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'm good at making huge oversights. ClassOnly didn't include the TLK file. That has now been corrected.
Posted by SushiSquid at 2008-08-2512:34:37
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.
Posted by SushiSquid at 2008-08-1709:58:56
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.
Posted by SushiSquid at 2008-08-1511:04:32
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.
Posted by Sieben at 2008-08-1509:23:52
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.
Posted by SushiSquid at 2008-08-1111:14:29
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.
Posted by Sieben at 2008-08-1108:37:03
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.
Posted by SushiSquid at 2008-08-1016:20:54
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 on08/10/08
Is it possible to add both the gun and the sling at the same time? Or is it a hard coding issue like in NWN1?
Posted by SushiSquid at 2008-08-0919:08:11
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.
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