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1 month 2 weeks ago
NwN1
Project
Gameworld
Forgoten Realms Prefab Area
Hello everyone, I'm creating a module that will bring a world of Faerun prefab. 
The idea is to make empty (but complete at the same time) areas of Forgotten 
Realms and regions. With the tag "lore-friendly" whenever possible. There are 75+ 
areas that include shadowdale, daggerdale, much of Cormyr and others.

This idea came to help anyone who wants to build some mod without the need to
1 month 3 weeks ago Article
Tutorial
Tutorial "how to add custom content to existing NWN2 modules"

I received a few requests, and saw several posts asking how to add custom content to existing NWN2 modules or campaigns.

Since I didn't find any tutorial explaining how to do this (I mean, there are several tutorials, more detailed than mine, but they don't show the full workflow from downloading the custom content to using it in a module created before the CC was released).

So here's a quick how-to to allow new objects to be used in the OC (for example).

3 days 8 hours ago
NwN:EE
Project
Model
2W - Citizens

9/16/2020  UPDATE, So recently I decided to go in another direction with this. I have deleted the project to avoid any possible conflicts down the road that may occur. Sometimes we tend to perpetuate errors as we fold project x into project xyz.. Anyway rest assured, I want to release a project that is fundamentally sound so although I don't have to start from scratch , it may take awhile to reach a version worth releasing..  This was always just a prototype and the aim was for people to preview the anims to see if they liked it..

1 month 2 weeks ago
NwN2
Project
Original Hakpak
Jude's Creature pack 1

Here are some creature models i put  together while doing a study on c_ models.

I've edited the appearance.2da to include these monsters in your toolset for use. The entry ranges are from 650 - 664

the model references are:

1 month 3 weeks ago NwN1
Project
Gameworld
Two Old Persistent Worlds

These are two persistent worlds I made and hosted from 2002 to 2006.  They are linear play action worlds.  

Underdark Adventures was run from about 2002 to 2004 or so.  UA was run from close to the date of NWN release (ahh the ICB bug still chills me) til it was retired for the next mod.  It didn't use persistence except for by way of token items so should work out of the box.  Underdark Adventures can be played from start to finish if you like as a coop; it has a beginning and an end.

1 month 3 weeks ago
NwN:EE
Project
Visual Effect
Painterly Shaders for NWNEE

A painterly shader based on https://www.reddit.com/r/shaders/comments/5e7026/help_making_an_oil_paint_post_processing_shader/

Put it on your override folder and turn on High Contrast on your game options. You can dial up or down the effect by changing thes Radius inside the file, the default is 3.

Thanks Clippy for all the help!

1 month 3 weeks ago
NwN1
Project
Hakpak
Aquatic Plants & Underwater Corpse

This is a series of water / underwater plants.  Best used with v.14 preview or later for fancy water transparency.

Plants were ripped from Assassins Creed: Origins and are normal/spec mapped.

Below is a list of plants included:

1 month 2 weeks ago
Bioware Creature Override Version 1
NwN1
Project
Hakpak
Bioware Creature Override

After a two year break I returned to find all this new great content made be this great community. Zwercules Bioware Tileset hak caught my eye on how much it improved the game overall.

1 month 3 weeks ago
NwN:EE
Project
Hakpak
Oblivion Weapons

Yes, it's the weapons from Oblivion, I ripped them !

It includes most of Oblivion's weapons with normalmap.

I still haven't done the uniques, staves and expansions, I plan to release them as update.

So for now you have daggers,shortswords,longswords,greatswords,one handed axes, two handed axes,warhammers,maces and longbows ranged from iron to daedric.

Icons are a bit ugly and you may find some weapon's size not really matching the other ones from the same category. They were so many...

I have put the baseitems.2da from project q for the weapons to appears.

1 month 2 weeks ago
NwN1
Project
Model
Giant Statue Parts and Golem Head

These are models from Divinity OS - EE. 

Giant/golem parts were ripped and scaled to 50% original size.  The body parts were retextued with a higher res file taken from DOS2 terrain files.  Both then had normal/spec maps added.  There is a hole in the back of the head so placement of the golem head model is limited to its back against a wall or cliff or similiar.  

 

2 months 4 days ago NwN2
Project
Tool
Sort Merchant Store

A simple command run from the Plugins menu that sorts the inventory of Merchant Stores according to the item-types listed in BaseItems.2da

github: https://github.com/kevL/nwn2_pi_storesorter

2 months 5 days ago
NwN2
Project
Original Hakpak
Wooden Lathe

Wooden lathe, medieval tool for woodwork and carpentry.

