In theory it should be possible to extract a mesh from an exterior area and use it to build a matching mesh in a 3D editor. The data is stored in the Save Directory .trn files, within the "TRRN" packet as a set of vertex- and triangle-blocks. These provide the X/Y/Z coordinates of each vertex of the triangle mesh. The required file format information is available in Tani's "TRN fileformat" document.
This method could be used, for example, to extract a cliff face mesh, which can then be retextured and inserted into the game as a placeable. Just in case you wanted to beautify an area.
Hello all! I know it's about a billion years later since the release of NWN2 and people's interest has very likely waned (at least in the OC). I'm not even sure anyone will even see this or respond to it! But...I had some thoughts after replaying the OC recently, and I was wondering how one might go about modding the original campaign? I've only ever dabbled with the NWN1 toolset, so I have no idea what I'm doing... I've tried googling, but a lot of the resources I've found have either been removed or go into a lot of detail around designing your own campaign. But so far, I haven't been able to find anything regarding moddifying the original, or creating mods to be inserted into the original.
I know my question is super broad... What I wanted to do by modding the OC is essentially fill in a lot of what I consider to be "gaps". For example, Duncan. I thought there was a lot of potential to explore that relationship. He's family, he is clearly concerned about your well-being, but it just falls flat. I wanted to add the potential for a few quests with him in Act I. I mean, you're family so you can stay at the inn but...you're family, so you can help out! So a simple chore quest, a fed-ex quest, and maybe even a moment in Act I or II where you go to a random clearing with him to visit the gravesite of one of his old adventurer friends, maybe hear an interesting story about the old days. All in all, nothing ground-breaking, but adds a little meat. Maybe in Act II during the trial, he could privately talk to one of your companions (Bishop if you're female, Neeshka if you're male) and try to convince them to take you away from Neverwinter, as he is worried that the Luskans might actually succeed with their evil plot. Obviously, both companions would refuse, it's nothing more than flavor. And later in Act II, to add conversation about you getting Crossroad Keep, how Sal goes to work for you - something that the game doesn't acknowledge ever. And then finally in Act III, a moment before Neverwinter goes on lockdown where Duncan comes to you to tell you to take care of yourself or something heartfelt.
I know additions like that are overall meaningless (and I'm probably the only one interested in such details), but I liked the idea of trying to fill in some of the forgotten relationships in this game. Maybe explore more with Daeghun. The game sets up the potential for an interesting relationship with your father (whether you view him as such or not) but ultimately gives up on it. I feel like Obsidian gave up on a lot of the characters and your relationships with them. So I wanted to do something about! I just have no idea about how to go about making these additions and wondered if someone couldn't point me in the right direction, or at least tell me if what I want to do is beyond a noob like me and I should just give up...
or at least tell me if what I want to do is beyond a noob like me and I should just give up...
yes. Recently i've been breaking the original campaigns out of their stock modules, so i can do well whatever i want to them. It requires technical knowledge, knowledge of systems and subsystems ... been doing this for 15 years (total) and didn't dare attempt it before now.
seriously, you'd want at least a half-year of gimicking around in the toolset before trying to change plot-lines in a module as large as the OC.
what strikes me as the head-banging part (re. Duncan et al.) is getting a grasp of what several plot-variables are already doing, then being able to find them, change them, and introduce your own, consistently and thoroughly - finding a particular variable (all instances) is like looking for a needle in a haystack
I'm not saying you shouldn't; just have a lot of spare time, interest, and (technical) cleverness if so.
You should add on that content to SoZ. It's a much more modular campaign and much easier to tack on insulated quests and stories to. Add your own areas to the world map and pursue some of those ideas of yours.. since SoZ is essentially the sequel to the OC.
Just food for thought.. Takes way less technical sneakyness and needle in haystack finding.
