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NWN PREFABS

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Title  Altaza Arena
Author  Ralph Stadig
Submitted / Updated  01-27-2003 / 12-10-2005
Category  Areas
Type  Prefab
Focus  Areas
Area  City
Description
Altaza Arena (version 0.95 BETA) is a single-player module and prefabricated Arena area. Althought playable as a standalone mod, intended for use by other developers in their own modules. Emphasis is on social, entertainment, and roleplay aspects more than adventuring. Very involved scheduling system allows players to both bet and watch npc arena fights between eighteen gladiators of varying levels and register to fight themselves for a purse, should they choose. Some minor subplot/quest activities possible, as well. Intended for players level four to sixteen. Combat geared towards approx matching levels, but with enough class, race, and skill variance to make betting a challenge. Both module and import file provided, plus extensive module regarding the product. Large zip file, about 7 meg, but well worth it. Single-User only, multi-user to come in future. No DM or supervision required. Complete and self-running; player can participate or simply enjoy a day off 'at the fights'!

This is an initial post-BETA release module but I am still seeking additional testers. All design is done with native NWN graphics, sounds, and objects - no additional files/hak paks are required. UPDATED 07/19/2003 (0.95) for contention corrections, increased stability fixes (aoe spells and summoned pets, guard faction reactions) and initial multi-user changes. UPDATED 12/10/2005 for numerous reliability improvements and enhancements, including the near complete elimination of previous 'guard frenzy' issues and the full use of summmoned pets.


Files

NameTypeSizeDownloads
Altaza_Arena.zipAltaza_Arena.zip
Submitted: 01-27-2003 / Last Updated: 07-18-2003
zip6.2Mb988
--
AltazaArena1.00.zipAltazaArena1.00.zip
Submitted: 01-27-2003 / Last Updated: 12-10-2005
zip6.3Mb247
version 1.00 (initial release, post beta) of Altaza Arena. Corrections from previous versions include greatly enhanced reliability and elimination of many 'guard frenzy' issues that occurred in beta releases.
SCORE OUT OF 10
9
2 votes
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Comments (37):

  1  2 Next>

Posted by rstadig at 2005-12-10 18:42:05    
Funny you should ask, Unrest...

He's baaaaaaaaaack!

This new version, my final release 1.0 release, greatly improves some problems that were occurring in earlier versions of the software. Summoned Pets can now be used freely, although a pet that flees the combat pit may still result in the guards attacking both the pet and its master. Gladiators fleeing the pit no longer spawn guard frenzies that used to result in the death of all Arena specatators. Please check the v1.00 release notes included in the zip file for more information.

My humblest apologies to those of you who have written me over the past year asking about updates to this software. But I am back now with a vengeance (and a new module in the works, hopefully), so you can finally expect to see some additional fixes and improvements to my prefabs; not only this one, but others, as well.

This final release version is stable beyond my wildest dreams! I have had to remove invisibility spells from one gladiator sorcerer (Galad), this is an issue I will continue to be looking at in the days ahead. Also, I have not yet had the opportunity to test this module in multi-user mode: Should any out there who read this be interested in setting up a two or three person test for this purpose, please feel free to contact me.

Feedback still desperately wanted, so feel free to contact me if you have any problems with this new update, or suggestions for future enhancements!

Posted by Unrest97 ( 64.83.xxx.xxx ) at 2004-08-22 20:48:00    
Ralph,

Hey there, just wondering if you're still doing any development/improvement to this content. I ran across it while I was looking for a suitable arena prefab (to either draw ideas from, or to implement), and was astonished when I found this.

I am currently in the planning stages of an original campaign (writing the script, story/background, geography and cultures of the "world"), but I do have some light development work done. Anyway, what you've created here would be downright perfect (with some customization to integrate it into my setting) for a latter portion of my campaign.

It's been awhile since any posts have been made to this page, so I just wanted to see if you've since retired from working on it, or are secretly milling away without informing the rest of the world. Anyway, I would really like to see where this project stands for you--let me know if you're not too busy. Thanks. ;)

-Unrest

Posted by Unrest97 ( 64.83.xxx.xxx ) at 2004-08-22 20:47:00    
Ralph,

Hey there, just wondering if you're still doing any development/improvement to this content. I ran across it while I was looking for a suitable arena prefab (to either draw ideas from, or to implement), and was astonished when I found this.

