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NWN HAKPAKS

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Title  LOKPak V3
Author  Danmar
Submitted / Updated  09-26-2002 / 09-27-2002
Category  Combos - Placeables
Expansions  NWN - 1.29 or lower
Description
Version 3 of the LOKPak. This is an all-inclusive release of new content and all old content. Because certain defaults were not correct the export process left most models with dimmer textures than they should have been. V3 also includes a Wizards (or anyones really) Tower, a Slaver Wagon (or Big Game Hunter wagon if you prefer), and many carpet placeables. Because of all the new textures, 10 for the carpets alone the pak has grown in size. No way to avoid it really. Can't have new carpets without new carpet textures. Its still under 4 megs (barely). If you use the pak I'd like to ask that I get a small footnote in your readme somewhere in your module or your combine pak or whatever. :) As always the pak is in a Self Extracting format (RAR) because of the better compression over Zip. It will by default unzip to c:\temp\lokpak but you can browse to wherever you wish to uncompress it.

Files

NameTypeSizeDownloads
LokPakV3.exeLokPakV3.exe
Submitted: 09-26-2002 / Last Updated: 09-26-2002
exe3.9Mb4482
--
Readme.txtReadme.txt
Submitted: 09-26-2002 / Last Updated: 09-26-2002
txt6.5Kb3781
--
SCORE OUT OF 10
8.87
5 votes
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Comments (26):

Posted by Dradjeel at 2005-03-09 08:44:10    Voted 8.50 on 03/09/05

_________________________
The Power Almighty rests in this Lone Ring.
The Power, alrighty, for Doing Your Own Thing.

Posted by olafquimbyII at 2004-02-20 10:36:49    Voted 9.00 on 02/20/04
Overall: 9   Usefulness: 10   Value for Size 10   Ease of Use 9   Quality Control 9   

Posted by ccunnin71 at 2004-02-20 10:35:57    Voted 9.00 on 02/20/04
Overall: 9   Usefulness: 9   Value for Size 10   Ease of Use 10   Quality Control 8   

Posted by Lathspell at 2004-02-20 10:35:49    Voted 9.00 on 02/20/04
Overall: 9   Usefulness: 10   Value for Size 9   Ease of Use 9   Quality Control 9   

Posted by Old_Scores_Transfered at 2004-02-20 10:04:17    Voted 8.60 on 02/20/04
This is a compilation of the old system into a single score. There were 10 that made this score of 8.60.

Posted by Bain ( ..xxx.xxx ) at 2002-11-04 19:20:00    
On the rustic lamp post I'm getting the light source to be
on the opposing edge of the actual lamp graphic. Was there
a fix for this?

Posted by shlong ( ..xxx.xxx ) at 2002-10-26 15:22:00    
Followed read me instructions but I get no stuff under
custom placeables. I added hak in advance M.P.s and I get
a custom placeable, but nothing responds. Am I missing a
step? Sorry computer Illiterate.

Posted by Danmar ( ..xxx.xxx ) at 2002-10-23 05:53:00    
The fix for the above:

There is another problem though. Bioware added a line to
the placeables.2da. If you use the pack as is, you're
going to end up without the placeable door they added.

The fix is open the hakpak in hak.exe located in your
util's folder.

Find placeables.2da and export it to your desktop.

Open that in Notepad (or any text editor).

Now open placeables.2da in the /override folder in your nwn
folder.

In the second one copy line "201 Doorway..." and paste
it into the first one right after line 200.

Next to save yourself a lot of work, move line 397 down to
the bottom of the list. Don't worry about it being out of
order, the numbers are meaningless.

Save the edited placeables.2da. Drag it back into the
hakpak, say yes to the message. Save the hakpak.

Now if you've imported the .erf's you'll have to fix the
Bar, Straight one, its going to have the wrong appearence.
The reason for that is we had to move the line that tells
it what a Bar -Straight section is down to the bottom of
the list to make room for Bioware's new model. So find the
Bar - Straight in the custom placeables, right click it and
select Edit. Then change the appearence back to the Bar -
Straight model and you should be fine at that point.

Posted by Danmar ( ..xxx.xxx ) at 2002-10-19 11:20:00    
In re: Wolfsong:

THe bar shelf actually got slipped in by accident. It's
not really release ready. It was an in progress work that
I was doing in answer to a lot of requests to have a bottle
filled set of shelves to go with the bar pieces. I had a
sticky to remind myself to take it out before I packaged
and shipped but managed to not see it till I'd already
uploaded everything. And by then I'd already
created .erf's for everything so taking it out would have
broken the appearences of later lines in the 2da.

So consider it a behind the scenes view of the modeling
process.

Posted by Adrian ( ..xxx.xxx ) at 2002-10-15 08:05:00    
Danmar posted the following on the community boards:

As a result of Bioware's adding two lines to their
Placeables.2da, every hakpak that includes a placeables.2da
pre 1.25 will no longer work. Or actually it will but you
won't get the hidden door that's been added to the official
content.

I've gotten several emails about this so here's my now
canned resoponse:

Yep, no one's placeables pak is going to be compatible.
Bioware added two lines to their placeables.2da and until
those lines are added to anyone's hakpak everyone's is
going to take the place of those two items. A problem of
course is that when that fix is done this causes all the
models to shift down two places so everything ends up with
the wrong model appearance.

All in all its not a multiple builder friendly system.
Everytime you add/delete a single line in the
placeables.2da you screw up every blueprint/already made
item after that one.

The way to fix it if you wish is to open the hakpak in
nwhak.exe found in the /utils folder. Export the
placeables.2da to your desktop. Open it in Notepad. Copy
any lines after 199 .

Now drag a copy of the placeables.2da in the /override
folder out to your desktop. Open it in Notepad. Paste the
lines you copied out of the first on to the end of the this
one. Save it.

Drag the placeables.2da back into the hakpak. You'll get a
warning message that the file exists. That's fine say okay.

Save the hakpak.

Now you'll have to go in and edit the appearance of any of
placeables that you had that used the custom content. Right
click them and select Edit. Then you'll see the Appearance
drop down. Change the model back to the appropriate one.

D

Posted by Adrian ( ..xxx.xxx ) at 2002-10-14 02:54:00    
It looks like this pak is causing a problem with the 1.25
patch. If you place one of the new hidden doors when the PC
spots the door a straight ba placeable is created and not a
door.

Anyone have any idea as to how to fix this or is it just me
that has this problem?

Posted by Wolfsong ( ..xxx.xxx ) at 2002-10-08 01:54:00    
I noticed that the "Bar shelf" model, the one with to
bottles on it, is a little strange. The shelf isn't really
hanging together... Anyone else noticed this or is mine
changed in some magical way?

Posted by LatH123 ( ..xxx.xxx ) at 2002-10-06 08:44:00    
I love you dude! I really freakin' love you!! This is
GREAT stuff!!!! Never can have too much placeables,
especially for interior buildings... now of course this
does mean that I have to review a lot of areas in my new
mod but who cares?

Posted by DeadHunter ( ..xxx.xxx ) at 2002-10-03 16:07:00    
How could you ever of Doubted Bioware???? : )

You must've seen the news about Kobolds being added in the
1.25 patch.
Top quality placeables by the way, Pure Genius : ) The
Road and Track Idea is just.........well TOP CLASS

Posted by Danmar ( ..xxx.xxx ) at 2002-10-03 06:17:00    
In re: to the door on the placeable tower. Unfortunately
the NWN engine doesn't allow either door nodes to be place
in placeables nor can you change the z height using a
placeable. i.e. no doors in the tower or house nor can you
walk up the ramp in the tower.

Possible in a upcoming patch or expansion.

I've taken a small break from doing placeables to do
tutorials for newbies to the modeling process. The more
people we have doing custom content the better off we all
are. :)

I just finished a GMax tutorial to match the Studio Max
tutorial, same content essentially just different creation
platform.

An in regard to the hakpak limits this will hopefully be
addressed in the upcoming 1.25 patch so my faith in BW
seems to have been justified in this instance. :)

Posted by Nikolai Batowski ( ..xxx.xxx ) at 2002-10-01 12:38:00    
Well I just read the list of comments for danmar's
placeables and to be honest with everyone , they are
awesome , he is probably busy with his own PW to really be
making for others as well as i guess the guy/gal has a life
and real life +blocked+ too ! which kinda makes him a special
person who's metal is strong so much so to share his hard
work with the rest of us . i wouldent have the +blocked+ing
cheek to mention about BW +blocked+ up with 256placebles , let
alone have the brazeness to ask danmar HAY MIND IF YOU
CATAGORIZE YOUR POST ! Jesus i bet it hurts to be you , but
dont try and hurt others with your hate.
peace out .

