Welcome to the D20 Modern Team release 2.2!
This is the first edition of the haks for the D20 Modern 2.2 release. Please note that they are as yet under testing and developments still, though some are more complete than others. The class changes and additions being very much so as the base module is still receiving scripts for the new classes, with these being under development while I run a campaign.
It's intended to be fully reverse compatible with earlier versions of D20 Modern project haks, except in the case of heads, portraits, loadscreens and skyboxes where some have been replaced to provide improvements or variety without crowding haks.
Additions, primarily from the Custom Content Challenge, are fully credited in the text files within each hak but contributions include:
A big thankyou is given to all these creators for their awesome contributions. Additions, primarily from the Custom Content Challenge, are credited within the individual haks.
Important: When creating new characters in the base module you must use the following technique exactly:
Load NWN, select New -> Other Modules -> choose Modern Base -> select Use Premade Character (do not select New Character from the first menu) -> then, select New Character button below the Show Pregenerated Characters checkbox. If you don't do this, the game will crash, so be sure to do it as described. The use of Recommend should be avoided as in some classes this can cause points to be placed in skills not used in the D20 system.
Current HAK list:
mdrn22_class (if using class system)
mdrn22_portrait
mdrn22_creature
mdrn22_placeable
mdrn22_item
mdrn22_head
mdrn22_load
mdrn22_cloth
mdrn22_tile
CEP2.65 haks and other tileset haks below here if you choose to use them. Note some of the creature templates currently access CEP scripts and templates included in the cep2_add_sb_v1 hak therefore you are advised to include this as the final hak in the list.
If you prefer the old heads and/or loadscreens then simply replace the related hak(s) with your preference from either the 2.0 or 2.1 hak sets.
Added all-in-one full download by Paphjort. Sorted into folders.
Note: While not essential the haks are intended to be compatible with CEP 2.65 and its use is recommended, but in all cases priority has been given to D20 models where clashes occur. All placeable models are available but reverse compatibility with earlier versions of D20 Modern haks has been preserved and CEP models relocated. Similarly priority has been given to existing modern clothing and helm models and in some cases CEP models have been relocated for inclusion, but not all and the armour class of some CEP and Bioware clothing has been adjusted. All other haks prioritise D20 and will overwrite CEP with few or no models relocated. Hence in all cases the correct model may be not be identified by CEP templates and armour class may not be as expected.
Attachment | Size |
---|---|
mdrn22_full.7z. Includes everything. Sorted into the right folders. (0) | 830.51 MB |
mdrn22_placeable.rar (976) | 288.23 MB |
mdrn22_creature.rar (0) | 110.41 MB |
mdrn22_tlk.rar (0) | 157.15 KB |
mdrn22_portrait.rar (0) | 43.8 MB |
mdrn22_ambient.rar (791) | 24.45 MB |
mdrn22_music.rar (798) | 139.27 MB |
d20_documentation.rar (821) | 1.9 MB |
d20_modern_update_erf.rar (776) | 894.36 KB |
mdrn22_cloth.rar (871) | 43.75 MB |
mdrn22_tile.rar (908) | 159.51 MB |
mdrn22_head.rar (864) | 37.67 MB |
mdrn22_load.rar (0) | 78.88 MB |
mdrn22_item.rar (743) | 33.49 MB |
mdrn22_class.rar (656) | 443.45 KB |
modern_base_2-2.rar (871) | 1.1 MB |
D20 Modern haks will seek to update to CEP 2.65 usage for this release so please check the notes on CEP inclusion above.
A couple of more haks added but if you downloaded the portrait hak prior to posting this then please note the 2da file was incomplete and a fresh download is recommended.
More haks are available together with copies of the documentation and an upgrade ERF. These have not been comprehensively bug tested and may be subject to update. A notification will be posted if they are changed.
Great work as usual! Keep it up!
Is there demo module for 2.2? I can't make vehicles to work.. I can get in but controls does not work at all. Can't even exit it.
I've been trying to load the demo module with templates so haven't uploaded it yet, however the driving scripts shouldn't have been changed as I haven't messed with them for years. I've just tried to keep the adaption up with additions and have never actually used the option in my own scripts.
