Neverwinter Vault

Expand AllContract All -Site -My Profile -Features

Neverwinter Nights 2

-NWN2 Files -NWN2 Game Info -NWN2 Resources -NWN2 Community

Neverwinter Nights

-NWN Files -NWN Game Info -NWN Resources -NWN Community

Vault Network
RPG Vault
VN Boards
IGN Vault
Vault Wiki
· Age of Conan
· Anarchy Online
· Asheron's Call
· Dark Age of Camelot
· City of Heroes
· D&D
· EVE Online
· EverQuest
· EverQuest 2
· Final Fantasy
· Guild Wars
· Lineage 2
· Lord of the Rings Online
· Middle Earth
· Neverwinter Nights
· Pirates of the Burning Sea
· Rise of the Argonauts
· Star Wars Galaxies
· Tabula Rasa
· The Matrix Online
· The Witcher
· Titan Quest
· Two Worlds
· Vanguard
· Warhammer
· World of Warcraft

Planet Network
Planet Hub


The Web   The Site  


- Jump to comments -
Title  'True' Secret Doors & Illusionary Walls Demo
Author  JemyM
Submitted / Updated  08-08-2003 / 08-08-2003
Category  Combos - Tilesets
Expansions  Works on all versions
A thing we created for the Eye of the Beholder II module (, and like to share. This demo shows how 'true' illusion walls / Secret Doors can be built, that not only stop the Minimap from revealing the secret, but also limits your line-of-sight. Better Illusion Walls than this can probably not be done with NWN! It is still a work in progress, and therefore without detailed instructions.

The following are words from The Hanker Chief, author of the module: This module and hak pack demonstrate my implementation of secret doors and illusionary walls that I developed for the Legend of Darkmoon project. The system is based on cutting an extra corridor into existing tiles and creating placeables out of the cut portion. I have made two versions of these placeables, one which you can walk through, and which you cannot. This demo only has two tiles completed. known issues: Since the illusions and secrets are placeables, they have different lighting properties when compared to the tiles themselves. This can reveal the prescence of a secret door or illusionary wall using this system. That said, the best way to fool players is to use the walls in dark areas. Also, curiously, the walls do not agree in appearance in the toolset and in game. Enjoy, The Hanker Chief

I will open a forum thread on the nwn boards where this can be discussed as soon as the file is uploaded.


Submitted: 08-08-2003 / Last Updated: 08-08-2003
2 votes
View Stats
Cast Your Vote!

Add this entry to your portfolio so you can track it
Manage your existing portfolios or create a new one.

You Must Be Logged In to Participate.
Comments (15):

Posted by Visvalor at 2012-10-09 15:29:23    Voted 1.00 on 10/09/12
Doesn't work. It's red in the toolset with no placeable option. If it does work the creator should include a tutorial or read me file.

Posted by Luinaria at 2010-01-25 09:07:42    
Sorry, this may not be on the right subject..
I've searched for hours and to no avail, how do I set a Starting Location for a created creature in my own test module? I can't find it on any of the Wizards nor can I even place Standard creatures in the module. Items like tables, chairs, windows and the such have no issue but the creatures won't drag over. I am really having a problem here and couldn't find the appropiate forum.
PLEASE HELP. is my email

Posted by Timbo ( ) at 2003-08-18 06:05:00    
Me again. I have no wall texture, just a black hole where there should be one. No other haks are installed. I had a look in the hak with nwviewer & the wall is there. Puzzling

Posted by Timbo ( ) at 2003-08-18 05:22:00    
Hi Hanker Chief, You need the corridor in the top of the main room for it to work! Looks really cool. Top job!

Posted by The Hanker Chief ( ) at 2003-08-13 16:28:00    
Timbo, only 2 tiles are done for the demo so there is only one condition in which the toolset will let you paint "Secret Door"
the screenshot shows the floor diagram, the "secret door" crosser only works on the East wall of the Northeast tile of the central room, and the West wall of the Southwest tile of the central room.

Posted by Timbo ( ) at 2003-08-13 05:00:00    
Hi Hanker Chief. Open up the tool set started a new level, re-created the map you have here & no joy. I select the secret door trrian type and the box that follows the mouse around never goes green so I can't paint the tile. Mmm, if I get time I'll pull apart the.hak file and see if I can see what the issues is.

Cheers, Tim

Posted by The Hanker Chief ( ) at 2003-08-12 15:15:00    
Regarding compatibility:
-Theoretically-, the .hak should work with any version of NwN (I have not tested it). The module, on the other hand, is probably not backward compatible.
Therefore, if non SoA users are adventurous enough, they could attempt to make the demo map themselves.
The screenshots on nwvault should make it clear which two tiles actually support the new crossover type.

Posted by Timbo ( ) at 2003-08-12 05:05:00    
Agreed, it doesn't work with 1.30 nwn. Complians about a newer version of the toolset. Bother, looked like what I needed.

Posted by Anonymous ( ) at 2003-08-11 17:27:00    
Does NOT work on all versions. I am getting an Expansion Pack error when trying to use this Hak, so I am guessing it's SOU comaptible, not NWN stand alone compatible.

Posted by Georg Zoeller ( ) at 2003-08-11 08:14:00    
That really reminds me of those secret doors in the old gold box games and the EoB series where you tried to bump in any wall ... nice!

"I feel a slight draft coming from the north..."

Posted by JemyM ( ) at 2003-08-10 14:27:00    
Oh. I wasnt aware of that. Well, sorry about the inconvenience then.

Best Regards

Posted by The Hanker Chief ( ) at 2003-08-10 13:55:00    
Thanks, Den of Assassins. However, contrary to what Jemy said earlier, I already had updated the .itp for the public demo. The new crosser type should appear as 'Secret Door' in the toolset palette.

Posted by Den of Assassins ( ) at 2003-08-10 07:59:00    
re: custom tile name... in ITPTool the first element:

VALUE = This is the name of my tile or group

Posted by JemyM ( ) at 2003-08-10 01:41:00    
The really cool part here is that neither the minimap, nor the 'fog' reveals the area behind the door. Until you pass through, there is no way to tell that there is something behind the wall. I was testing out the other Illusion Walls, but decided to not use them becouse of this. Up to now I have used scripted 'jumpers' that move the character to the other side of the wall in an uncool way. Now I can use this instead. :)

In fact, first time Hanker Chief sent this to me in a demo I completely missed the Illusion Wall and coulnt tell what was so special with his little 'demo' :)

Our entire module is built up with the Castle Interior tileset, although we use a couple of reskins. Its still the Castle Tileset models thou. Becouse of this, our job is likely done for now, but I hope someone likes the idea and completes the rest of the tilesets.

Also, we couldnt find a way to name custom tiles, so right now the custom tile is named "Barbarian", and some more custom tiles must be fixed to make it possible to place the walls anywhere. Right now they can only be placed at the end of a corridor - to the corner of a room.

Best Regards

Posted by Sorphales ( ) at 2003-08-09 21:21:00    
Looks very promising! Especially the fact that you used places for the illusion doors that no one would expect at first. Lady blood had some illusionary walls and Danmar, too, but both had quader-like secret doors, like a whole quadratic wall-segment.

Thanks a lot!

Please make more of them for other tilesets also ;c)


You must be Logged In to post comments in this section.

Most recent posts on the MMO General Boards
Analyst: Star Wars: The Old Republic Could...Analyst: Star Wars: The Old Republic Could Sell 3M: more numbers
- last reply by Acao on Aug 15, 2011 06:15 PM
which class will your first character be
- last reply by Blisteringballs on Aug 15, 2011 05:50 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 05:00 PM
New Community Content!
- posted by Vault_News on Aug 15, 2011 04:00 PM
NWN Idea Database Update
- posted by Vault_News on Aug 15, 2011 03:46 PM
Missing Votes for NWN2 Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:40 PM
Missing Votes for NWN Hall of Fame
- posted by Vault_News on Aug 15, 2011 03:39 PM
Random Questions and game altering suggest...Random Questions and game altering suggestions!!!
- last reply by ArkadyTepes on Aug 15, 2011 03:22 PM
State of the game?
- last reply by LyricOpera on Aug 15, 2011 01:37 PM
Yesterday streaming, now demanding downloa...Yesterday streaming, now demanding download :(
- last reply by Sinane-tk on Aug 15, 2011 10:23 AM


IGN Entertainment
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds
IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.

NWN2 Hall of Fame

HOF NWN2 Original Hakpaks

View all Hall of Fame entries

Neverwinter Nights 2

TOP NWN2 Modules

NEW Modules

NEW Reviews

NEW INTL. Modules

TOP Hakpaks

TOP Gameworlds

TOP Tutorials

TOP Prefab:Areas

TOP Blueprints

TOP Plugins


TOP Other

TOP Visual Effects

TOP Scripts

TOP Tools

TOP Movies

TOP Models

TOP Characters

Hall of Fame

HOF NWN Modules

View all Hall of Fame entries

TOP NWN Modules

NEW NWN Modules

NEW Reviews

TOP Intl. Modules

TOP NWN Hakpaks

TOP NWN Gameworlds

TOP NWN Models

TOP NWN Portraits

TOP NWN Scripts

TOP NWN Prefabs


TOP NWN Movies

TOP Sounds

TOP NWN Textures

TOP NWN Creatures

TOP NWN Characters