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HR Base 12.75 preview

12.75A Latest Update
*Added a setting to hr_defaults if you want to require having the holy symbol of your deity equipped to turn undead.
*Fixed a number of custom animation call in scripts in pc conversation information to point to the right animations.
*Fixed tripping feat script to follow more closely to D&D 3.5 rules (sorry rules people) added bonus feat (Trip weapon) so you can add it to trip weapons.
*Added Panicked effect to hr_inc_effects.
*Updated EffectDazzled to include -1 to search and -1 spot skill.
*Add custom function that check for effects to attack bonus/penalty for simulated attack function that use in custom disarm combat maneuver / others.
*Updated a number of spells to use the custom effect like dazzle and panicked saving on to built from bases up on each instants.
*Updated pdf with information about custom animations

Custom Content
*Updated all weapons to 3.5 book weights (overall lighter, woohoo can carry more).
*Updated CLS_FEAT_FIGHT.2da so they get improved trip as a fighter bonus feat option.
*Updated spell.2da with three new columns SubRadSpell6,7,8 to support 8 radial spells that is now support by BD.
*Updated hr_deities.2da with four more columns (Racial_R) if cleric has to be a certain race, (Alignment2, Alignment3, Alignment4) other alignments the cleric can be to meet the alignment requirements of the deity. Neutral deities can have anyone as their cleric.
*Removed cursed lore skill and incorporated it into Spellcraft skill.
*Added scripted 3.5 disarm/improved disarm (added NPC use of it similar to trip).
*Added scripted Called Shot (added head shot, and chest shot to it.)
*Added Improved called shot feat.
*Removed discipline skill.
*With discipline skill gone, I replaced monk discipline focus bonus feat with stability / four legs feat.
*Updated all the prestige class skill .2da. To 3.5 (Did another pass on base class skill.2da)
*Fixed shadow error on boots and added more detail to them, laid them on their sides.
*Fixed shadow errors on goblins
*Fixed shadow errors on Orcs
*Redid grenade bag/bullet bag to fix shadow issue.
*Fixed shadow issue on hawk and raven
*Converted a good number of placables and item .tga to nwn dds.
*Fixed Cloak skinmesh rigid with the following Race/genders (Thanks for project Q for some base files with modification) DWARF_MALE, DWARF_FEMALE, GNOME_MALE, HALF_ORC_MALE, HALF_ORC_FEMALE
*Added Failed bards climbing up animation (moved it to custom 21 because BD use his custom animation location and frames) see new custom animation bookmark for more information. Added animation into climbing system.
*Added climb down animation (custom 22) and added it into climbing system. Doubled the distance you can climb up/down.
*Added Greatclub / maul base item (In large and huge versions) and support feats.
*Made greatsword, greataxe and maul, spear can use both hands so large and bigger creatures can duel wield them.
*Made huge Greatsword, Greataxes base items.
*Made spear into a medium weapon.
*Added Greatspear base item in Large/Huge sizes (using spear feats).

**Understanding D&D weapon size vs nwn size (these weapons are all one size up because that how the engine handles them properly, but in D&D Huge would be large requiring 2 hands Etc.. Standard greataxe is medium with two hands required). Below is the chart used for base damage by weapon size used in D&D.

Comments

  • GrymlordeGrymlorde Member Posts: 121
    Sounds great. Where do we download it?
  • ShadowMShadowM Member Posts: 573
    edited July 2020
    Grymlorde wrote: »
    Sounds great. Where do we download it?

    Sorry I have not put it up on the vualt yet, the new weapons only have one prefab version of each (the Maul/greatclub, Great Spear) I want to make some cool versions (maybe three) Just looking around all the models some from project Q, cep, skyrim, nwn 2, make some of my own or variants etc.. for example I grabbed and modified the giant club from skyrim (needed something for the hill giants to play with). So give me a little of time as I put together a few other cool mauls and spears.
    sqb4wl5rat4y.jpg
  • AncarionAncarion Member Posts: 155
    If you want some maul models that keep with the style of the other base NWN weapons, you might want to check out the magic rod. The rod models are actually about the size of a maul, and with a little recoloring/vert manipulation (if desired), they might work well. And they have the benefit of already having inventory icons... I'm sure you've already noticed all this, but just in case, I figured I'd mention it.
  • ShadowMShadowM Member Posts: 573
    Sorry for the delay on this release, RL stuff. Spears are done basically great spears are +20% base spears size. Added wood middle option and new stone top option and no bottom option to normal spears and great spears. Set up a baseline of great clubs/ mauls and now just starting to add more versions. There a bug when overwriting weapon icons they are changed in toolset, but not in game. I redid a chunk of base spear icons to better match their model. You see them in the toolset but not in-game right now.
    qf7mxr9ihudt.jpg
    iyi1pg1pcx8w.jpg

  • ShadowMShadowM Member Posts: 573
    Some more options coming along. Fun.
    tmdsgb3vh1e0.jpg
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