Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub

IGN
Games
Cheats
Entertainment

The Web   The Site  



NWN MODELS

- Jump to comments -
Title  Alternate Combat Animations Beta v0.3
Author  ragnarok_mr4
Submitted / Updated  08-21-2003 / 09-02-2003
Category  Animation
Model Format  BioWare Standard
Description
Update v03. (Setp 02,2003): What's new: 1) Fixed some wierd animation bugs where the torso would separate from the hips during some animation sequences. 2) Added roundhouse kick/spinning back kick combo (replaces uppercut animation) 3) Added hakpak version for those who don't want to fudge with the override folder. Update v0.2 (Sept 02, 2003): What's new: 1) Modified the Shaolin open stance to make it more elegant 2) Modified unarmed close-in attack from elbow/forearm smash to flurry of punches Older features: 1) cat's paw stance for unarmed combat 2) alternate stances for 2-weapon fighting 3) whilwind-strike for 2-weapon 'reach' animation To install: unzip file and copy to the override folder. This file is not compatible with anything that modifies the a_ba_med_weap.mdl file. Please send me your comments or suggestions.

Files

NameTypeSizeDownloads
ModCombatAnimsV03.zipModCombatAnimsV03.zip
Submitted: 08-21-2003 / Last Updated: 09-02-2003
zip464.83Kb10903
--
SCORE OUT OF 10
9.69
4 votes
View Stats
Cast Your Vote!

PORTFOLIO
Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.
SCREENS





You Must Be Logged In to Participate.
Comments (117):

  1  2  3  4 Next>

Posted by kingluoxi at 2011-09-24 01:14:49    
You write articles too wonderful! !
_________________________
Jordan Retro 3
Retro 3

Posted by Flex at 2006-08-28 10:53:35    Voted 10.00 on 08/28/06
Love this. great work I hope that you continue working for the NWN2 wen it comes out.

Posted by tom ( 212.51.xxx.xxx ) at 2006-03-30 07:00:49    
Great. Thanks!

Posted by Elanthil01 at 2006-01-12 13:37:06    Voted 9.75 on 01/12/06
The system could branch off into actual combat ability modification, which could be unbalancing unless a campaign was designed around it, but still it forms the basis for some extreme modifications.

Personally I'm hoping NWN2 will have the 'black box' combat engine more easily modfiable, and/or include more real D&D feats...like Intuitive Strike (allows you to use your WISDOM bonus for your AB instead of str or dex, if its higher).

I rate this a 9.75..for ALL versions including the newest. I would give it a 10, but its a bit invasive.

I would prefer the system to assign style based on weapon in hand and race, rather than a generic set of styles like in the earlier versions, or a 'style chooser' like in the latest version. The latest version does not merge well with many custom content packages out there and needs to be OFFICIALLY put into the 2da and tlk reserved lines list as it is becoming a staple of many people.

Posted by Elanthil01 at 2006-01-12 13:32:59    Voted 9.75 on 01/12/06
oh yah..and good job on the animations..they rock...I feel like my toon is Bruce Lee :)

Posted by Elanthil01 at 2006-01-12 13:31:40    Voted 9.75 on 01/12/06
Oh yah..and about the comment regarding punching a guy whos wearing a kevlar vest..I guarantee I can kill you regardless of the body armor you have on, unless its half inch plate armor with padding..a ceramic plate or layers of kevlar isnt going to provide enough cushioning to prevent the strike I would use in that situation from causing whats called 'rebound impact damage' to the bones and soft tissue underneath.

The problem with Kevlar is its flexible, it gives. This is why people who get shot while wearing a vest generally end up with massive bruises and/or broken ribs or sternums..and in some cases I've heard of people who had vests that supposedly offered 'good' abdomen protection having their stomach, spleen, or worse the solar plexus itself ruptured by the rebound impact damage of a high powered gun.

But yah, my first attempt would be to get hold of the goon by his neck and twist his head off like my great grandma used to do to chickens before supper ;)

Posted by Elanthil01 at 2006-01-12 13:26:20    Voted 9.75 on 01/12/06
This is all about visual impact people, not about actual technique.

As a martial artist of more than 25 years I can say this...in 'real combat' none of this fancy stuff is really used unless its against another experienced artist and you both want to fight under those 'guidelines'. In real life, real martial arts, taught by people who truly understand their style, are not about stances, blocks or fancy moves, they are about utterly destroying the opponent while minimizing damage to yourself. All the stances, fancy techniques, etc are really nothing more than tools to teach the body and mind to work at their utmost level of efficiency..they really exist only to teach grace, strength and flexibility of body and mind. Anyone who says different has most likely never had their butt royally stomped when they tried something fancy.

I studied Tae Kwon Do, several styles of Kung Fu, Tai-Chi, several flavors of Ninpo, and finally settled into one of the most ancient styles, known as Aiki-Jujitsu. This is the root style that all forms of Aikido, Judo, Jujitsu, and really, many forms of Karate and Kung-Fu came from.

This particular style is all about destroying your opponent in the fastest, most humiliating, most painful, and most PERMANENT way possible.