This is only the placeable. It requires editing placeables.2da and adding a row with its information.

2 months 1 week ago
NwN1
Project
Original Hakpak
ZugothNDeadly's Komodo Pack
Komodo dragon, one of the world's largest and most venomous lizards from the film Komodo(1999).
Welcome to the bottom of the food chain.
 
 
 
 
Included are:
 
 
 -1 Komodo dragon
[9 Komodo dragon reskins]
  -1 Komodo dragon black
  -2 Komodo dragon cyborg
  -3 Komodo dragon gray
  -4 Komodo dragon green
  -5 Komodo dragon green2
  -6 Komodo dragon molten(Komodo dragon in its molten, twisted form, much like Deathwing from the Warc
1 month 3 weeks ago
NwN:EE
Project
Hakpak
CRYMN CEMETERY HAK
This is for use on my server Crymn Cemetery, an undead oriented PW.  CEP Required.
 
This hak pak makes books equipable in the off-hand, adds customizable player and weapon appearance, makes Barbarian Rage, Bard Song, Curse Song, Divine Might and Shield instant cast at all player levels,  fast rest, no alignment restrictions, no class XP penalties, and a gold value adjustment for item properties to prevent inflation from the loot system for Crymn Cemetary.  Magic Rods are now a small weapon of 1d4 bludgeoning damage (Added VFX for it).
 
In this lat
2 months 1 week ago
Castle Interior Dark 1
NwN1
Project
Tileset
Castle Interior Dark Override

Hi,

 

With Ancarion's blessing, I have converted his Castle Interior Dark into an Castle Interior Override.

This override has specular maps, made for EE. You can use it for 1.69 also it just wont have the spec maps, which means you will have to remove all the files labeled with _n.dds and _s.dds at the end (e.g: tic01_floor00_n.dds and tic01_floor00_s.dds)

You can either:
 

2 months 5 days ago
NwN:EE
Project
Hakpak
Re-Worked Dynamic Illithid
Thanks to whoever made the Illithid head models and textures, and hands. 
 
Included are:
-Welded Illithid heads.  Some of the original heads weren't welded properly, so I fixed that
  Another fix I made was to the shadows, the original head shadows were doubled up.
Female heads are slightly smaller
 
-Support for horse riding including an adjusted animation file (h_$a).
-Edited animation files (a_$a, a_f$a).
These are INVAL
2 months 1 week ago
NwN:EE
Project
Script
Log4NWN

In the (very loose) spirit of Log4j, here is a logging system for NWN that includes logging levels.

All variable options set at module level.

Set variable LOGGING_ENABLED (int) to 1.

Set variable LOGGING_LEVEL (int) to the desired logging level (0 - None, 1 - Error, 2 - Warn, 3 - Info, 4 - Debug, 5 - Trace)

Set variable LOGGING_ENABLED_FILENAMES (int) to 1 if you want to be able to control which script files get logged.

For each script file you want to log, you must set a varialble "log_" + filename in lowercase as an int to 1.

2 months 1 week ago
NwN:EE
Project
Module
NWN Campaign DM and Builder Bundle

The NWN Campaign DM and Builder Bundle contains five PDF guides and two module packages designed to provide everything needed to start DMing and building multiplayer campaign modules in NWN:EE. The NWN:EE Multiplayer Resource Page at Neverwinter Connections, which exists to support the NWN MP community, has individual links for the above items, as well as a number of additional community resources (Neverwinter Vault module lists, tutorials, etc.)

** PDF guides:

1 month 2 weeks ago
NwN:EE
Project
Original Hakpak
Dynamic Satyr

Introducing the Dynamic Satyr!  These are made from rearranged NWN satyrs.  They're similar to the Wemic from CEP.  There are 6 original satyr heads that I made.  Some CEP Parts are included as well as horse-riding support.  

 

7/12/2020  added an animation file for the female version which fixes hooves being slightly in the floor.

7/16/2020 female no longer swings torch back and forth while running or walking.  Also fixed female shoulders, they'll fix the female half orc's as well if you run them through the Model Renamer.

 

2 months 2 weeks ago
NwN:EE
Project
Hakpak
Eurgiga robes with horses and project q

Hello, this is Eurgiga robes combined with horses.

 

So now you cant mount !

 

It is made for project q it just override the last 3 robes of it.

