If you need DnD weapons that aren't in NWN, this set of weapons that extends my Weapons Components set may fit the bill. Included types are the falchion, maul, heavy mace, double scimitar, mercurial greatsword and mercurial longsword. Additional arrows, bolts, and bullets are on the item palette and available under item properties in the toolset as 'unlimited ammo' as a bonus. As with the main set, these weapons have normal polygon counts with a premium placed on maximum detail. You MUST have the main set (or the CEP) working to use this expansion set.
Requires ShadowHawk Weapons Components v0.98c or later - OR - CEP v1.0 or later.
New with v1.0.7 are weapons feats. You can now have Improved Critical (falchion) or Weapon of Choice (double scimitar) for example. As of build 1.0.7e, you can even turn off any weapon visual effects in the toolset via the addition to the "Visual Effect" property of "None" as an option.
Included since v1.0.6 is compatibility out of the box with ShadowHawk Great Helms, 2DA and TLK file updates, and a bit of help getting ShadowHawk materials to quickly and easily merge with both the CEP and PRC, including being able to use spells that target weapons on Outlaw and CEP weapons.
To save you the trouble of setting everything up, here�s a one-empty-area module with all the scripts already in place and the HAK and TLK files associated that can be used as a starting point for building your own adventures. It requires that you have PRC v2.2c *specifically*, CEP v1.51 or later, and ShadowHawk Weapons Components, Outlaw Weapons 1.0.7e or later, and Armor Types v1.2.4 or later.
To save you the trouble of setting everything up, here�s a one-empty-area module with all the scripts already in place and the HAK and TLK files associated that can be used as a starting point for building your own adventures. It requires that you have PRC v2.2c *specifically*, CEP v1.51 or later, and ShadowHawk Weapons Components, Outlaw Weapons 1.0.7e or later, and Armor Types v1.2.4 or later.
Posted by wmb1957 at 2010-03-23 20:21:48 Voted 10.00 on 03/23/10
really nice looking
Posted by ShaDoOoW at 2009-06-04 17:07:25 Voted 1.00 on 06/04/09
How this could gain HoF status?
There are things that can't be done without engine hack. The weapon feats for non-usual weapons is one of them.
The way it works it's maybe useable in SP modules, but nobody can really use this in MP. The focus feats are done by attack bonus effect so player lose 3 ab from the 20 ab cap. Feats that changing critical uses even heavier workaround - every hit with that weapon cast spell and script when the new false attack is rolled and if it rolls critival hit, target of attack is damaged again. This makes double critical hits in one attacks possible and makes this weapons more powerful than the default ones.
And btw, i don't know why but it made into my inventory two pairs of creature weapons.
Posted by DM_Eonwe at 2008-09-28 02:36:49 Voted 9.75 on 09/28/08
A must have for everyone and one of the best weapon pack. But since it's included in CEP only few will download the single files. _________________________ .:Untold Tales of Tolkien II::Website::Forum:.
Posted by The Amethyst Dragon at 2008-09-27 15:43:23 Voted 10.00 on 09/27/08
These are very, very cool. I'm especially fond of the maul and like to use it on small, helpless goblins just for the fun of it.
Oh, and here's vote #25 for you. Congrats on the upcoming Hall of Fame induction. _________________________ World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)
Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)
Posted by Nexorcist at 2008-09-13 17:13:50 Voted 10.00 on 09/13/08
Fantastic stuff
Posted by Micteu at 2008-07-08 11:37:28 Voted 1.00 on 07/08/08
As far as I can tell, this does not contain anything remotely resembling a way to add a "none" visual effect, nor does it have instructions for doing so. The only mention of it is in the description above, and a better way to do it would be to remove the vfx mdl files from the hak. Thumbs down. _________________________ Live in such a way as to always deserve that which you love most.
Posted by Saduj at 2008-05-26 16:19:16 Voted 10.00 on 05/26/08
So wait, can this be used WITHOUT the PRC? Because we've been assessing trying to setup the feats and whatnot for CEP weapons on a PW I'm building, and if this can solve the feat issues, you just saved me a lot of heartache.
Posted by Micteu at 2008-01-23 14:37:01 Voted 1.00 on 07/08/08
Oops. Sorry about the negativity of my last post. Is there actually a null visual effect found in this download? _________________________ Live in such a way as to always deserve that which you love most.
Posted by Micteu at 2008-01-23 14:35:08 Voted 1.00 on 07/08/08
After a lot of screwing around with CEPv1 and CEPv2, I finally got everything sorted out without causing visual output errors. Unfortunately, the only thing I downloaded this for was the null visual effect property. The only reference I see to it is in the description above; I could not find anything about it in the readme (or in the mod I made), nor could a very talented friend of mine find it anywhere in the haks.
However, for everything else--other than being somewhat out of date--the haks were complete and readme was fairly clear and easy to follow in logical order. _________________________ Live in such a way as to always deserve that which you love most.
Posted by Kraven_Khor at 2007-11-15 04:45:03 Voted 10.00 on 11/15/07
sorry should have voted long time ago.