What I would suggest is removing the on_chat module event script. It was a feature added in 2.1 to aid functionality for players and DMs in campaigns but if I remember rightly the old vehicle scripts used chat to control them. In which case there's a chance that's what's causing it. Give it a try and let me know either way.
Removing d20_on_chat did not fix issue. Could be some EE specific thing.
UPD: looks like I found what's up. Your dmfi_plychat_inc does not have vehicle code at all. I found old vehicle mod and integrated it successfuly.
Wow, cool! Could you share it with us? I never got the car system to work and would like to see how it feels! Thanks! And of course BIG thank you to Vanya Mia for keeping D20 Modern alive!
Update: Oh, got the cars working too. I found this file: https://neverwintervault.org/project/nwn1/other/patch/d20-modern-vehicle... by accident and it seems to work! Never noticed it before... strange, but awesome!
Ahh, it's probably a result of changes to the listening NPCs. DMFI, if I remember correctly, was updated by the team for the 2.0 version. I've never used it as while it's fun for single player modules I found it a bit clunky for party play. I built my own appearance change vehicle system and later incorporated into the 2.1 version as an alternative.
I'll try and get it into the base module if it doesn't break the use of DMFI, or at least include a proper link so people can update if they wish.
There are many skills and feats that use driving so it's kinda waste if there is no driving at all.
Work has been a dog of female gender but an updated and slightly polished item hak has now been added, which should hopefully be followed with the remaining haks and the module by next weekend. *crosses fingers*
Aaaaand while adding to the heads hak I spot that I accidentally placed PHoD's Ugliest hak in my 'additions' file folder there instead of in the clothing folder. The KotOR aliens and helmets are now included in an update. So much for being organised!
The head hak is now available, as is the loadscreen. Changes for the head hak are listed above but the loadscreen is a rename for now as I ran out of time at the moment. If you should prefer the older more extreme looking heads then simply revert to the 2.1 version of that particular hak.
The base module is having a few final tweaks and will then be uploaded, but unfortunately probably not with all the templates in place, and the VFX classes remain incomplete.
Hopefully I'll begin work on the base module again in a few weeks time but in the meantime if any bugs are noticed with the haks then please post.
I am very happy that you have put such good effort into keeping and updating these hakpaks for so long, good Vanya Mia! This has made life easier for all of us, especially the Noire loving module makers who are fans of good old fashioned gangster roleplay. Thank you for bringing this new life to our tentatively planned modules. I wish you the best fortune, good sir/madam, in your real life related things, and hope that good fortune comes this easily to you as it did myself when I was looking for a modern hakpak for this century old game!
It's thanks enough that people still use the work begun by some giants long ago. :)
Hey guys, great work on this!
I wanted to let you know that if you use these haks as-is and try to host a multiplayer game players will get an error "Server disallowed an item" upon character creation.
This is due to the chargenclothes.2da file being changed. For whatever reason, the game doesn't know what to do with modified ones and errors out. There are two solutions to this:
1.) Get Beamdog to fix it.
2.) Remove the modified chargenclothes.2da file and use the HOTU one.
Obviously #1 is preferable, but until that happens my recommendation would be to remove the file from the haks.
Is this with NWN EE? I have not yet checked the haks under EE and would be surprised if that was the only problem. If you're running the haks under EE I'd be very interested in what you have found.
The system never really liked the chargenclothes.2da anyway, it may be one of the reasons why you cannot create characters on server and simply tell people to "pick this class for this class" and it's not a big loss if this is the only issue.
This has been a problem ever since d20 modern launched years and years ago. It happened on both 1.69 and it's also happening now on EE.
I think there's also a problem with at least one creature model in the toolset. It started throwing errors when I was going through the available models. Will need to try to reproduce it.
I'm not using the class hak so there could very well be other problems with that in particular. But as far as character creation without the class hak goes - it's only the chargenclothes.2da file that causes character creation to fail.
Huh. I have never had such a "Server disallowed an item" error but then I always get mine to create locally and supply the BIC. Creating on server has always been a problem as it does not allow the haks to be loaded in full, and I have always used the class hak so that's always been necessary. If you aren't using that hak or the base module as a start that going to be why you get the error, as it will try to assign an item that has no recognised template when trying to load the character.