Posted by elyria ( ..xxx.xxx ) at 2002-09-29 14:20:00    
Well, Danmar, i love your addons, you're doing a great
work. But the limitations you point ( on the number of
placables and file size ) could lead you to make separate
paks. It may be easier to combine after. Just a suggestion
because your rail tracks and footpaths changed my life :o)

Posted by Rasmus ( ..xxx.xxx ) at 2002-09-28 15:17:00    
I'm also having problems placing a door on the house.

Posted by hakpacker ( ..xxx.xxx ) at 2002-09-28 07:41:00    
You won't even be able to walk up the ramp, so best to
place a transition at the bottom of the ramp to simulate.

Posted by Rasmus ( ..xxx.xxx ) at 2002-09-27 21:55:00    
I can't place a door on the Wizard's Tower--Am I doing
something wrong or do I have to paint a transition over the
existing door?

This is a great file. Fantastic work and a great help.

Posted by Ice-Child ( ..xxx.xxx ) at 2002-09-27 14:19:00    
You the man Danmar. I posted in the forum post about this
as well. I found out when I put in your footpaths. But I
also found out that if you find something from bioware that
you dont use or want to use. Place your MDL in its
location. You can get more the 55 that way. But you loose
stock bioware items. I didnt think we needed all the
banners and signs they put in. So I over wrote a few of
them and it loads fine.

Keep up the good work. I am now working on part two of our
mod's. So I have been a little busy to do much else. I will
get back to making more for the game once I get the mapping
done.

Thanks for all you have done Danmar

Ice

Posted by Danmar ( ..xxx.xxx ) at 2002-09-27 09:04:00    
AN IMPORTANT FYI:

Because of a limit in the client game engine it only
reads the first 256 placeable items in the placeables.2da.
THe toolset is fine. Unfortunately I didn't find this out
until I posted it to the vault. SO with that in mind if
you take the hakpak as is and try to use the last 5
carpets, the straw ones, you're going to get one of the
following, armoire, bookcase, or some chests depending on
which one you use. So avoid those or else strip out some
of the other placeables you don't want out of the hak.

Which will screw up the .erf and you'll have to edit the
appearence manually to get them back to the proper model.

Sorry about that guys. I've decided to leave the pak as is
because I have full faith that BW will fix this but until
then just be aware that you'll have to dig into the hakpak
files and muck around if you're wanting to use the last
five carpets. :(

Now with that said:

Thanks for the kudos guys. Its the good comments that
makes it worthwhile to keep doing this stuff.

In re: to wilderness stuff, its on the to do list. You can
blame it squarely on me as I'm making the stuff that I need
or want or that's interesting. But I do have need of
boulders and conifers would be a nice change.

I'll knock out some boulders and work on some trees etc
over the next few days if time permits.

The wagon is a HIGH poly model (for a placeable) but as you
have to put it on a low poly tile its not too bad. About
the same polys as a single player with weapon. The vast
majority of the polys are in the bars. I just had to have
them rather than a flat plane. :)

The tower is also a high poly count but since it occupies a
full tile which pretty much has to be empty it simply
brings that tile up to the average poly count.

Okay this is long enough, sorry about the problem with the
last carpets and the manual edits its going to require but
hopefully 1.25 or 1.26 will fix it.

Posted by Galen ( ..xxx.xxx ) at 2002-09-27 08:48:00    
Perhpas I should of made a few examples..heh Perhaps
diffrent kinds of tres? Pine, Large mossy trees ect. Maybee
even snoy version of both. Perhpas a few boulder placeables
would be nice. Keep up the AWESOME work! =)

Posted by Galen ( ..xxx.xxx ) at 2002-09-27 08:42:00    
Great job as allways! Your placeable hak packs have
literally changed the way I build my modules. I would say
your work is the single most important hak I have
downloaded to date. (Not that I don't find other peoples
work to be very usefull. =) ) I do have on request however.
So far you seem to be focusing on civilization placeables.
Any thought to makeing wilderness placeables?

Posted by Wolfsong ( ..xxx.xxx ) at 2002-09-27 08:15:00    
Great as always Danmar. We really need more different
placables and you just keep throwing them out. :)

Posted by Lupin III ( ..xxx.xxx ) at 2002-09-27 08:15:00    
Nice, no longer will the wealthy have to use the same woven rug that the peasants own. That wagon could probably be used with the coach system scripts too.

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