Neverwinter Nights Weapons...
#1
Posté 22 septembre 2011 - 06:22
img849.imageshack.us/slideshow/webplayer.php
Link to imageshack.us slideshow of 3 pictures on the left hand the standard Neverwinter Nights Model (one of them) and one the right a google picture of a weapon with the same name! >>enjoy<< ^^
#2
Posté 22 septembre 2011 - 09:27
#3
Posté 22 septembre 2011 - 10:00
#4
Posté 22 septembre 2011 - 11:05
Raven_Xantrice wrote...
No, thats not. I want better looking weapons because I think they are terrible!
You have basically 3 options:
1) Deal with it.
2) Use haks
3) Create your own and use haks / or override folder.
Those are your only options.
NWN will never be changed by Bioware again. That support ended several years ago. What you have left is the community that has already created stuff you can replace things with but few directly override original content. There are ways around some of it, you can place new mdl files and textures directly into your override folder, but if you want to change hundred/thousands of things that becomes very unweildy. The other option is to add haks to your modules, but unless your replacement mdls are direct replacements, by same name, with new textures by same name, then the new stuff won't show up until you add them into the module directly.
#5
Posté 22 septembre 2011 - 11:44
#6
Posté 23 septembre 2011 - 01:53
#7
Posté 23 septembre 2011 - 06:15
I think Feanor's Mediaeval Armoury 2.1 is also a very nice collection.
Hey, a question to anyone: I know because of what is believed to be hardcoding, you can't make like more shield baseitems without running into problems of some sort- can't remember what, specifically.
But aside from not being able to specialize in them unless you use NWNX, are there any limitations to creating new/copies of weapon base item types? I mean, aside from the ranged weapons.
Could a CC person make 100 new flails in a new flail baseitem type and generally get away with it? Or whips? Or polearms? If anybody just happens to know the answer off the top of their head I'd love to know what it is.
Modifié par OldTimeRadio, 23 septembre 2011 - 06:17 .
#8
Posté 23 septembre 2011 - 07:46
Yes, new weapon types (or copies of existing weapon types) can be made and added to the game. I'm not sure about what exactly can be done about weapon focus/specialization/etc., but new weapon types added to baseitems.2da will otherwise work normally.OldTimeRadio wrote...
Hey, a question to anyone: I know because of what is believed to be hardcoding, you can't make like more shield baseitems without running into problems of some sort- can't remember what, specifically.
But aside from not being able to specialize in them unless you use NWNX, are there any limitations to creating new/copies of weapon base item types? I mean, aside from the ranged weapons.
Could a CC person make 100 new flails in a new flail baseitem type and generally get away with it? Or whips? Or polearms? If anybody just happens to know the answer off the top of their head I'd love to know what it is.
As far as shields go...yeah, I tried that once. Ended up with a sheild model held in hand (not on the forearm), held like a weapon. I don't recall if it even functioned like a shield for adding to AC, as it was a couple years ago.
#9
Posté 23 septembre 2011 - 03:44
#10
Posté 23 septembre 2011 - 03:51
An off-hand weapon that acted as a shield would be handy :-) Main-gauche,anyone?The Amethyst Dragon wrote...
As far as shields go...yeah, I tried that once. Ended up with a shield model held in hand (not on the forearm), held like a weapon. I don't recall if it even functioned like a shield for adding to AC, as it was a couple years ago.

I'll add that to the R&D list...
<...when he bites off more than he can chew>
#11
Posté 23 septembre 2011 - 11:24
#12
Posté 24 septembre 2011 - 02:12
Do they have Skaven? Oh, let them have Skaven! Talk about pimping up your wererats!
Skreeskree! Killkill the humans!
#13
Posté 24 septembre 2011 - 02:50
this skavens yes... but read in web, that is not really possible to ripe from this game 




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