A compilation of the creatures from the List of NWN2 Creatures. There are blueprints for all creatures so they are all ready to be placed and used. The blueprints should be pretty accurate to 3.5th ed, with variance for the limits of the nwn2 engine and trying to remain as much as possible using stock game abilities (so the rust monster doesn't have it's special ability). For creatures with no 3.5 equivalent, I just used my judgement making stats.
April 17, 2021: Added Fleder and Harpies by Black Rider. The NWN1 Harpy conversion is now deprecated. The blueprint exists but no longer places a creature.
March 14, 2021: Added Granma by cuiilv. Added Warforged by Yaddaman. Added Iron Defender by jestemwlodzimierz. Added Dynamic Gith by ummm... me.
February 23, 2021: Added Cockatrices by 4760.
February 2, 2021: Added New Creature Models by Rashi that had been released since that pack was first released. Rashi's creature models moved to non-replacing models.
January 3 2021: Added New Creatures Incoming by Naku35
September 26 2020: Added Menagerie by rjshae
August 2 2020: Added Jude Creature Pack 1 by Jude Inc.
May 2 2020: Added Rotfiend by cuiilv
March 28 2020: Added Magic Broom by Gnomocratic Agent
November 28 2019: Added Stone Giant and Marut by rashi.
October 5 2019: Added aquatic creatures by rashi from https://neverwintervault.org/project/nwn2/prefab/creature/underwater-creatures. Basic blueprints are included.
June 2 2019: Added raven by rashi from http://modgames.net/load/neverwinter_nights_2/prochee/novyj_familjar_voron_raven_familiar/499-1-0-23873 I have only added it as a separate creature, but all the blueprints to use it as a familiar are included.
June 30 2018: added Witcher Golem by cuillv https://neverwintervault.org/project/nwn2/model/witcher-golem , blueprints are copies of the clay golem, additional white based texture model.
Creature reskins: these are reskins of stock game monsters. Adds things like treants based on different stock game trees, alternate glow colorations, and white based texture options. Directions for their use: Copy the contents to your module or campaign, they will show up as options in the cloth armour variants of the main creature (the default is cloth option zero). No 2da editing necessary. If you don't want a particular model, just delete the files for it. You do not need to have consecutive numbers, so you can only use model 4 for instance, the cloth armor variants only show models that exist. Because NWN2 uses an n-1 system for appearances in the armor set versus the model name, the model numbers below correspond with the n-1 variation, so the 04 model is appearance 03.
If you find a bug or want to submit an alternate blueprint or make an improvement, let me know.
Attachment | Size |
---|---|
Creature Reskins February 11 2018 (588) | 59.88 MB |
test_creatures.7z (284) | 867.13 MB |
Thanks Kamal. I expect this will save a ton of time while building modules.
Nice collection.
We need more of this. This along with the Tileset project and the Placeable Cornucopia might well be the CEP of NWN2 that we need - high quality content in an easy-to-use package. I hope that someone with the time, skill and passion to do it makes compilations of other things as well - VFXs for example (sadly I'm lacking in 1 and 2 of the above, or I might try it myself). And what about a good TS plugin pack?
vfx's are easy to make a compilation of. There's no 2da work needed since you just place them in the campaign/module/hak folder, make blueprints and are set. Anyone can make a compilation of them.... hint hint hint..
There's a spells.2da file here - is it compatible with Player1 spellfixes 3.42, do you know?
The custom entries in the spells.2da included here are listed in the project description. I fon't know what other projects have, but you could always leave out the entries from here and update the creatures to use different abilities.
In other words, you've haven't done anything to the other rows? If so, then it should be compatible. :-)
Great work, kamal - completely essential.
There is ONE thing here I wish was different - the .2das generally fail to merge with others, and when I open them in Notepad they are right-aligned. Have these been edited using the .2da editor in toolset itself? I don't know if this is true anymore, but in earlier versions that generally resulted in .2das that were "corrupt" somehow.
That said, everything seems to work when used in a new module, it's just that I can't get it to work with my existing .2das in my own campaign (this also applies to the Placeables Cornucopia - the .2da merger won't read the files in the "big packs", but has no problem with reading my existing ones).
(Actually, I'll check the 2da editor I use now and compare it to e.g. TabularFramework and see if it behaves strangely - maybe that's the culprit here, not YOUR .2da files...)
I only use the toolset 2da editor to edit 2da files.
Even on my old tablet this looks like outstanding work. Can't wait to see these in hi res tonight.
Are there polymorph ids? I am curious.
There is no custom polymorph.2da included.
We must protect Kamal's life at ANY COST¡¡
Here's a list of the creatures in the compilation:
Great!! Look as a CEP , all the best!!
You are not very specific..
Hi, I'm new here. could anyone explain to me where it will go to have it in a standard campaign
Just to clarify, these are intended to be used by builders creating new content. This is not the sort of material you can drop in override to change the OC/MotB/or SoZ experience.
Hope that helps.
E X CE L EN T
Great work, kamal - nice to see that this community still has a little life in it after all these years! I appreciate the efforts.
Can anyone explain... in horrid, painful, basic detail, please... how to deploy this content for someone that is taking his first stab at building a module / campaign in this sadly venerable, but cool toolset? I understand that for a builder it will likely be a combination of override (for building), hak, and erfs... maybe. Or something...
That's where I fall down. This collection appears to be a massive pile of disparate files - no haks, erfs, or whatever that I would otherwise recognize.
Is the content supposed to be transferred completely into a massive hak? Multiple haks? Override folders for building?
Can I pick and choose stuff to avoid a monster (pun intended) hak - and if so, how does one go about that without breaking 2das or anything else connected? Or must I only use it in totality as is because it is interlinked in some thaumaturgical way incomprehensible to ignorant mortals?
And assuming I get it deployed for building... what does one then have to do to extract used portions into an appropriate hak for players? Or not? Or...????
Thanks ahead of time for a thoughtful and not too rude to a pathetic noober response... this is cool content and I'd like to use some of it.
Is there anything you know of in there close to a Sasquatch? I scanned through these but didn't see anything.
Sasquatch? If I had to pick a creature model to use as a sasquatch, there is the uthraki reskin listed as a gorilla, it's here separately: https://neverwintervault.org/project/nwn2/model/gorilla
Yeah, I think the dark one will work. Thanks.
Hey Kamal, I just got to this. Awesome work, looking forwards to seeing all these critters working :)
Very very very thanks!!!
We needed an 3CEP and that is very usefull!!
GREAT COMPILATION,
But that's easy to fix: open the blueprint, and in the dropdown list for appearance select "Harpy". Alternatively, move Blackrider's line for the harpy in appearance.2da to line number 2110.
Great work, though I would like to see that appearance.2da cleaned a bit. ;-) Also, I had trouble with some of the models "bleeding" when using the ones from this pack; they look normal when I use the original package. One example is the Hook Horror by 4760.
There must be something in either the .2da or another folder that keeps interfering with this particular model, as the same error occurs if I copy the files from my own temp work where I have these files, and where it works. Once I copy them to the corresponding folder in this compilation, the model does not work anymore. I notice that there are options for "Clothing" (tinting?); could these create problems somehow?
Great content, thank you, thank you, hugs kisses, I would throw money if I had any