@Cuchulainn: If you want to tinker with something, how about taking a look at the Halberd and making it look more scarey? (try larger blades, but not too large)
halberd is good IMO. also as mentioned in another thread... ... a few things that would look good in the game would be a kukri that looks like a kukri a better sickle than I made a handgun. a flail - currently uses the heavy flail model and I think the chain is to long (probabley used animations tho) also I think the Wakizashi and tanto could be better, currently they use a scaled model of the katana, but in real life they don't shrink like that, basicly the blades just get shorter (and the handles to a lesser extent). So to make cut 1/3 off the blade and 1/6 off the handle progresively keeping the scale the same. a proper looking warhammer would be good as well.
@Cujo: Yeah I can make a sickle model. I'd be happy to do the Wakizashi and Tanto aswell. The flail does require animation, so it's out right now. Handgun??? would it be a model for the Smyth & Westrealm .50? @Lord_Spike: Sounds like you just mean replacing them with non-rusty versions. That would just be a matter of editing the invensource.mes, did I understand you right? @Krunch: I'll have a look at the Halberd, but obviously any model replacements have to be a majority decision. Cuchulainn.
I thought you were asking where to put the new weapons you were creating, so what I was saying was to put them where someone would normally have found a rusty one...if that's possible. Could be in the hands of a brigand, or whatever.
@Lord_Spike: OK Gotcha. That would also be an exceptionly easy way to put them in the game, I like easy. Cuchulainn.
I like that idea as well. Putting different weapons in the hands of some of the more mundane characters enhances the role-playing by hinting at back story. If the brigand looks foreign and carries a type of fighting knife that nobody has seen before, your players can wonder where he came from, which makes one wonder what brought him here, and possibly what information he may have had if they had been a little slower on the trigger of the crossbow. You don't even have to write the backstory in any detail, the players do that after the fact.
You can bet some of the Nulb pirates have been to "foreign" lands as well, and have come across foreigners wielding unusual weapons, too. How they managed to acquire them, I shudder to think...
Putting the new weapons in the game with existing characters is good, but consider whether it will now be neccesary to change their protos to accomodate the exotic weapons. It wouldn't make much sense for a Nulb pirate to be running around with a Hungarian Axe or a kukri he doesn't know how to use, would it?
Yeah if we do assign them to pre-existing characters, we'll certainly make sure they can use them. I'm kinda liking the idea myself, although I might have to do something with dwarves aswell. Dwarven War Axe, Dwarven War Hammer, etc. might need some explanation. Maybe something like finding the plans in an acient chest and taking to the smith in Homlett. Cuchulainn.
Wasn't acutaly thinking about adding any new NPCs. I was thingking more along the lines of a couple skeletons, some fosilized and useless equipment and a locked chest. Could contain the plans for diferent weapons (Axe, Hammer, whatever) and either a diary or a letter to hint at backstory. Cuchulainn.