This should be an easy fix by moving the chargenclothes.2da file to the class hak, and use a way of managing the items a player starts with completely with scripts from the base module for those who are not, but it won't be for a few days as I can't get on the machine where I have the haks. For those who aren't familiar with the set up I think the chargenclothes.2da is in cloth hak. Open up that one and remove the chargenclothes.2da file and the problem should go away.
I'll post when the change is made.
With respect to the creature model, I've never come across any problem so far - though the higher poly ones do cause issues when actually playing. If you can spot which it is then please let me know and I'll try to get it resolved.
Yeah, I've always run into this problem - even back on 1.69. I don't ever use the class hak. One cool feature about EE is that it loads haks at character creation.
In regards to the chargenclothes.2da file: Moving it to the class hak will help those who don't want to use the classes, but servers using this class hak will still get this error because for whatever reason the game doesn't know how to handle the custom entries. The only real solution (to my knowledge) is to remove it, or replace it with the HOTU one. Something to keep in mind!
I've run into a walkmesh issue on the D20 Modern Interior tileset. You're able to run along the edges of the area. Screenshot: https://imgur.com/a/cHZing8
Thankfully, you can get down but definitely wanted to call it out.
Also on this tileset there are some really weird visibility issues where NPCs can and can't see you, even in the middle of the area. It's like there are line of sight problems on some of the tiles, maybe?
Haven't been able to repro the creature bug issue I ran into the other day but I'm keeping an eye on it.
Hrmm... again, never triggered that walkmesh issue but then I rarely use that interior except for the subway additon. Same for the visibility issues. Vahnhaunt, who kindlky refurbished the D20 Modern Exterior, was going to have a look at the interior too and might pick it up. As it's based on the standard city interior it may be an inherited issue.
Also I had completely forgotten that NWN EE loads the haks before creating a class. In which case, when I get time, I will simply remove the chargenclothes.2da and replace the clothing received via the standard one with modern templates via scripting.
trying to test the modern base.mod on NWN:EE , keeps crashing on the "packages" option during local character creation.
Yes checked, local character used, was single player.
Can we get a EE workshop version put up?
We're using this on one of our pw's and i noticed there was an issue with the double doors on modern interrior. The little black plane that covers the openings to the double wide doors is way off in space and looks messed up when you use it. I fixed the 4 offending tiles and figured you may want them. https://www.dropbox.com/s/1iqqnmaoj7eewiv/tiles.rar?dl=0 Thanks for this mod set it's great.
Outstanding work updating this beast, Vanya Mia! Many great additions and thanks to the people providing fixes too!
Nevermind it seems to be working fine now
I've actioned a quick fix for NWN EE and removed the chargenclothes.2da from all haks, including the class. Current tests are showing that players can make characters on server rather than locally, and the "recommended" button seems to provide an appopriate distributions. Players should still not just take a 'package' as stands, they have never been adjusted, and should always customise their choice. I'll get the recommendations above changed as soon as I'm sure the new approach does not throw up more errors.
In another note it seems that there are some weapon issues in NWN EE games. In game models appear to be fine but their inventory icon will sometimes show parts associated with a fantasy model. I've not had time to thoroughly investigate but it's likely to be because the original team didn't put null icons in for all of their null models because the original slots were empty. I'll post when a correction is in place.
I fixed a ton of stuff on scifi base tiles. Patched a ton of holes and made a few slices so the top fades away correctly. I've not done any work to the roof parts of the tiles yet just the base parts. Plugged lots of holes.
https://www.dropbox.com/s/l159hp8zdaymw54/scifibase%20fixes.rar?dl=0
Thanks for that. I'll have a look at them. Any help in tidying up this kind of thing is welcome.
Could you do a single download as a zip or rar file?
If you click download on the top right and hit direct download it'll give you a rar with all of it.
Got it, taa! Will incorporate when I can.
Got it, taa! Will incorporate when I can.
Vaya Mia ,
I've ran into a big snag for me using this in default NWN ( Gog version) , untested in EE ( hadn't gotten that far) , when trying to add -nudes- , and Mill Tailoring clothing tailor modles. This was of course with cep 2.65 enabled as reccomended.
I've tried checking which files are causing conflicts, and that list is many/extensive. I'm not a hak merger or 2da guru.
