ALFA NWN2 haks, v1.49 (with pictures)

New models, textures, & integration of 3rd party content.

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AcadiusLost
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ALFA NWN2 haks, v1.49 (with pictures)

Post by AcadiusLost »

Did the last pre-1.13 hak update. Included were:

-Thangorn's new Faerunian Banners (Lady's college and Zhent) and Stained Glass (Bane, Kelemvor, Lovitiar, Moonsea, Oghma, Tymora).
Image


-Racerblue's new Ruins and Slum Houses placeables. Great stuff. Some more of Thangorn's work is visible here too.
Image


-RWS Pocket Citadel interior tileset. Much requested by TSM builders working on dwarfholds.
Image


Also some things that defy capture with a screenshot:
-Removal of Loot All to avoid corpse bugs (thanks Kest)
-Double Quarterstaves, which use the normal feat progression (may need a bit more testing, thanks Kest)
-Camera Height fix for zooming in (thanks White Warlock)
-Collision Helper placeables which should help stop PCs shooting and being shot through walls in the future.

Also extra thanks to Thangorn, for converting Racerblue's textures over to DDS format to conserve precious hak space, and to Keryn for assisting in the tedium of documentation.

For builders who wish to work with the new RWS Citadel tiles, you will need to apply the updated overrides here while working on those areas in the toolset:
http://download.alandfaraway.org/downlo ... s_1.49.rar

Any builder who wants to work with the new placeables discussed above can simply import the erf packed in this RAR to get blueprints to work from, for the windows, collision helpers, banners, slums, and ruins. Blueprints will show up in toolset category "ALFA Placeables".
http://download.alandfaraway.org/downlo ... eables.rar

[edit: 2008.07.30, new download address for links, -AL ]
Last edited by AcadiusLost on Thu Jul 31, 2008 12:35 am, edited 2 times in total.
Thangorn
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Post by Thangorn »

Acadius is a legend!!

Racer your placeables rock btw..
On indefinite real life hiatus

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Teric neDhalir
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Post by Teric neDhalir »

Big thank you to all involved - more toys = doubleplusgood.
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indio
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Post by indio »

Well now, aren't I back at the right time.

Thanks AL. Superb.
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darrenhfx
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Post by darrenhfx »

Nice AL. Updating......
MorbidKate
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Post by MorbidKate »

Can't wait to use these!

Thanks AL.

Kate
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
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Kest
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Post by Kest »

wow that dwarven stuff is impressive

and you're welcome
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AcadiusLost
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Post by AcadiusLost »

Bumping this for the new overrides and the blueprint erf.

Builders who have not worked with any of the custom tilesets before may need to add the extra tile icons to their toolset install as well:

http://www.alandfaraway.org/downloads/N ... s_1.22.rar

These should be added to your /program files/atari/neverwinternights2/NWN2toolset/Tiles folder. If you've worked with other RWS tilesets (Dwarven Halls, Deep Chasms, etc) you probably already have these.
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Wynna
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Post by Wynna »

*wraps herself up in the Lady's College banner and dreams sweet dreams of Uni sessions....

Thank you!
Enjoy the game
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darrenhfx
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Post by darrenhfx »

Image

Such fun to play with. :)
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Post by MorbidKate »

FYI,

I'm noticing texture mismatches and blank gaps when trying to link sections of Deep Halls (Dwarven) and Pocket Citadels so I suspect the very recent and undocumented update to Deep Halls on the Vault may have been to correct that.

Kate
"We had gone in search of the American dream. It had been a lame f*ckaround. A waste of time. There was no point in looking back. F*ck no, not today thank you kindly. My heart was filled with joy. I felt like a monster reincarnation of Horatio Alger. A man on the move... and just sick enough to be totally confident." -- Raoul Duke.
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AcadiusLost
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Post by AcadiusLost »

MorbidKate wrote:I'm noticing texture mismatches and blank gaps when trying to link sections of Deep Halls (Dwarven) and Pocket Citadels so I suspect the very recent and undocumented update to Deep Halls on the Vault may have been to correct that.
I believe Keryn tried to find out what was actually documented for it, and it sounded like none of the textures or models changes, only some aspects of the 2das. Since we adapt our own 2das, I am not sure we are missing anything. Any more specific information would be helpful in sorting things out.
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