Not Used: Headbands of Intellect
5 posters
Page 1 of 1
Not Used: Headbands of Intellect
Could both the new and old versions of the headbands be accessible to players? I know that some of my characters could use the Intelligence boost, but the headbands just don't look great on them.
evilkittenofdoom- Epic Level
- Number of posts : 1217
Age : 124
Location : Ready to Pounce at the Least Suspected Moment...
Main Character : Aseph, the NOT old sorcerer
Other Character : Analo, professional Dracolich (and other undead) hunter
Other Character. : Sivoran, the PC Demilich
Other Character.. : Imyna, Drow Priestess of Sorgath
NWN Username : evilkittenofdoom
Time Zone : EST (GMT-5)
Registration date : 2009-02-26
daveyeisley- Ludicrous Level
- . :
Number of posts : 6934
Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
. :
Registration date : 2008-06-03
Re: Not Used: Headbands of Intellect
Same headbands, kef. What means is the headvfx command will toggle wither you get the headband vfx, or if you'll put on the actual headband item.
The headband helmet items themselves can be crafted and dyed, for those interressted. On my vampire Angelica, her +6 headband, I have it crafted to a hood appearance and dyed purple, so when I turn off the headvfx's, her headband appears on her as a shadowed hood. Turn the headvfx's back on, re-equip the headband item, she gets the headband VFX again.
This is very useful for those with heads that don't work very nicely with the headband/spectacles VFXs... or for monks who want to get an INT boost, but don't want the headband's overriding their unarmed combat stats (when you equip a headband the actual helmet is unequipped, and a club with the +X int boost or whatnot is equipped into your character's "creature claw" slot, a weapon slot you cannot see in your inventory screen. This works nicely, however, the "club" counts as a weapon, so when you're "unarmed", you are stll actually "armed" with the club).
The headband helmet items themselves can be crafted and dyed, for those interressted. On my vampire Angelica, her +6 headband, I have it crafted to a hood appearance and dyed purple, so when I turn off the headvfx's, her headband appears on her as a shadowed hood. Turn the headvfx's back on, re-equip the headband item, she gets the headband VFX again.
This is very useful for those with heads that don't work very nicely with the headband/spectacles VFXs... or for monks who want to get an INT boost, but don't want the headband's overriding their unarmed combat stats (when you equip a headband the actual helmet is unequipped, and a club with the +X int boost or whatnot is equipped into your character's "creature claw" slot, a weapon slot you cannot see in your inventory screen. This works nicely, however, the "club" counts as a weapon, so when you're "unarmed", you are stll actually "armed" with the club).
MannyJabrielle- Ludicrous Level
- . :
Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum