New Weapons

Discussion in 'General Modification' started by Cuchulainn, Sep 29, 2006.

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  1. Cujo

    Cujo Mad Hatter Veteran

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    that broom is frecking sweet

    option 2 for sure
     
  2. Lord_Spike

    Lord_Spike Senior Member Veteran

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    The preface specifically cites Metamorphasis Alpha as it's source, and mentions Gamma World as being a popular RPG, so it made sense for the concept to be introduced to D&D players at Origins II via the module, which was begun in 1976.
     

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  3. Cuchulainn

    Cuchulainn Windmill Tilter

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    Hey is there any difference in the protos between the 5.0.1 and 5.0.2 distributions?

    Cuchulainn.
     
  4. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Yes, there is. The differences are minor, but they exist.
     
  5. Cuchulainn

    Cuchulainn Windmill Tilter

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    OK thanks.

    Cuchulainn.
     
  6. Cuchulainn

    Cuchulainn Windmill Tilter

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    OK I finally got it done. :joy:

    This is a replacement pack for the models/icons on some of the weapons that have been added to the game. I have also included 2 new weapons a different Dwarven War Axe and a Broom. The new weapons are only available via the console atm but I've included them as the brooms for Cujo, and I'm going to get back to stuff on my Keep stuff for a while. If anyone feels like doing anything with the axe their certainly welcome to, otherwise I might make some more exotic weapons at a later date and mod them all in with some backstory.

    The pack includes model and icon replacements for:

    Kukri 4624
    Masterwork Kukri 4216
    Kama 4604
    Masterwork Kama 4605
    Katana 4034
    Masterwork Katana 4035
    Katana +1 4700
    Wakizashi 4340 4601
    Masterwork Wakizashi 4341
    Wakizashi +1 4701
    Tanto 4602
    Masterwork Tanto 4603
    Heavydan's Rifle 4600

    Just model replacements:

    Smyth & Westrealm .50 4400

    New Weapons:

    Exotic Dwarven War Axe 4425
    Masterwork Exotic Dwarven War Axe 4426
    Broom 4424

    To install just unzip the archive into your root ToEE folder when 5.0.2 is the active module.

    The archive is for 5.0.2 and is here

    Let me know if you have any problems.


    Cuchulainn.

    P.S. Ive included a shot of the new inventory icons. Most of the other models are shown earlier in this thread.

    NOTE: I've fixed the compatibility issue with Sitra's mod. I haven't found any other overlaps with mods posted since the last CMF. If anyone finds any problems just let me know.
     

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    Last edited: Nov 29, 2006
  7. Cujo

    Cujo Mad Hatter Veteran

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    Nice work dude
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Masterwork broom? ;)
     
  9. Hunter

    Hunter Digging KOTB

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    Nice Work -- can't wait to see them in game.
     
  10. Cuchulainn

    Cuchulainn Windmill Tilter

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    :yikes: I forgot the masterwork broom?:blush:

    You'll have to talk to Cujo about broom variants or availability. I just figured since I had to mod it into the game to test it anyway it was easier to just include it the send him the model files. Also garuntees we don't wind up overlapping numbers if they both come out between CF updates.

    Cuchulainn.
     
    Last edited: Nov 28, 2006
  11. Sitra Achara

    Sitra Achara Senior Member

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    Hate to be a negative nancy, but it seems your mod is incompatible with the latest CMF contributions (mine and Ted's at the very least). Specifically, in meshes.mes entry #10171 was changed by Ted to be handle_t (used in my signpost mod), and the description.mes and protos.tab are also out of date (e.g. it doesn't contain Ted's shelf, and all my additions in the 14800 range).
     
  12. Cuchulainn

    Cuchulainn Windmill Tilter

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    Fixed.

    Cuchulainn.
     
    Last edited: Nov 29, 2006
  13. maggit

    maggit Zombie RipTorn Wonka

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    Hmm I was wondering if it would be possible to
    make a working double bladed weapon (like
    the Ugrosh, or something). I was thinking of making
    it this way: fool the game that one weapon is actually
    two that use the same animation and need the same
    proficiency. Let's say making the off-hand one invisible
    and the other use a proper mesh, however forcing the former
    to use the same animations as the latter. I know there
    would be problems with making a weapon actually ONE
    weapon since players would be able to "disassemble" it,
    but this is some kind of a suggestion (stupid though).
    Hmmm this gave me another idea... making one of the
    "parts" of the weapon work as a sort of an unlimited
    ammo stack (if it's possible to make it placable and
    working in the offhand inventory bar) ... that would
    require the player to use both.... Uh... guess it's just
    my fantasy. ;)
     
  14. Cuchulainn

    Cuchulainn Windmill Tilter

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    @ maggit: If I understand you correctly your idea is to have the double weapons gain a second attack via TWFP and an ivisible second weapon. That's a pretty good idea from the game mechanics perspective, but still leaves us with issues on the animation end.

    I'm not really a fan of pursuing the double ended weapons myself, but if you put all the work into getting it functioning ingame, I would be willing to make a model for you.

    Cuchulainn.
     
  15. maggit

    maggit Zombie RipTorn Wonka

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    I'm not a fan of double edged weapons
    myself, however if Krunch made one I
    thought it would be good to make it work
    properly. If there are some tutorials I
    MIGHT try doing that. ;)
     
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