--Contents:
This package provides weapons and new armor parts for males and females of all races with styles roughly based around the European late gothic era (circa 1450's).
--How to use:
[override version]
Extract ACME_FMP_v10_Override.7z into your MyDocuments nwn2 override directory.
[hak version]
Extract ACME_FMP_v10_Hak.7z into your MyDocuments nwn2 hak directory.
[tabard texture assets]
Extract ACME_Tabard_Assets.7z into a working directory and use a 2D drawing program to make your own custom decals for the tabard models. Use MDB Cloner to assign your new textures to the models.
The 7z extractor can be downloaded from here: Link
--Modified 2da's included in package
Armorvisualdata.2da
--Body Parts List (Toolset numbers listed): All body parts can be found under the ACME armor type at the end of the armor list.
[Torso]
ACME 0 - Plate upper body over leather leggings
ACME 1 - Plate breastplate over chain
ACME 2 - Fancy plate breastplate over cloth
[Boots]
ACME 0 - Plate Sabatons
[Gloves]
ACME 0 - Long plate gauntlets
[Helm]
ACME 14 - Metal sallet
[Belt]
ACME 0 - 2 tone tabard with a winged lion decal
ACME 1 - Rough spun woolen tabard with a rope belt
ACME 2 - tabard with a metal link belt and twin serpent decal
[Attachments]
All attachments have mirrored left and right side parts.
Shoulder 210 - plate pauldron
Arm 210 - layered plates
Elbow 210 - butterfly plate joint
Hip 210 - plate skirt panel with leather attachments
Leg 210 - hinged plate with leather straps
Knee 210 - butterfly plate joint
--Weapon Part Numbers: Weapons are broken into a,b,and c component parts matching the standards for the weapon type.
Dagger 210
Halberd 210
Longsword 210, 211
Mace 210
Rapier 210
Short Sword 210, 211, 212
Warhammer 210
War Mace 210, 211
--Weapon Prefabs (override version only)
acme_fmp_dagger02 : Main Gauche
acme_fmp_dmace01 : Bronze War Mace
acme_fmp_dmace02 : Steel Capped Sledge
acme_fmp_halberd01 : Adamantine Poleaxe (adamantine)
acme_fmp_lsword01 : Long Katzbalger
acme_fmp_lsword02 : Dies Irae (adamantine)
acme_fmp_mace01 : Flanged Mace
acme_fmp_rapier01 : Silver Epee (alchemical silver)
acme_fmp_ssword01 : Gemmed Short Sword (cold iron)
acme_fmp_ssword02 : Kampf Messer
acme_fmp_ssword03 : Katzbalger
acme_fmp_whammer01 : The Crushinator (cold iron)
To add these armors to a game, open the console and type:
DebugMode 1
giveitem (filename of item)
DebugMode 0
For example, to add the armor for the full gothic suit:
DebugMode 1
giveitem acme_fmp_gothic
DebugMode 0
--Permissions:
Anyone is allowed to repackage and/or modify the meshes and textures in this package as long as credit is given for the original source and the user does not charge money for their derived product.
--Credits:
All body parts and weapons are originals created by the ACME team:
RunnerDuck - modeling, principal rigging, and race conversions
Escrimator - concept artwork, weapon models, modeling and textures
Barrel of Monkeys - modeling, textures, post production
HAK version: for builders that want to add the new parts to the module they are building. Note: the hak file contains armorvisualdata.2da inside it. Revision 9-27-2009: fixed the hak file to add armorvisualdata.2da.
Override version: for players that want to add parts to already built modules. Note: make sure there is only one copy of armorvisualdata.2da in your override directory.
Posted by Charloulou at 2009-09-28 06:40:01 Voted 8.00 on 09/28/09
Really good job !
Could you make the same package but with "classical classification" (not create a new "group" as ACME, but put it in plate armor or other like this) ? Because in my mod we use the xp-craft and it could be easier to change this pack than our xp-craft. _________________________ Fanelya
Updated the hak version so the 2da is now inside the hak file.
Squire: Download the new hak version and add that to your module. Make sure it is the first hak entry in your module's hak listing. That should give the FMP hak 2da priority over any other armorvisualdata.2da versions you might have in the module's other other hakpacks. If you need to edit any 2da's specifically for your module, add all your modified 2da's into a new hak, add it to your module and then set it as the topmost hak.
Yes I've done that. The other parts work just fine - the arms, legs, shins, hips, elbows, knees etc - even the weapons. They all work. The only thing that doesn't is the main parts - the torso, belt, boots, gloves, helm. Anything with 'ACME' in the name doesn't show up. Anything that's numbered 210 etc does.
