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Pony
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Posted: Sun, Jun 07 2009, 18:12 PM |
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Player
Joined: 07 May 2005
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I love this one. It has a zombie of which you can see its brains, and they move like jelly! Not to mention it actually bleeds!
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CTX
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Posted: Sun, Jun 07 2009, 19:12 PM |
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Player
Joined: 28 Oct 2008 Location: Installation 00
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...and all this goes in the Override folder of the game's directory?
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Pony
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Posted: Sun, Jun 07 2009, 19:25 PM |
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Joined: 07 May 2005
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TormakSaber
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Posted: Mon, Jun 08 2009, 1:13 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Tacka wrote: A general creature override including a lot of newly made models: http://nwvault.ign.com/View.php?view=Creatures.Detail&id=629You don't notice the difference until you personally go out hunting trolls with and see the shiny remade monsters. Have fun.
The compilation is nice, but it messed up my dragonbreaths. Apparently they tried to redo them. Fire and Electric look fantastic: The rest look like big masses of colored squares. The ogres also don't look as advertised.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Tacka
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Posted: Mon, Jun 08 2009, 12:13 PM |
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Player
Joined: 20 Oct 2007
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That's most odd, all the models work as they should for me.
Try backuping your current override folder, making a new one, than installing the model pack into the newly created directory. If the monsters look fine after that, than you may have something that interferes with the mod already installed.
Otherwise I have no intelligent guesses regarding this problem of yours.
Continuing the topic, here's a few more from the NWN vault.
The Weapons Redux: Spears override is a nice replacement for the dull looking, gray sticks Bioware is using for spears, try it and you won't regret doing so:
http://nwvault.ign.com/View.php?view=Ot ... il&id=1297
Whether you like this second mod or not, it is truly one of my personal favorites, replaces the ole' brown and white spell icons with the shiny new ones from NWN 2:
http://nwvault.ign.com/View.php?view=Ot ... il&id=1250
Same goes for the emote icons revamp The Amethyst Dragon is offering, the new ones represent actual emotes that your toon shall preform after clicking on one of them, a pic and a link:
http://nwvault.ign.com/View.php?view=Ot ... il&id=1318
More to come.
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TormakSaber
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Posted: Mon, Jun 08 2009, 22:37 PM |
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Joined: 16 Dec 2004 Location: Somewhere
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Oh, the NWN2 one is really nice... I'm going to try fixing my monster overrides as well. I'd love for them to work and I'm not sure why they aren't...
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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TormakSaber
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Posted: Mon, Jun 08 2009, 23:22 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Quote: That's most odd, all the models work as they should for me.
Try backuping your current override folder, making a new one, than installing the model pack into the newly created directory. If the monsters look fine after that, than you may have something that interferes with the mod already installed.
No luck: The dragonbreaths are still odd clippysquares. I don't have any issues with the models, mind you, but it's messing up every dragon breath except fire and electric, which are... don't get me wrong, absolutely gorgeous. Which is why I'm so sad the others don't work.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Selvec Darkon
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Posted: Tue, Jun 09 2009, 2:47 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Tacka
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Posted: Tue, Jun 09 2009, 8:01 AM |
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Player
Joined: 20 Oct 2007
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TormakSaber wrote: Quote: That's most odd, all the models work as they should for me.
Try backuping your current override folder, making a new one, than installing the model pack into the newly created directory. If the monsters look fine after that, than you may have something that interferes with the mod already installed. No luck: The dragonbreaths are still odd clippysquares. I don't have any issues with the models, mind you, but it's messing up every dragon breath except fire and electric, which are... don't get me wrong, absolutely gorgeous. Which is why I'm so sad the others don't work.
Darn, well my technical knowledge concerning this matter ends here, can't help you much. By the way what textures are you using? 32-bit or 64-bit? this may have something to do with the messed up appearance.
Continuing the topic once again I give you a few more overrides to download for you own gaming pleasure.
Since in Amia there are quite a lot of scaled down custom made summons I figured something like that would very much enchant the looks of them. This little mod removes the glowing aura surrounding those summons that were originally bigger in size, but were made smaller to fir the owners wishes.
http://nwvault.ign.com/View.php?view=Ot ... il&id=1374
Next ones are the colourful class icons, the mod takes the old icons and gives them a complete makeover, the result is the following.
http://nwvault.ign.com/View.php?view=Te ... ail&id=107
Same goes for the cleric domain icons, some handy fellow got bored of the old ones and made these.
http://nwvault.ign.com/View.php?view=Te ... tail&id=97

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TormakSaber
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Posted: Tue, Jun 09 2009, 8:17 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Quote: Darn, well my technical knowledge concerning this matter ends here, can't help you much. By the way what textures are you using? 32-bit or 64-bit? this may have something to do with the messed up appearance.
Tried this too. No luck.  Grmbl.
Also, the golow removing one is interesting, but you can also use it to your advnatage as a DM... by making something very tiny, the leftover glow looks spectral, if you light it up.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Tacka
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Posted: Tue, Jun 09 2009, 8:38 AM |
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Player
Joined: 20 Oct 2007
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As said before, I am no technician in the matters of NWN modding, no idea why a mod won't work.
As for ogres that don't work for you, try getting the original pack released by Lord of Worms than bumping it on top of the files in override folder, maybe, just maybe it'll do you some good. Link:
http://nwvault.ign.com/View.php?view=Creatures.Detail&id=630
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BlackDahlya
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Posted: Tue, Jun 09 2009, 9:42 AM |
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Joined: 17 Aug 2005 Location: Land of the Scorching Sun, Empowered by Global Warming
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Selvec Darkon wrote: Damn. I had a bunch of these in a thread before the purge. Not sure if it still exists. But it contained an excellent Kobold override. Edit: Here they are General Overrides http://www.amiaworld.net/phpBB2/viewtop ... 020#518020Creature Override Pack http://www.amiaworld.net/phpBB2/viewtop ... =overrides
Here, the old thread:
http://www.amiaworld.net/phpBB2/viewtopic.php?t=25364
_________________ BlackDahlya
Once Upon A Time Played Adr'ael Ken'rahel, Auron Teken’ath, Aurora Mesodias, 'Daniel' Daoskinaxarijikkym, Eilin'ira, Helena Rios, Layla Faircurrent, May'Une Do'Ndar, Mellinda Tellus, Michael of Cliffside, Rizzen of Twilight, Valkirya d'Claddath
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colanah
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Posted: Tue, Jun 09 2009, 15:18 PM |
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Player
Joined: 31 Jul 2008 Location: Lost In Thought
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Will that glow removal work for creatures that have been enlarged from their normal size?!
*looks Vuuuuuury interested if so*
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CTX
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Posted: Tue, Jun 09 2009, 21:46 PM |
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Player
Joined: 28 Oct 2008 Location: Installation 00
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Those new icons for the spells were really neat! However, now I can't tell what spell is what...
...it's all new and different. Got so used to the old view. 
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Tacka
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Posted: Thu, Jun 11 2009, 17:48 PM |
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Player
Joined: 20 Oct 2007
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Okay, so here's a nice override mod that makes the AI of NWN creatures smarter. As in much smarter. Better action/spell casting selection, better target selection system, it makes the monsters more intelligent. No more mages that try to cast True Sight on themselves while you smack them to death. Really. And no more mobs that tend to attack those low AC Elemental Shield wearin' mages.
Since this is an override that modifies the actual in game concept it will only work for you in single player. Or am I wrong? Nevertheless it is a mod to have.
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=4510
EDIT: It also makes the mobs USE STEALTH. I was delighted to find it out when some hin sneak attacked me in OC.
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Lascivar
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Posted: Thu, Jun 11 2009, 19:59 PM |
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Player
Joined: 09 Feb 2006 Location: Queensland, Australia.
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Tacka wrote: Okay, so here's a nice override mod that makes the AI of NWN creatures smarter. As in much smarter. Better action/spell casting selection, better target selection system, it makes the monsters more intelligent. No more mages that try to cast True Sight on themselves while you smack them to death. Really. And no more mobs that tend to attack those low AC Elemental Shield wearin' mages. Since this is an override that modifies the actual in game concept it will only work for you in single player. Or am I wrong? Nevertheless it is a mod to have. http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=4510EDIT: It also makes the mobs USE STEALTH. I was delighted to find it out when some hin sneak attacked me in OC.
It would work in the OC, or if converted for use server-side.. But Amia already has it's own AI that already heavily differs from the standard AI.
_________________ Current characters: Nazeris Defir Malicar Drakespire
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Selvec Darkon
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Posted: Fri, Jun 12 2009, 10:12 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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WARNING: Haven't tried these overrides yet. Use at own risk.
Black Smokey Weapons wrote: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=7756 You could use this mod to replace the red negative effects with black smokey effects. Better Bodies wrote: http://nwvault.ign.com/View.php?view=Models.Detail&id=434 Also this one has better proportioned bodies. Just a warning, the screenies contain nudity. I apologise for this, but it's an optional install. Dream Headpack wrote: http://nwvault.ign.com/View.php?view=Models.Detail&id=423 I wish Amia used that headpack. Weapon Replacement Pack wrote: http://nwvault.ign.com/View.php?view=Models.Detail&id=430 Kickass weapon reskins. Learn to String Bows wrote: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=464 Bowstrings on your bows. What more is their to say. ACP 4.0!!!! wrote: http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=5895
It's finally here, and they claim that if you just toss the hak file in the override, everything should work fine. Wither this is the case yet, I don't know, I haven't test at the time of this post. Though I certainly plan to.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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TormakSaber
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Posted: Fri, Jun 12 2009, 13:04 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Re: Strings on your bows, 1.69 actually added those.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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ticket
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Posted: Fri, Jun 12 2009, 13:56 PM |
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Player
Joined: 02 Jan 2009
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TormakSaber wrote: Re: Strings on your bows, 1.69 actually added those.
You mean bows didn't used to have strings in nwn? O.o
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Yurell
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Posted: Fri, Jun 12 2009, 13:58 PM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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ticket wrote: TormakSaber wrote: Re: Strings on your bows, 1.69 actually added those. You mean bows didn't used to have strings in nwn? O.o
I seem to remember them, but obviously I remember wrong.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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TormakSaber
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Posted: Fri, Jun 12 2009, 14:01 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Not before 1.69 they didn't. Just bows. Or maybe it was 1.68.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Selvec Darkon
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Posted: Fri, Jun 12 2009, 14:35 PM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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ACP 4.0 works! Perfectly! However not on Amia. Why you may ask? Simple. Amia uses a custom crafting dialog. Where as ACP modfies the default crafting dialog. To have the choice of using it, but not needing it, Disco or someone would need to modify that dialog to allow the inclusion of ACP.
The documentation tells you how. It requires adding the nodes from the conversation dialog to Amia.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Kezman
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Posted: Fri, Jun 12 2009, 18:20 PM |
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Player
Joined: 19 Jun 2005 Location: ireland
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o0GuNz_N_RoSeZ0o wrote:
just noticed this pic, it looks like me old stomping ground BOB
love the overrides everyone posting, helps making killing goblins/undead etc more fun
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Yurell
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Posted: Sat, Jun 13 2009, 14:01 PM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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o0GuNz_N_RoSeZ0o wrote: I got rid of the "New Weapon_VFXes", the new weapon effects one, because it's bugged. My acid weapon appeared as electrical and the cold weapons had no effect at all. Kinda disappointed because it looked nice, they just didn't work for the effect they were made for. Hopefully it gets fixed.
Happened with me
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Herr Delta Houdini
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Posted: Sat, Jun 13 2009, 18:51 PM |
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Player
Joined: 06 Jun 2008 Location: England
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I think some of them were named wrong, since Acid on Scythes seems to show up even though on other weapons it appears as Electricity and Cold is similar, only seems to show on a few items, though barely noticeable anyway.
_________________ Ael'thil Rilyn'tlithar Previously known as: Anubis
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Tacka
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Posted: Sat, Jun 13 2009, 19:18 PM |
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Joined: 20 Oct 2007
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Selvec Darkon
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Posted: Sun, Jun 14 2009, 0:39 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Tacka wrote: Stuff
Yea, I saw those weapon replacements, but didn't bother posting them since the changes seem overly dramatic, espically those double bladed swords. Those things look like they were taken straight from a Klingon convention.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Yurell
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Posted: Sun, Jun 14 2009, 0:46 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Selvec Darkon wrote: Tacka wrote: Stuff Yea, I saw those weapon replacements, but didn't bother posting them since the changes seem overly dramatic, espically those double bladed swords. Those things look like they were taken straight from a Klingon convention.
They look like they were designed by someone who's having fun as an artist, rather than someone who knows what a weapon should look like (not that there should ever be double swords). Use those and you're on a one-way trip to Grethor :P Or however you spell the Klingon Hell
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Gunz
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Posted: Sun, Jun 14 2009, 1:29 AM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Yeah, those are a bit much.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Herr Delta Houdini
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Posted: Sun, Jun 14 2009, 2:17 AM |
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Player
Joined: 06 Jun 2008 Location: England
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I've been looking for an Egyptian clothing style over-ride, but to now I can't find one, if anyone knows of any, let me know please? 
_________________ Ael'thil Rilyn'tlithar Previously known as: Anubis
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Selvec Darkon
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Posted: Sun, Jun 14 2009, 3:34 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Well, one of the problems with armor overrides is that it replaces individual armor pieces. So while your armor may look good to you normally, to others it may look like pure ass. It also makes other peoples armour look rather bad as well.
That being said, clothing Haks in general are pretty hard to find, so overrides are damned near impossible. The only option I can think of would be to extract the haks, and replace the file names with armor piece file names, then toss them in the override folder and pray.
In other new's. Check this out peeps.
http://nwvault.ign.com/View.php?view=Ha ... il&id=7730
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Yurell
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Posted: Sun, Jun 14 2009, 3:52 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Selvec Darkon wrote: Well, one of the problems with armor overrides is that it replaces individual armor pieces. So while your armor may look good to you normally, to others it may look like pure ass. It also makes other peoples armour look rather bad as well. That being said, clothing Haks in general are pretty hard to find, so overrides are damned near impossible. The only option I can think of would be to extract the haks, and replace the file names with armor piece file names, then toss them in the override folder and pray. In other new's. Check this out peeps. http://nwvault.ign.com/View.php?view=Ha ... il&id=7730
Want!
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Gunz
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Posted: Sun, Jun 14 2009, 4:46 AM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Is there a good override for Fire Giants so that they look like they're supposed to (Kinda like giant Dwarves)? That would be a neat override to have.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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TormakSaber
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Posted: Sun, Jun 14 2009, 5:54 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Selvec Darkon wrote: Well, one of the problems with armor overrides is that it replaces individual armor pieces. So while your armor may look good to you normally, to others it may look like pure ass. It also makes other peoples armour look rather bad as well. That being said, clothing Haks in general are pretty hard to find, so overrides are damned near impossible. The only option I can think of would be to extract the haks, and replace the file names with armor piece file names, then toss them in the override folder and pray. In other new's. Check this out peeps. http://nwvault.ign.com/View.php?view=Ha ... il&id=7730Quote: Very cool. But I have to point out that this probably won't be that compatible with most PW's. As the majority of PW's make changes to the bioware default crafting dialog. As such, a good number of options probably won't be avaliable.
Though I'm guessing that it's aimed more at improving in the singleplayer aspect. In which case, jolly good show, what what.
As well, this looks like it adds a lot of thing the DM team probably isn'yt comfortable with adding or changing, so.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Selvec Darkon
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Posted: Sun, Jun 14 2009, 7:06 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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TormakSaber wrote: Selvec Darkon wrote: Well, one of the problems with armor overrides is that it replaces individual armor pieces. So while your armor may look good to you normally, to others it may look like pure ass. It also makes other peoples armour look rather bad as well. That being said, clothing Haks in general are pretty hard to find, so overrides are damned near impossible. The only option I can think of would be to extract the haks, and replace the file names with armor piece file names, then toss them in the override folder and pray. In other new's. Check this out peeps. http://nwvault.ign.com/View.php?view=Ha ... il&id=7730Quote: Very cool. But I have to point out that this probably won't be that compatible with most PW's. As the majority of PW's make changes to the bioware default crafting dialog. As such, a good number of options probably won't be avaliable.
Though I'm guessing that it's aimed more at improving in the singleplayer aspect. In which case, jolly good show, what what. As well, this looks like it adds a lot of thing the DM team probably isn'yt comfortable with adding or changing, so.
Would you believe that both your quotes are my posts? Areth is my nwvault username. I've been asking Disco about alternative bioware dialogs that I could edit to use ACP, rather then the crafting dialog. Since Amia uses a custom dialog file. If I can change the ACP dialog to work, I could also edit the dialog to work with NWN extended. Though I doubt I'd ever find a way to change it to use detect evil or detect good, nor would I want to.

_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Selvec Darkon
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Posted: Sun, Jun 14 2009, 7:15 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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o0GuNz_N_RoSeZ0o wrote: Is there a good override for Fire Giants so that they look like they're supposed to (Kinda like giant Dwarves)? That would be a neat override to have.
Wouldn't that just be an enlarged fire dwarf thing? You know, that summon.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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TormakSaber
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Posted: Sun, Jun 14 2009, 8:12 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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A 200% Azer isn't quite big enough, I don't think, but it is a nice idea.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Gunz
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Posted: Sun, Jun 14 2009, 9:59 AM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Yeah, the Azer is probably too small I would think.
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Selvec Darkon
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Posted: Sun, Jun 14 2009, 10:23 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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I've been trying to export and modify the dwarf_m_NPC so it has orange facial/head hair, and brownish black skin. But unfortunatly my abilities stop and end when I open GMAX.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Dwagin
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Posted: Sun, Jun 14 2009, 10:33 AM |
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Player
Joined: 08 Aug 2006 Location: The Land of Nod
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My mind for some reason spit out this idea, likely a good signal that I should go to sleep:
I would like an event with 1/10th size fire giants fighting 300% gnomes.
_________________ Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.
-Extraordinarily ordinary in the mostest of ways.
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Gunz
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Posted: Sun, Jun 14 2009, 11:01 AM |
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Player
Joined: 01 Jul 2006 Location: The City of Fallen Angels, Ca
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Dwagin wrote: My mind for some reason spit out this idea, likely a good signal that I should go to sleep:
I would like an event with 1/10th size fire giants fighting 300% gnomes.
Hmmm... yes, go to bed. 
_________________ My Characters: Yuilith Kethil Menaiivan Garadeth
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Selvec Darkon
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Posted: Sun, Jun 14 2009, 11:11 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Like this perhaps?
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Tacka
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Posted: Sun, Jun 14 2009, 11:25 AM |
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Joined: 20 Oct 2007
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Delarwyn
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Posted: Sun, Jun 14 2009, 12:44 PM |
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Player
Joined: 09 Dec 2007 Location: Aligators land...
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Selvec Darkon
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Posted: Sat, Aug 08 2009, 9:26 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Possibly one of the best visual overrides I have ever used. It's simple, it's clean. But damn does it make a huge difference. Try going into the outskirts and caraigh with this override and wow at the different.
Rural Tree's Override
http://nwvault.ign.com/View.php?view=Ha ... il&id=7802
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Peruppi
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Posted: Sun, Aug 09 2009, 16:18 PM |
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Player
Joined: 20 Jul 2008 Location: essex/ norfolk UK
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for those of us who have never used an override apart from hands and heads how do you do all this? and can it work on amia? the gobbos and weapons look awesome!
_________________ Yes I play a couple of characters ...
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Yurell
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Posted: Sun, Aug 09 2009, 16:27 PM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Works exactly the same way as heads and hands - just put them in your override folder.
And yes, overrides work with Amia
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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IronAngel
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Posted: Sun, Aug 09 2009, 16:36 PM |
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Player
Joined: 29 Sep 2005 Location: Helsinki, Finland
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Just put the stuff into your NWN\overrides folder, and you're all set. Or follow the instructions in the readme, if it's stuff like music or retextures (dunno if they have their own folder). Visual changes and such will work on Amia, but new Prestige Classes etc. obviously won't.
_________________ On Joon, Kjetta wrote: The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!
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colanah
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Posted: Tue, Aug 11 2009, 4:23 AM |
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Player
Joined: 31 Jul 2008 Location: Lost In Thought
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OMGOMFGOMGOMGOMGOMG!!! *is turned into an incoherent and babbling gleeful mess at the rural tree override Selvac posted*
OMG!!!
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Selvec Darkon
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Posted: Tue, Aug 11 2009, 6:40 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Really makes a difference doesn't it? Even Disco would have to look at this and nod that the area's look the way they should have, and probably did in his mind.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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