Hello everybody,
I downloaded a weapon from the NWN2 vault for the model, but I don't like the base weapon type the original author used for it.
The problem is that when I change the base weapon type, I lose the model, and I can't figure out a way to keep it.
For example, the original weapon type is katana, and I'd like to change it to handaxe, as I think the stats are more appropriate. Is it possible for me to do this but keep the same visual model?
Thank you for your time.
Same Weapon Model, Different Base Weapon
Débuté par
NoirAuteur
, oct. 26 2011 05:16
#1
Posté 26 octobre 2011 - 05:16
#2
Posté 26 octobre 2011 - 09:46
Okay I'm trying a different tact now; I've added a new base item type with appropriate stats to baseitem.2da. But the new base item doesn't show up in item properties when I try to create a new item in the toolset.
Can anybody help? :/
Can anybody help? :/
#3
Posté 26 octobre 2011 - 03:42
Take a look at the model names. I believe they correlate to the base item. If you change the base item of the model, you may also need to change the model name accordingly.
#4
Posté 26 octobre 2011 - 08:41
You will want to download the MDB cloner from the vault. It will allow you to clone and rename the MDB. The MDB is identified in the baseitem.2da in the column Itemclass.
For example, the katana would be W_Kat. W_Kat01_a, W_Kat01_b and W_Kat01_c would be the three parts of model 1 in the toolset.
If you have you new weapon you can either reference a model set already created so your weapon will have different stats, but look like another weapon. I did this in my campaign for a stone axe. It does bludgeoning damage but looks like a dwarven war axe. Or you can created a new weapon appearance. In the Itemclass create you new name for example W_Newweapon. Then with the cloner open and rename the MDB files to match. W_Newweapon01_a, etc. Do not change the name of the dds files.
For example, the katana would be W_Kat. W_Kat01_a, W_Kat01_b and W_Kat01_c would be the three parts of model 1 in the toolset.
If you have you new weapon you can either reference a model set already created so your weapon will have different stats, but look like another weapon. I did this in my campaign for a stone axe. It does bludgeoning damage but looks like a dwarven war axe. Or you can created a new weapon appearance. In the Itemclass create you new name for example W_Newweapon. Then with the cloner open and rename the MDB files to match. W_Newweapon01_a, etc. Do not change the name of the dds files.
#5
Posté 27 octobre 2011 - 02:37
Oh, excellent. Thank you.
So I can get the correct model with appropriate stats into the module now, and it will even carry over into the "Uninvited Guests" module, but not the official campaign.
So, couple more questions:
1. How do I get my sweet new weapon to carry over into the OC?
2. <edit: nevermind, found dialog.tlk>
Thanks again!
So I can get the correct model with appropriate stats into the module now, and it will even carry over into the "Uninvited Guests" module, but not the official campaign.
So, couple more questions:
1. How do I get my sweet new weapon to carry over into the OC?
2. <edit: nevermind, found dialog.tlk>
Thanks again!
Modifié par NoirAuteur, 27 octobre 2011 - 06:14 .
#6
Posté 27 octobre 2011 - 11:34
To get it into the the OC place all the 2das and model stuff into the override. You will also need to place the blueprint in the override then use the console commands to give yourself the item,.





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