An evil weapon or two might be fun.





&c.
An evil weapon or two might be fun.





&c.
Suggestions:
1. Wine bottle clubs: Various decorations. Good for bar fights
Kinda got that already, smaller, but they can be easily scaled up and have their axis changed to be a weapon.
2. Bar Stool shields: A must have for any tavern roll.
Good call! Adding it to the makeshift weapons list.
3. Black Powder Guns: Heavy Crossbow replacement, could use snazzier models/textures - http://nwvault.ign.c....detail&id=7642
I've been slowly developing some alternate weapon types that fire various types of projectiles. After messing around with the vfx and scripting required to do it the other way (in MerricksDad's Sontaran Grunts), I figure it is better to make new weapon types with a custom shared projectile. This would let us have a flaming lead ball as the common projectile, or another weapon category could be something similar to the VFX I made for the sontarans. In either case, it would travel properly if used as the weapon projectile rather than as fired from a spell. I've been trying to incorporate black powder in NWN for a few years now without full success. But I believe we are ready now.
4. Wieldable Rocks - For the inner orc in us all.
Like shaped stone swords and clubs? Or like tied on the end of a stick, primitive like?
5. Human Corpse - For large creatures like ogres to swing around at people. Maybe a heavy flail model so it makes them wave around. LOL
Already in the works!!
And your suggestion for it to be a flail is spot on.
6. Wine glasses - Hey, not everyone drinks beer.
I have two starter wine glasses in the package already, but not for use as weapons. One full, one not. You can feel free to change the texture in the drink node, at will. If I had more time to go specialist, I would make more container varieties, but I have some other items to get out first.
That is brilliant.
NWN flail model info: bottom is 1 piece, middle is 1 piece, top is 4 pieces (and is the part that's animated)...3 chain sections and then the head
- nothing saying a model maker can't add more parts to the model with their own animations (flopping/hanging arms?, wobbling head?)
ah, who says we need the entire corpse to make a weapon ![]()
@rjshae
Already working on the set of "wicked weapons" for release late this week. Most are curved, split blades, hellish with flame, skull laden, made of demon bone, etc etc. I really like that top mace you posted. What game is that from? I MUST have more images for that one!
@rjshae
Already working on the set of "wicked weapons" for release late this week. Most are curved, split blades, hellish with flame, skull laden, made of demon bone, etc etc. I really like that top mace you posted. What game is that from? I MUST have more images for that one!
Its the Mace of Everflame from Darksiders 2.
Due to a delay at the forge, I think I will be just putting out a single hot-poker sword today. I'll get back on track later this week.
I've been working on some demon bone textures. Since I enjoyed the glass so much, and the ice weapons, I figured my demon bone texture could be a partially transparent black ice with a purple inner glow. It should look pretty sweet when it is finished.
Still not sure on the best way to do photonic metals, but I am almost leaning toward a bit of transparency like with the ice weapons. I'm trying to do these without TXI and without emitters, which increases the challenge, and I think also puts out a better product.
I also have a solid shadow item I am working on, but I think that will have to specifically require a TXI file. Can't find any other way to make it properly wispy. This one will probably be a rapier model.
So anyway, here is what is in the forge ATM (for wicked weapons set 1), and this is their order of importance to me.
Not my best work, so expect this will probably change.

I can't seem to remove the shininess on the weapon. I may have to remove the opacity, especially since it isn't being used much anyway. That should make it more flat.
No weapon today, instead I toyed around with my unfinished tree builder script for GMAX. It made me this in just seconds.

