everything related to the appearance of a character. Sizes, face, hair, beard, colors, tail, wings, ... All this based on AspectManager to automatically maintain the lists of visuals. Without any dangerous modification of the .bic or need to disconnect / reconnect. With all the fluidity and ease of use already present for the TailorSmoothSystem.

 

Editor (link):

 

What could be more frustrating as a DM than not being able to modify added objects as desired? To be limited to the configurations of placeable, light etc of the server's blueprints?

With Editor, it is possible to move and modify objects (Placeable, door, trigger, light, VFX, Waypoint, ...) as well as in the Toolset.

 

 

 

I hope these updates and new systems will please you. See you soon for new releases!

0 comments


Category

  1. News
  2. DevBlog