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Selvec Darkon
 
PostPosted: Sun, Apr 11 2010, 2:22 AM 

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Are the weapon models to be only implemented via the Weaponsmith, or will they be added at a later date to the traditional crafting system?

I imagine a lot of people would be upset, should they remain only in the weaponsmith, since they have been eagely awaited.

Edited because it may be percieved as agro when I didn't intend it to be.

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Last edited by Selvec Darkon on Sun, Apr 11 2010, 8:57 AM, edited 3 times in total.

 
      
MoshingChris
 
PostPosted: Sun, Apr 11 2010, 2:24 AM 

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No i can't actually.

The new modelled stuff presents a nice oppurtunity to add some lootbin weapons specifically around those "Models".

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Selvec Darkon
 
PostPosted: Sun, Apr 11 2010, 2:27 AM 

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I can. People like their ability to customize apperance, and weapon models have been long awaited addition.
Espically when the current weapon models given by bioware are all pretty horrible.

I'm only really asking because Disco has mentioned that implementing the new models has been a headache.

Edit: Been informed my first post could be percieved as aggresive or threatening. It's not, just how I speak. Just askin' a question is all. I'll edit it so it doesn't get taken the wrong way. Sometimes forget people don't see things the same.

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MoshingChris
 
PostPosted: Sun, Apr 11 2010, 2:41 AM 

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I assume DM's can change Wonderforged Models etc from up there.

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TormakSaber
 
PostPosted: Sun, Apr 11 2010, 3:07 AM 

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No, we can't. I would require an entire import which would cost you DCs. I admit I am upset that the new models don't seem to be worked into the normal craft system. No one will use the new models if it means giving up their good weapons, pretty much, because I know the Amian mindset.

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Selvec Darkon
 
PostPosted: Sun, Apr 11 2010, 5:46 AM 

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Nevermind the fact that when some of the 1.69 models where reserved for DC only they were barely used. I don't think I've seen one character with that obnoxious crown, and only a few with the Templar Helm before the HAK. I know I've only seen the new 1.69 weapons used once.

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TormakSaber
 
PostPosted: Sun, Apr 11 2010, 6:39 AM 

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Yups. It is content. Not a gimmick. And should be treated as such. Though admittedly I do not understand the difficulty in adding them.

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Jehran
 
PostPosted: Sun, Apr 11 2010, 6:53 AM 

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The difficulty (as I understand it) is that not all weapons have the same number of parts, and maybe a few of them shouldn't be allowed at all, as in you don't really want a wonderforged fish or dire rat on a stick, which means you'd need to create different versions of the script for every weapon.

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TormakSaber
 
PostPosted: Sun, Apr 11 2010, 7:03 AM 

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Ahhh, gotcha.

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IronAngel
 
PostPosted: Sun, Apr 11 2010, 10:04 AM 

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It costs 3 DCs to change appearance. I reckon that's fairly reasonable, if unfortunate.

I wonder if it's possible/feasible to script a function that copies the properties of an existing weapon onto a new, blank one? That way, DMs could do it easily in game in a heartbeat. You'd just need the new stuff in blank models.

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Blackdragon12121
 
PostPosted: Sun, Apr 11 2010, 10:53 AM 

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Cant you just do what you do with free rebuilds and have one change per player over per x amount of time?


 
      
Maias227
 
PostPosted: Sun, Apr 11 2010, 11:01 AM 

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Its the bane of most the job system weaponsmith, okay at least mine. More specifically no matter how fancy material is used and how much time I spend on making a perfect description the weapon will quite likely never see use because its stats are horrible and I would have to mythal a lot of extra stuff on it just to make it an acceptable weapon.

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IronAngel
 
PostPosted: Sun, Apr 11 2010, 11:04 AM 

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That's why you make collectibles instead of weapons for use. "Super Sun Elf Exquisite Series, First Edition, blade number three. Gotta catch 'em all!"

Amians are suckers for unique items. Or at least used to be. Plushies, anyone? Hells, even the standard drop deity rings were all the rage for a long time.

But anyway, this for Terra or Disco:
Quote:
I wonder if it's possible/feasible to script a function that copies the properties of an existing weapon onto a new, blank one? That way, DMs could do it easily in game in a heartbeat. You'd just need the new stuff in blank models.

