Content : Jungle, Drylands, Desert, Valley, City Rural grass, Drowcity, Winter, Eqyptian Crypt, Tree City , Swamp, Undersea, Deep Shadow City, Castle, Mountains/forest, Mountains Snow, Mountains Desert Valley, Dersert+City, Desert Interior. Other : Cloaks, Black Balor, Black Sun Orcs, Red Bags, Dracop�s Sheild. All ITP and ReadMe files included. You need Winrar 3.00 to use. (Get winrar at http://www.rarlab.com/)
Jungle 1.0 and Drylands 1.1 by Baronrage, The Desert tileset was created by Xahlt The Winter 0.6 tileset was created by Labtek and Kenbok (aka Loremaster Q). The Egyptian tileset was created by Runemaker, Swamp 1.5a by Nighthawk City/rural w/grass by Kthoris Tree City by geekgirljess Vally/mountain/underground 2 'with water incl.' by spoonmerlin Drowcity 1.3 by Demona Undersea by Runemaker Deepshadow City by Themountain Deepshadow Castle by Themountain Desert Interior (Interior2) by Athasian Nights Desert Mountains Valley by Spoonmerlin Snow Mountains by Spoonmerlin Mountain Forest Tileset v1.0 by Nighthawk Desert and Desert City by Bodangly Other Items/Placeables : Cloaks by Kinarr Greycloak Black Balor by Snakeeyes. Dracop�s Sheild by Dracop Black Sun Orcs by K�sarul Red Bags by NoHAZard
This is a compilation of the old system into a single score. There were 32 that made this score of 8.40.
Posted by Kailus ( ..xxx.xxx ) at 2003-11-26 13:52:00
This hakpak looks awesome but MAN who would wait 20+ hours for it! Sheesh! Sorry, but Im passing on this one
Posted by Drunken ( ..xxx.xxx ) at 2003-11-19 05:11:00
*beats head*
be more clear next time=p
Its the OVERRIDE folder....not override the folder=o
Posted by Drunken ( ..xxx.xxx ) at 2003-11-18 20:50:00
-quote-
ITP:
1 : Open the 18in1 ITP folder.
2 : copy all the files there.
3 : go into your NWNroot dir -> override folder and paste
all the files FROM THE ITP AND APPERANCE.2da from
-quote-
What Folder...there is no ITP folder
Im taking a guess but I assume the lacking ITP files are responsible for the lacking Menus for the new Terrain?
Posted by Blade ( ..xxx.xxx ) at 2003-10-25 19:21:00
go up under Edit -> Module Proberties -> Advanced -> under the flag Hak file : choose the 18in1 ( it should be there if you have added the 18in1.hak in the Hak Dir.
...um...no ... under advanced it shows the starting movie, minutes/hour, dawn start hour, dusk start hour, starting month, starting day, starting hour, starting year and XP Scale. Now where is this "FLAG HAK FILE"...
Posted by big ( ..xxx.xxx ) at 2003-09-15 18:03:00
bit big
Posted by frederik-jan ( ..xxx.xxx ) at 2003-06-15 06:44:00
cool hakpak but if i download it it will be 2 hours if the download is finished but it is a very cool hakpak!!!!!
Posted by Arcanius_NWH ( ..xxx.xxx ) at 2003-01-18 13:00:00
New mega hak just uploaded will go live soon :
Xin1_krynn_v.2
here is a content list :
Tilesets :
Jungle 1.0 by Baronrage,
The Winter 0.8 tileset was created by Labtek and Kenbok
(aka Loremaster Q).
The Egyptian tileset was created by Runemaker,
Swamp 1.5a by Nighthawk
Tree City by geekgirljess
Vally/mountain/underground 2 "with water incl." by
spoonmerlin
Desert Mountains Valley by Spoonmerlin
Snow Mountains by Spoonmerlin
Underdark 1.8
Desert Interior (Interior2) by Athasian Nights
Desert and Desert City by Bodangly
Ruined Castle Interior By Eldonorian
Winter Forest by Draxwyn
Dungeon by Eldonorian
Lava Mountains by Mad cow
Dwarfen Mines by Valmar
Towers and Hills (hills and towers added to
rural,desert,snow areas)
Tower Inside by Valmar
LOK Dungeon Tileset #1
Other Items/Placeables :
Dracop´s Sheild by Dracop
Egyptian and knightly sheilds by Demigog
Skies by Mhoss
Mega Placable Pack (several hundreds of new placeables)
Claws (claw weapons)
5 Heads (aribeth etc for character heads.)
cloaks
new sheild symbols
Blackstings Swords / metals "krynnhaven special treat (our
own design)"
Gimlis Axe
Lisa´s Outfits : 3rd edition
Conans Sword
Necromancer Pack
Orb of Orcus
Monsters :
Manticore
Abishai Pack (DH monsters)
Dracolich.
