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    •  Downloads offline

    •  Downloads: 2325

    •  File Size: 8062721

    •  Version: 1.21
    •  Author: XTR3M368

To all of you that have said such nice things and endorsed this mod, Thank you! Making it into the "Hot files" is quite an honor and we are extremely grateful for your support. We enjoy these weapons in our own game and are gratified to see that you like them too. I want to give a special shout out to Nicoroshi who made the original model these weapons are based on as well.

Version 1.21 released!

Version 1.21 is here! Includes improvements to textures and an optional color pack that allows you to customize your weapons to suit your tastes. The color pack is a stopgap measure while we wait for UDK compatibility, which I've been told that Nezroy plans to include in the near future.

=============================
Changelog
=============================

==v1.21 (10.12.2010)==

- Revamped textures, tint maps, and normals maps.

- Optional color pack added to customize the look of your weapons.

==v1.2 (10.08.2010)==

- Elvhenan Weapons are now available in three variations: longsword, naginata style greatsword, and dagger.

- Check out the "Details" InBleedingRapture added to our file in the "Installed Content" section of the DLC menu. If it doesn't show when you scroll to our mod, highlight our file name to view.

- Added an optional file for inventory spawning. Two of each weapon type spawns to your inventory upon loading a save or creating a new game. This only happens once per game, so as not to fill up your inventory. This also includes a full set of glowing rune models. Only one of each naginata will spawn, one standard and one with glowing runes. I discovered our "Inventory spawn optional file" has the same common issue with creating new characters and then having the inventory not spawn if the either of the "Full versions" are enabled when you create the new character. To get around this, uncheck "Elvhenan Weapons" in the "Installed Content" of the *DLC menu BEFORE you create a new character. After you have saved your game for the first time with your new character, exit to the *DLC menu and re-enable our mod. Load your save of your newly created character and the weapons will have spawned correctly in your new character's inventory. This is a common issue with mods and the method to get around this DA bug should work for most of the other mods you might be having a similar issue with.
*DLC menu = Downloadable Content menu or "Download Content" menu for short.

- Glowing rune versions of each weapon are now available via different console commands. Simply add "_glow" to the end of the command (i.e. "nicos_gift_glow" to get the glowing rune longsword).

- Added new commands for the new models to keep it modular. Adding "_glow" to these will spawn glowing rune versions of the new content as well. The dagger command is "runscript nicos_talon" or "runscript nicos_talon_glow" and the 2h greatsword command is "runscript nicos_naginata" or "runscript nicos_naginata_glow" for the glowing runes version.

- Created tint maps for each weapon. This allows you to use your own custom tints. Still waiting for approval to make them compatible with UDK, but those who know how to modify tints via the toolset should be happy :)

- All weapons are fully rune-enabled.

- Package comes in standard and gold variations.

- Our Handle color package is fully compatible with the new versions and doesn't have to be updated. Currently the choices are crimson and Dalish green. It will change every one of our sword model's handles to the color you choose. This is included for people who don't work with tints and don't have UDK. Download and unzip the optional handle color file if you so choose. Readme installation instructions are included in the 7-zip file. It's easy to do and easy to switch back and forth if you have ever put anything in your override folder.


=============================

The "Witcher" armor above is my partner's project that is still waiting for some permissions before it can be released. There have been so many questions that I finally just posted a screenie for reference to avoid confusion.

*update* The tintmaps are done and released in v1.2! For now, they can be altered via the toolset.
Dalish Green and Crimson handle options added and are compatible with the new v1.2 release. The Crimson was colored to go with my PC's hair in the SS and to go with the Armor of the Black Fox, user1 tint option. I know this is not the best way to change the handle's color, but it will give you some more options if you don't know how to tint using the toolset and until we can get the UDK compatibility authorized or if you don't use UDK.

*note* These will work in Awakenings with the exception of the material name showing up. That should (might) be fixed at some date and doesn't affect the weapon's damage or look. This is typical of 3rd party custom materials like ours. We also have confirmation of these working in "Witch Hunt" and "Leliana's Song". "Golems of Amgarrak" and "The Darkspawn Chronicles" have been confirmed as well.

History of the Elvhenan weapons

In Ancient times, long before the Tevinter Imperium, the immortal Elven smiths of Elvhenan were without peer. The greatest of these smiths, whose name is lost to legend, discovered a new way of combining, folding and aligning metal in such a way that the weapons he produced were of a quality not seen before or since. The swords he produced were powerful and had a deadly grace and beauty. They named the metal "Elvhenan Alloy".

The finest of all ancient elven craftsmanship, these weapons were light, extremely durable and never lost their sheen. The crafting of these blades ceased sometime right before the Elves started to lose their immortality. They began to withdraw from human contact shortly thereafter. The withdrawal was a fearful response to the "Shemlen" exposure which lore states "caused the elves to quicken themselves". The Tevinter Imperium saw this as a sign of hostility and began the invasion of Elvhenan. The weapons were hidden or destroyed along with their crafting methods.

Many tried to create similar weapons during the Tevinter Imperium, but lacked the skill and knowledge of the immortal elven smiths. When the Elves were granted land in the Dales upon Andraste's victory, the elven smiths were chagrined to find that the Elvhenan Alloy crafting methods were lost. Rumors persist that a few of these weapons survived, but no one knows where.

Description:
These swords were originally released by Nicoroshi as a modder's resource based on Kit Rae's Mithrodin idea/model. They have a custom material type. They were imported, made ready for DA, scripted and packaged up by my friend and partner, InBleedingRapture who I expect you will be seeing other great things from in the future. The daggers, called "Nicos Talon", were designed to have a "dragon talon feel". The inspiration to deviate from the norm of just "over sizing the longsword model" was our idea which was inspired by my mental picture of what the lochaber ax looked like Sir Bevier carried in the David Eddings trilogies, "The Elenium" and "The Tamuli". Sir Bevier's lochaber ax was often described as "Wicked and scary looking". I think we accomplished both looks IMHO. We also have another weapon set and an armor mod or two in the works. Stay tuned. ;)

Stats:
(SS in images section of this download)
We struggled with the stats a bit trying not make something WILDLY overpowered but keeping with the lore of their making and quality of their construction. They were meant for people playing on at least the "hard" level. This is our initial release and stats might be modified as input comes in. The weapon material is completely new and exclusively ours. If you would like to make a mod using it, please contact us for permission first.


*In reference to the darkspawn effects on these weapons:
The purity of these blades gives them an inherent damaging ability on beings of corruption. This is not an "imposed enchantment", but an aspect of the blade's creation methods. I know about the lore time table inconsistencies of this and how the time table doesn't make sense from a literal point of view. (thanks danscott84 for bringing this up) I hope this explanation will at least partially satisfy the "lore purists". I did just make most of this up in an attempt to make the backstory more interesting to the public. I think a good backstory can be as fun to read sometimes as the mod is to use.


Getting the weapons:
You can now use our optional "Inventory spawn" file if you want a complete set to spawn in your inventory upon loading a save game without having to use the console. This will only spawn 1 set upon first loading a save game after the optional file is installed so it doesn't fill up your inventory. You can still use the add weapon commands to get more while using the optional "Inventory spawn" file. Use the console script
"runscript nicos_gift" for the longsword
"runscript nicos_talon" for the dagger
"runscript nicos_naginata" for the 2h greatsword
We are using these script names out of respect for Nico and his spectacular work. If you want more than one, just type the script over as many times as you want. (or just hit your tilde key, hit your up arrow, and hit enter - repeat) You can get instructions on how to enable your console by using the wiki link below in the requirements section. Glowing rune versions can be acquired by adding "_glow" to the commands. (i.e. "runscript nicos_naginata_glow")

Installation:
Unzip with 7-zip found here to a temp location on your hard drive.
We recommend you install this via a modmanager. It has been tested on DAO-Modmanager.

Installation via the DAupdater:
1. Unzip the 7-zip archive to a location you will remember. You can get 7-zip here if you don't have it.
2. Open the program daupdater.exe, which is in your Dragon Agebin_ship folder.
3. Click "Select DAZIPs" and locate either the "elvhenan_weapons_v1_2.dazip" OR the "elvhenan_weapons_glow_v1_2.dazip" file or simply drag and drop ONE of the files into the dauptater window.
4. Select the dazip from the list and then press "Install Selected."

Important: You can only use one dazip version at a time. You must uninstall the current version before installing the alternate version. You do not need to remove either of the optional files from the "Handle color package" or the "Inventory spawn" files when you switch main "Full versions". They are compatible with both "Full versions" and don't need to be part of the uninstall process while switching main files.


Requirements:
You will need to have your console enabled. You must use a console script to add them to your inventory for now. (unless you use our optional inventory spawn file) Here is the wiki that explains how to enable your console if you haven't already: Enabling your Console
The scripts you will have to type to get these are "runscript nicos_gift", "runscript nicos_talon" and "runscript nicos_naginata"
Adding "_glow" to any of these commands will spawn the glowing rune version of that weapon.

Recommendations:
"Make CONSOLE Commands Visible" mod found here.
It makes it much easier if you can actual read what you are typing.