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Selvec Darkon
 
PostPosted: Sun, Apr 11 2010, 11:47 AM 

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I disbelieving however to think a heavily enchanted item, such as a +4 weapon you currently own that has keen and several damage enchantments, would look like ass in comparison to a basic +3 item created by Joe Blog in a forge. Surely the forger of the item would have put as much care into it's crafting and apperance as they did the enchantment, if not more so.

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Dev Disco
 
PostPosted: Sun, Apr 11 2010, 11:50 AM 

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I doubt I will add them to the crafting system. There seem to be two streams of thought in hak land about what the words "model" and "color" actually mean. So, sometimes changing the color changes the model, and sometimes there are 8 different models under color. In short, it's a mess and it would cost me ages to code up some system that takes care of all the exceptions.

I straightened out the shields, helmets, and armour parts in the hak but sorting all the weapons was just a bridge too far.

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Gravemaskin
 
PostPosted: Sun, Apr 11 2010, 11:59 AM 

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I rather like that all the weapons aren't added in. Make your weapon unique with a custom name, description and look for just 3 DCs. It's easy to explore the options by adding the Amia hacks to your own testing module, then checking it out in the toolkit.

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Dev Disco
 
PostPosted: Sun, Apr 11 2010, 12:08 PM 

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Well, I even kept a few bits of clothing apart for that reason.

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Mathias of Constantinople
 
PostPosted: Sun, Apr 11 2010, 12:09 PM 

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If you want the weaponsmith weapons to see more use, may I suggest allowing skill points, saving throws, and other things be mythal craftable onto weapons?

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Dev Disco
 
PostPosted: Sun, Apr 11 2010, 12:13 PM 

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Good Lord, no. The Mythal System is already the worst idea ever to be a success in Amia, let's not make it the worserestest idea.

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Nekhy
 
PostPosted: Sun, Apr 11 2010, 12:29 PM 

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Skill points and saves are available in the random loot, which can be mythalled further.

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Maias227
 
PostPosted: Sun, Apr 11 2010, 12:41 PM 

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IronAngel wrote:
That's why you make collectibles instead of weapons for use. "Super Sun Elf Exquisite Series, First Edition, blade number three. Gotta catch 'em all!"

Amians are suckers for unique items. Or at least used to be. Plushies, anyone? Hells, even the standard drop deity rings were all the rage for a long time.


Thats what I do currently though it its sometimes a bit disheartning that the weapon my sun elf will spend ages making will be inferior to that a random kobold drop.

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Selvec Darkon
 
PostPosted: Sun, Apr 11 2010, 12:55 PM 

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...Hmmm...
Don't suppose you'd be okay with the idea of giving weaponsmiths the ability to change the apperance of another persons weapon to one of those weapons?

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MoshingChris
 
PostPosted: Sun, Apr 11 2010, 12:57 PM 

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Couldn't you use an Actand style reward script to an NPC that checks for weapon in hand, and gives you some preset options to change your weapon to. Not fully customisable but most of the new weapon parts all slot together better anyway.

Dunno if its plausipossible.

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Mathias of Constantinople
 
PostPosted: Sun, Apr 11 2010, 13:01 PM 

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MoshingChris wrote:
Couldn't you use an Actand style reward script to an NPC that checks for weapon in hand, and gives you some preset options to change your weapon to. Not fully customisable but most of the new weapon parts all slot together better anyway.

Dunno if its plausipossible.


This would be ideal. Perhaps combine this idea with the weaponsmith job somehow, as Selvec suggests?

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Xaviera
 
PostPosted: Sun, Apr 11 2010, 13:42 PM 

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IronAngel wrote:
It costs 3 DCs to change appearance. I reckon that's fairly reasonable, if unfortunate.

I wonder if it's possible/feasible to script a function that copies the properties of an existing weapon onto a new, blank one? That way, DMs could do it easily in game in a heartbeat. You'd just need the new stuff in blank models.

Not sure I understand this - do you mean that for 3 DCs I can have the appearance of an existing (vanilla NWN) weapon changed to one of the crafted weapons? I'd love to have my ungodly huge 1-handed mage staff with the big blinky jewel on the end look like a decorative and proportional staff.

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Nekhy
 
PostPosted: Sun, Apr 11 2010, 14:03 PM 

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Yeah, you can get a weapon model changed with 3 DCs if there's no other changes done.

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Dev Disco
 
PostPosted: Sun, Apr 11 2010, 15:34 PM 

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HRM Chicken I of Amia

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Mathias of Constantinople wrote:
MoshingChris wrote:
Couldn't you use an Actand style reward script to an NPC that checks for weapon in hand, and gives you some preset options to change your weapon to. Not fully customisable but most of the new weapon parts all slot together better anyway.

Dunno if its plausipossible.


This would be ideal. Perhaps combine this idea with the weaponsmith job somehow, as Selvec suggests?


That sounds a bit like "if you can't do X because it's too hard in Y then you obviously can do X in Z". X doesn't change, you know.

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MoshingChris
 
PostPosted: Sun, Apr 11 2010, 15:42 PM 

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Nope not what i was saying at all. I assumed that since you were making them part of the job system you were using preset styles, and was just suggesting that an NPC could possibly be scripted to use those same presets to force a weapon to change to those presets.

I don't need to know technomumbleojumble thats what I have James for!

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Dev Disco
 
PostPosted: Sun, Apr 11 2010, 16:12 PM 

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HRM Chicken I of Amia

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O, I probably used a default +x weapon as a template to keep the number of useless items down.

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Gers
 
PostPosted: Sun, Apr 11 2010, 16:15 PM 

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*grumble* Katanas don't have any new models.

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Dev Disco
 
PostPosted: Sun, Apr 11 2010, 16:22 PM 

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HRM Chicken I of Amia

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Indeed. Just like kukris, kamas, and all double weapons.

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Mathias of Constantinople
 
PostPosted: Sun, Apr 11 2010, 16:47 PM 

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A quick question, if we want to change an existing weapon to use one of the new models, the option that costs 3 dcs, do we need to write a request? Or may we just ask a DM in game to change the appearance?

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jafman30
 
PostPosted: Sun, Apr 11 2010, 16:52 PM 

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Where can we see these new models?

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Gravemaskin
 
PostPosted: Sun, Apr 11 2010, 17:05 PM 

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Create your own module, and use the Amia haks. Or wait for someone to post their appearance and the number that they are tied to on the forums. I might do that tomorrow, if no one else have done it by then.

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Maias227
 
PostPosted: Sun, Apr 11 2010, 17:06 PM 

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Mathias of Constantinople wrote:
A quick question, if we want to change an existing weapon to use one of the new models, the option that costs 3 dcs, do we need to write a request? Or may we just ask a DM in game to change the appearance?


If no item power changes no request is required, just ask a dm ingame.

Though it takes a bit of time for the dm as he/she needs to make the item in the toolset, save it on a avatar and import the new avatar to amia to transfer the weapon. In paticular if there's lenghty descriptions and such.

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DustSpray101
 
PostPosted: Sun, Apr 11 2010, 18:23 PM 

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Umm, is there an image of the weapon parts we that are not weapon smiths are missing out on?

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Vortex
 
PostPosted: Sat, Dec 24 2011, 20:47 PM 

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I'm wondering about armor and weapon crafting, and found this thread. Is there a list somewhere showing what weapon models are available?

I can't do any of the fancy creating modules or using the toolset, so I need it presented in a simple, ready-to-wear format.

I've figured out that the job system weaponsmith's anvil will only take raw materials and craft a new weapon from them, not allow an existing weapon's appearance to be modified.

Is the only way to change a weapon's appearance with DM's help and 3 DCs?


 
      
Lord-Hadeis
 
PostPosted: Sat, Dec 24 2011, 23:01 PM 

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This is a step by step guide to how to make a module in the toolset, upload the hak into your toolset, and enter the item crafting options. Bare with me...

-Start the toolset, it should show a start up screen with the option to create a new module, open an existing one, ect. (if it doesn't select "file" then "new" in the menu at the upper left and continue to step 3.
-Select "create a new module" click OK
-Click next.
-Enter a title for the module and click next.
-Select the option "Area wizard".
-Enter an area name and select an area type, then click next (the type doesn't matter one bit when it comes to items, just landscape objects and that's not what you are looking for).
-Select a size and click next (Once more it doesn't matter. I advise medium).
-Of the two options now avaiable only select "Open area in the area viewer" and click finish.
-You'll see your area name appear in the small white field in the middle of the screen. Select it and click next.
-Now click finish.

(You're modual and area have been created. Now to adress some quick dressing up of the area and a few vital options)

-You might be faced with just a black area. This is because ground hasn't been made yet. Lets quickly do this.
-Along the right side of the screen there is a white window (presuming your windows colours are standard). Just above it will be a row of icons. A red monster head, a brown door, two crossed swords, ect. Above that is a single green yellowish icon, it should read "Paint terrain" click this.
-Select the option "terrain" from the list that appears. Select the first option in the sublist that appears,this usually makes ground/floors (if not try another one from that sublist) and make some ground for yourself.

(Note! In the row of icons in the top of the screen there are two side by side. One is called "Select terrain" one is called "select objects" You might not be able to click your self made test weapons or character if you have the wrong one selected. You'll be needing "select object")
(You can scroll through the area with the numlock keys, holding the scrollwheel of the mouse or the arrow icons at the bottom left of the screen.)

(If you made it this far, it's time to install the HAK)

-Select edit from the file menu in the upper left and select "Module properties".
-Go to the "costom content" tab.
-Next to "costom tlk file" select the correct version of the amia tlk file (currently that is: amia_tlk_v3)
-Above the key "Check for conflicts" there is another pull down menu, here you will select one by one the other hak files and press add (These are the follow files: amia_v3_a amia_v3_b amia_v3_c amia_v3_d amia_v3_music amia_v3_override amia_v3_skyboxes). They should appear in the white field above. If so click OK.
-Click yes when the warning appears, then click done when the "build module" screen appears.

(You have now installed the HAK into this module.)
(Lets return to our area. You might need to select its name in the list on the left by double clicking it. The area should load and you'll be ready to make items.)
(I'll give a quick example of making a character, sword and armour, then placing them in the area.)

(First the armour)
-Select the sword icon in the upper right, the one that reads "paint items" and select the costum option.
-Select armour, then the desired type by right click and selecting new (lets start with heavy for now)
-Select armour from the list and click next.
-Enter a name for the armour and click next.
-Select armour from the list, then heavy and click next.
-Select "lauch item properties" and click finish.
-Go to the "appearance" tab. Now you can select the different pats, colours and the gender of the example person on the left. This is all very straight forward. Simply press OK when done.

(Swords and other items go in much the same way. Just go to the "paint item" icon, select "costum" and select the item catagory you want from the list, right click and select new. Do keep in mind some weapons might change shape when you change the colour of it so try all the shape and colour combinations)

(Now the character)
-Select the red monster icon in the upper right and select the option "costom" underneath it.
-Select NPC's, right click Human and select new.
-Click next, select Human from the list and click next again.
-Click next again (the class and level doesn't matter if you're just interested in looking at the armour and weapons appearance)
-Select a random portrait and the gender you want your character to be, click next again (gender may effect armour appearance)
-Select defender and click next again (doesn't matter if its defender, hostile or something else really, just might be easier if you get into more advance things)
-Give it a random name and click next
-Select NPC's from the list and then Human. Click next and then next again.
-Select "Launch creature properties" and then finish.
-Use the "appearance" tab to change the look of the body as desired.
-Now click inventory and select the "costom items" tab. Here you will find the items you have just created. The inventory works much like the ingame one.
-When done exit the inventory and click OK. You can now select the character from the list on the right and place it in the area.

(Hope this was understandable.)


 
      
Lord-Hadeis
 
PostPosted: Sat, Dec 24 2011, 23:03 PM 

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If there is demand I could make a more extensive guide to checking out the new HAK options and making test pieces of your armour and weapons in the toolset. This one is a bit of a rush job.


 
      
Vortex
 
PostPosted: Sun, Dec 25 2011, 18:50 PM 

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Wow, thanks for the tutorial! I'll give it a try and see if I can figure it out. I appreciate the info.


 
      
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