The guy that mentioned choking someone to death as a valid combat technique would like this style..as thats basically the point of it. Many of the movements used to teach and train in this style do seem graceful and specific techniques (which are really just training devices if you think about it) may look 'fancy'..but most of that fanciness is for two reasons..misdirection and speed/ease of motion.

A true Aiki practicioner spends as little time as possible in front of an opponent and generally ends up to the side..or behind..the opponent about a millisecond before the opponent takes his last breath.

Its not about mystical crap or fancy movements, its about speed, mobility and leverage. Aiki is also known as the bonebreakers art. It is the one 'style' I would recommend to anyone who truly wants to avoid having 'their butt kicked' as its not TRULY a style..its a guideline to a way of thinking and acting whos ultimate goal is survival.

And as for that comment about knives and guns...come at me with a knife sometime homie..heck come at me with a bastard sword if you feel like it..you won't live long enough to realize how stupid it was...as for guns..well..Aiki teaches you to be smart..and the smartest thing to do is just not get in a position to have to deal with a ranged attack...now if the jerk is dumb enough to try and place the gun against your body..thats a different story. A true Aiki adept would realize that to combat a gun..you use a bigger gun ;)

At any rate, back on topic, again I state this stuff is all just for visual impact, to make the game feel more like a Kung-Fu movie..and there is nothing wrong with that :)

If you want realism..go LARP with the other lame-o's.

Posted by Flex1 ( 64.237.xxx.xxx ) at 2006-01-06 21:17:34    
Hey nice work with the animation. Im wondering where do I put the .mdl file? I have used your animations since the first but I stopped playing and forgot where some file types go.

Posted by dude1024 ( 68.233.xxx.xxx ) at 2005-04-22 19:45:00    
Uhm.... When I was "trained" to fight we were told to choke the life out of the other guy or break his limbs. Punching someone with a kevlar vest on or a flack jacket would be suicide. over 75% of al fights end up on the ground in a close quarters match. In one demonstration our big instructer was taken down by a small girl. It was interesting but i'm sure if he had really wanted to kill her he would hav ben broken in half.
I dont know really I just think that most forms of martial arts are little better then for assassination other then that and people can easily use a weapon on you before you get close enough to flying kick them or whatever it is you do.

Posted by evilpoophead ( 24.107.xxx.xxx ) at 2005-04-02 03:23:00    
you guys don't know karate you just read about it and think you know what you're talking about. All nerds try to take karate, when really they would get their asses kicked in real life. Keep up the fantasy you guys, works great over the internet ;)

Posted by evilpoophead ( 24.107.xxx.xxx ) at 2005-04-02 03:23:00    
you guys don't know karate you just read about it and think you know what you're talking about. All nerds try to take karate, when really they would get their asses kicked in real life. Keep up the fantasy you guys, works great over the internet ;)

Posted by Anonymous ( 220.236.xxx.xxx ) at 2005-03-06 10:20:00    
This aint Karate dude, Sides Karate is balls compared to Kung fu. This is actualy a real stance And if you notice he is facing his enemy, No experianced fighter would alow a blow from there oponent but Karate is all about Defence and reversal which in my opinion blows.

That stance comes from a style that is all about offence, Overwealm your oponent come in close and force them to step back which is where you want em.

Posted by Anonymous ( 205.142.xxx.xxx ) at 2005-03-03 12:11:00    
I'm a martial arts teacher. I've studied for over a decade. Real martial arts, implemented in game form, would be very boring. This is a game. If you want to see REAL martial arts, keep studying at your studio.

Posted by Anonymous ( 66.109.xxx.xxx ) at 2004-11-20 17:15:00    
But,uh,speaking from a fairly trained(I'm only a green-belt, and my system goes no-belt, white-belt,yellow-belt,green-belt, blue-belt,brown-belt,high bronwn-belt,black-belt) point of veiw,I know that no male would(in his right mind) stand like that,in the middle of a fight.You gonna get you privits kicked that way.

Posted by Old_Scores_Transfered at 2004-02-20 10:32:49    Voted 9.00 on 02/20/04
This is a compilation of the old system into a single score. There were 38 that made this score of 9.44 then rounded to 9.

Posted by ragnarok_mr4 ( ..xxx.xxx ) at 2004-02-12 12:38:00    
Hi all! A new version of this animations pack is available under a different entry on the vault. Look for version 2.0. This version is extremely outdated and is kept availabe here only by special request.

Have a nice day!

Posted by Mathurin ( ..xxx.xxx ) at 2004-01-04 22:31:00    
I like these animations but they need an update. They interfere with the whirlwind attack animation. When these animations are in place Whirlwind Attack doesnt function, all you get is the damage and the spray of dust your character just stands there. Otherwise cool stuff.

Posted by SuperDork ( ..xxx.xxx ) at 2003-12-30 07:39:00    
If it were realistic, the stance would be that of Muay Thai(the best stand up fighting style of the world). But since it's fantasy, it useses some kind of kung fu stance(and really, videogames and fantasy are the only places where kung fu works).