Credits:
-Nicoroshi for his beautiful work this mod is based on and his gracious allowance for it to be a modder's resource
-InBleedingRapture for all of his hard work importing this and getting it packaged up and ready for release
-Kit Rae for the design these weapons are based on

Tools used:
3dsmax
DA toolset
7-Zip
Photoshop

Elvhenan Weapons

Item Image

 Downloads offline


To all of you that have said such nice things and endorsed this mod, Thank you! Making it into the "Hot files" is quite an honor and we are extremely grateful for your support. We enjoy these weapons in our own game and are gratified to see that you like them too. I want to give a special shout out to Nicoroshi who made the original model these weapons are based on as well.

Version 1.21 released!

Version 1.21 is here! Includes improvements to textures and an optional color pack that allows you to customize your weapons to suit your tastes. The color pack is a stopgap measure while we wait for UDK compatibility, which I've been told that Nezroy plans to include in the near future.

=============================
Changelog
=============================

==v1.21 (10.12.2010)==

- Revamped textures, tint maps, and normals maps.

- Optional color pack added to customize the look of your weapons.

==v1.2 (10.08.2010)==

- Elvhenan Weapons are now available in three variations: longsword, naginata style greatsword, and dagger.

- Check out the "Details" InBleedingRapture added to our file in the "Installed Content" section of the DLC menu. If it doesn't show when you scroll to our mod, highlight our file name to view.

- Added an optional file for inventory spawning. Two of each weapon type spawns to your inventory upon loading a save or creating a new game. This only happens once per game, so as not to fill up your inventory. This also includes a full set of glowing rune models. Only one of each naginata will spawn, one standard and one with glowing runes. I discovered our "Inventory spawn optional file" has the same common issue with creating new characters and then having the inventory not spawn if the either of the "Full versions" are enabled when you create the new character. To get around this, uncheck "Elvhenan Weapons" in the "Installed Content" of the *DLC menu BEFORE you create a new character. After you have saved your game for the first time with your new character, exit to the *DLC menu and re-enable our mod. Load your save of your newly created character and the weapons will have spawned correctly in your new character's inventory. This is a common issue with mods and the method to get around this DA bug should work for most of the other mods you might be having a similar issue with.
*DLC menu = Downloadable Content menu or "Download Content" menu for short.

- Glowing rune versions of each weapon are now available via different console commands. Simply add "_glow" to the end of the command (i.e. "nicos_gift_glow" to get the glowing rune longsword).

- Added new commands for the new models to keep it modular. Adding "_glow" to these will spawn glowing rune versions of the new content as well. The dagger command is "runscript nicos_talon" or "runscript nicos_talon_glow" and the 2h greatsword command is "runscript nicos_naginata" or "runscript nicos_naginata_glow" for the glowing runes version.

- Created tint maps for each weapon. This allows you to use your own custom tints. Still waiting for approval to make them compatible with UDK, but those who know how to modify tints via the toolset should be happy :)

- All weapons are fully rune-enabled.

- Package comes in standard and gold variations.

- Our Handle color package is fully compatible with the new versions and doesn't have to be updated. Currently the choices are crimson and Dalish green. It will change every one of our sword model's handles to the color you choose. This is included for people who don't work with tints and don't have UDK. Download and unzip the optional handle color file if you so choose. Readme installation instructions are included in the 7-zip file. It's easy to do and easy to switch back and forth if you have ever put anything in your override folder.


=============================

The "Witcher" armor above is my partner's project that is still waiting for some permissions before it can be released. There have been so many questions that I finally just posted a screenie for reference to avoid confusion.

*update* The tintmaps are done and released in v1.2! For now, they can be altered via the toolset.
Dalish Green and Crimson handle options added and are compatible with the new v1.2 release. The Crimson was colored to go with my PC's hair in the SS and to go with the Armor of the Black Fox, user1 tint option. I know this is not the best way to change the handle's color, but it will give you some more options if you don't know how to tint using the toolset and until we can get the UDK compatibility authorized or if you don't use UDK.

*note* These will work in Awakenings with the exception of the material name showing up. That should (might) be fixed at some date and doesn't affect the weapon's damage or look. This is typical of 3rd party custom materials like ours. We also have confirmation of these working in "Witch Hunt" and "Leliana's Song". "Golems of Amgarrak" and "The Darkspawn Chronicles" have been confirmed as well.

History of the Elvhenan weapons

In Ancient times, long before the Tevinter Imperium, the immortal Elven smiths of Elvhenan were without peer. The greatest of these smiths, whose name is lost to legend, discovered a new way of combining, folding and aligning metal in such a way that the weapons he produced were of a quality not seen before or since. The swords he produced were powerful and had a deadly grace and beauty. They named the metal "Elvhenan Alloy".

The finest of all ancient elven craftsmanship, these weapons were light, extremely durable and never lost their sheen. The crafting of these blades ceased sometime right before the Elves started to lose their immortality. They began to withdraw from human contact shortly thereafter. The withdrawal was a fearful response to the "Shemlen" exposure which lore states "caused the elves to quicken themselves". The Tevinter Imperium saw this as a sign of hostility and began the invasion of Elvhenan. The weapons were hidden or destroyed along with their crafting methods.

Many tried to create similar weapons during the Tevinter Imperium, but lacked the skill and knowledge of the immortal elven smiths. When the Elves were granted land in the Dales upon Andraste's victory, the elven smiths were chagrined to find that the Elvhenan Alloy crafting methods were lost. Rumors persist that a few of these weapons survived, but no one knows where.

Description:
These swords were originally released by Nicoroshi as a modder's resource based on Kit Rae's Mithrodin idea/model. They have a custom material type. They were imported, made ready for DA, scripted and packaged up by my friend and partner, InBleedingRapture who I expect you will be seeing other great things from in the future. The daggers, called "Nicos Talon", were designed to have a "dragon talon feel". The inspiration to deviate from the norm of just "over sizing the longsword model" was our idea which was inspired by my mental picture of what the lochaber ax looked like Sir Bevier carried in the David Eddings trilogies, "The Elenium" and "The Tamuli". Sir Bevier's lochaber ax was often described as "Wicked and scary looking". I think we accomplished both looks IMHO. We also have another weapon set and an armor mod or two in the works. Stay tuned. ;)

Stats:
(SS in images section of this download)
We struggled with the stats a bit trying not make something WILDLY overpowered but keeping with the lore of their making and quality of their construction. They were meant for people playing on at least the "hard" level. This is our initial release and stats might be modified as input comes in. The weapon material is completely new and exclusively ours. If you would like to make a mod using it, please contact us for permission first.


*In reference to the darkspawn effects on these weapons:
The purity of these blades gives them an inherent damaging ability on beings of corruption. This is not an "imposed enchantment", but an aspect of the blade's creation methods. I know about the lore time table inconsistencies of this and how the time table doesn't make sense from a literal point of view. (thanks danscott84 for bringing this up) I hope this explanation will at least partially satisfy the "lore purists". I did just make most of this up in an attempt to make the backstory more interesting to the public. I think a good backstory can be as fun to read sometimes as the mod is to use.


Getting the weapons:
You can now use our optional "Inventory spawn" file if you want a complete set to spawn in your inventory upon loading a save game without having to use the console. This will only spawn 1 set upon first loading a save game after the optional file is installed so it doesn't fill up your inventory. You can still use the add weapon commands to get more while using the optional "Inventory spawn" file. Use the console script
"runscript nicos_gift" for the longsword
"runscript nicos_talon" for the dagger
"runscript nicos_naginata" for the 2h greatsword
We are using these script names out of respect for Nico and his spectacular work. If you want more than one, just type the script over as many times as you want. (or just hit your tilde key, hit your up arrow, and hit enter - repeat) You can get instructions on how to enable your console by using the wiki link below in the requirements section. Glowing rune versions can be acquired by adding "_glow" to the commands. (i.e. "runscript nicos_naginata_glow")

Installation:
Unzip with 7-zip found here to a temp location on your hard drive.
We recommend you install this via a modmanager. It has been tested on DAO-Modmanager.

Installation via the DAupdater:
1. Unzip the 7-zip archive to a location you will remember. You can get 7-zip here if you don't have it.
2. Open the program daupdater.exe, which is in your Dragon Agebin_ship folder.
3. Click "Select DAZIPs" and locate either the "elvhenan_weapons_v1_2.dazip" OR the "elvhenan_weapons_glow_v1_2.dazip" file or simply drag and drop ONE of the files into the dauptater window.
4. Select the dazip from the list and then press "Install Selected."

Important: You can only use one dazip version at a time. You must uninstall the current version before installing the alternate version. You do not need to remove either of the optional files from the "Handle color package" or the "Inventory spawn" files when you switch main "Full versions". They are compatible with both "Full versions" and don't need to be part of the uninstall process while switching main files.


Requirements:
You will need to have your console enabled. You must use a console script to add them to your inventory for now. (unless you use our optional inventory spawn file) Here is the wiki that explains how to enable your console if you haven't already: Enabling your Console
The scripts you will have to type to get these are "runscript nicos_gift", "runscript nicos_talon" and "runscript nicos_naginata"
Adding "_glow" to any of these commands will spawn the glowing rune version of that weapon.

Recommendations:
"Make CONSOLE Commands Visible" mod found here.
It makes it much easier if you can actual read what you are typing.

Credits:
-Nicoroshi for his beautiful work this mod is based on and his gracious allowance for it to be a modder's resource
-InBleedingRapture for all of his hard work importing this and getting it packaged up and ready for release
-Kit Rae for the design these weapons are based on

Tools used:
3dsmax
DA toolset
7-Zip
Photoshop


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