Let's start with what you all care about most: this pack replaces the game's slings with hand cannons. Yes, you can now use a gun. Enjoy them. I know I have been.
This also adds in the new Sniper prestige class. Sniper is, at heart, a ranged version of the weapon master, and for weapon of choice you may pick from hand cannon, heavy crossbow, light crossbow, longbow, or short bow. The main change is that the mostly-useless Ki Damage was replaced with my new feat Ki Focus, which makes taking all ten sniper levels easily worthwhile. The requirements for the class are also different and easier to achieve.
I've also created custom icons for hand cannons to use, but because UTI files save their icon data within them and the game's stores keep UTI data within them... well, I had to be tricky to make these work. The result is that any time a new item enters your inventory that uses one of the old icons, it is instead deleted and instantly replaced with an identical item that uses my new icons. Don't worry about this happening to them again: the new ones use a different resource reference, so feel free to enchant your hand cannons without worry. You'll still see sling icons (all the text works, though) in stores or anywhere else, but they'll get firearm icons as soon as they hit your inventory. Check the included Readme file for information on what items will be fixed.
Think ranged combat sucks in NWN2? You're right. I've tried to alleviate that with this pack. Hand Cannons will add some minor power increases if you choose to use them (1d10 18-20 x2 Exotic weapon), but the Sniper class will importantly give you increased critical threat range and damage, as well as Ki Focus for some added power and accuracy. Ranged combat will still be nowhere near as strong as melee, but at least this helps a little.
***INSTALLATION INSTRUCTIONS*** Stick dialog.TLK into My Documents/Neverwinter Nights 2 (not the override folder). Then stick the Sniper folder into the override folder from there. Yes, this will work with currently saved games.
*** It's important to note that this pack was made for use in the OC and Mask of the Betrayer and should function perfectly with them. Using it with other modules may cause conflicts with that module's .hak file, if it has one. Modules that use campaign data or override material may also produce conflicts. If you're having issues with this pack and you're not playing the OC or Mask, then try removing the pack. This shouldn't be an issue for most modules available on the Vault, but certainly will be with some.
***Special Thanks*** MWMDragon, who actually made the arquebus model I'm using. You may find that here in .hak form.
Adam Miller and his Dark Waters series, from which I got the idea as well as from which I am using the cannon ball this gun fires as well as the sound it makes. If you haven't played these excellent modules, then go download them here and here. Then you can be looking forward to the third one as much as I am.*
*Do not use my gun pack while playing Dark Waters. I... well, I honestly don't know what sorts of shenanigans will happen, but I doubt it would be good. Remove my gun pack when playing Dark Waters or other modules that modify the same files this pack does.
***Note to MWMDragon and Adam Miller:*** If you want your content removed, just say the word. I doubt MWMDragon minds me using his wonderful gun model since that's why I'd assume he uploaded it, but if he doesn't want this, I'll remove this pack and hope for someone else to model a gun for me so I can re-release this. If Adam Miller doesn't want me using his cannon ball model or sounds, I'll remove them, probably just leaving the gun to fire rocks (which is barely noticeable) while finding new gun sounds somewhere online.
Basically, I am assuming that anything available for download here on the Vault is free-game to use (I feel that way about everything I've ever uploaded to here), but I will remove your content if you ask, and for any reason.
***Recent Updates:*** v1.05 Split
You can now download just the guns or just the prestige classes. The combined file is identical to the previous version.
v1.05
Another prestige class was thrown in now. I'm mostly testing the waters to see how much interest is generated and gauge whether making more classes is worth my time, so let me know what you think. The arcane summoner prestige class is now included, and helps improve the otherwise weak summoning magic of wizards and sorcerers. Its also unique in that your familiar continues to improve in this prestige class, and even gains more power.
I had to register just to say how awesome this pack is. Ever since I got Neverwinter Nights I was always hoping that there'd be hand cannons or muskets of some sort, and you made it happen, so thank you very much. :D
I did have a small technical issue though. The icons aren't showing up for me in game. The model of the hand cannon is seen on my character, and he shoots it fine and the sounds work and all, it's just.. the icon in the inventory appears as 4 coloured squares. I've tried running the iconfix script, and it said it ran, but the icons don't get fixed.. o.o
i need help. the mod does replace the slings for me, but the portraits ain't right, and when i try to purchase hand cannons, the shop takes my money, but dont give me my gun. haven't tried equipping one due to not being able to buy one, so i wouldn't know if the model works. any suggestions?
I'm trying to work the three classes so they work with SoZ but I cant seem to get the Arcane Summoner to get new spells when she levels up. I've never done any scripting or mods before so I'm kinda over my head here. its there an entry somewhere (other then the Class//Feat/PRC_CLS_***) that I have to modify so the summoner can acually gain spells as she levels up?
I'm using ladydesires newest tlk and 2da files since those are what I'm playing with right now... anyone able to help?
I don't even have a computer that can run NWN2 anymore, so I cannot update this. If anyone wants to take it on and keep it updated, then feel free to do that, as I simply am no longer able to.
Posted by gplana at 2008-11-21 07:23:23 Voted 9.75
SushiSquid: I've enjoyed this class, but as you probably know by now, NWN:SoZ stepped on it hard. Sniper and Doomguide use the same designators, and most of the new Feats you defined are being used by Swashbuckler. Any plans to update it so that it's compatible with SoZ? Please says yes! :)
Posted by Melirinda at 2008-11-18 07:28:25 Voted 9.00 on 11/18/08
Finally! This pack can use some advertizing me thinks. I was completely unaware of its existence, and was dreaming about it for ages. My compliments, and looking forward to using it in my next module. Since it is a bit far in the future, I will vote now, but if I find bugs - beware, I will be back!!! Mwa-ha-ha! _________________________ Joinable NPCs in IWD2. I'm *not* kidding!
Posted by RichC at 2008-11-14 23:40:14 Voted 10.00 on 11/14/08
SushiSquid, I don't often post but I am enjoying the hand cannon and Sniper class and wanted to say thanks! I presently have a (Fighter 5/Sniper 5) working through the OC and as soon as the criticals start racking up it's really rather good. Like others have said, it brings a unique Fable 2 feel to NWN2. I am also using the "Crafted Ammo and Enchanted Bows v1.2" mod, but won't use it until I get a few more levels in crafting. Balance-wise I think it's about right, as far as I can tell so far.
When you do a future update is there anyway you can change the gun sound to an older flint lock musket. It would be nice "click-boom" rather than a more modern rifle sound.
Posted by PoisonTheMonkey at 2008-10-31 11:02:58 Voted 10.00 on 10/31/08
Very cool idea, Fable 2 worked fantasy and guns together extremely well, so will be suggesting this to my PW. Please, however, post better screenshots--I dont think anyone is really interested in the screenshots of the classes, just the gun models and how they work :) _________________________ Obsidian Shore, a HoF 9.8 heavy roleplaying PW. Dark and gritty fairytale world with the opportunity to do and change the world as you wish. Link
Greycliff, a brand new NWN1 heavy roleplaying PW. A broken kingdom is all that remains from a bloody civil war. Link
There shouldn't be any problems with the new split downloads, but please let me know right away if there are. This has also been updated for patch 1.13.
Nevermind that last post. I was testing the class features in my current build that has guns removed, and had forgotten an important file (baseitems.2DA) that is required for making their weapon of choice feats function.
That was dumb of me.
Don't bother. It seems now that half of the sniper's abilities don't work as they should, so I'll be removing the class next update. I may be redesigning it and reimplementing it later, but how to reimplement it I've yet to figure out.
Thanks for the reply, SushiSquid. The Sniper class looks interesting so I am going to try one through a couple of mods. Even if I decide not to use the guns, it looks like a good way to get some punch out of an archer without being an elf (which I rarely play, despite my handle) or a ranger. Thanks for making this hak and advertising it so people know it's available. Considering how many people have clamored for guns, I'm surprised it hasn't received more attention. I'll come back and vote when I've tried it. _________________________ Been a long day. I could use a drink.
I think I noted in the Readme that I'll be making the classes and guns separate (with an optional compatibility patch) in the future, but before you, I hadn't really gotten any interest in the classes from other people, so I kind of figured I could take my time on that and wait until I had made a few other classes before bothering to separate them. I'll try to speed that up, then.
If you can't wait, then I can sort of help you separate them by letting you know what files you'll need to be changing. First, the Guns folder contains nothing related to classes, and so it can be deleted. The TLK obviously needs changes, and from the Shared folder the files classes.2DA and feat.2DA both include changes for the guns.
I'll be a little busy today, but I'll try to see if I can get up versions that separate the guns and classes and just include a patch for those who want both.
I really like your Arcane Summoner class but don't currently want to use the guns. Can I use just that? I've tried various setups but can't get the class to appear at character creation so I can see what the prerequisites are. Your help would be much appreciated. _________________________ Been a long day. I could use a drink.
As I've said in previous comments, it's a hard coding issue. I REALLY wanted to make hand cannons an addition, not a replacement, so I fully understand the sentiment. Unfortunately, the column that sets ammunition types for weapons is ignored and instead ammunitions are hard coded to their base items. Had I made this an add on, no ammunition would ever work with it and so you could never fire the gun.
If this issue is ever resolved in the future and new ranged weapon types can be made, you can bet I'll be changing this to not replace slings.
Posted by MSpytkowski at 2008-08-10 10:42:52 Voted 10.00 on 08/10/08
Is it possible to add both the gun and the sling at the same time?
The complete works edits feat.2da as well as dialog.TLK. My version of feat.2DA changes weapon focus and power critical for hand cannons to require exotic weapon proficiency. My TLK edits will make the weapons actually display their new properties as well as change all the names of the slings. If you do not care about either of these changes, then all of my content except for the Guns folder can be deleted. None of the files within the gun folder will conflict with the complete works. To actually get my TLK changes along with the complete works would require a compatibility patch.
After sitting on a new prestige class for about a week, I finally finished the last parts of it and included it. I had been worried about getting the feel and balance correct, but I'm now very happy with the end result. I've now created the arcane summoner. What the sniper does for ranged attackers and the guardian does for defensive characters, the arcane summoner now does for the otherwise weak summoning spells of wizards and sorcerers.
I'll probably be making more prestige classes at some point that help to improve otherwise weak character concepts, but I'm out of ideas for right now.
I also would have really loved for this to be an add-on, but that's not possible. Even though there is a column for setting the ammunition type ranged weapons use, it's actually ignored and instead ammunitions are hard coded to their weapons. Because of this, I could have made the gun a new weapon type, but you couldn't ever fire it. If this problem is ever resolved in a future patch, you can guarantee this will become an add-on instead of replacing slings.
Looks very nice. A pity it replaces slings instead of being an add-on.
I guess it should be doable, changing the proper 2da and scripts (adding the baseitem, the feats, etc). _________________________ Reino de Aldor
Posted by Silent Mobius2 at 2008-08-03 10:11:06 Voted 10.00 on 08/03/08
@Jamro: The damage output for the weapon is fine, I think. Afterall, guns don't kill people, bullets do. One can easily go to the toolset to create blueprints for bullets that deal 6d6 divine damage or something along those lines.
Hmm, guess I am different. Even though it's great having a gun, I think it has no place whatsoever in a fantasy world of sword and sorcery
Posted by ozzifan at 2008-08-02 05:58:26 Voted 8.50 on 08/02/08
I may finally finish the OC with my new sniper. There is just something very satisfying playing a gun-wielding character in a fantasy game. I recommend to anyone: give this hak a go. It is great fun.
When making this or any other custom content, my primary concern is game balance. I originally did have the guns causing more damage and with better critical hits, but it was overpowered and so I toned it down.
I've made a new update that adds in a new prestige class. The Guardian class focuses on shielding weakened nearby allies from harm. Although I have tested it, technically I'm still calling the class a beta version because I may be converting it into a base class later on. I'll be busy for a while with another prestige class, though, so in the mean time let me know how you like the Guardian and what you think I should do with it.
I'd like the gun damage way higher. Doesn't really make sense to me to have them at all if they're not really powerful.
Like 4d6 without critical hits or something. But each to ones own.
That happens with all ranged weapons. Last I checked Manyshot also only uses one piece of ammo even though it makes two attack rolls. It's an odd feat, but because it's hard-coded that's not something I can fix, either.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone