I wanted to give the first mate in my module a whip, since "Fifty Lashes" is part of his name, but they weren't available.
Additional weapon: whip
#26
Posté 12 août 2014 - 01:35
#27
Posté 12 août 2014 - 02:27
Here's an issue no ones thought of. As far as I know weapons dont make sounds. How will you get the whip to make WAH-PEESH sounds when you crack it?
#28
Posté 12 août 2014 - 03:51
The sounds are already in the game, and play automatically if you attack using a weapon that has a base item type of 'whip'.
I fooled around with getting the balor whip working for the player, by superimposing an animated whip VFX on a simple weapon model (I think I used one of the club models as a handle).
#29
Posté 12 août 2014 - 10:56
#30
Posté 12 août 2014 - 03:04
#31
Posté 12 août 2014 - 06:19
How did you do it? I tried to override the flail this way several times and never got it to work.
Took me several times...
In the end:
- create a three-part whip (flails have three parts too), name each one with the same convention as the standard flails (i.e. w_flailXX_Y where XX is a number and Y a letter [a, b or c] depending on the part of the weapon).
- create a one-part whip (all the three parts in the same mesh), this time skinned around the w_flail_skel bones.
- override w_flail.mdb with the whip model you just created (meaning all the flails in the game will look like whips).
I'm now looking for a way of having both flails and whips in game (adding a line in baseitems.2da and referring to w_whip_skel apparently is not sufficient, but maybe it's because I need to have also some basic animations for the games to accept the whip as a separate weapon).
#32
Posté 12 août 2014 - 06:24
Regarding the use of a whip as a weapon, I guess it could still be lethal if coiled around the neck. Anyway, what I had in mind was more to finish the Valsharess port, and for my campaign have some alternative for crossing chasms (again, Indiana Jones is the example there!)
#33
Posté 12 août 2014 - 06:45
- Jezla aime ceci
#34
Posté 12 août 2014 - 11:19
Its in the 2das. Its a leftover from nwn1. Lots of unimplemented leftovers from nwn1 exist in the 2das.
Indeed. I've since reactivated lances, for instance. All the weapon focus/specialisation feats and weapon master feats for them were also waiting to be reactivated, not to mention plenty of lance-related entries in the TLK file. I created a lance WM character called 'Lancelot' to test things out. ![]()
The whip base item type can be set for a weapon blueprint without having to modify anything. You just don't usually see a model. The player will perform the attack animations, the whip will make whip noises, and the enemy will take the full awesome might of 1d2 damage though. It's possible to create an 'Invisible Whip of the Wendersnaven' without any modifications (although you'll still be missing any weapon focus/specialisation feats for it).
#35
Posté 13 août 2014 - 02:57
"Duelling Wand," baseitemtype: whip. No physical damage, +2ab, 1point magical damage bonus.
#36
Posté 13 août 2014 - 04:58
and the enemy will take the full awesome might of 1d2 damage though.
I'll leave this here then...
#37
Posté 13 août 2014 - 05:27
You get the spiked iron ball chain whip upgrade pretty early in those games. I don't even think of Belmont's whip as a standard whip.
#38
Posté 16 août 2014 - 10:07
Indeed. I've since reactivated lances, for instance. All the weapon focus/specialisation feats and weapon master feats for them were also waiting to be reactivated, not to mention plenty of lance-related entries in the TLK file. I created a lance WM character called 'Lancelot' to test things out.
As long as you have a model you want to associate with a weapon type you can add whatever you want. I recently introduced giant weapons onto SCoD for the new giant races. The in-game versions are classed as creature weapons, but i just added new baseitem entries, set their size, damage, etc appropriately, and also added a little on-equip code to make sure size 3 (medium) races couldn't wield with monkey grip.
Feats i set to be existing feats (ie: for Giant Axe i set to use GreatAxe Focus/Spec/Imp Crit/etc feats), but you can create your own, as far as i can tell there is no hardcode or anything like that stopping you. Hell, you could set it so that a weapon gained specialization bouns from having Practiced Caster feat or something... would be silly, but it seems to work. Only exception i think i found were creature weapons... they seemed to behave differently, but it could have been a mistake on my part or just that creature weapons in general are strange.
One thing i've considered would be finding or importing nwn1's dual headed weapons, creating a stack of new focus/spec/etc feats, perhaps adding Ambidexterity feat as a requirement for use, or a new Weapon Proficiency feat. They would act like regular two-handed weapons though, but could add a tag-based on-equip script that increases the wielders number of attacks by 1 (like haste does), and is removed when the weapon is unequipped.
#39
Posté 16 août 2014 - 02:12
Very cool ![]()
Whip for some reason conjures up an imagine of Brian and Stewie from family guy, the TV series. Whip. WHip! Why are you saying Wip? There's an H in it.
Any further progress on this?
- kamal_ aime ceci
#40
Posté 18 août 2014 - 01:33
Any further progress on this?
I'm trying to use the w_devilwhip_skel animations so the flail is still available, but no success yet.
Edit:
- Comparing w_devilwhip_skel and w_flail_skel, I noticed that the whip doesn't have the usual attachment points hp_0 and hp_1 (for those interested, they define the positions of the visual effects).
- Comparing the corresponding mdb files, I also found out that w_devilwhip.mdb and w_devilwhip_cl_body01 are exactly the same, whereas w_flail.mdb and w_flail_cl_body01.mdb differ (the collision spheres are not included in the latter).
- In addition, I suspect there's an issue with the naming convention, as w_devilwhip.mdb and w_devilwhip_cl_body01 both refer to w_devilwhip_skel (correct) and w_whip_cl_body01 (as far as I know, w_devilwhip_cl_body01 should be the name of the mesh here).
- Finally, I believe (again, based on comparisons with the flail and sling animated weapons) a w_devilwhip01.mdb RIGD mesh is missing.
Edit 2:
- I "fixed" the devilwhip model in accordance with the above, and it almost worked! Why almost? Because it's so small (I had to scale it to 300% of its original size to match the other weapons) and thin you can't see it!

