These are 470 placeables I converted to NWN 1 from the game The Witcher 1.
If windows appear transparent and you want them to have reflections instead, uncheck 'static' in their properties.
The upload before the latest upload added huts, houses, walls, fences and a church. Note: There are doors in this hak that match the buildings, but you have to add them to your genericdoors.2da yourself if you want to use them.
The latest upload fixes a few placeables that had shadows turned on and adds more rose bushes.
Credits: All models (and associated textures) in the files were taken from "The Witcher 1".
Thanks to Tchos for converting them to NWN 2.
Thanks to The OneBlackRider for sending me models in a format gmax can read.
Attachment | Size |
---|---|
![]() | 66.35 MB |
![]() | 67.18 MB |
![]() | 30.71 KB |
Your a peach, Zwerkules. Thanks a lot!
Wonderful job. Much appreciated!
Fantastic work – so many useful things in here!
Thanks very much for doing this (and thanks also to CD Projekt Red for allowing the conversion).
The only suggestion I have is to adjust the use dummies on the chairs – at the moment if you attach a 'sit' script to them the PC will sit facing east, regardless of the direction the chair's pointing.
I added two use nodes to the placeables and it seems the game always favours use node 2 instead of 1. I'll have to remove the second use node for chairs and also for chests to make it easier to open them.
Mega thanks for this.
Delightful work! Whether it's a conversion, or all new content, you're always the best, Zwerkules.
A wonderful addition for any builder! Thanks Zwerkules!
FP!
Amazing work, Mr. Zwerkules! Thanks a lot!
Friend Zwerkules,
This old game never gets old because of content providers like yourself! Thank you for contributing such wonderful conversions to the community!
Not all textures were directly from the Witcher, if you started from my NWN2 conversions. I needed to make changes here and there when I converted them, and in a number of models I had to assign new textures, as well as create new UV mapping. Conversion thread is here. This is an enormous project which is not yet 50% complete.
The mirror issue you mention is probably due to my having tried several approaches to making it appear reflective, not all of which functions the same in NWN1 as it does in NWN2.
Though I used your models as a base, I took the textures directly from the game. I had to adjust some transparencies too, but in a different way than for NWN 2.
The mirror is one for which I took the original texture and modified it. In NWN 1 the reflections are handled by applying a texture to the transparent parts of the models texture.
While another mirror works fine the snake one has reflections AND transparency where it should only have one.
I have to check if maybe I set the alpha of the reflective part of the mirror to something else than 1.0.
The snake mirror is the only mirror that I set up in that particular way. If you want to correct something that so far I've left undone (the models are still to be considered works in progress), the examination table with the many round structures attached to its top is supposed to have those round structures be reflective on their flat surfaces, as they're also mirrors.
Also, several of the models are modified from their original forms, both in UV coordinates and in geometry. For the house, for instance, which is as yet incomplete, I had to create its UV coordinates entirely from scratch.
It would be good if you included the full list of credits and information that I put in the package, with your own name and credits added, distributed in the hak. I wanted to be very meticulous about it.
Well done Zwerkules, Tchos... That's what I love with this community... Collaborative spirit is a powerful force, and we all benefit.
So many useful things here that the placeable list has needed for a long time.
Especially the Suits of armor, scroll library cabinet.
Everything has a well worn and used look. Great for any gothic setting.
Thanks Zwerkules
Another fantastic job from your side!
Ive been trying to get this hak to work with Project Q and im pretty bad at this end of it all. But I watched a video on combining haks and tried merging this with the ProjectQ placeable hak but no luck.
Any pointers? Thank you so much also theese placeables are awesome man!
The placeables.2da is compatible with CEP 2.6. If you want it to be compatible with Project Q instead, take the placeables.2da from the project Q 2da hak. It ends at line 5000. Add lines 5001 to 12255 from the placeables.2da found in the witcher hak to this file and put it in a top hak (the hak with the highest priority).
If you want it to be compatible with CEP and Project Q both, I'm sure some people have already combined those two. Search the vault.
That worked perfect thank you! This has been a delight I've gotten to use some new placeable, and I learned a thing or two and feel much more comfortable when it comes to combining haks.
Thank you very much for not only the hardwork but also the helping hand.
Thank you!
Awesome! Thank you for improving these, Z.
Ugh... I can't believe you included that horrible bag (#5 in "whole01.jpg). It was an untextured low quality mesh that I slapped a rough texture on for the sake of including a bag, before I found the one with the sweets coming out and made an alternate version without the sweets (the one you have as #1 in that pic). I'd rather remove that ugly bag from my release, but it'll still be in yours, I guess.
At least the individualised pieces of fruit I made from the ugly platter that contained them all are better examples of my work. (Same with the cage variations.)
Did you finish texturing the rural house in whole04.jpg, or is it still as I left it, with an incomplete chimney and some other flaws?
The rural house had a few smeared textures on the inside (roof) and one side of a wall also missing on the inside. I fixed those, but didn't see that the chimney is incomplete. I don't know what the chimney should look like.
As for the bag, I could replace it by a brown version of the cookie bag with coins instead of the cookies. It's possible that nobody has used it yet.
I have the mirrors on the examination table working. Because the table had chains which have to be transparent I couldn't activate reflections for the whole placeable. I made the mirrors a separate mesh with its own texture and added a txi file so that only that part of the placeable had reflections.
I also incoluded the text file from your project.
Yes, I don't think there's much of a risk that anyone has used that bag yet. The coin bag replacement sounds like a good idea, though I haven't yet converted any of the coin models, if I recall correctly.
Good to hear you have the mirrors working. In NWN2, transparencies and mirror-like surfaces can be in the same mesh, but with no true reflection.
For the house, I didn't expect anyone to use the interior, so I didn't attempt to texture it. I believe I left some small edges of the window shutters smeared. The chimney's texture on the upper stack clearly is mapped to the wrong part of the map currently, most obviously on one of the sides, and the stack doesn't match the base. That house was an extreme pain, as I had to remap the entire thing manually, and I hadn't gotten around to finishing all of it.
A later placeable, a roasted pig on a platter, I made by taking a spitted pig model, removing the spit, and combining it with a platter from elsewhere.
Very nice work Zwerkules, I really like everything you have made so far, please keep it up.
Woot! More great stuff.
Wow!! Just wow!!
I can't open the placeables.2da , every time I export it out of the hak and I try opening it I get this error:
That's because this is based on the CEP's 2da file which has 17 instead of 14 fields. Those extra 3 fields are used by all CEP placeables, but not for the ones that came with the game. Those only have 14 of the 17 used. This works fine with the game, but the program you use expects every single field to be used instead of just creating empty fields if some of the fields at the end of a row are unused.
My placeables.2da is based on cep 2.4 (Currently trying to update to 2.61 + this pack of placeables), any ideas to fix this problem?, I've read that this pack is made for cep 2.6 somewhere, but I want to check it myself...Obviously I don't want to use a 2da I wont be able to open in the future.
You could try and see what your program does with too many fields. Maybe instead of throwing an error it will just ignore the extra fields. Open the 2da with a text editor,
remove the rest of line 3 after "Static" and save. Better make a backup of the 2da file before you do this. Then try to open the edited 2da file with your program and see what happens.
If the placeables.2da from CEP 2.61 just has more entries and didn't change the lines that only have 14 instead of 17 fields you won't be able to open that with your program either.
The lines for the witcher placeables don't overlap with any of the lines reserved for the CEP, so they can just be copied and inserted after the last line in the CEP 2.61's 2da file with a text editor.
I can do that for you once I get a hold of a placeables.2da file from CEP 2.61.
Great gift.
Very good, thank you!
Thank you for these, they are greatly appreciated.
Excellent! Thank you for this!
:-) Pap
Wow!
Thanks for latest fix! All works, i сhecked them all)
Good to know. Thanks for checking.
Very useful project for building more detailed and realistic areas. Great contribution, thank you!
10/10
Edit: having a Project Q compatible version is a very useful addition. You are extremely talented as a content creator and also very kind in providing quick help with things related to your projects. Many thanks!
Love the content and I am trying to incorporate it into my mod made with project Q.
But I am at a los where the q-compatible placeables.2da has to go or which file it is supposed to replace.
You have to make a hak for your module into which you put the placeables.2da. The hak you madeneeds to have higher priority than the witcher hak and the q-hak that contains placeables.2da. Just to be sure, place it at the top of your modules hak list. This is why such haks are often referred to as "top-haks".
I still don't seem to get it.
I tried the orignal wicher.hak with a CEP module and it works 100%
so i thought I replace all the placeable lines from the witche.hak with the lines from the q-compatible placeables.2da but it only produces C++ errors. I know I sound like a dummy but I still have no clue how to make this work.