Beholder.
Spiderling
Draconians.
Marilith
Medusa
Rust Monster
All Dragons : Dragons Cromatic and metalic Pack by
Snakeeyes
Flying Monsters
Owlbear (Haelix)
RatPak (Schazzwozzer)
Beholder (Zarathustraz)
HobbitHovel (Centuar_and_Mr.)
Goblin/worg combos(Kinnar_Greycloak)
Lolth_demon (h2orat_LunaC) (Lloth! and drider)
(City_of_Doors_Initiative_Jupp) Marilith
RustMonster (Fen)
Humunculous (?) just a pixie with changed stats (erf)
Orcs (Mark_H2orat_Valentine)
DracoLich (Overdroid)
Scorpian (?)
Centuars (Shambhala)
Gnoll (Tim_G)
The New Kobolds and Critter from bioware (ERF)
hope you will enjoy it.
Posted by Pentalarc ( ..xxx.xxx ) at 2002-11-09 01:39:00
Forewarning: Yes, I'm a bit of a newbie.
I personally have no problem with big haks I'm just
wondering if it would be possible to make some sort of
wizard so that we could later combine all the hakpaks we
download into one big hakpak.
Pentalarc
Where Five Roads Meet He Stands
Posted by WezB ( ..xxx.xxx ) at 2002-10-23 11:02:00
Great content, but I can't find any group or terrain objects
for the tilesets in the hack. What went wrong???
Posted by Reikon ( ..xxx.xxx ) at 2002-10-10 14:01:00
When I used this for the tiles, I had a problem of no
group or terrain objects in the toolsset when I created a
new area. How do I get them back? I deleted the file and
they returned for the other areas. But I wanted to make a
snow covered area and I cannot do it without terrain.
Any Ideas what I did wrong?
Posted by v0lrath ( ..xxx.xxx ) at 2002-09-08 22:26:00
I'm trying to export the files in the 18in1 hak and Import
them into my own hak pak so I dont have the stupid red
bags, shadow city, etc. I want to know where in the hak I
can find the claok file(s) (or what it's called.) Thanks.
-v0lrath
Posted by Lazarus ( ..xxx.xxx ) at 2002-09-07 15:39:00
Ok arc, plz respond to my earlier question, having giant
mushrooms and stalagmites everywhere is really starting to
piss me off!
Posted by Zaxares ( ..xxx.xxx ) at 2002-09-05 06:36:00
No doubt this is a newbie question, but I noticed that some
of these haks are 'reskins' while others seem to be
standalones. Does this mean that the 'reskins' overwrite
the official tilesets? If so, that's going to cause me lots
of problems, because quite a few tilesets I want (The
jungle, snow and desert ones) are reskins, but I still want
to make use of the original tilesets.
Can anybody enlighten me on this?
Posted by Weasl ( ..xxx.xxx ) at 2002-09-05 03:45:00
I fiddled around a bit with the Xin1 hakpaks from a
players view, to see just how useable they are. One thing
is very clear; you cannot open a module that require the X
hakpak without a hakpak _named_ X. It does not, however,
need to be the _original_ X hakpak. The question is - if
it's not the REAL X hak, does it show the right tileset?
I used Journey into Darkness (req 11in1 hak), Curse of
Anubis (req 4in1 hak) and The Glacial Rift of the Frost
Giant Jarl (Cutter's new version, req winter_6 hak). I
opened, played and saved all three of these modules with a
renamed 18in1 hakpak, ie. I renamed it as required for
each of the mods separetely.
The 18in1 showed the winter_6 tileset exactly the same in
both Journey into Darkness and Glacial Rift of the Frost
Giant Jarl, and the Desert tileset used in the 4in1
required for Curse of Anubis seemed to show correctly.
Actually, so far I have had no problems what so ever.
What I did was just a very small test, but I have no
reason to believe other than that this really works. The
Xin1 hakpak has to include the hak used in the module
(naturally), and you have to rename the Xin1 hak to
EXACTLY the name used in the module by the module-maker.
This can be a problem I guess since some people rename
their haks.
A request for future Xin1 README's; a list with the EXACT
name of the included haks, tilesets, etc. For example, the
winter_6 tileset is named winter_06 in the README for
18in1.
Posted by Krackk ( ..xxx.xxx ) at 2002-09-04 03:12:00
Pretty new to all this atm so maybe I can get an answer to
this...is there a way to tie in many modules to make one
larger module using different haks in each?
Posted by Krackk ( ..xxx.xxx ) at 2002-09-04 03:08:00
Great thing you are doing keep it up,
just one question...if I download this hak and start
making a module with it and you upgrade can I upgrade to
the new hak and just start using that in my module without
much hassle or do i have to start from scratch?
I don't wanna get 90 percent done using 18 in 1 and then
find your 312 in 1 and be unable to just make the switch
and having to start completely over.
Thanks again,Krackk
Posted by Kevin ( ..xxx.xxx ) at 2002-09-04 00:13:00
Okay I'm back with a similar problem - this time with the
castle interior tileset. It seems that somehow the shadow
castle doors have overridden the normal castle doors -
specifically the large doors for the main castle
entrance. I'm guessing that this is a similar problem as
with the underwater tileset where the artist forgot to
delete a few test textures. (if you have problems with
the forest/underwater remove all the .tga files with the
ttf01_ prefix from the hak pack). Does anyone (the artist
perhaps) know what .tga files need to be removed to clean
up this problem?
Posted by Meraxes ( ..xxx.xxx ) at 2002-09-03 17:44:00
A few ODD things with this Hakpack.
I noticed that the Castle Interior no longer has any
chessboards.. i get some odd part from another tile pack..
is that on purpose or did something get fudged somewhere?
The rest looks ok, just have to be careful on some of
the 'mixed' tilesets that have water and grass as they
don't mesh together perfectly.. had some odd effects for a
while till i realized this :)
Posted by Viper9090 ( ..xxx.xxx ) at 2002-09-02 19:18:00
Well i appreciate your efforts to incorporate all the
custom content people have been making for hak paks and
just want to say thanks! I think it is best not to judge
each individuals content for the best, more a matter of
making sure thy are functional. hopefully the process of
editing hak paks will make more sense to the rest of us,
and you can get some rest arcanius.
Posted by Arckon ( ..xxx.xxx ) at 2002-09-01 05:07:00
Great job, Arcanius!
On your next hak pak combo, please include the 10 in 1
creature pak, and a functional secret door.
Your doing great, keep it up!
Posted by Arcanius_NWH ( ..xxx.xxx ) at 2002-08-30 03:55:00
newe Release of the Xin1 Hak comming soon.
Posted by atilladahun ( ..xxx.xxx ) at 2002-08-29 14:41:00
Add me to the list of people who:
a) really appreciate your efforts; and
b) are really excited about the potential of the hakpak; but
c) follow all directions yet still just get blank areas
with no terrain features listed on the right side of the
editor. The area is created fine, starts with its random
basic terrain etc., but there's just no features to be
added. No elevation changes, no houses, no water, no
nothing, for any of the areas so far as I can tell.
If anybody figures out a way around this, I would very much
like to hear about it!
Thx in advance.
Posted by mickmils ( ..xxx.xxx ) at 2002-08-28 10:53:00
Well, I do have a problem with his hak pack. The 4in1 hak
pack is working fine but when adding the 11in1 , although I
can create areas, I cannot edit them. No prefabs, no
nothing, just plain terrain. Is there something I did
wrong ? I think I followed the instructions in the
confusing readme correctly. I added the hakpack through the
toolset interface and I copied the other files in the
ovveride so what now ? :p
I'd appreciate an answer by mail, if possible.
Thanks in advance
-Mickmils
Posted by imp ( ..xxx.xxx ) at 2002-08-28 01:47:00
Great mix, but there are some tilesets in there I don't
really want. Can anyone tell me how to extract them? Also,
I'd like to be able to extract the Desert Interior tileset
to combine into a desert-only hakpak, as I can't find it
anywhere as a single resource. Could you tell me which
files I need from the 18in1, please?
Posted by Anonymous ( ..xxx.xxx ) at 2002-08-27 12:45:00
Has anyone heard anything out of the guy who was working on
the 7 Layers of Hell tilesets...... I would love to see
those make it in an Xin1 when/if they get finished.
Posted by Arcanius_NWH ( ..xxx.xxx ) at 2002-08-26 20:03:00
aye i agree :) and also plan to add a lot of new stuff
besides tilesets, will not just update the Xin1 without
new tilesets as well :)
Posted by Belizan ( ..xxx.xxx ) at 2002-08-26 14:36:00
Given you can only use one hakpak at a time, a hakpak with
a humongous quantity of tilesets, but none of the other
interesting content seems... ill advised. You already
have started to include some other non-tileset content.
All I'm suggesting is that next time you update this
hakpak "series" you add more of this non-tileset content.
Bottom line, if you hakpak is a collection of the best, or
at least the most functional tilesets, and nothing else,
it's not very useful.
If, on the other hand, your tileset is a (the) collection
of the best the community has produced in terms of custom
content in general, then I believe your hakpak will become
the standard hakpak for all module builders who wish to
have custom content. Given that we can only have on
associated with each modul, it makes sense, and in the
long run, saves us hard drive space to have one all
inclusive hakpak, then two dozen hakpaks with 90% overlap
and a few neat extras added in here and there.