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NWN HAKPAKS

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Title  Visible dynamic weapons
Author  Sylmael
Submitted / Updated  02-04-2008 / 02-08-2008
Category  Other
Expansions  Works on all versions
Description
This is the first version of my Visible dynamic weapons system.

download here :
Link

known bugs:
- don't works with cep horses
- don't works with custom battle animations

Files

NameTypeSizeDownloads
DynamicGear.rarDynamicGear.rar
Submitted: 02-04-2008 / Last Updated: 02-08-2008
rar1.5Mb506
--
DynamicGear.rarDynamicGear.rar
Submitted: 02-04-2008 / Last Updated:
rar--232
External Website Beyond Our Control
SCORE OUT OF 10
9.42
5 votes
View Stats
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SCREENS

Short sword, long bow and arrow quiver in action! :)


Sickle and big bad axe on back of a human.





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Comments (16):

Posted by Aaronn at 2010-08-05 03:56:43    Voted 10.00 on 08/05/10
great, great, great
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Project Q

Posted by Johnd894 at 2009-03-01 23:26:59    Voted 9.50 on 03/01/09
This is a great hak! Is there a do the same thing for armor parts? I have been trying to implement some scripts that I have found here but they don't seem to work with CEP.

Posted by Johnd894 at 2009-03-01 23:25:20    Voted 9.50 on 03/01/09
This is a great hak! Is there a do the same thing for armor parts? I have been trying to implement some scripts that I have found here but they don't seem to work with CEP.

Posted by Armor Darks at 2008-07-12 10:06:49    Voted 10.00 on 07/12/08
damn where author gone? =(
_________________________
.: Axistown.ru PW
.: Complete Rural/City v0.985 - massive 2300+ rural, city, castle tileset for nwn1

Posted by Ph@nt0m #8-) at 2008-02-28 13:04:16    Voted 8.75 on 02/10/08
Geez, I'm an idiot. I was thinking of another mod. Put the 'hak' in your HAK folder and the 'mod' in your Module folder, and play the mod to see the hak in action. In order to make use of this for other modules, you will need to add this hak to those modules list of haks. Sorry for the confusion.

Posted by Ph@nt0m #8-) at 2008-02-27 17:52:30    Voted 8.75 on 02/10/08
Just extract everything into your override folder.

Posted by Campaigner at 2008-02-27 11:17:00    
sry forgot to add something...i cant cant it to work...is there a readme?

Posted by Campaigner at 2008-02-27 03:27:10    
do you put this file in the hak or the ovveride folder?

Posted by AnthroPlayer at 2008-02-13 18:03:02    
This looks purely amazing.

I myself have always wondering why weapons 'disappear' when you unequip them, and this new function you add to the game to show a unequipped weapon looks highly intrigueing, as such it is downloaded and I will vote on it soon.
_________________________
@===============================================@
Vinchenzo made a post here.
Plz check out my entries. I'm currently making a few simple modules, designing 3 special characters, and hope to someday be good this stuff.

This is Vinchenzo, finishing his post with the following advice:
Don't use Latin improperly (Lupis means grey, Rufus is red, Canid is dog, so on.) Furries annoy me with their improper usage of such. And I'm a furry!!! Ugh...
Don't vote for Beta things unless told they are finished, unless posted specifically by the author.
Don't abuse the vote and post function, don't vote for your own/friends stuff just to get a high vote. Don't flame vote either just to be an ass.
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Posted by Ph@nt0m #8-) at 2008-02-10 16:33:06    Voted 8.75 on 02/10/08
This is a great start. Something I've always wanted.

I would suggest/request the following:

1). Removing the weapon model when that weapon is drawn (equipped).
2). Automatically displaying any weapon combinations in the default quickbar slots and any usable weapon in the characters inventory that is not in storage containers (Bags of Holding, etc). This would mean that the weapons would appear on spawning not just when it is unequipped.
3). Hip slung weapons (i.e. most one handed melee weapons, e.g. any sword shorter than Bastard, Dagger, Hand Axe, Mace, etc)
4). Some form of Scabbard overlay for slung weapons.
5). Position any bows that are not smaller than the wielder so that it is slung diagonally over the head and 1 shoulder (the string goes across the chest and the shaft across the back) (i.e. Long and Short bows for Dwarves and Halflings, only Long bows for Humans, Elves and Half Orc etc.) Shorter bows would likely be slung over the shoulder only, in a vertical position.

Even half of the above would give you a 10. Again this is a great start I would recommend that it be added into the 1.69 patch, but I guess it is probably too late for that, it definitely is something deserving entry into CEP.

Posted by freelancer sunny at 2008-02-08 19:06:44    
There's no file to download.
_________________________
"But time flows like a river,
and history repeats..."

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Posted by Godhand at 2008-02-08 10:03:03    Voted 7.50 on 02/08/08
Nice :)

Could you make an english version of this...?
_________________________
Nothing is forever...

Posted by Sylmael at 2008-02-07 07:13:12    
Yes it works with 1.68 visible cloacks.

Custom battle animations and cep horses have bad impact node bone position. (where visual effects are aplied) When you use them, you can see all weapon models on your characters droping down to his belly or on horse back. I will see if i can fix this when cap2.1 and patch 1.69 will come out.

Sylmael
_________________________
Every hero has a choice

Posted by issacjr at 2008-02-06 15:06:55    
When you Write that It doesnt work with the horses, or the custom Animations, do you mean that the stored items Disapear when for example, mounted? Then can you make them Re-appear when dismounted? Also Do they work with the 1.68 cloaks?
Issac

Posted by Lester at 2008-02-05 22:12:28    
Looks very interesting, can't wait to see it in action!

Posted by Fleshmelter at 2008-02-05 20:52:49    
Interesting.....does it work with visible cloaks?
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