VERSION 2.1 Release
Version 2.1 is the newest release of my Bioware Creature Override.
In this release I have fixed the broken animations of the Gorgon, Earth Elementals, Brass and Bronze Dragons, Huge Iron Golem, Clay Golem and Stone Golems.You should now be able to use AD's oldstyle elementals as well. I also fixed deformations in the German Sheppard and Bugbear models. The updated Appearance 2DA has been included. If I have missed any others please let me know.
This new hak adds only few more new creature additions than version 1.1. What I have done is clean, fix and optimize all the models in this pack. I then compiled all models which should improve performance. All models are now viewable in NWN Explorer because of this, so what you see is what you get, The only models that don't appear in NWN Explorer are the a_ prefixed models and they are nested animation models and that was intentionally done by me.
What's not in the hak. The new Gnolls where not included, as I could not fix those models, they where just to many errors which caused serious game problems. I have also not included some in work models I was hoping to release in this version. The Female Orc and new Slaad, they should be in the next release as this release was basically to make all creatures perform better in game. I have also not updated the Creature Override Manual so it will not be included in this patch as well.
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Sorry uploaded only the hak file last time the new 7z file contains the nwn patch.ini file. Remember put the hak in your patch file and if you arent using Zwercules tile override haks edit the nwn patch.ini file and remove everything after biocreatures.
Damn, where did you get a proper cow and do its animations work? The hellhound and gnoll, while looking good in a way, look too much out of place.
I believe all animations are working at this time. Although I have not done in depth testing of all the creatures and hopefully people will let me know if I have broken any other bioware normal assets or if the override models are not working properly.
When you download the pak it comes with a catalog that details all files associated with each new model including the persons responsible for there creation. The catalog list the model, 2DA references in the portrait and appearance files. It also list the animation super, all associated textures to include the associated Blueprint (UTC) files involed with the paricular model. So say you don't want to use the hell hound or gnolls the catalog should lead you in the proper direction for removing the involved files from the hakpack and mold it into the pack you want.
Some of the textures are standard bioware textures and will not be in the hak, and only the Blueprint (UTC) I have personally altered are in included in the hak and will be found there, others are bioware standard blueprint (UTC) files should not be touched,
Thanks for your comments Zwerk, and may this post find you well old friend. Take care and keep up your most excellent work.
Zwerkules: I prefer the highland cows included in... I think it is ancarion's animal pack. While I agree with you on the hellhound and gnoll having a very different style, they do look better than the originals. I think ancarion's has some dire wolf and hellhound options that would look much better, but mine is the black, doubleheaded, CODI hound. Gnolls, unfortunately, don't have many options. Maybe the werewolf overriding models that look out of Dragon Age or The Witcher could be used as basis. Sorry that I can't offer better pointers to all those resources; I've been using them for so long I can't exactly place their origin anymore.
Jedijax you are absolutely correct the cow is from Ancarion's animal pack but the hellhound is also from that same pack. All authors that created these models are credited in the included PDF makes a good souce document of each model hopefully it will help people tailor this pack to there own needs.
Sounds and (judging from the screenshots) looks pretty awesome. I'll make sure to check it out later.
It's great to see you're still around, dude!
Boodah How heck have you been? Good to hear from you old friend welcome your input. I still have to choose alot more models as I'm thinking Orcs, Trolls, Ogres and lots of undead are the next in release.
I can't complain and managed to get through the current situation unscathed so far. Hope you're doing good as well, my friend.
For orcs I can think of two options from top of my head: Ragnarok4s' and the Monster Mash ones Paul did. In case you want to go with the second option, I think ShadowM fixed an issue with the torso not connecting properly to the hips during some animations for his stuff.
I have faired well during the current situation, but I traveled for work and now find myself stuck in country I don't want to be in for an undefined time unable to return home. The internet sucks here too.
Haven't seen monster mash orcs Paul did and I don't believe they are on vault anymore. Seems alot of Paul's stuff is gone off the vault. ShadowM's fix was it in the Monster Mash Hak as well?
Oh no, again? I remember you being in a similar situation a few years back. I really hope you can safely return home soon.
The monster mash orcs are included in Q and CEP. I think the bugbears you included are also originally from that pack. I believe ShadowM's Fix is included here.
Welcome back. It's been a while. Keep up the good work.
TR
Thank you for the welcome back TR. Yes, it has been awhile and keep up your great work as well.
Cerv
10 stars for extra sweetness! Though, I believe there is still a lot more to add from project Q.
Please also check https://neverwintervault.org/project/nwn1/model/nwn-monster-replacer
The slaad models are especially good in my opinion.
Thank you for the kind words insightfulwhim and vote which I consider as a vote for all the great atrist in the community. I will check them out.
Cerv
Welcome back Cervantes.. good stuff !! The ettin hurts my eyes tho...
Thanks, Toro old friend, glad to see so many are still around and hope you are doing well.
The vote is for all the authors listed in the documentation. The manual is also a good tool to help build the pack to your liking for your own personnal use, I know my personnal choices are't everybody's particular choice, so the option of change is there. Hopefully the pack makes a good enough base for everyone to start ther own particular build.
Thanks, Shemsu-Heru the votes are for all artist that have made the great models over the years and you my friend are a very big contributor. Good to hear from you glad to see your still around in the communnity.
Are you still working the Dark Sun Project?
It seems that the "c_golstone.mdl" is breaking all models that uses this animation. Tested with Earth Elemental and Stone Golem (And Amethyst Dragon's Classic Elementals) and all of them are static. Their animation started working again after I removed the "c_golstone.mdl" from my module.
Aside from that, very awesome pack!
Edit: The Vanilla Brass and Bronze dragons animations are very weird.
Stefano have you downloaded version 2.0 yet? I made some mistakes in the appearance 2DA you will need to download it as well and add to the version 2.0 hak and let it overwrite the current one in the hak. Please let me know if this fixes everything.
I was using version 1.1 which was the latest version (at the time of my previous post). Will update to the newer version 2.0 and reply with info. Thanks!
Finished testing. Everything seems to be working fine besides the water elder, it doesn't have animations but no big deal since I'm planning on replacing it with a custom one.
I've downloaded the 2.0 update and while the change to c_golstone has been corrected thus no longer impacting the Earth Elemantal and other creatures that use that base model, the animations on the Clay, Stone and Huge Iron Golem in your package still do not work. Is this maybe a question of your a_ba (or a model in its heirarchy) being different from stock?
Orth I have a new appearance 2DA uploaded. download it and add it to the version 2.0 hak and let it overwrite the one in the hak. Please let know if it fixes everything.
That did the trick, all good with those now. I'll keep you up to date if I find anything more. Cheers!
Love the update to the update to the update system! Did your cleaning fix shadow tearings tho? Many creatures have horrible shadows, so I was wondering.
I did not even check shadows, so if it had shadow problems before it still probably does. That is one thing I am not going to try and fix. I have literally spent days trying to fix one shadow before and I haven't got that kind of time.
My intention was to fix problems that caused lag and models that wouldn't compile.
I have found some models that snapping and wielding verts has made some small deformations to it. I will be posting a version 2.1 to address that problem and also clear out the update to the updates thing with the 2DA file.
Just a note I use the Shield Guardian reskin pack here https://neverwintervault.org/project/nwn1/hakpak/shield-guardian-reskin
I had to change the setsupermodel references from c_goliron to c_golem_iron in the mdls.
Glad you were able to fix it yourself. It is hard to predict what other are people are using as well as the Override pack. Thanks for posting hope you enjoy the override pack.
(if you have small packs of creatures and you need help adapting them to the override, I should be around to help.)
Absolutely brilliant that you are still maintaining this! Guess I'll have to overhaul my patch haks...
I see you have removed some models which were working fine I believe (e.g. Six' IMProvements) from the compilation; is there a particular reason? I liked them.
Good choice on including the CCC's Uthgard Barbarians and waitress, they are gorgeous models. You might want to look into including the gypsies from the same CCC as well. I've been using them for a while now. Weird to see Duncan's face in every inn, though - or maybe I'm just still too familiar with NWN2.
PS: Could you tell us whether this compilation is still compatible with CEP? Your old version had a dedicated "creature top.hak" and "cep_creature.hak" for compatibility with CEP.
Many models still don't have animations or textures! for example, evil eye, iron golem, ogres and many others...
Hey, are you rigging these using armatures? I'm trying to make a variant of the standard goblin model in Blender, but the parts of the goblin are moving all over the place and aren't in alignment with the armature itself.