Posted by Aardvark at 2009-09-22 18:25:05 Voted 10.00 on 08/19/09
I tried to reproduce your problem without success. The hak works for me. You know that you have to load a hak in the toolset for it to work, right (in toolset>view>module properties>properties>hak paks>[add haks here])? If you want the pak to be used in all your games and modules, use the override version instead.
Posted by Aardvark at 2009-09-17 17:47:03 Voted 10.00 on 08/19/09
Ahh, I just opened the .hak version and there doesn't seem to be a armorvisualdata.2da file in there, even though the description says there should be one. Download the override version and find the said file and put it in your override folder (under My Documents\NWN2). If you want it, you can also put the prefab folder there as well.
I'm using the hak version so the prefabs aren't there...there's no ACME Full Metal Packet option. Does the hak file not work on its own then?
Posted by Aardvark at 2009-09-16 12:57:39 Voted 10.00 on 08/19/09
Hmm, strange. If you load up the toolset and under Blueprints> Items> ACME Full Metal Packet> Armor you pick one set of prefab armor, e.g. Champion's Plate, and go to the Armor Set tab in the item properties window, what do you see on the torso where the armor ought to be?
No, that didn't do it. I don't have any other armour haks anyway, and the override folders (both the one in My Documents and the NWN2 directory) are empty.
Posted by Aardvark at 2009-09-11 09:33:29 Voted 10.00 on 08/19/09
Squire, it sounds as if you have a conflicting armorvisualdata.2da file in another hak your use, or in your override folder. Only ONE armorvisualdata.2da file can be in effect. Just temporarily rename your hak and override folders and create a new hak folder where you place the Full Metal hak. Then start up your toolset and see if you can get the armor to work. If it does, you have a conflict.
I can't get the main armour sets to work...anything with an ACME code doesn't appear as a selectable option. All the arm and leg parts and the weapons (i.e. anything with 210 or 211) work just fine. I'm using the Hak version, is there anything else I need to do to get the Acme parts to appear on the list?
Posted by steelfiredragon at 2009-08-20 02:45:00 Voted 9.75 on 08/20/09
also do you guys have a blog or website??
Posted by steelfiredragon at 2009-08-20 02:44:25 Voted 9.75 on 08/20/09
dumb question, but could you guys do Princess Zelda's dress and add it to this??
Posted by Aardvark at 2009-08-19 06:26:03 Voted 10.00 on 08/19/09
Ahh, thanks. Now it works beautifully:). With this pak and the Morion helmet I can get busy playing the Dark Waters 2 module and rule the seas with fear in appropriate gear. Great work! (And we need more late medieval/early modern armor pretty please!)
Are you putting it on npc's or is this a player character issue? NPC's need the correct armour proficiencies or they simply do not wear the armour once you load up the area in game and they appear to be wearing default clothes.
Posted by Aardvark at 2009-08-11 06:36:29 Voted 10.00 on 08/19/09
Looks great, but I can't get the armor to work. I get the default cloth tunic, hat, boots and gloves instead of the armor. The weapons work fine (and look the same - Katzenbalgers FTW!). I don't get the whole 2da bit at all, so I guess that's where my problem lies. This pak is the only thing I've added to the vanilla game (with MotB and latest patches). I put the stuff in the override folder as per the instructions, but there doesn't seem to be any 2da file there at all (should there be?). Any help would be appreciated.
Posted by Emma Christensen at 2009-05-28 05:20:28 Voted 10.00 on 05/28/09
The armorvisualdata.2da in this pack is the same one we used for Yeoman and Assault & Hattery, so there should be no conflicts with those packs.
Posted by DarkOak at 2009-05-18 06:49:45 Voted 9.75 on 05/18/09
Someone said below that the armorvisualdata.2da with this won't conflict with the Yeoman pack, so, mostly for confirmation, can the version of the 2da with this one work for Yeoman and Assault & Hattery packs?
Also, lovely work! The armor model is incredible. _________________________ The Obsidian Shore Link
Posted by Falvin at 2009-05-05 17:43:11 Voted 10.00 on 05/05/09
Awesome! O_O
Posted by War-Thief at 2009-05-05 03:47:54 Voted 10.00 on 05/05/09
Fabulous! I hope to see more from you guys.
Posted by daemonia at 2009-04-29 12:31:45 Voted 10.00 on 04/29/09
It's Rock!
Posted by daemonia at 2009-04-29 06:29:22 Voted 10.00 on 04/29/09
Great! Very great!
Posted by MrWickedClown at 2009-04-28 16:04:32 Voted 10.00 on 04/28/09
Awesome! This made my day. Keep up the good work.
Posted by Kendaric at 2009-04-26 06:37:28 Voted 10.00 on 04/26/09
Excellent work again and another much needed addition to NWN2. Finally NWN2 begins to look like the (A)D&D I loved and still prefer over the 3rd/4th edition designs/artwork.
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