(Sorry for that, when i renumber the eurgiga 's robes in 2da it screw them, don't know why...)

 

 

Thanks to Eurgiga for his great work :

https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/eurgigas-robe-based-armors

2 months 2 weeks ago NwN1
Project
Tool
Average Damage Per Round Calculator (ADPRCalc)

The ADPRCalc is a Python 3 script that calculates the Average Damage Per Round an attacker does to a target.
The main use of the script is comparing multiple attackers against multiple targets without needing to hit a combat dummy hundreds of times in-game.
The base script is made for vanilla NWN1/NWNEE but it can be modified to work for non-vanilla environments.
It can also be used to calculate other combat-related values, such as the average number of successful Devastating Critical hits per round.

2 months 2 weeks ago NwN1
Project
Other
The Sinfar Builder's Guide Collection

An Indexed PDF of Builder Information for Sinfar PW Development.

2 months 2 weeks ago
Castle Interiors
NwN1
Project
Tileset
Biocastles

This project contains two hak files that add high-ceiling versions of the Bioware castle interior tilesets. Though minor changes were made to some aspects of the tile designs, the overall style of the originals was maintained as much as possible.

2 months 2 weeks ago
NwN1
Project
Tileset
Versatile Dungeon - EE
This is an update to Maxam's Versatile Dungeon at https://neverwintervault.org/project/nwn1/hakpak/tileset/versatile-dungeon
 
Changes are:
 
- Enhanced existing textures with normal and spec maps for EE textures.  I went for a subtle look on this pass, so if you swap it out with existing content, your aesthetic should not be very disrupted.
 
- Fixed water so that it will comply and shine with new shaders (8193.14 preview or later required)
2 months 2 weeks ago
NwN1
Project
Tileset
Classic Dungeon - EE

This is an update to Maxam's Classic Dungeon at https://neverwintervault.org/project/nwn1/hakpak/tileset/classic-dungeon

Changes are:

- Enhanced existing textures with normal and spec maps for EE textures.  I went for a subtle look on this pass.  

- Fixed water so that it will comply and shine with new shaders (8193.14 preview or later required)

- This should "override" any existing work with Classic Dungeon if you just swap the haks out.

Thanks!

2 months 2 weeks ago
NwN1
Project
Model
shadguy's Bowl of Mixed Slaad

shadguy's Bowl of Mixed Slaad
July 2020

This hak contains as number of quick and dirty slaad reskins.  Someone on Discord was interested in these reskins, so I decided to share on the vault for whomever else may be interested, as well.  Original models by Bioware.

Texture work was likely done with Gimp or Irfanview.  Models done with notepad or notepad++.

A file of appearance.2da lins is included; you'll need to integrate those to use these in the game or toolset.  No new portraits are included.

1 month 1 week ago
NwN1
Project
Tool
Set File Editor

The Set File Editor makes it easy to apply, record and package changes to Neverwinter Nights SET files.

Set File Editor version 1.0.1 Released on 10 August 2020

This release introduces some refinements and resolves some issues.

Extract the file you downloaded to a temporary folder and double-click Setup and Run.exe, which guides you through the installation and launches the Set File Editor. The installation program uninstalls the previous version of the Set File Editor before installing the new version.

2 months 1 week ago
NwN:EE
Project
Original Hakpak
Dafenity: Original RIP 2

 

UPDATE!!

So! As the new banner says, this is the Hippie Edition! Without any delay, this is new:

 

  • 4 boats
  • 1 altar
  • 116 models for vegetation! Plants, bushes, vines, you think!
  • 74 trees!

 

2 months 3 weeks ago
NwN:EE
Project
Module
Reborn Horrors

Another tiny side quest for 7th to 8th level characters.

 

I reccomend playing with a fighter type character, but that is up to you.

 

This module uses project q. If you have trouble loading it in linux, because it is "missing the required tlk table",  you may need to create a copy of your project Q talk file, and name it projectq.tlk. Note that the q is lowercase, when it starts uppercase.

2 months 3 weeks ago
NwN1
Project
GUI
Alternate Main Menu

Custom splash screen that attempts a remake of the original. I really missed the default splash screen and couldn't find an image large enough to make a 1920x1080 version, so I made something that would be as close as possible.

This is a 1920 x 1080 remake/rework of the original Neverwinter Nights title screen and will override the new splash screen released by Beamdog.

 

*Installation*

Download the attached file and then unzip the three files inside to your override folder.

**Note**

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