If I can get it to weld and finish leaf plates correctly, I could also install functions to actually build a full placeable from it.
Wow, is that a Skyrim tree? Wh..what, is that for nwn?
![]()
Speedtree, in a script! ![]()
I'll be finishing this one and packing it later tonight
Demonbone Maul uses maul top 9 color 5

Edit:
I have added this weapon and a tall maple tree to the module. There is now a placeables.2da in the mix, so if you have a placeables file in your override, be sure to back it up.
Your work is so wonderful, the luminious blue axe, in addition to the rest, is just amazing! Okay, I really adore the axe.
Just a little question, are you doing a doc that will list all the assignment details of each weapon, as well as 2da and new/changed basetypes info? It would be a great help for those--okay me--that don't even have time to read all the NW CC threads right now, and zero time to do anything game related (at least for a few months.) Please? Pretty please?
This demonbone hammer is based on some more concept art for Darksiders. Somebody named Alberto Lozano made what looks to be about 30 axe and hammer sketches (b&w) for Darksiders. I don't know what, if any, of his stuff made it into the actual game, but his art is wicked cool. I'd like to see all his art come to life.
Assignment details? You mean all the stuff you have to do to get it to work in game? I've been packaging it together (you can download from page 1 here) with a module and an override directory, so everything is already assigned. You can also just place everything from the zip's override directory into a HAK file using any of the various hak/erf programs out there, and then just go in the module and link to the content in module properties. Everything in this package is as-is without any considerations for CEP and everything else already packaged. Since everybody's specific needs will be different, the best I can do is just package it and let anybody use it with what knowledge they have, and hope they get the rest studied up if they need more. Of course, anybody can just ask me too ![]()
Ahh...I didn't see you'd been adding a running list at the start of this thread. My bad.
Thanks again for the fantastic work.

Added this one as a Maul also. Top 9, color 6. The size and placement of the legs allows the wielder to grasp it in two spots, but the maul attack animation has both two handed and one handed swings, as well as a stab. Not sure 1d10 is accurate for a barstool. It also does not match any vanilla placeables. Feel free to extract it and turn it into a placeable. If you put this on the ground, it looks wrong due to the rotation needed for use as a weapon.
Enjoy!
I like that bar stool.
The trick with making that into a placeable is that a creature should be able to "sit" on it. For that you need to test the height of the seat.
Yup, and with the weapon, its size is based on the weapon size modifier in the creature appearance.2da, which means that if one of my hobgoblins pick it up, the stool will actually be up to 1.5x the normal size of the stool being picked up from the like placeable, which can get kinda weird ![]()
And then if the Thunder Cats pick up the stool it becomes a very dangerous weapon indeed.
HOOOOOOOOOO!
wait....are there thundercats models for NWN?
Today's toys are some gemmy warhammers

I still have some shadow issues with these ones, but they should be up in a few hours.
Edit: Shadow repairs made. Files ready for download. The plain zip version on the dropbox was corrupted. I will have to make another. If you can, just use the 7Z version.
It has just hit me - Dwarf Battle Bread!
More crazy inspiration: http://www.lspace.or...by/dwrfbred.jpg
http://wiki.lspace.o...php/Dwarf_Bread
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As for fishing poles...not sure how one would make them work. You can get a swing action out of the flail, but how would you make a character sit and wait after that? Maybe you could have an invisible fishing line, and just have a bobber out over the water plane. Just brain storming here. This is out of the scope of anything I currently want to work on. Maybe if the player moves, the bobber vfx just goes away? What I would like is something more along the lines of FATE, where it has an interface for fishing.
I think there might be 2 options, assuming no new animations are on the table:
- An activation of a non-moving continuous emote when the item is used (on a fishing trigger or just 'use equipped item' in general), a swinging action would be nice but not necessary. Perhaps an option could be introduced (for systems with skill advancement) where 'use' canalso result in sitting down on a bank with a fishing pole as well as standing up...
- a simpler alternative, which I may have seen used already (TAD - was it at your PW?), were the 'fishing' action spawns a temporary placeable on the ground near the water / next to the PC. But this falls outside of that you're doing here and won;t be quite as cool as holding the actual fishing pole.
---------------------------- I don't mean to derail this thread into a fishing puddle though - it's a pleasure to watch what you're getting up to here as is. ![]()
If anybody has some good video software they can suggest, I am willing to spend up to 40 bucks on a download of quality software. If you have a sample video you have made with that software, especially one with an HD screen size, let me know so I can compare. After I get some good software, I can start filming me making all this kind of stuff.
Then we can make "happy trees" together ![]()