HR Base 12.75 preview
ShadowM
Member Posts: 573
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.
*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.
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Comments
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.