This hak pak was sponsored by http://www.geoffpuckett.com link to an image of the new gob shaman: http://www.dreamin3d.com/nwn/gob_bonewiz.jpg
Class2
Wizard / 06
Class1
Fighter / 02
Challenge Rating
03
Level1
02
Level2
06
Race
Other
NPC
Yes
Scripts Included?
No
Level3
04
Dialog Included?
No
Gender
Male
Size
Small
Alignment
Chaotic Evil
Description
Here are new models of the dreaded Cave Goblin. Included in this hak pak are an archer, footsoldier and berserker model, and the all new shaman and bone shaman models. I have fixed the issue with overwriting Goblin_A, so that no longer is a problem. I will be adding in new walking stick/staff walk cycles in a future update, possibly in July.
Posted by The Amethyst Dragon at 2008-09-09 08:25:41 Voted 10.00 on 09/09/08
More goblins are always good. _________________________ World of Aenea (Hall of Fame PW and the origin of all my works)
Vault Entries: The Complete List (50+ entries, including 17 Hall of Fame awards)
Self-Promotional Honesty: If you have opinions on stuff I've made, or if you use any of it (as a player or builder), I like comments/votes/feedback...so do other content makers and builders. Keep us motivated. :)
This is a compilation of the old system into a single score. There were 21 that made this score of 9.23 then rounded to 9.
Posted by H2orat ( ..xxx.xxx ) at 2003-08-30 00:31:00
Gestalt,
It's that 13 creature alpha channel bug Bio never fixed. Try to lay down over 13 critters and see if it fixes your problem. Works fine in my DS module.
Worse case, take out the alpha channel in the TGA/DDS file.
Mark
Posted by Gestalt ( ..xxx.xxx ) at 2003-08-28 13:03:00
For some reason the masked bits of the goblin shaman's beard and hair that are (presumably) supposed to be transparent are showing up as metallic instead. Any suggestions?
Posted by H20rat ( ..xxx.xxx ) at 2003-08-19 14:10:00
Will do Roadmixer,
give me a few days to finish off some Goblin weapons for the update and I will upload it to match 1.31
-Mark
Posted by Roadmixer ( ..xxx.xxx ) at 2003-08-18 19:57:00
Can we get this updated for SOU?
Posted by H20rat ( ..xxx.xxx ) at 2003-06-18 17:41:00
Gnappetta,
I will be adding in a new staff, goblin short sword, shield , and spear in a future update.
Posted by Gnappetta ( ..xxx.xxx ) at 2003-06-17 01:51:00
in the hak there is a tga file for wiz staff but i dont find it ?
Posted by WAPPO ( ..xxx.xxx ) at 2003-06-08 11:59:00
Great usefull models , i like red light added to wizard eyes...i see them in the dark. Id like that u add yellow light to other cave goblins eyes and white light to shaman eyes ...and id like a version of each model with dark green skin to use your models for forest goblins
Posted by NIZ ( ..xxx.xxx ) at 2003-06-08 11:45:00
You guys simply rock. My module is very "goblin-centric", in this is simply having my cake and eating it too.! 11 out of 10, well if I could... so you'll have to suffice with a plain old 10. ;)
Posted by H20rat ( ..xxx.xxx ) at 2003-06-07 08:56:00
update has been uploaded... Just waiting on the vault to update now. There should be a text change on this page announcing the update once they do their thing.
Enjoy the new goblin casters,
Mark
Posted by H20rat ( ..xxx.xxx ) at 2003-06-02 21:02:00
Also my new Peter Jackson style orcs are coming.... I just got to get a free day and clean them up a bit. If you want a peek try downloading my open beta for my dragonspine chapter 1 - the remake. It has the new orcs and a rough of the goblin shaman in it.
-Mark
Posted by H20rat ( ..xxx.xxx ) at 2003-06-02 20:57:00
look at their mouths - I made them actually move. I noticed in one of the patches Bioware updated their creatures that have seperate lower jaws and actually animated them. This was before they did that. Luna made a ape like run for me too which I have yet to include (actually haven't even looked at it yet since I been so busy, but I also intend to change their walk and run cycle if possible.)
The shaman model which is done but not uploaded yet will have another complete standing animation reference to correctly reflect someone using a staff - ie. they walk as if they have a walking stick, stand correctly, etc. You will be able to use this new superset for any staff carrying critter.
Peace and thanks for the comments DoA
Mark
Posted by Den of Assassins ( ..xxx.xxx ) at 2003-06-02 14:00:00
Wow! Your creatures are simply the best available... thanks so much for sharing. Just curious why you chose to replace c_goblinA with all of the animations. As far as I can tell (and I only spot checked a few of the animations), they look identical.