- I then created a whip from scratch, and I can now confirm it can be added to the NWN2 weaponry, without replacing the flail!

Yes, I know, it's way too big and angulous, but that's easy to fix now.
#41
Posté 22 août 2014 - 05:29
- I "fixed" the devilwhip model in accordance with the above, and it almost worked! Why almost? Because it's so small and thin you can't see it!
Argh!!! The animation doesn't work: the "idle" position is used instead:

And it's not because I messed up somewhere in the process: the screenshots above use the devilwhip (aka Balor whip) set!
However, as I had to rescale it so it could be seen, I might actually have messed up... I'll recheck the w_devilwhip_skel.gr2 file tomorrow (after all, the flail does work. But can anybody explain why the flail animation are named w_flailFR, w_flailFL, w_flailMR and w_flailML?)
I just verified and it's the same for the sling: the animation files are also named w_slingFR, maybe I should rename the whip animations accordingly?
#42
Posté 22 août 2014 - 06:52
Renaming sounds like it could work ![]()
#43
Posté 23 août 2014 - 10:17
Alas, renaming didn't work. ![]()
Something strange I noticed in the meantime: the only whip version which works as intended is the one that overrides the flail. But as soon as I add "whip creatures" in the test module (i.e., make the animated whip not only a weapon but also a creature - I first did it to check if the animations were at least playing), the "whip weapons" also animate (at least, the idle animation is played).
Did I stumble on another hard-coded annoyance? ![]()
Well, I'll put it aside for the time being, and will upload the Valsharess package without the whip.
#44
Posté 23 août 2014 - 11:28
regarding the whip:
<Hellfire_RWS> if you open the animation viewer and load all the animations, you can save off a xml file (cant really remember) that makes sure all the animations are seen by the game.
<Hellfire_RWS> that may help
<Hellfire_RWS> found out you can have attack aniamtions 1-1000 but if you dont make that file only 1-3 will actually play
<Hellfire_RWS> or somethign liek that, its been a while
#45
Posté 24 août 2014 - 11:20
regarding the whip:
<Hellfire_RWS> if you open the animation viewer and load all the animations, you can save off a xml file (cant really remember) that makes sure all the animations are seen by the game.
<Hellfire_RWS> that may help
<Hellfire_RWS> found out you can have attack aniamtions 1-1000 but if you dont make that file only 1-3 will actually play
<Hellfire_RWS> or somethign liek that, its been a while
I just did that, saved the xml file (by default named after the weapon skel, so I guess I did it correctly) in the override, but it doesn't seem to change anything.
By the way, when I see the "animations 1-1000" part, I remember the way the animations were stored in NWN. Does this procedure really work for NWN2? I'm afraid I need more details.
But many thanks for the help though!
#47
Posté 10 novembre 2014 - 02:14
She's both bad arsed and nice arsed at the same time... ![]()
#48
Posté 19 novembre 2014 - 07:14
The whip appearance is even good even if it's a flail replacement.
I can imagine a TON of drow players changing the appearance of the flail to that of a whip.
Really, the whip in NwN1 was useless. It gave you Disarm for free, yay. And you couldn't wield it in the off-hand.
Having the cosmetic change of a whip but using Flail stats instead is just as good if not better.
I've seen similar things. Quarterstaves are changed in appearance to look like double weapons.
Kamas changed to all sorts of oriental weapons like warfans or claws or tonfas.
It was about time the flail got a decent new appearance.
#49
Posté 28 novembre 2014 - 10:50
Argh!!! The animation doesn't work: the "idle" position is used instead
I think I figured it out:

Obviously, the idle animation and size (top left picture) need to be adjusted, but at least I can clearly see that the whip really uses the attack animation when the dummy is attacked.
And it also works for magical whips (here below, the fire enhanced version):

- -Semper-, BartjeD, rjshae et 3 autres aiment ceci
#50
Posté 28 novembre 2014 - 04:07
It looks really impressive, 4760, and I'll enjoy seeing it in action.





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