The tailors won't cycle through anything, I get a " too many instructions error". > While I could get around this issue , i'm inclined more to have characters be able customize thier own looks, as opposed to buying what I create to put into shops/ect.
Previous d20 modern haks, with-out the CEP dependancy worked just fine with clothing.
what do i need to look for to maybe resolve this?
In my module, the story is post apocalyptic , -think deadland/mad-max/wasteland- type stuff. I needed nudes and some of the "fantasy" clothings for the portions with slaves, captured people. i could remove that portion, but i'm not certian it's causing the conflicts, as i'm not dealing with "nudes" on the tailoring dummies.
The body tailors, work just fine as intended, so no worries there.
Just confused as why the tailoring ( clothing ) models won't work correctly.
I never use Mil so can't be sure but it's because D20 has it's own 2DA files for clothing and a large number of models that either aren't accounted for in terms of model numbers and/or replaces these "nudes" you speak of, as D20 model numbers are favoured instead of CEP. The "too many instructions" error seems to indicate a script is not finding the values it wants and therefore running into an error. You'll have to tell me exactly what you are trying to add in terms of both scripts or haks in order for me to help further, sorry.
"In another note it seems that there are some weapon issues in NWN EE games. In game models appear to be fine but their inventory icon will sometimes show parts associated with a fantasy model. I've not had time to thoroughly investigate but it's likely to be because the original team didn't put null icons in for all of their null models because the original slots were empty. I'll post when a correction is in place."
Hi Vanya, any progress or solution to this? Maybe just a guide if you found out how to fix this (so a builder can just correct the few weapons used in a mod) ?
Thx,
Pap
When I try to start a D20 modern module (like the modern base 2_2) I get an error "Could not load the Module. missing required talk table". I have installed everything from the download section here. I have also installed CEP.2.65
Do I need anything else?
Edit:
I tried to also install Version 2_1. There i can load the Modern Base module
Did you put Mdrn22_tlk.tlk in your tlk subfolder?
There is no Mdrn22_tlk.tlk in the tlk folder, but Mdrn21_tlk.tlk is there. This might be the reason why 2.1 worked and 2.2 didn't.
Thx a lot
Just download Mdrn22_tlk.rar and put the contents in your tlk folder.
TR
Great things in there!
Updated with an All-in-one download of the Modern d20 2.2 files sorted into the right folders.
Great collection of modern custom content, and the new all-in-one package is much appreciated.
Just a word of warning if you install it: the file "it_materialcloth.wav" in the ambient folder will act as an override and globally replace the sound of cloth and leather when equipping armour with the sound of a modern zipper, even in any fantasy module that you might play afterwards. If you don't want that but you want to keep D20 installed, delete this file or rename its extension so NWN can't find it anymore.
Just wow.
I've always had an interest in this project so I sort of bread-crumbed my way from 2.0 to 2.2 while checking out Surazal's NIT. I've read posts including where the conversation went off into the site-admin list. Like one of the interlocutor's there, I've got personal experience with licensing stuff, though mine's more about sharing licenses in the free & open source software area.
So
As my dear ol' granpappy would say, "Y'all done good."
Glad to see this is WIP since my last visit. I hope you are in good health there wherever there is.
OMG !!
I had forgotten to vote !
Can I please vote 10 more than once ?
Great work Vanya Mia !!
Please don't stop your curations....The custom content community should really send some more loving your way !!
I KNOW I voted on the D20... but... that was probably millions of years ago in the Late Triassic back in IGN days... So I'll do it again now... Good to see the project's still going and lots of thanks to Vanya Mia and all the content creators involved - um, except myself, obviously, 'cause that'd be bizarre and rubbery and narcissistic...
PS:- Killmonger, your current Wolf avatar looks exactly like my dog when she's put in the bath...
Hello folk. I've noticed the small flurry of posts as I was notified by email, I'd totally forgotten that happened, but am here simply to say that life changes mean I am no longer able to support the development of this content.
Should anyone wish to take up the banner that is fine. Create yourself a new project thread that contains a link back to this one. Please do remember to credit earlier authors in anything you wish to add. The haks contain all details of those who have contributed or gifted their content down the years.
Happy modding and I wish anyone wishing to take up the banner well. :)
Thanks so much for all your work on this. Great stuff :)