Posted by Flamid ( ..xxx.xxx ) at 2003-12-19 21:10:00    
I myself know martial arts, and I glanced over the preview of the stances etc., and have a suggestion. I noticed with the stances and kicks that the monk is left open for attack at his stomach....I know from experience that when somone is fighting against a skilled combatant, any open areas are going to be hit or at least attacked. My suggestion is that perhaps you could alter the techniques to make the monk put more effort to cover the open areas. Maybe not with the stances, but at least the attacks. Just a suggestion though. :P

Posted by ragnarok_mr4 ( ..xxx.xxx ) at 2003-12-14 22:27:00    
Version 1.0 has been uploaded to the vault! I've submitted it under a new name so you know where to find it when the vault gets updated. Have a nice day =D

Posted by Ridge ( ..xxx.xxx ) at 2003-12-09 17:59:00    
Sweet!

Can't wait to see what you have for us next!
*loves his Kung-Fu monk animations*

Ridge

Posted by ragnarok_mr4 ( ..xxx.xxx ) at 2003-12-09 00:57:00    
Finally got my hands on HotU and "sliced" into the .MDL files. It seems that bioware's chages affected the non_combat model files (new walk/run anims) and the casts model file (where the whirlwind attack anim is located). This means that the existing version should run well enough with the new expansion. As far as I've tested things, this is definitely the case. Things look rather funky though when performing the unarmed kick attacks while wearing a robe since the robe system effectively "hides" the leg-shin parts of a character so that there are times you can see the player's feet hanging in midair separate from the robe. =) Gotta fix this, but it appears an update will be ready sooner than I anticipated. WATCH THIS SPACE =D

Posted by Sly ( ..xxx.xxx ) at 2003-12-05 20:59:00    
Hope to see an update soon.. can't live without this these days! :)

Posted by Jarlaxle's love slave ( ..xxx.xxx ) at 2003-12-03 22:39:00    
How about some cool animations for dual sword wielders?

Posted by Anonymous ( ..xxx.xxx ) at 2003-11-30 11:11:00    
could you make alternate animations for the way PCs carry spears/staffs. ive always thought that it looked a bit strange that the PCs carry them over their shoulders

Posted by Magneltor ( ..xxx.xxx ) at 2003-11-27 23:24:00    
impressive, now make us a god damn Dance animation! im tired of lookin like na idiot with the emote wand scripted one

Posted by Unknown ( ..xxx.xxx ) at 2003-11-27 13:34:00    
Couldnt you just add a script that tells the hak not to work on certain monsters, lay say give the monster a unique id "something different perhaps an item" when it sees the item the hak then miss places the creature for a one hand fighter? Just a suggestion.

Posted by Khai ( ..xxx.xxx ) at 2003-11-16 12:13:00    
Awesome! I really like the new two weapon animations. I sat there drooling as my character lifted his sword into that semidefensive stance, great touch!

Are you thinking about doing any greatsword animations? Currently those are pretty awful...

We're all pysched I'm sure to hear what you're working on next.

Posted by ragnarok_mr4 ( ..xxx.xxx ) at 2003-11-08 02:37:00    
Smolin: This mod changes most of the animations (stances as well as attacks) for the unarmed combat mode and one attack and both stances for the two-weapon fighting mode.

SoulFlame: Unfortunately, it seems that Bioware has hardcoded which base aniamtion files all pc's (and most humanoid npc's) reference. AFAIK no one has yet come up with a way to tell the engine to reference an alternate set of anims for a single class (or even just for the PC's). Someone from CODI suggested this workaround: create a second set of base anims for the NPC's and other creatures and edit each one of the to reference the new set. This should prove to be a time-consuming endeavor, and will only work for NPC's that are NOT assembled in the same way PC's are (i.e. only the complete models and not the piecemeal ones). Not a job I'd be up for anytime soon :( The workaround I use is somewhat limited and involves polymorphing the appropriate PC/NPC into a full martial-arts enabled model (e.g. monk) and leaving the rest in their original state. The PC's looks aren't customisable anymore, but at least they are "special" compared to everyon else :P

It seems that Bioware has made a large number of chagnes to the base models and animations, so it's very likely that this mod will be broken once the new expansion is out. Thus, I am HOLDING OFF ANY NEW RELEASES till the expansion is out and I can port these anims into the new base models.

I hope everyone awaiting the next release understands that I have to balance my time betweel RL and NWN. Rest assured that I'm going to get my grubby hands on the new expansion as soon as it's out so I can get to work on these anims.

Thanks for the support y'all.

Cheers!

Posted by SoulFlame ( ..xxx.xxx ) at 2003-11-07 17:30:00    
Hey, Excellent work! The only concern that the builder that I DM for is that if you have unarmed creatures (ie HillGiant, or anything unarmed) they use the moves. Kinda kills the feel of a PW. Is there anyway to set this to Pc's only? Or better yet monk class only

  1  2  3  4 Next>

You must be Logged In to post comments in this section.

 
Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM
 

   


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.


NWN2 Hall of Fame

HOF NWN2 Prefab Blueprints


View all Hall of Fame entries


Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins

TOP UI

TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters





Hall of Fame

HOF NWN Modules


View all Hall of Fame entries


TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs

TOP NWN Other

TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters