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NWN HAKPAKS

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Title  Weapon Glow Effect: no visual
Author  tltlvilus
Submitted / Updated  04-12-2008 / 04-12-2008
Category  Code Modifications
Expansions  Works on all versions
Description
iprp_visualfx.2da

No glow effect for 1d6+ weapons, no visual effect using any damage bonuses.

know issues:
-toolset cant show the no visual;
-flame weapon and similar spells wont change visual of the weapon.

I hope it helps, PRC, CEP and 1.69 compatible since they are not using that 2da file.

Files

NameTypeSizeDownloads
no_glow.rarno_glow.rar
Submitted: 04-12-2008 / Last Updated: 04-12-2008
rar0.33b146
hak version.
iprp_visualfx.2daiprp_visualfx.2da
Submitted: 04-12-2008 / Last Updated: 04-12-2008
2da0.39b249
2da file download.
SCORE OUT OF 10
10
6 votes
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no visual effect





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Comments (14):

Posted by Don Kireip at 2009-11-17 04:17:17    Voted 10.00 on 11/17/09
10 more points for the trick ;)
Realy usefull to make some unVFXable weapons (btw ShaDoOoW's style still preferable if you just want to only remove automatic visual effects addition)

Posted by Dante Silvertongue at 2009-06-23 15:46:10    Voted 10.00 on 06/23/09
Nicely done, I give it a 10.

Posted by ShaDoOoW at 2009-05-28 17:26:15    Voted 3.00 on 05/28/09
OMG! This is really stupid implementation. This way, there won't be vfx on any weapon in module, but what if I want to make few godlike weapons with that effect? Then this override is not solution.

To anyone who don't want these vfx's: find iprp_damagecost.2da and set all values in VFX column to 0. Then there will not be automatic VFX but when builder manually add the vfx itemproperty, weapon will glow.
_________________________
[Boost System] [Door System] [Devastating Critical Immunity] [HIPS remake] [Circle Kick Mode] [1.69 Full 2da Source]

Posted by BenWH at 2009-02-08 00:14:03    
Useful addition.
_________________________
Works of B G P Hughes: Link

AME Chairman

Posted by Velexia at 2009-02-02 23:19:46    Voted 10.00 on 02/02/09
I've never really liked the effects anyway, they were always too 'much.'
_________________________
The VIVE NWN Project.
A Neverwinter Nights Vault hak Compilation. To be resumed again! -Vex, 2011

Posted by The Amethyst Dragon at 2008-08-05 22:40:42    Voted 10.00 on 08/05/08
Just wanted to change my vote to a 10 after really using this.
_________________________
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. :)

---------------------------- Neverwinter Nights Community Site: The Unofficial Homepage for NWN ----------------------------

Posted by notno1blade at 2008-06-05 04:29:47    
For someone who doesn't have a great deal of experience with the toolset etc. What's the best way to put it into say the OC or other modules on SP games. Please give instructions!

Posted by Carcerian at 2008-04-20 09:16:44    
Very useful for designers of low magic worlds who don't want half the servers population walking around with "lightsabers".

Vorted a Solid 10.
_________________________
Carcerian - Beholder Eye Powers & AI, CEP Dragon Disciples, Color Text Functions, Dynamic Wildshape, Faerie Fire, Palemaster Arm Powers, Spawning Undead

Posted by DM Heatstroke at 2008-04-13 21:00:20    
Eh, nevermind, I've figured it out. I shouldn't be posting this late.
_________________________
Heatstroke

Posted by DM Heatstroke at 2008-04-13 20:58:31    
If you apply the visuals seperately, will they still work? For instance, if you made a +1 Coldfire Longsword with +1d6 Fire Damage & added the Cold Visual Effect as a seperate entry, would it show correctly?
_________________________
Heatstroke

Posted by Ben Harrison at 2008-04-12 16:08:29    
Hah, I had no idea this worked! I'd always just tested the VFX models in the toolset, and so assumed a **** model entry in the 2da didn't work.

Thanks for posting this, very useful.
_________________________
[Blog] [Mods]

Posted by tltlvilus at 2008-04-12 13:24:27    Voted 10.00 on 04/12/08
check it out my negative and positive on hit visual/sound override soon.
_________________________
Forgotten Dimension 2.2

Posted by tltlvilus at 2008-04-12 13:11:38    Voted 10.00 on 04/12/08
know issues:
-toolset cant show the no visual;
-flame weapon and similar spells wont change visual of the weapon.

I hope it helps, PRC and CEP and 1.69 compatible since they are not using that 2da file.
_________________________
Forgotten Dimension 2.2

Posted by The Amethyst Dragon at 2008-04-12 12:28:32    Voted 10.00 on 08/05/08
Dang. I've looked for something like this for a long time, then I find this simple modification.

I tested it out by putting it into a hak file, then making a brand new module with it. Made a couple of longswords with 2d6 elemental damage (1 cold, 1 fire). The visuals remained in the toolset, but when I tried it out in-game, there were no visuals.

Thanks tltlvilus!
_________________________
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. :)

---------------------------- Neverwinter Nights Community Site: The Unofficial Homepage for NWN ----------------------------

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