I never atually played SoZ... I was too mad at MOTB! Though in general, I found the MOTB story really interesting, as a continuation of the OC, I hated it. I was very bitter about the "rocks fall, everyone dies" ending. And then my game bugged out at the end of Act II and there was nothign I could do to fix it, so I abandoned it in fury.
What I heard about SoZ was that it was a separate compaign that had nothing to do with the Kalach-Cha/Spirit-eater, and since I didn't have any closure with any of the plotlines up to that point, I just avoided it. But what you're suggesting sounds interesting... My question then becomes, (if SoZ is a sequel but a different character) how do you mean to implement it with SoZ's story?
It's a different character because they were sent across the world to Thay.
However a lot of the NPC's you left behind on the Sword Coast are still there.. and actually a few NPC's from MOTB showed up too.. I don't wanna get into spoilers. You should definately give it a whirl. I think you might be surprised.
Here's a little experiment in adding tinting to some NPC models:
The head green/blue tint components use a different set of slots from the body, so that's handy. Looks like the flesh tones need a little more tweaking.
rjshae I really like what you got going here. I wouldn't mind even a taller indoor tileset to tuck a dragon or 3 into. I think having a tileset that has such a large ceiling height would be very useful for many of the dungeons and caves that I want to build. I don't like using the exterior with modified skybox for a few reasons.
These are pretty generic (or would be without the rainbow texture) - I was planning to add an emission in Blender to make them glow, but to be honest, after some hours of brow-furrowing and manual-reading, I have to admit that I still really don't know what I'm doing.
Is there anyone out there willing or keen to have a go? Grateful thanks if so, no worries if not...it isn't exactly the most thrilling task in the world.
Boring perhaps, but alphabet letters and digits would be very useful indeed. Unfortunately I can't help you, I'm totally lost when it comes to 3D (and even 2D) modelling.
Ed.: I posted a modified set with the front side mapped to the back and a very faint glow map added. If you don't like the glow, just modify the 'plc_az_letter_i.dds' texture to make it completely black.
Ed. 2: Number blocks added to the set in version 1.2.
CadNav has a lot of nice models, some of which are in portable formats and have a relatively moderate poly count. Here are some demonic/monstrous types I ran across:
The abomination would make a good swamp monster, Swamp Thing type creature. And for demons they are chaotic, so any form probably works for a demon due to their chaos aspects.
A useful placeable for a dungeon would be an impalled body. The one in the stock set doesn't look very good and the NWN models are too crude. There's a lot of impalling going on in Undermountain and I'm feeling the lack of a useful model.
You mean arched over due to gravity right? Because sticking a corpse placeable onto a vertical spear (from the placeable weapons pack) would generally fit that need.
Has anyone taken the veil from the NPC Zhjaeve and made it into a wearable hat/helm option?
Would be nice to have for those Bedine that feel they must cover their face . . . there really is no Elegant options other than the mask and the bandana . . . Hopeing for something more gauzy looking
A compilation pack of notable things that aren't intended to be weapons but are held in the hands, for instance mugs, shovels, wood chopping axes, umbrellas, brooms, handheld banners, etc.
With the nwn2mdk tool being available for animating placeables, I ws thinking it should be possible now to implement gibbing. There are some models available from NWN that are not of high quality, but would probably be suitable. All it needs then, I think, is to give each one an idle animation that follows a parabolic flight, plus maybe some spin. A set of them can be set to fly at random directions.
Was wondering if anyone has done any more animations for the Ree_Harvester model I see a Run/walk / idle animation but no combat animations. Cannot even get it to hold a weapon it seems.
Love the model it would make a great Firbolg for the Moonshea Isles, since those are suppose to be a bit mishapen, but its doesn't do much but stand there during a fight
"placeable" creatures, such as totems that zap players with lightning or fire (I see that sort of thing pretty often in action rpgs). Or do people do that with an immobile invisible man and an environmental object in that spot? Those would seem to require pretty minimal number of animations, possibly only a death animation since most would be immobile and generally not move in any manner. My Bedine campaign used the the Nolaloth's crystal heart stock placeable as a flying sentient crystal (Hellfire made it a creature for me).