Posted by Tiberius_Morguhn at 2007-05-01 14:10:26 Voted 10.00 on 05/01/07
Posted by Mozenwrathe at 2006-05-08 09:14:34 Voted 10.00 on 05/08/06
Sure, I give a lot of things an automatic ten. Why? Because I can. After all, I would not even attempt 99% of the work you and others like you (scripters, modellers, animators) put into this game for the low fee of absolutely nothing. I hope Bioware gets the hint and starts hiring more people like yourselves into their company to make their end products even more interactive and satisfying than before.
Posted by ShadowHawk ( 4.237.xxx.xxx ) at 2005-08-08 05:10:54
I believe so. Thanks for making me aware of this. There's one other bug fix (not to mention a new feature and several new weapons types) I'm much delayed in finishing due to my Real Life (TM) workload. I'll post the bug fixes as quickly as I can, but I can't promise when.
One thing I have noticed - the new feats don't seem to play well with CEP crafting - for example, if I want to re-craft the look of my CEP weapon, it cannot be done from the Radial. Which means that it can only be crafted by an NPC or other PC, for example, without the new feats.
Spoke too soon. v1.0.7f fixes an error in v1.0.7f, and there's a tiny update file for those that have already downloaded the previous version. Either the ZIP or RAR version will do.
The updates have been removed and the v1.0.7e build has been posted. I'm pretty sure that's it for now. Unless someone tells me something is broken, the next update will be weapons in a couple of weeks since I'm back in the fray in force. On the menu:
Everyone who downloaded v1.0.7 earlier should download the RAR or ZIP version of the update to version 1.0.7c to fix the DR issue mentioned in the comments a couple of entries down. My thanks to Wodahseht for pointing out the issue.
DaleV:
I had already updated the baseitems.2da after all. There's no problem there, but thanks for the feedback. It's much appreciated!
Wodahseht:
Thanks for the �heads up�. I wasn�t aware of the this quirk.
DaleV:
No, but upon checking I didn�t update the damage for longswords, et al., to simply slashing rather than slashing/piercing as it was through v1.65, so until I upload an update, these feats bestow an unwarranted advantage.
I�ll post the updated erf (for the issue Wodahseht brought to light) and 2DA haks ASAP.
Bioware made a change to baseitems.2DA in their version 1.66 expansion. Did that break or otherwise affect your HAKs? _________________________ "So many people look, but never see."
-I dunno, me I guess.
Posted by WodahsEht ( 24.243.xxx.xxx ) at 2005-06-20 09:12:26
oh btw, EffectAttackIncrease() effect's a weapons ability to pierce DR, but EffectAttackDecrease() does not. So it's safe to use.
Posted by Wodahseht ( 24.243.xxx.xxx ) at 2005-06-20 09:11:26
I wanted to make a few suggestions regarding attack effects, given I have expertise in dealing with this exact same thing for several PRC classes.
Attack affects when applied to ATTACK_BONUS_ONHAND or ATTACK_BONUS_OFFHAND contribute to a weapon's ability to pierce DR. For example, if a character had an attack bonus of +1 on his right hand, his right hand will be able to damage a creature who has DR of 15/+1.
Obviously, you don't want to arbitrarily add a general attack bonus (ATTACK_BONUS_MISC) because the character might be wielding a non-focused weapon in one of his hands... or do you?
The simple answer: track the attack bonuses in each hand. If they're equal, apply an ATTACK_BONUS_MISC, if they're not, apply an ATTACK_BONUS_MISC equal to the higher one and apply an EffectAttackDecrease() to the hand which is lower, by an appropriate amount.
Examples:
if character is wielding a single focused weapon, EffectAttackIncrease(1,ATTACK_BONUS_MISC);
if character is wielding a two focused weapons, EffectAttackIncrease(1,ATTACK_BONUS_MISC);
if character is wielding a focused weapon in his main hand an a non-focused weapon in his offhand,
EffectAttackIncrease(1,ATTACK_BONUS_MISC);
EffectAttackDecrease(1,ATTACK_BONUS_OFFHAND);
if a character is wielding a non-focused weapon in his main hand and a focused weapon in his offhand:
EffectAttackIncrease(1,ATTACK_BONUS_MISC);
EffectAttackDecrease(1,ATTACK_BONUS_ONHAND);
The �README� file included with this set is now updated to include the enabling of weapons feats. It can be downloaded by itself from the link in the signature below.
Weapon of Choice
Superior Weapon Focus
Epic Superior Weapon Focus
Ki Critical
Ki Damage
Methodology:
There are basically two types of weapons feats: those that increase the likelihood of hitting the target and those that add to the damage dealt.
The former are implemented via adding and removing a supernatural addition to attack effect (not the item property) on equip and unequip granting an attack bonus to right or left hand as appropriate. The downside is that on very high magic servers in PvP, one may max out their bonuses and get less benefit from �buffs� than a similar character using standard weapons.
The latter use an "on-hit" script to apply damage. The on hit property is added and removed on equip and unequip. The downside in the case of critical hits is that there's no way to tell if there's been a critical even in an on hit script so a separate d20 roll is made using the same criteria. This means that on a given roll you may technically have gotten a critical on the engine's roll according to the way the feat should work and not gotten it, but conversely you may get critical damage applied twice (with non-epic Improved Critical only) sometimes. Statistically, it all evens out.
Overall, this means that CC weapons types are completely viable against NPCs in modules WotC would consider �Epic Level�, but will be found wanting against PCs with mightier weapons than the gods.