I am currently in the planning stages of an original campaign (writing the script, story/background, geography and cultures of the "world"), but I do have some light development work done. Anyway, what you've created here would be downright perfect (with some customization to integrate it into my setting) for a latter portion of my campaign.

It's been awhile since any posts have been made to this page, so I just wanted to see if you've since retired from working on it, or are secretly milling away without informing the rest of the world. Anyway, I would really like to see where this project stands for you--let me know if you're not too busy. Thanks. ;)

-Unrest

Posted by Nizidramaniiyt at 2004-06-01 14:45:20    Voted 10.00 on 06/01/04
I was waiting for just the mod!

Posted by Old_Scores_Transfered at 2004-02-20 10:30:20    Voted 8.00 on 02/20/04
This is a compilation of the old system into a single score. There were 11 that made this score of 7.91 then rounded to 8.

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-09-13 15:39:00    
It's a result of the NWN "pet" methodology, I'm afraid. I've been trying to beat that for awhile, now.

When pets are summoned, they are choosing their hostile reaction targets at RANDOM. Frequently, it's not the opponent of the one who summoned it.

When they move against that guard/bookie/spectator, the guards take them out. Afterwards, they look for any creature related by faction and the bloodbath begins.

The pets pop into the game neutral to everyone except the opponent of their summoner, yet they still pick unrelated targets from surrounding npc's; often ignoring their master's opponent.

I had them turned off in a previous version, but have turned them back on, a few updates back, to try and get a handle on this problem.

Open to any ideas you might have. I'd still like to beat this huge issue.

Thanks for the feedback

Posted by BoromirNo1 ( ..xxx.xxx ) at 2003-09-03 04:30:00    
had a look at it and it's quite a nice thing u have here. But I would request some tweakin of the guards, they is a little bloodthirsty. The seem to just run around now and again killin the spectators for no reason. Is this a faction oversite or a scripting bug.

Also as a suggestion. Maybe someone tryin to interfere with a bout and gettin there asses handed to em would make a nice addition.

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-07-21 20:03:00    
No change in conversation files. I was hoping to vary them a bit, but the past problems with aoe spells and summoned creatures prevented it.


Posted by mr coke ( ..xxx.xxx ) at 2003-07-20 17:52:00    
cool now i downloading

i must see the changes :)
the dialogs files are the same? cause i need to translate to portuguese to put in my module

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-07-18 22:54:00    
BETA 0.95 uploaded this evening; the result of some extensive testing, both single and multi-user, and some serious corrections for contention, stability, and MU play issues.

Check out the enclosed manual (Altaza Arena.doc) for a complete list of revisions.

I've got more multi-user testing and adjustments to do, but this is getting better each time I tackle it. The changes to this version especially helped in the area of guard hostility reactions to both rules violations, aoe spell affecting spectators, and summoned creatures.


Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-07-12 08:38:00    
Mr. coke:

I would not remove all spectators, obviously. Reduce a few, retest. Again, I'm switching on a heartbeat for some of the more complex characters (fighters, for starters), but even then the actions are UD triggered for contention reasons.

I think pruning out the guards would have a bigger impact for you.

And the spectators are, for the most part, not using heartbeats at all, just immobile animations or UD routines (onUserDefined).

I think the idea of moving the gladiators into a private, no player entry, room is a good one. Give it a go. Just remember to move their waypoint with them - the scripts use it to return them "Home" after a fight.

I was heavy on the guards, for MU purposes: I didn't want to open up the area to griefers without giving them at least a reasonable run for their money, should they choose to misbehave. DM's are nice, but I always try for areas that can stand without them, if at all possible.

My current work with this is multi-user, so I'm not planning any more drastic revisions to this. But then again: it's a prefab. Drop it in place, and give it a shot on your own.

That's what it is for :: grins :: If any of you guys end up developing a superior Arena for your modules or worlds, then I'll be the first one to stand back and applaud your efforts.

Good luck.







Posted by mr coke ( ..xxx.xxx ) at 2003-07-11 06:18:00    
cool
about your ideia
do you think i need to remove all spectators? or only few ones?

i will try do this
only one guard and only spectator in the main arena and the apposed guy too and altazaa (others i will remove)
and inside the room (only one other guart to all area
the ticket master and the inscription girl)

about the fighters in waiting room do you think better i make one acessible room to put all those inside or one non acessible player area to store all fighters inside?

Ralph Stadig
can you make one Light version of altazaa arena for PW?
with less npcs and using the wints of Deltor?

i want much do it
im currently working in some bugs about no drop itens on my module and whne ai finish it i will want to work in the part of the altaza arena inide my world

thx man :)

sorry for my ugly english since im not a english ehehe is hard to me to understand some slangs and to write cool too ehehe

Posted by Deltor ( ..xxx.xxx ) at 2003-07-06 23:14:00    
Hi again Ralph, I have a PW (in late development) running NWNX2 with NWN 1.30 (with plans to upgrade to SoU soon). Anywho, I would like to help you with the MU testing, as I am incorporating your arena in my PW anyway. Please e-mail me at the above e-mail and let me know what I can do to help.


And to respond to Mr Coke...what Ralph suggested is what I did...i.e. cut back on spectators and guards. I also put the NPC gladiators into a gladiator 'holding tank' that only they have access to - the reason for this was that I have a lot of gladiators, and walking into their area was causing lag. I also use a spawn system that un-spawns the spectators and guards when no one is in the arena area. I go in and watch the fights quite a bit, just to see how they are balanced out, and I get no lag from it at all. It runs very smoothly.

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-07-04 00:28:00    
Mr Coke:

The code isn't all that contentive, I suspect. At the very worst, you might find yourself having to reduce the number of guards and spectators to handle that sort of a problem.

Not even many heartbeats used: I stuck with a 'fusebox' algorythm driven by Altaza's UD script in an effort to combat that problem.

I haven't been very successful at testing this for MU (lack of volunteers! hint, hint. Drop me a line if you're interested...) but the most recent code has been adjusted to allow for multiple players in the scheduling.

I've seen one PW that used it, but they heavily modified the arena setting and had some initial difficulties due to broken triggers and the such. But there's nothing in the code, aside from unknown MU issues/errors that will prevent it from PW usage.

If you want to pursue this further, drop me an email: I would LOVE to get some MU testing assistance with this. Any issues that come up can be quickly dealt with, I think.

Posted by mr coke ( ..xxx.xxx ) at 2003-07-01 17:15:00    
i like this prefab so much
and i want put it in my persistent world but
i have some fear cause it can maybe make some slow down on online games
i using the SoU version of nwn to work in my module

do you thinkcan be a good ideia import it to one pw?
or better i wait new versions?

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-03-26 11:38:00    
Thanks for the feedback, "Dark".

Latest version, the bookies are no longer plot. If that's a serious problem, check that out. My next update is for Multi-User purposes and may be a bit, but the last one uploaded handles that, as well.

Yeah, currently ANY entry into the pit is a punishable offense, if you're not scheduled. I'll keep your suggestions in mind, however, and add them to my work list.

thanks again.


Posted by Dalmir "The Dark" ( ..xxx.xxx ) at 2003-03-23 13:07:00    
This is a very well thought out arena and I enjoyed testing it out. I am very eager to include this in the persistent world that I am creating, however, I noticed a couple of things that could be improved.

1) It is a nice touch that PCs are not allowed to interfere in the matches, however, during one of the intermissions, my PC walked down into the fighting pit (while no one was in there) and the whole place went hostile on me. This is the interesting part - Even though all of the icons turn into swords (no one will talk to me anymore) they still don't attack. It would be nice if there was a guard who's sole duty was to prevent people from entering the fighting pit by giving them a warning the first time it is attempted, and then attacking, or imprisoning the offending the PC if tried again.

2) Some of the bookies are marked as plot. This becomes a little annoying if you have turned the whole place hostile on you. I had no problem decimating the majority of the people in the arena once I made them all mad, but those darn bookies are invincible. I understand that they are key to the process and essential to keeping the place running, but maybe changing them to another faction would be better.

3) It would be cool if there was some way to *apologize* for walking down into the arena (especially if it was done during an intermission).

_________________
Dalmir "The Dark"
Black Necromancer of Oerth

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-03-17 22:02:00    
Nice touch, Deltor.

That's the sort of thing I like to see, with this. People using it as a starting point, and expanding from there.

