Hey,
sorry for the late response, here's a compilation of responses:
Modeling/Rigging:
What determines the placement of the weapon on the character, i.e. on the back or hilt
-- there is a dummy in the character rig per weapon type
What determines what sounds the weapon uses on impact?
-- material type in the settings of the material
Animation:
I think the most crucial thing right now would be making the sheathed/weapon bone location match that of the AnimType, or adding a new field to specify that.
If you want it sheathed on the back, you'll need to make it a staff (or a spear, etc.).
Stats:
Short answer is - you can't add new weapon types, he'll have to reuse Single-handed.
Can't do custom animations.
But he can have custom animations for all single handed weapons.
He can also straight up remove one of the weapon types, like Spears, and add his own instead of it.
Animations are defined per character template but only for existing weapon anim types
So in summary:
While some parts of the weapon system are available, there are several code-supported elements that are more or less inevitable. So making a completely new weapon type will currently be impossible. You'll have to reuse an existing one. Sheathing location is determined by a dummy in the character rig. So not per weapon, but per weapon type. In that sense, if you make it a staff, it should sheath on the back. (We're still working on making an example character rig available)
I'll be talking to the appropriate people again once they are available (some people have holidays right now

) to get more precise info on what's possible and what we could do further. So if there are anymore specifics you need to know, be sure to post them.
Sincerely,
Kevin
Thanks for getting back to us Kevin. So now that we know that new weapon types aren't currently possible, I'm wondering if it would be possible to add support for a few things to at least make due for now:
Requests:■ The ability to set deltamods by some other param, like the itemgroup. That way you could have a weapon set to the Staff type, but have new deltamods, without those deltamods being put in the regular staffs.
■ A way to remove deltamods so you can set them to the new property, i.e. removing the staff deltamods from the "Staff" WeaponType, and instead linking them to a Staff_2H itemgroup, like it uses to get the names and root templates when generating new items.
■ Support for overwriting the unidentified name for items with ItemProgression. Currently if you rename "Display Name Unknown" in the root templates used by ItemProgression, it overrides the ItemProgressionNames.txt values. So that "Unidentified Quarterstaff" keeps that same name when you identify it, rather than using the progression name.
■ Support for overwriting the displayed WeaponType tooltip name. So we could technically have a weapon be an existing type, but visually it says it's a new type. It can say "Scythe" instead of Axe, and so on. One step further would be if it used this name for the unidentified name as well.________________________________
Support for these features would really make adding new weapons feel more customizable and their own thing.
Currently, deltamods being separated from the ItemGroup feels a bit limiting, since it ties the bonuses to the base weapon type. For instance, adding new swords that are Finesse-based will result in those swords receiving strength bonuses and regular sword-based deltamods. I haven't found a convenient way around that.