Blade & Sorcery

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Kikaku

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foxtwopc

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About this mod

For U8.3, V3.20:
Collection of historical Ninja weapons/tools from Japan's Sengoku Jidai -- Weapons are imbued and have removable blood -- Update of V7/V6 Ninja Pack, now with: 1) Iaito+Saya, 2) Ninja-to+Saya 3) Wakizashi+Saya 4) Tanto+Saya 5) Kama 6) Shuko 7) Senban Shuriken 8) Jumonji Yari 9) **NAGINATA** Work in progress, feedback apprecia

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Changelogs
*****09-01-2020*****
MOD VERSION: 3.20 [combined], ObiMod v3.2, New Beta Set of Weapons

Mod Updates:
  • Improved weapon weight re: swinging via better feeling mass/inertia tensor settings
  • Damager and Collider tweaks to reduce OP weapons and ensure piercing/slashing is realistic...ish ;)
  • Te-Yari moved from Beta to main weapons
  • Combined Full/Simplified packs as there is very little differences now that ObiMod is a separate file
Obi Mod Updates:
  • Should now be compatible with Mods that edit the PlayerDefault json, eg. Better Weapon Handling etc -- however such Mods may produce odd weapon effects as the weapons were designed to work well/quick/fast with standard player parameters...
New Beta Weapons Set:
  • Jutte with weapon stealing behavior [trigger for stealing, alt-use for handle swapping]
  • Ninja-To Saya that fires flaming iron spikes (Metsubushi) to blind, disorient and skewer enemies
  • Flat Senban Shuriken and 2 bo-shuriken (throwing spikes) round/square profile
  • Same 3 shuriken for use with Ebediam's SpawnerSpell [https://www.nexusmods.com/bladeandsorcery/mods/751]
>>Even if you don't want to use the shuriken I recommend getting this Mod as it's made well and Ebediam is both helpful and pretty darn sharp so supporting his stuff is great<<
MORE DETAILS RE: BETA WEAPONS TO FOLLOW, DOCUMENTATION TAKES SO MUCH TIIIIIIME...
These videos should explain some of the new weapon functions and how they can be used:

****JUTTE+WEAPON STEALING****
Intro [vid 1], How To [vid 2]



****Metsubushi Firing Saya****


****Shuriken Spawning and Shooting****

TO BE USED WITH THIS MOD: Ebediam's Spawner Spell [https://www.nexusmods.com/bladeandsorcery/mods/751]
An example of the Spawned Item definition file i use to spawn and shoot all 3 shuriken types is in the Files tab under the Misc. section as SpellSpawnerKNP.json.zip -- to replicate my setup I suggest manually downloading this file and swapping it with the file SpellSpawner.json from the SpawnerSpell mod or if you want to make your own flavor of spawning setup please use the following itemIDs to access the round profile throwing spike, square profile throwing spike and throwing star, respectively: 
"BoShurikenRD_SS"  |  "BoShurikenSQ_SS"  |  "SenbanSS"

MORE DETAILS COMING
*****





Coming Soon!



Fast Weapon Handling Mod:
While I appreciate the FWH mod and the feedback I've gotten about my weapons being too light or clipping through objects/NPCs if you are using the FWH mod you will get absurd results. These weapons were designed to work well using the standard player parameters. Here is a comparison of the current weapon pack with and without the FWH mod: 
https://youtu.be/Uqpky0NZsgc






TeYari BETA test--
I had some interest in a TeYari (Shorter, hand-held spear). To that end I've added a BETA version of it to the files section. Tell me what you think. Shaders and so forth might need some tweaking, feedback is appreciated!
OMG failification on my part, referenced the wrong asset, now corrected in Te-Yari BETA

Fixed 3.1-Full version bug, tested, all weapons are working -- notes:
-Fixed Upside Down handle grabbing
-Handle Switching done via Alt-Use button
-Blood Clearing done with a 2.5s hold of Alt-Use button
-Obi is now a separate download, it conflicts with "Better Weapon Handling" Mod, am working on a work-around and getting in contact with owner of that Mod
-Upped masses of weapons to improve handling, am considering making this an easy to edit parameter because everyone has their own opinion on this...


Bug in v3.1-Full, am fixing it, for the time being please use v3.0 of the full version. Sorry about that!


For B&S U8.3

Pack of historical Ninja/Samurai weapons! Being a Jedi is great but being a Ninja is EVEN BETTER! This constitutes the third iteration of my pack of Ninja weapons and as such I've been able to build in a lot more polish, tweaks and features. There will be a couple of versions of the pack posted, likely one version, without scripts for those who want to keep things simple, one complete version with all the bells and whistles and one experimental one that I'm working on and updating. Following along with the new features in B&S U8 and above all the weapons can be Imbued and have Blood effects. The full scripted versions of the weapons will allow the blood to be removed with a button click, as well as have handle swapping and the options to turn on and off trails behind throwables like the senban shuriken. I will continue to add, update, improve and fix weapons as time progresses so bug reports and feedback are totally welcome.