Thanks for sharing that.

As a corrollary to your script, please keep in mind that I have local variables storing the current fighters due to compete in the arena (firstfighter and secondfighter). That may help with gladiator-specific changes you may make. The values are set and reliable until after the fight is over and Altaza selects new fighters for the next round.


Posted by Deltor ( ..xxx.xxx ) at 2003-03-16 17:33:00    
...should have mentioned that I also put a similar generic trigger in front of the door IN the inner arena going TO the outer arena (surrounding the fighterexit waypoint)...this one just teleports them to a waypoint in front of the outer arena door (and the trigger mentioned below) on the way to their fight.

Posted by Deltor ( ..xxx.xxx ) at 2003-03-16 17:13:00    
Hi Ralph, I was adding on to the arena, and wanted to make the gladiators go inside faster, but more importantly I wanted them to rest so they would be fresh for the next fight, I put this script together for a generic trigger (onEnter event) that I put just in front of the door to the inner arena (that they sometimes get hung-up on after the fight)...I am very much a novice scripter, so I hope this is efficent :)

void main()
{
object oGlad = GetEnteringObject();
if (GetTag(GetEnteringObject()) == "Gladiator")
{
DelayCommand(1.0, AssignCommand(oGlad, ClearAllActions()));
DelayCommand(1.5, AssignCommand(oGlad, ActionRest()));

object oTarget;
oTarget = GetWaypointByTag("gladiatorSpot");
DelayCommand(2.0, AssignCommand(oGlad, ActionJumpToObject(oTarget)));
}

else
{
return;
}
}

I just wanted to share it in case you have use for it...

Del

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-03-14 19:17:00    
the timer is for both. Code-wise, there's little difference between the two (it was easier that way).

But...... I've been so busy with MU, I plum forgot about that fix. Thanks for bringing it back to rememberance..

Posted by Deltor ( ..xxx.xxx ) at 2003-03-14 00:11:00    
forgot to mention...on saw on your to do list about fixing the 3 minute timer for no-shows, I just wasn't sure if you were refering only to PCs, and not NPCs as well...and btw... that is definitely the best looking readme I have seen!

Posted by Deltor ( ..xxx.xxx ) at 2003-03-13 21:35:00    
That'll be grand once you get the MP done...

...had another comment for ya ---> I was wondering if
there is a way to put a kind of safe-guard in so that
Altaza will reset the competitors if something should go
wrong during the fight, such as, I was watching the fights
earlier, and when he summoned the two fighters [NPCs], one
of them decided to no-show. I had to restart the module to
get the arena to resume itself; otherwise the one fighter
that DID show-up just stood there. Maybe if the fight
takes way too long to finish, Altaza could summon the next
duo? (this has only happened to me once, so it may have
just been that the module hiccuped)

Just wanted to say again - thanks to you for this
effort...it is really outstanding as is, but with a users
individual touches and/or HakPaks, this arena really
becomes something special. (as I am sure you intended)

I decided to drop Maura's shield and give her a nice big
halberd...she's kickin arse with it! :0

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-03-13 17:10:00    
Thanks for the excellent feedback, Deltor! I truly
appreciate that you took the time to post that.

Some comments on each point:

Kima - Yeah, that's been fixed in my latest, she stays
sitting now. But I haven't uploaded yet; I'm waiting on a
bit more inhouse testing.

The thief/guard reaction is as expected. Though, now that
you mention it, perhaps the 'commoners' shouldn't be all
fire anxious to turn into vigilantes... I may look at that
one some more. thanks. As to the lower arena
guards "climbing the walls", well it's the same area, so I
doubt there's much I can do about that. I'll take a look.

If you're registered to fight, you can enter the lower
arena for free, no ticket purchase from Gram, as soon as
Altaza has SUMMONED YOU. That one is on my list, I may
just go the 'free ticket' method that you suggest. The way
it is now is as designed, but it can be annoying for early
bird registered arrivals, yes.

Caught me on Maura, yup. I'm on that one, as well. Gotta
spice Maura up, some. she's one of my favorites (her and
Talava)

I'll save your comments, Deltor, and add them to my
worklist. I'm in the process of trying to debug the Arena
for eventual multi-user use...

Thanks again








Posted by Deltor ( ..xxx.xxx ) at 2003-03-12 21:35:00    
My humble 2 c's, etc...