Maybe converting a placeable to a creature is simple and I just don't know how?
In reading the D&D description of the "Skulk", it sounds like they would be a fairly easy porting project. You just need some hairless, nearly naked humanoids with gray skin and a semi-transparency vfx applied. Plus a blueprint, of course.
zwerkules gave permission for his assets in here to be converte. They would complement the RWS Adobe stuff nicely. I've never done a nwn1->2 conversion, so don't know what all is involved.
zwerkules gave permission for his assets in here to be converte. They would complement the RWS Adobe stuff nicely. I've never done a nwn1->2 conversion, so don't know what all is involved.
Well it's do-able, of course, but it would be several months work. Especially if you want to consolidate the various texture files. Presumably you'd just want to create a bunch of placeables out of the buildings.
Many thanks for that.
The scarecrow thing has been dealt with too. No further help required.
Dark
Aka Pariah Dark, EvilShade, Pariah
In theory it should be possible to extract a mesh from an exterior area and use it to build a matching mesh in a 3D editor. The data is stored in the Save Directory .trn files, within the "TRRN" packet as a set of vertex- and triangle-blocks. These provide the X/Y/Z coordinates of each vertex of the triangle mesh. The required file format information is available in Tani's "TRN fileformat" document.
This method could be used, for example, to extract a cliff face mesh, which can then be retextured and inserted into the game as a placeable. Just in case you wanted to beautify an area.
Bob – Vault Projects · Nexus projects
Hello all! I know it's about a billion years later since the release of NWN2 and people's interest has very likely waned (at least in the OC). I'm not even sure anyone will even see this or respond to it! But...I had some thoughts after replaying the OC recently, and I was wondering how one might go about modding the original campaign? I've only ever dabbled with the NWN1 toolset, so I have no idea what I'm doing... I've tried googling, but a lot of the resources I've found have either been removed or go into a lot of detail around designing your own campaign. But so far, I haven't been able to find anything regarding moddifying the original, or creating mods to be inserted into the original.
I know my question is super broad... What I wanted to do by modding the OC is essentially fill in a lot of what I consider to be "gaps". For example, Duncan. I thought there was a lot of potential to explore that relationship. He's family, he is clearly concerned about your well-being, but it just falls flat. I wanted to add the potential for a few quests with him in Act I. I mean, you're family so you can stay at the inn but...you're family, so you can help out! So a simple chore quest, a fed-ex quest, and maybe even a moment in Act I or II where you go to a random clearing with him to visit the gravesite of one of his old adventurer friends, maybe hear an interesting story about the old days. All in all, nothing ground-breaking, but adds a little meat. Maybe in Act II during the trial, he could privately talk to one of your companions (Bishop if you're female, Neeshka if you're male) and try to convince them to take you away from Neverwinter, as he is worried that the Luskans might actually succeed with their evil plot. Obviously, both companions would refuse, it's nothing more than flavor. And later in Act II, to add conversation about you getting Crossroad Keep, how Sal goes to work for you - something that the game doesn't acknowledge ever. And then finally in Act III, a moment before Neverwinter goes on lockdown where Duncan comes to you to tell you to take care of yourself or something heartfelt.
I know additions like that are overall meaningless (and I'm probably the only one interested in such details), but I liked the idea of trying to fill in some of the forgotten relationships in this game. Maybe explore more with Daeghun. The game sets up the potential for an interesting relationship with your father (whether you view him as such or not) but ultimately gives up on it. I feel like Obsidian gave up on a lot of the characters and your relationships with them. So I wanted to do something about! I just have no idea about how to go about making these additions and wondered if someone couldn't point me in the right direction, or at least tell me if what I want to do is beyond a noob like me and I should just give up...
Thanks for your time!
yes. Recently i've been breaking the original campaigns out of their stock modules, so i can do well whatever i want to them. It requires technical knowledge, knowledge of systems and subsystems ... been doing this for 15 years (total) and didn't dare attempt it before now.
seriously, you'd want at least a half-year of gimicking around in the toolset before trying to change plot-lines in a module as large as the OC.
what strikes me as the head-banging part (re. Duncan et al.) is getting a grasp of what several plot-variables are already doing, then being able to find them, change them, and introduce your own, consistently and thoroughly - finding a particular variable (all instances) is like looking for a needle in a haystack
I'm not saying you shouldn't; just have a lot of spare time, interest, and (technical) cleverness if so.
Ah, okay. Well it's good to know. The time and interest are there, but not the technical cleverness. Ooooh well. Thank you for your honesty and reply!
You should add on that content to SoZ. It's a much more modular campaign and much easier to tack on insulated quests and stories to. Add your own areas to the world map and pursue some of those ideas of yours.. since SoZ is essentially the sequel to the OC.
Just food for thought.. Takes way less technical sneakyness and needle in haystack finding.
Vault Submissions
I never atually played SoZ... I was too mad at MOTB! Though in general, I found the MOTB story really interesting, as a continuation of the OC, I hated it. I was very bitter about the "rocks fall, everyone dies" ending. And then my game bugged out at the end of Act II and there was nothign I could do to fix it, so I abandoned it in fury.
What I heard about SoZ was that it was a separate compaign that had nothing to do with the Kalach-Cha/Spirit-eater, and since I didn't have any closure with any of the plotlines up to that point, I just avoided it. But what you're suggesting sounds interesting... My question then becomes, (if SoZ is a sequel but a different character) how do you mean to implement it with SoZ's story?
It's a different character because they were sent across the world to Thay.
However a lot of the NPC's you left behind on the Sword Coast are still there.. and actually a few NPC's from MOTB showed up too.. I don't wanna get into spoilers. You should definately give it a whirl. I think you might be surprised.
Alrighty, I definitely shall. Thanks! :)
Here's a little experiment in adding tinting to some NPC models:
The head green/blue tint components use a different set of slots from the body, so that's handy. Looks like the flesh tones need a little more tweaking.
rjshae I really like what you got going here. I wouldn't mind even a taller indoor tileset to tuck a dragon or 3 into. I think having a tileset that has such a large ceiling height would be very useful for many of the dungeons and caves that I want to build. I don't like using the exterior with modified skybox for a few reasons.
I think I made a few SI tiles with a lowered floor for PJ in the latest expansion set. I'll have to check...
One boring but universally helpful idea: standalone alphabet letters. Particularly useful for modern or sci-fi signs (BAR, HOTEL, SALOON etc)
https://opengameart.org/content/3d-alphabet
These are pretty generic (or would be without the rainbow texture) - I was planning to add an emission in Blender to make them glow, but to be honest, after some hours of brow-furrowing and manual-reading, I have to admit that I still really don't know what I'm doing.
Is there anyone out there willing or keen to have a go? Grateful thanks if so, no worries if not...it isn't exactly the most thrilling task in the world.
Boring perhaps, but alphabet letters and digits would be very useful indeed. Unfortunately I can't help you, I'm totally lost when it comes to 3D (and even 2D) modelling.
Grog you will want to retexture those letters and add a glow map to each Model. That should solve your issue..
If you wanted to make them light up though.. then you might wanna think about texturing it as Lights.. Hmm Hmm
I posted the set of letter models.
Ed.: I posted a modified set with the front side mapped to the back and a very faint glow map added. If you don't like the glow, just modify the 'plc_az_letter_i.dds' texture to make it completely black.
Ed. 2: Number blocks added to the set in version 1.2.
Fallout: Faerun. Faerun post apocalyptic.
Maybe because I just finished Fallout 3, Fallout New Vegas, and Wasteland 2.
