Corpulent Commoners (Skinmeshed models) [Release 1 - Non EE and EE]
Edit: I added the EE-conversion of dafena in case that link gets lost. Thanks dafena!
These are all 8 corpulent commoner models from the game "The Witcher 1" ported over to NWN1.
This has been sitting on my HD for too long. Commoner 1 already had its appearance in the rigging-tutorial (link: see below). Finally took the time to finalize them.
The rig was completely done in Blender (2.79b) with the help of Neverblender 2.7.234.
I used the “NWN1 simplified_a_ba_v2 - model (which is available here: https://neverwintervault.org/article/tutorial/rigging-blender-279-tutori...)
as bones to rig these meshes.
Man! I tell you… The belt (texture) and the buckle! That took some time to get them to move (kind of) correctly! My respect for riggers grew a lot!
The appearance2.da is from HOTU-patch.
I put them on lines 891-898 and they appear as "[TW1] Commoner (Rotund - Male 01-08)" in the toolset, so they appear all the way to the end of the list, when applying a different appearance to a NWN1 creature.
I chose lines 891-898, because I placed “my” Geralt-entries (= 875-877) and “my” Alvin-Kid-entry (= 881) before that - though they are not included in this appearance.2da. Plan would be to add in the missing Geralts and more kids before the “rotund commoners” some time in the future.
Just add the contents of the ZIP to your override folder or a HAK.
Special thanks go out to:
Symmetric: He explained to me how to do “danglemesh” (= the small extra hair meshes on the head) in Blender (which differs a bit from the way it is done in [G]Max).
Zwerkules for his tip regarding alphas (instead of the default shiny metal) on characters and the render order, which plays a role, when combining alphas and danglemeshes (see comments on the Geralt-delivery - https://neverwintervault.org/project/nwn1/model/witcher-1-creature-conve...). It has been implemented in this appearance.2da.
I added the original textures (original DDS = non NWN1-DDS), incl. the bump-/normalmaps, so someone can add them for EE-versions. :D
BUT pay attention: The body textures have an alpha, which didn’t work for me. I replaced the alpha in the TGA-versions (now a non transparent alpha). So, if you use the original DDS-textures and they don’t show right, you’ll have to check those alphas.
Attachment | Size |
---|---|
![]() | 44.19 MB |
![]() | 9.74 MB |
There you go!
https://drive.google.com/open?id=1d_J6j8pqgWNapZLFu2pSPL0X9b7q-DMk
@ dafena: Thanks! They really look spooky now!
What do you mean with "ALL your models"? Witcher models?
Thanks for EEing them. You should make your own post with it. Be my guest!
(And maybe add EE to your 7z-file)
I have a *lot* of models from different games. Have you seen my 'Just more heads'? Well, I have the full body of each one and more.

Sadly I can't skinmesh nor slice them, it's an art that I can't get my hand on. Tried it in 3DS Max, Blender and every single time it overwhelms me.
I added your EE-conversion to the DL-section (and your name to author). I hope, you don't mind...
I could try to talk you through the process in Blender. But not before easter, becaue I'll be away from home.
Old folks next?
Thanks! I fear those skirts of the old women!
ATM I'm messing a bit with a "monster", but really only to test, how it might look (I'm still learning). There are more children, too. But old folk is a good idea, too.
Great !! guess it's politically incorrect to call them fat
Thanks! That's what I thought and renamed the creature and its textures...
Is the 2da missing from the files, or am I too dense to understand how to add these?
Edit: Updating rating to 10. This is an outstanding edition to the NWN Multiverse. Thank you.
Blind me! I did miss the 2da! Sorry about that!
Added it as a sepearte file for now until I get to pack it up as a whole.
Repacked - now the appearance.2da is included - no other changes to the pack.
I always wanted to be in a computer game
Wonder, how CD-Project got a picture of you... Well, they must have had RL-people as templates...
hmmm yes such corpulant, much commoner, very good.
Looks really good!
Did you update the release with Dafenas work so that it works in EE? (or should we just download both and replace your files with Dafenas?)
/Pap
You can download mine and be done.
But you'll need to add his 2DA lines. Right now we can't compile skinmeshed models, so it will work in 1.69 or EE. If you are using 1.69 then both _n, _s and .mtr files won't be needed.
Dunno what I am doing wrong when I add them in they show up like this for EE used the EE textures . Tried with the other set as well
https://drive.google.com/open?id=1XG9y7vC_O8YhUeb0u35YP3uVrVdEJMKw
The answer is in the projects description:
"BUT pay attention: The body textures have an alpha, which didn’t work for me. I replaced the alpha in the TGA-versions (now a non transparent alpha). So, if you use the original DDS-textures and they don’t show right, you’ll have to check those alphas."
Save those DDS textures as textures without the alpha.
As for the eyes, that texture is missing from the zip file.
I just had a look at one of the models, so I don't know if the others have the same problems, but the one I looked at has a few:
1.) This one is the worst because it separates the head from the body when the creature moves. The head skin mesh is linked to head_g which is also the bone used by that skin, so the head is always moved twice as far as it should. It needs to be linked to the model base instead. The hair which is linked to the head skin now needs to be linked to head_g instead. The texture for the eyes is not included. Also the eyes are a skin mesh influenced by just one bone. You can just make them a normal trimesh instead and link them to the bone. If the eye texture is small enough to fit into one of the unused black spots of the head texture you could also join them with the head.
2.) The belt buckle isn't really animated in any way and uses the same texture as the body I think. If that is the case, the two meshes should be combined into one. If it uses a different texture and really needs to be influenced by two bones, leave it as it is, but if it just has to move with the torso or the pelvis, make it a simple trimesh and link it to torso_g or pelvis_g.
3.) Since the hands don't have finger bones like in the witcher game and use the same texture as the body you could join those skin meshes.
4.) You left in the weapons and shields used to test the animations. They should be removed instead of just setting them to not render.
5.) Each model has lots of animations taken from a different model (maybe a_ba?). What ever that model was, you could just set it as supermodel and not have any animations on these models at all which would lower the file size considerably.
6.) All the models still look for fat_eye instead of belly_eye as the eye texture.
7.) DDS is a lot smaller than TGA and nobody really needs TGA these days for the models to work. Consider replacing the TGAs by Bioware DDSs for 1.69 and for EE normal DDS textures can be used.
P. S. The model I looked at is _m6
P.P.S. If you think calling someone fat isn't politically correct, wait till you get to the models of them women. You will certainly have to rename those because they are called "bitches" or simply "boobs".