By renaming the c_goblinA to c_cavegobA, setting the supermodel back to the original Bio c_goblinA, and deleting the included animations, you can save about 660K in the hak size.
If there are indeed differences in the animations, my apologies for bringing this up... :p
Posted by tuyen ( ..xxx.xxx ) at 2003-05-30 00:45:00
The shaman design looks great! I can't wait to see him in game!
Thanks for the cave goblins work!
Posted by Anonymous ( ..xxx.xxx ) at 2003-03-08 12:00:00
beutiful, man i love these much better than the origonal
ones, now i just gotta replace all my gobbos with these
Posted by H20rat ( ..xxx.xxx ) at 2003-03-05 09:54:00
Thanks D,
yeah the open "slot" is for the future shaman model which I
still plan to release to the public - just caught up with
real life paying gigs now : )
-Mark
Posted by Danmar ( ..xxx.xxx ) at 2003-03-01 15:39:00
heh, one last thing, the appearance.2da has an entry for
Cave Goblin Elder but there are no files for the c_cavegobD
model it references.
D
Posted by Danmar ( ..xxx.xxx ) at 2003-03-01 15:37:00
Also after you do the search and replace you can delete the
anim section in the cave goblin a model and cut the file
size about 650k as well.
Posted by Danamr ( ..xxx.xxx ) at 2003-03-01 15:11:00
Actually its about 30 seconds worth of work if you have any
kind of 'super' search and replace. Just do a global find
and replace on 'c_goblina' on the 4 mdl files that you
extracted.
If you only have notepad it'll take longer because you'll
need to do a search and replace for each occurance in each
file. But maybe 5 minutes, maybe 10 tops.
Change it to c_cavegoba or whatever.
Then edit the appearance.2da and change the second
c_goblina to c_cavegoba.
Posted by H20rat ( ..xxx.xxx ) at 2003-02-24 23:19:00
its the name of the mesh helper object and then the other
model are pointed to the goblinA mesh as their superset so
they have to be redirected to the revised and renamed
superset goblin.
Not a tough thing to fix in Max abut 30 minutes, and I will
tackle it when I finish the shaman model and update this
hak. As for now it all works fine...
-Enjoy,
Mark
Posted by zimero ( ..xxx.xxx ) at 2003-02-22 10:06:00
Thanks Mark. Is the problem with the mesh helper
object fixable without having to redo the models from
scratch? Just wondering because then maybe another modeller
could do it. Not that I care much about that bioware model
being overwrited, but others may.
Posted by Pushbike ( ..xxx.xxx ) at 2003-02-22 06:42:00
Wow!
I love these!
They are like 10,000 times better than the originals.
The Official NWN Goblin and Orc models are appalling.
Posted by h2orat ( ..xxx.xxx ) at 2003-02-21 23:52:00
also, if you like change the line in the appearance.2da
file to take out the Goblin D model which will eventually
be a custom Shaman model with a walking stick/staff.
Zimero was good enough to make the appearance.2da file for
me as I hadn't updated to 1.28 yet, and I asked him to keep
the slot open for the shaman, but since I am taking a leave
of absense from the NwN community for awhile you may want
to change the file, or just combine the goblins into your
own hak pak of creatures.
-peace,
Mark
Posted by H2orat ( ..xxx.xxx ) at 2003-02-21 22:46:00
zimero,
they replace one of the goblins for now due to the fact
that when I made them originally they were supposed to be
only for my personal module , but I figured I would share
them. They all reference the master superset which I made
as goblinA - the footsoldier - so even if I didn't force
replace the Goblin A from the game, it would overwrite it
automatically cause of a naming conflict in the mesh helper
object.
For now I am not making any more content for NwN, as I am
tied down with other projects, but someday I do plan to
make the rest of the goblins as noted on the CC boards -
it's just going to take awhile.
Peace,
Mark
Posted by Rhedd ( ..xxx.xxx ) at 2003-02-21 16:48:00
These are great! I like their mean little eyes. I'm with
zimero, though; Why's GoblinA replacing the original?
Doesn't seem necessary.
Posted by Nameless ( ..xxx.xxx ) at 2003-02-21 16:47:00
Thx now we have great goblin models...just fix the D model
1) Can u make a dark green skin version ?
2) Can u make changes so theese models dont replace any
original bioware models?
Posted by zimero ( ..xxx.xxx ) at 2003-02-21 16:11:00
Hmm I don't understand why you made Cave_Goblin_A replacing?
Darkwind_Legion: Mark has said that Cave_GoblinD is there
for future use.