Somebody could investigate porting this to NWN2:
https://neverwintervault.org/project/nwn1/hakpak/modern-classes
A set of modern portraits could be useful as well.
I'd like to get a hold of the BG2 remake areas (Athkatla and Amn mostly).
CadNav has a lot of nice models, some of which are in portable formats and have a relatively moderate poly count. Here are some demonic/monstrous types I ran across:
I have no idea if these have equivalent D&D monster types.
The first would make a good golem. The other two are demons ... who knows what they look like :)
PJ
A useful placeable for a dungeon would be an impalled body. The one in the stock set doesn't look very good and the NWN models are too crude. There's a lot of impalling going on in Undermountain and I'm feeling the lack of a useful model.
You mean arched over due to gravity right? Because sticking a corpse placeable onto a vertical spear (from the placeable weapons pack) would generally fit that need.
Right, a 'natural' pose while impalled. Most of the corpses are laid flat for placement on the ground, and they are missing their underside mesh.
Damn rjshae!! Nice Finds! Gonna play with these bad boys see if I can steal an existing rig..
Stick some trousers on that abomination and it'd make a pretty serviceable super mutant!
I filled my own request before I could even make it here. Equippable snowballs.
https://neverwintervault.org/project/nwn2/model/snowball-weapon
Has anyone taken the veil from the NPC Zhjaeve and made it into a wearable hat/helm option?
Would be nice to have for those Bedine that feel they must cover their face . . . there really is no Elegant options other than the mask and the bandana . . . Hopeing for something more gauzy looking
With the nwn2mdk tool being available for animating placeables, I ws thinking it should be possible now to implement gibbing. There are some models available from NWN that are not of high quality, but would probably be suitable. All it needs then, I think, is to give each one an idle animation that follows a parabolic flight, plus maybe some spin. A set of them can be set to fly at random directions.
Was wondering if anyone has done any more animations for the Ree_Harvester model I see a Run/walk / idle animation but no combat animations. Cannot even get it to hold a weapon it seems.
Love the model it would make a great Firbolg for the Moonshea Isles, since those are suppose to be a bit mishapen, but its doesn't do much but stand there during a fight
If there are more animations for the Harvester, I haven't found them. It also makes for a formorian, since they are supposed to be heavily deformed.
That's probably because the skeleton doesn't have the expected attachment points (ap_hand_right for instance).
"placeable" creatures, such as totems that zap players with lightning or fire (I see that sort of thing pretty often in action rpgs). Or do people do that with an immobile invisible man and an environmental object in that spot? Those would seem to require pretty minimal number of animations, possibly only a death animation since most would be immobile and generally not move in any manner. My Bedine campaign used the the Nolaloth's crystal heart stock placeable as a flying sentient crystal (Hellfire made it a creature for me).
Maybe converting a placeable to a creature is simple and I just don't know how?
In reading the D&D description of the "Skulk", it sounds like they would be a fairly easy porting project. You just need some hairless, nearly naked humanoids with gray skin and a semi-transparency vfx applied. Plus a blueprint, of course.
https://neverwintervault.org/project/nwn1/hakpak/tileset/arabian-nights
zwerkules gave permission for his assets in here to be converte. They would complement the RWS Adobe stuff nicely. I've never done a nwn1->2 conversion, so don't know what all is involved.
zwerkules gave permission for his assets in here to be converte. They would complement the RWS Adobe stuff nicely. I've never done a nwn1->2 conversion, so don't know what all is involved.
Well it's do-able, of course, but it would be several months work. Especially if you want to consolidate the various texture files. Presumably you'd just want to create a bunch of placeables out of the buildings.
Get MDBCloner to handle objects with multiple textures. https://neverwintervault.org/project/nwn2/other/tool/mdb-cloner
Fix the texturing on the Dragonlance "Safety Net" placeable, the texture doesn't fit the fabric. https://www.dropbox.com/s/llqzzk2fzzaerfw/sunshade.7z (0)
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