Still figuring things out. Last night I tried the quiver, and for some reason it applied to the character I logged in with instead of my target. >_>
Otherwise, it's actually pretty simple to achieve what I have.
RESOURCES
If you've never used the NWN2 toolset before, probably should disable the autosave feature (View -> Options -> General tab -> Autosave section - > Autosave FALSE). I won't go into all the basics of using the toolset though--there are other tutorials on that.
Open NWN2 Toolset. Go to Plugins (Top menu with File) and choose ERF editor. In the ERF Editor, File -> Open. Navigate to:
Documents\Neverwinter Nights 2\hak. Change the file type to Hak.
Select "acme_ah_v11.hak". It'll load all these files into the window. Select all of them (ctrl-a) and then choose "Export". Create a new folder in your My Documents/NWN2/override folder and name it "acme_ah_v11"
(Click to see). Export them there.
Remember to empty your override folder before you next start up Dasaria 2.
Close the toolset. Reopen.
ACTUAL WORK PART
Go to Plugins, choose Visual Effects (VFX) Editor. File -> New Special Effect (SEF).
Click this little tab thingy under Effects. Fog multiplier 0, and name it something you'll recognize (Fx_ItemName).
Then click "Add Event" -> "Model". Click the new added tab thingy. Scroll down to "Definition File".
Here, you're going to want to know the name of the model you're using. Easiest way to find that is to open your override folder separately and pick out a model using
a model viewer. I'll save you this step and tell you to use p_hhm_acme_helm03. Then make sure to
First Attachment and change it to ATTACH_EYE_L.
See it in action by clicking Play. Use STOP and play again if you change the model to refresh.
Save As "Das2_FX_ItemName" somewhere in your override folder. Exit the program, restart.
To see it in action, create an NPC and plop it into the toolset. Under their properties is "Appearance (Visual effect)". Type in whatever you saved your .SEF as ("Das2_FX_ItemName"). Select that.
TADAH.
Where to go from here
If you want to get fancy shmancy, you can edit the position/angle of models by going into the modeling software of your choice, importing the .mdb, and using the rotate/move tools. You'd save these models as "Das2_i_modelname##" and just switch the definition file to this new model. Of course to do this you'll need modeling software (such as Blender) and a .MDB (NWN2) plugin for said software. Goooooogle for it if you don't have it!