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altering Whips and Flails and Morningstars

CalgacusCalgacus Member Posts: 135
edited February 1 in General Discussions NWN:EE
I was thinking of making the whip a ranged weapon with infinite ammo, but it would need a fairly short range. Or can I leave it a melee weapon but make it useable from a greater range? I would also like to remove the Disarm feat from the whip and replace it with Improved Disarm. Can I do that just by editing some baseitems.2DA?

Would also like to mod Flails and Morningstars by either adding the Dirty Fighting feat to them or making that feat a requirement for using the weapon in addition to making the weapons Exotic and boosting them up a bit - each will do piercing-bludgeoning damage, x3 on crit but only on a 20, and the Light Flail will be a small lighter weapon that does d6. I think I can do that stuff with just some 2DA edits.

But it would also be nice if I could make them ignore the shield AC contribution - any ideas how I might do that? I like to imagine the weapon being used to wrap over a shield top and land a blow.

Post edited by Calgacus on


  • CalgacusCalgacus Member Posts: 135
    I played around with the baseitems.2DA to see if I could change the range of the melee whip by trying different values in the PrefAttackDist   MinRange   MaxRange columns but to no effect - the character always gets up close to the target as if attacking with a dagger.  Is there a way to make melee weapons have a greater range so the character can stand a little further back from the target?  What do the PrefAttackDist   MinRange   MaxRange columns do for melee weapons?

  • CalgacusCalgacus Member Posts: 135
    edited February 16
    Actually, I think my game is not picking up my baseitems.2da in my override folder.   I am testing with  the latest dev build through the beamdog client on windows 10.   Which override folder should be used?  I tried it in all 3.   Is it possible to make a melee weapon a two-handed weapon without making it large?  I was trying the weaponweld column, setting it to 4, but as my override does not seem to get picked up I don't know if that will work.

    Also, I tried testing in the Retail version and the game upon loading game me the right pointer but nothing but  a white screen while the game seemed to load - I had to use the task manager to kill the game.

    Post edited by Calgacus on
  • CalgacusCalgacus Member Posts: 135
    I can't seem to get my overrides picked up in a test mod. In order to get picked up the 2DA changes needed to be in a hak pak. Since there are a bunch of override folders now - for retail and dev branch, for beamdog client and steam, what is the right one to use? I tried them all.

  • CalgacusCalgacus Member Posts: 135
    Followup question - is there away to change a weapons size via scripting? I want flails and morning stars to be two handed weapons but I want halflings to be able to wield light flails - so i was thinking that when a small creature acquires a light flail the weapon's size can be set to medium and then if later acquired by a medium sized creature it could be reset to large. Or is there another way to force a melee weapon to be a two handed weapon?

  • SherincallSherincall Member Posts: 340
    >Followup question ...

    This is only possible with NWNX. Without it, you could have two base items types - identical except for size. And when a creature acquires an item, check their size and if needed destroy the acquired item and create a new one of different type with same name/description/properties/appearance/etc. Messy, but best you can do with stock game.

    > [Override] ...

    Any override folder should work (though you should use userdir/override/). However override is low priority, so if your module uses haks, or if you use patch-haks, and they use that 2DA, override won't do anything. Both CEP and ProjectQ have their own baseitems.2da which would cause this. Many other haks do as well.

    > [Ranged weapons] ...

    You cannot make new ranged weapon types. These are very hardcoded. I think you should be able to extend the melee range of a weapon, but I don't remember if I ever did it. I'd have done it by changing the same things you did, so chances are there's something hardcoded there as well.

    Hope this helps.

  • CalgacusCalgacus Member Posts: 135
    edited March 1
    Drat, was afraid of that. I guess I could make a script that just prevented medium sized creatures from equipping the small version of the weapon - or giving the small version of the weapon a requirement like Small. Is there a way to give a weapon two mandatory requirement feats in the 2da? so the PC will need both exotic weapon prof and Small stature? Or way to prevent a character from equipping anything in the off-hand when equipping the light flail?

    Post edited by Calgacus on
  • SherincallSherincall Member Posts: 340
    > Or way to prevent a character from equipping anything in the off-hand when equipping the light flail?

    This is easiest. Just an OnEquip script, check if you're equipping in off-hand, check on-hand, unequip and give a message. Something like this:

  • CalgacusCalgacus Member Posts: 135
    edited March 1
    Agreed, I added this to my x2_mod_def_equ script above the MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS part. Also made the light flail a medium sized weapon and made it equipable only on the right hand slot in the baseitems.2da.
    // PCs use light flails as two handed weapons
        // make sure there is nothing in the offhand if there is a
        // light flail in the right hand
            if( GetBaseItemType(GetItemInSlot( INVENTORY_SLOT_RIGHTHAND , oPC)) == BASE_ITEM_LIGHTFLAIL){
                //unequip weapon
                AssignCommand(oPC, ActionUnequipItem(GetItemInSlot( INVENTORY_SLOT_RIGHTHAND, oPC)));
                //say why item was unequipped
                FloatingTextStringOnCreature("Light Flails are two handed weapons.", oPC, TRUE);

    PS: but I should I drop the light flail as per the norm when equipping something off hand when holding a two handed weapon.

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