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.
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.
: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.
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#10171 was changed by Ted to be handle_t (used in my signpost mod), and the description.mes and protos.tab are also out of date (e.g. it doesn't contain Ted's shelf, and all my additions in the 14800 range).
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.
@ 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.
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.