Mod Contents:
  • Nodachi [野太刀], literally --field sword-- were large, battlefield swords. Use it with two hands to cut a swath of destruction or pair it with a wakizashi and fight like Musashi!
  • Ninja-To [忍者刀] were swords with normal length handles and shorter blades for rapid drawing and use indoors. Can be wielded with one or two hands.
  • Wakizashi [脇差] One-handed short sword for fighting up close and personal. Pair with other weapons to parry and counter.
  • Tanto[短刀], a perfect short knife for really dynamic fighting, grab, punch, stab, throw, rinse and repeat.
  • Naginata [薙刀], literally --mowing blade-- was a long, polearm used on the battlefield against cavalry and unfortunate ashigaru -- traditionally with a Tsuba and a curved sworld-like blade. Brand new for this release, I was really happy with its performance -- the first long weapons I've enjoyed using in B&S
  • Kama [鎌] were sickles used by farmers and --jizamurai-- samurai farmers that could be used, in a pinch, to defend oneself with extreme prejudice...
  • Jumonji Yari [十文字槍] had heads shaped like the character for ten (十) in Japanese. It can stab in three direction, cut along six surfaces and packs a wallop.
  • Togakure Ryu Shuko [戸隠流 手鉤] were --hand claws-- that were actually farming tools for carrying bales but could be used in a pinch for stopping swords and ruining someone's day...
  • Togakure Ryu Senban Shuriken [戸隠流 銛盤 ] Do you really need an explanation? Pointy ends go stabby.

---The Nodachi, Ninja-to, Wakizashi and Tanto can be spawned with or without a saya (sheath). The sheath can be docked at the belt or carried in the hand for defense. The standard vertical belt holders don't do a great job of carrying Japanese weapons, to that end I made a set of holders and an auxiliary default player file to carry a long and short sword on each side (at roughly the correct angles), two tanto in holders along the legs, and one in the small of the back for extra knives or shuriken. Picture example below, for details see the section titled "Obi" (Belt).



Imbued and Paintable Weapons: All of the weapons should allow imbuing of the blade and proximal areas. Furthermore, I think, all of the weapons have the ability to be "painted" with blood spatter when used. Scripted behavior (below) allows for the removal of the blood spatter based on button clicks. Please let me know if you notice that a weapon cannot be imbued or painted and I will do my best to fix it ASAP.

Scripted Weapon Behavior:
Most if not all of the weapons take advantage of tweaks through scripted behavior. Most commonly I have added "handle switching" such that a bladed weapon can  be swapped between various point up/down blade pointed in/out orientations based on a button click. In order to keep things as universal as possible I have only made use of two buttons. In code these are the  "Use" and "Alt-Use" buttons, with the Vive controllers Use is the trigger and Alt-Use is the Menu button, and with the Valve Knuckles Use is the trigger and Alt-Use is the A button. Currently weapons swap handles with the "Alt-Use" button and blood can be cleared with the "Use" button. This is set in the weapon .json file and if there is enough interest I can try to add a summary in of how you can muck with some options. Other scripted behavior includes the ability to turn on/off trails behind throwable weapons and an experimental target tracking option. 

Mod Flavors: Based on previous experiences I know I can't please everyone all the time and all of those people seem to download my mod (joke stolen from Mitch Hedburg;) However, I will try to maintain and update a full-featured mod (with scripted behavior and the "Obi" japanese style holders) and a simplified, 'bare-bones' mod without button scripts or custom holders. ****ONLY INSTALL ONE OF THEM AT A TIME, NOT BOTH***** Along with those versions, which should have well behaved weapons, I'll keep experimenting and adding new weapons in a Beta version for those who want to help me iron out quirks and have the newest and shiniest weapons.
FYI: If some are wondering, these are some weapons that I'm playing with right now:

  • Bo-Shuriken [Throwing Spikes] - Coming soon
  • Jutte [Iron Truncheon] - The U8.3 upgrade broke my sword-stealing script and I haven't been able to fix it yet. Once that's done I'll add this one too.
  • Te-Yari [Hand-Spear] - Was replaced by the two longer weapons, I can add this one if there is interest.

Alright, I'm sick of typing -- I'm going to release the Mod and fix the stuff I'm sure I've left out. As always, feedback is welcome and I'll do my best to fix bugs ASAP.
Check out the video if you want to see some of the weapons in action: