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NWN MODELS

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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
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Comments (30):

1 2 3

Posted by Ridge at 2003-12-0917:59:00    
Sweet! Can't wait to see what you have for us next! *loves his Kung-Fu monk animations* Ridge

Posted by ragnarok_mr4 at 2003-12-0900:57:00    
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 at 2003-12-0520:59:00    
Hope to see an update soon.. can't live without this these days! :)

Posted by Jarlaxle's at 2003-12-0322:39:00    
How about some cool animations for dual sword wielders?

Posted by Anonymous at 2003-11-3011:11:00    
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 at 2003-11-2723:24:00    
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 at 2003-11-2713:34:00    
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 at 2003-11-1612:13:00    
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 at 2003-11-0802:37:00    
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 at 2003-11-0717:30:00    
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

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