When I talk to Kima Aers...sometimes she sits back down,
sometimes she wanders over to the door to give the knob a
turn.

I think that when you register to fight, you should get a
free ticket (I added... SetLocalInt(oPc, "altazaTicket",
1); to Kimas convo) to enter the lower arena, in case you
would rather wait out there until your fight (speaking
from personal experience here...whenever I enter a martial
arts competition, we always get free admission to the good
seats)

I got pickpocketed, then went to tattle-tale to the
guards...afterwards the bookies and spectators turned
hostile to him. I was on the upper area when I got
pickpocketed, and when I told the guard I was on the lower
arena...so the bookies and commoners kept trying to climb
the wall to get to the dirty thief.

When Maura Menset came out to fight her opponent, she had
a shield in one hand, and in the other...nada :p...looked
odd her fighting bare-handed with a large shield .. she
lost the fight miserably :0

Ticket Master Gram has a small spelling error...he says
Maste instead of Master at one point in his convo

I got rid of half the outer guards, as it made things run
a lot smoother upon entering the outer arena.

thats it for now...thanks for putting this out, it is a
lot of fun, and is very easy to set-up and tweak. Adds an
element to my city that I couldn't have added w/out you
and your talents.

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-03-05 22:34:00    
Oh, MokahTGS...

I AM referencing Altaza (by tag) directly in one script,
but only one. "test_schedule". change that one line in
your version to reference the tag of your new "MC", and
you should be all set.


Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-03-05 20:03:00    
MokahTGS, shouldn't be that big of a deal, actually.

You can create a new 'Altaza'; just use the original as a
guide. he's pretty straightforward, actually, and I'm not
referencing him by 'tag' anywhere else in the module.

(Typical Master of Ceremonies; all 'fluff' and no 'stuff'.
LOL! :-)

Watch the scripts: it's HIS script that governs the
scheduling (made sense in dress rehearsal; he's da boss).
Try and match mine exactly; expanding on them if you need
to for other purposes.

I'd suggest making him plot, as well. And, you'll have to
search around for TITLING CHANGES, seeing the darn arena
is named after him ;-)

And, sadly, no: I did not tailor EVERY little detail of
the Arena. Sorry. I was too busy getting this to work
(still in that phase, but its nearing completion). But the
changes are minor enough.

The conversations are woefully generic by type: One for
all spectators, one for fighters, etc. I'd probably leave
the 'bookie' one alone, for obvious reasons. And, if you
sub the guards conversation, try and incorporate the
branches/nodes that deal with the "thief" problem on top
of the walls.

Otherwise, the conversations are mostly color. I've been
meaning, once my beta testing is complete, to add some
depth to my own, as well. Oh, be aware that some
characters, like the spectators and the fighters, have
conversations that use script routines to retrieve info
about the current, last fighters, etc. And, the "Hall
Monitors" do that, as well. (the little gnomes who give
directons to the fighters between fights)

Go for it. Let me know how it turns out. And, give me a
yell if there's anything I can assist with.

By the by: Uploaded a revised version (0.93 beta) for some
additional stability fixes relating to the guards and
those casters with summoned creatures...



Posted by MokahTGS ( ..xxx.xxx ) at 2003-03-05 12:11:00    
I would love to incorporate this into my mod, but I will
have to completely change the owner of the arena and change
anything conversations that don't fit with my world
mythos. How hard would this be? Are there a lot of
conversations? What about the owner? Can I change him
around? As a prefab, I'm hoping it's flexible enough for
me to do this, because it will save me considerable time
and add quite a bit.

Posted by Ralph Stadig ( ..xxx.xxx ) at 2003-03-05 08:49:00    
Will be done, Morgan, but I need to finish testing on the
beta single user stuff first. I've had some... interesting
situations with enthusiastic guards and summoned pets :-)

Most of the current coding was done with MU in mind, so I
don't think it will be much of a stretch, once I get to it.

drop me an email, regarding the single user mod and your
results with it. The feedback will help with this final
testing.

Posted by Morgan Quickthrust ( ..xxx.xxx ) at 2003-03-05 06:39:00    
Any word yet on getting this to be functional for
Multiplayer? I'd love to add it to my PW if it can ever
work with more then a single player. :)

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