Step one complete, all creatures from rjshae's creature list are now unpacked and sitting messily in one folder, barring my reskins which I can add anytime since they don't require 2da editing. Next step is unifying the numerous appearances.2das into a single appearance.2da, then unifying things like wingmodel and tailmodel because of the creatures that use those.
Unified but untested appearance.2da: https://www.dropbox.com/s/50u2u3jftbchs2q/appearance_2da.7z (0)
spells2da ranges:
1216-1220 Mephits
1505-1506 Catapult/Munitions
1551 Shambler
Step one complete:
Step two complete, the various appearance 2da files have been unified into one untested one. The 2da reservation wiki also got a lot of updates.
Next up is unifying the various other 2das the creatures require for use, mostly wingmodel, tailmodel, and spells, and documenting the spell 2da additions since that's a commonly modified 2da.
Are you planning to provide some common blueprints?
I am excited to see this pack completed.
PJ
A goal is to provide a basic blueprint for each creature. By that I mean a copy of the standard human blueprint, but assigned the creature appearance, name, and tag, not statted out or anything. Someone else can work out fully statted out blueprints.
Thanks for your work on this, Kamal. A set of stat-complete blueprints would be useful. Maybe when you're ready, you can provide an ERF file of the blueprints and we can divide and conquer?
Bob – Vault Projects · Nexus projects
That's a good plan, there not so many that we can't take a dozen each and get a working set together.
PJ
Good news, it looks like there are a lot of blueprints already in the various creature packs.
More good news, only 3-4 creatures needed blueprint adjusting so far out of this many, (nolaloths crystal heart was made into an unreleased creature for Bedine, you can see it at bottom right)
For me it is good to have a new consoldated 2da. New critters can be added as they arrive. This is going to be very useful.
PJ
Just about done checking included blueprints, a few trolloc blueprints to fix the appearance of, then start looking for appearances that don't have blueprints already.
Starting to look for things that didn't have blueprints.
What's most interesting about this picture is it has two different flying humans and a swimming human (flying and swimming other player races also seem available). The flying humans don't actually fly in true 3d of course, it's more levitation. Some Bigby's Hands are in the background.
The last batch. Now to go through and look for things I missed. Some of these have intentionally incomplete heads, jestemwlodomierz meant for them to include vfx on the head as part of the creature.
Beta upload, everything needed should be in the 7zipped file: https://www.dropbox.com/s/7dht53zeuigjyqz/test_creatures.7z (18) or https://drive.google.com/open?id=0B7gdhDfhjwa5OXVRd2hHQjc2eU0
There's a readme included, read it for the wingmodel.2da info or your creatures wont have the new wing options. MIght have to do the same thing for the tailmodel.2da
If you want to help, the module level blueprints are very basic, only the appearance and name are set. They otherwise need to have stats, sounds, abilities etc set for them
If you want to contribute other blueprints for things, feel free! Blueprint packs like Storyteller01's premade packs of npcs are useful.
Nice work!
I don't like using Global 2DA's.. Makes it too hard to find shit when I dont have the blueprint.
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Good thing I included blueprints for everything then
I don't see the Mephits.
I meant in your images. I haven't checked your downloads yet -- it's been a busy week.
ah, the mephits probably didnt make the screenshots as they are not unique creature skins, I don't think everything made the screenshots.
No one's tried it yet?
Im a man who needs his worg riders. I'll take a look through the whole set too :)
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I normally provide the creatures blueprints, but I usually try to use existing stock classification (meaning, you won't see them under a 4760 folder, but in addition to dragons, animals, NPC, humanoids, etc.)
They follow the 3.5 stats and skills when I find them.
Edit:
I didn't read the other posts before posting this, sorry.
The aarakocra and kenku have been added.
Still need someone to take care of the generic blueprints. Once that's done there can be an official release of this.
Good work kamal! I'll test your beta pack in the next few days.
Adding the otyugh, upload will finish in about an hour or so, same link. Also added a white base model otyugh and fancier tintmap.
Added the octopus and crocodile (upload will finish in an hour or so). Still need someone to fix up the basic blueprints.
Your download has eight different wingmodel.2da and tailmodel.2da files. Is it not possible to unify all of the .2da's in a single hak file?
The sound files for the Quelzarn make a decent "Serpent" soundset.
There are a few blueprints in the Mysteries of Westgate campaign:
"Your download has eight different wingmodel.2da and tailmodel.2da files. Is it not possible to unify all of the .2da's in a single hak file?"
That's what you people testing is for!
Also can you go ahead and send me those blueprints, I have too many other things going on right now.
Here's a set of blueprints for the NWN1_Converts:
https://www.dropbox.com/s/ocdjfao0muxc6mt/nwn1_converts.zip?dl=0
For some reason I couldn't get the snake to show up in the game, even though it appears in the toolset.
When did you download a file with that many wingmodels/tailmodels? I thought I had fixed the duplicate 2das a while ago, and my current files don't have that.
I'll do another pull.
Here's the blueprints that are "generic", if someone could make these into proper blueprints I can get this package out:
https://www.dropbox.com/s/uu9743hjrku8kmw/test_creatures_generic_blueprints.7z?dl=0
I'm working on the RWS creatures. It may take a little while.
The Gelatinous Cube is a size 'Huge' creature, but in the toolset it shows an AC size modifier of 0. Is there an appearance.2da field that needs to be modified?
Appearance.2da, "SIZECATEGORY"
int CREATURE_SIZE_INVALID = 0;
int CREATURE_SIZE_TINY = 1;
int CREATURE_SIZE_SMALL = 2;
int CREATURE_SIZE_MEDIUM = 3;
int CREATURE_SIZE_LARGE = 4;
int CREATURE_SIZE_HUGE = 5;
Yes that does it. Thanks. It looks there could be several fields that need to be revised.
all sizes updated (not updated in linked pack, but ready), also updated manticore to Large since that's the d20 size
Can't wait for this!
great work here!
Wordeee
I was putting together a Grey Ooze template and looked around for a way to implement its Acid body special ability. (I.e. weapons or armor that contact the ooze must save at DC 16 or be destroyed.) The Fire Elemental has something comparable, where contact can cause combustion of the attacker. Since that isn't implemented in NWN2, I decided to skip the Grey Ooze special ability as well. This should probably lower the CR by one or maybe 2.
There are several cat* sound sets. Unfortunately, when you're fighting against a feline predator with one of those sets, it sounds like you're punching out a kitten...
Added the green slaad and giant frog. Uploads should finish in an hour or two.
And the downside IS? /snark (:
The downside is no one has finished the incomplete blueprints for me yet to make a 1.0 release.
Added the cerberus / cerbere by 4760:
https://neverwintervault.org/project/nwn2/prefab/creature/cerberus-cerb%C3%A8re
I've been working on some, but I ran into difficulty with the Stirge. I've given it a bite item in the Creature Weapon #1 slot that does damage and causes a Con drain, but when I try it in the game, all it does is inflict a single point of damage. I've tried changing various things, but thus far no luck.
Maybe your tester is immune to CON drain? Or it does not use it because it lacks the Weapon (creatures) skill? Obvious I know, but sometimes it's so obvious one forgets about checking this.
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