This hak adds 15 boarded doorway placeables to the toolset. PCs, NPCs and monsters cannot walk thru the placeable, nor can they lockpick or bash a door behind the placeable. If there is no door behind the placeable, creatures can attack and be attacked thru it (there are gaps in the boards after all).
The placeable items are numbers 4500 thru 4514. Blueprints are included in the hak and will place entries into the Custom->Placeables->Special->Custom 1 category for each boarded doorway placeable. Portraits are also included for all the boarded doorways. The portraits.2da file has entries 3700 thru 3714.
The v1.2 release is a maintenance and compliance release. It makes using the hak *much* easier for builders. Instead of having to use and ERF file to import into a module, the hak itself contains blueprints for all the doors. I also updated the 2DA files to be HOTU patch 1.66 compliant. There are also haks to allow use with the CEP hak(s) if you desire.
Files
BoardedPLCv1.2.hak --- This is the basic boarded doorway placeables hak
BoardedPLC2DACEP.hak --- This is a supplemental hak for CEP 1.52 compliance
Usage
* If you want the placeables and are not using CEP, just add the BoardedPLCv1.2.hak file to your module.
* If you are using the CEP, place the BoardedPLC2DACEP.hak and then the BoardedPLCv1.2.hak file in your module *AHEAD* of the CEP haks.
After following the above instructions for whichever method applies to your module, click on the "Paint Placeables" button. Then click on "Custom" below that. In the tree menu, right click on the word "Battlefield" and select "Refresh Palette". All the new boarded doorway placeables will appear in Special->Custom 1 category.
Enjoy!
Tiberius_Morguhn
Version History:
1.0 Original 15 boarded door placeables added.
Original ERF added.
1.1 Changed model to prevent manipulation of objects behind the boarded placeable (mainly doors). Attacks are still allowed for creatures behind the placeable. All placeables have textures on the back. Nails were shortened and changed to a spike instead of a rod shape.
1.2 2da files made to be CEP 1.52 and NWN/HOTU 1.66 patch level ompliant. ERF file replaced with blueprints within the hak file.
*** PLEASE NOTE THAT THESE BOARDED DOORWAY PLACEABLES ARE NOW PART OF THE CEP 2.0 CONTENT ***
Posted by The Amethyst Dragon at 2011-02-24 08:46:46 Voted 10.00 on 02/24/11
I've been using this for a long time, just forgot to vote. Excellent work! _________________________ 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. :)
Posted by JackTaylor at 2010-06-20 10:10:32 Voted 10.00 on 06/20/10
Sorry for not voting sooner on these awesome additions to the game. How did we do it before you gave us these? Essential.
JFK _________________________ My other sword is a +5 Holy Avenger
JFK Swimming Skinmesh Fish Link
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Posted by Velexia at 2009-03-12 19:47:46 Voted 10.00 on 03/12/09
Very nice, a good overkill-sized selection to choose from. _________________________ The VIVE NWN Project.
A Neverwinter Nights Vault hak Compilation. To be resumed again! -Vex, 2011
Posted by Sherincall at 2009-02-27 10:49:08 Voted 10.00 on 02/27/09
These are excellent. Thank you so much. _________________________ Shadows and Silver
Posted by Virgil at 2009-01-15 16:52:09 Voted 10.00 on 01/15/09
These are great! I have the perfect idea for them in my module...
Posted by Saduj at 2008-06-06 20:02:32 Voted 10.00 on 06/06/08
Posted by Nexorcist at 2006-06-16 14:52:46 Voted 10.00 on 06/16/06
This will keep those pesky adventurers at bay, thanks for these
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2006-03-24 15:18:44
Never cut & paste from word:
By way of thanks for providing us with these superb placeables, here is a fully functional script for nailing up planks on doors, written by my scripter Elenjay, which we've been using on my server for some time:
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2006-03-24 15:17:36
By way of thanks for providing us with these superb placeables, here is a fully functional script for nailing up planks on doors, written by my scripter Elenjay, which we've been using on my server for some time:
Posted by mondego at 2006-01-30 02:50:35 Voted 10.00 on 01/30/06
Love it, specialy because i use it on my combos!
Posted by Frayne at 2005-07-10 04:10:20 Voted 10.00 on 06/05/05
Is it deep enough that it actually surrounds the door, top to bottom? Not sure how it's working but if it's a thin wall it presumably wont matter how big it is as you would always be able to rotate behind it.
Hmmmmm. The 'box' surrounding the original model is bigger than the boards and nails. I guess I will just have to extend it some more and experiment (ie. test!) some more to insure no tinkering with the door. Look for that fix along with the bigger placeables in version 1.2. Thanks for the feedback. _________________________ [More TNO Placeables][Community Music Pack][More Doors][My Other Custom Content]
Posted by Frayne at 2005-06-15 17:34:02 Voted 10.00 on 06/05/05
Models look perfect now and great that you can block door interaction without the need for multiple models. I think the invisible barrier needs to be bigger than the visible model... in particular taller, as at the moment it's still possible to interact with the door merely by raising your camera and rotating until you can reach over the top.
Version 1.1 is up. This update fixes items 2 and 3 as described in my 2005-06-07 21:53:11 comments posting. With the model fix, there is no need for two variants of each placeable...I was able to allow attacking of creatures but not doors in a single model. Variants for larger doors will be in the next release. _________________________ [More TNO Placeables][Community Music Pack][More Doors][My Other Custom Content]
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-06-09 06:30:44
Actually you don't need the 'object oTarget;' bit... see told you I was inept ;) I'd originally put in a couple of lines to destory the used plank item but no need... the fact that it's a single use item destroys it when used anyway.
Posted by DM Frayne ( 82.69.xxx.xxx ) at 2005-06-09 05:17:57
The one place these boards wont look right is on metal gates. I suppose it might be a bit finicky to do but the best barring placeable for them would be a load of chains and padlocks. Would certainly be a gothic treat to have to smash through some rusty old chains and seized-up padlocks to get past that crypt gate... These placeables recognise the tactical value of doors in NWNs, that sometimes a DM will wish to bar them but that players should be given the option of keeping a door intact for use as a barrier against monsters. It also allows you to bar doors that you otherwise wish to remain indestructible.
I'm possibly the most inept scripter in Christendom but it is very simple to make plank items that PCs can nail up themselves. Simply make sure tag based scripting is enabled in your module then make a boards placeable (with the tag and resref 'object_planks') and a plank item (with the tag and resref 'item_planks') with the single use unique power property. Then add a script like this and call it the same as the item resref (e.g. 'item_planks'):
This will only work correctly if you stand directly in front of the door and click just in front of it. The professional way to do it would be to make the plank item only useable on doors and to then get the location of the door and position the spawned in plank placeable relative to it.... but then I'm not a professional ;)
Posted by Frayne at 2005-06-08 08:35:30 Voted 10.00 on 06/05/05
That would cover everything and then some ;)
Please folks, if you download custom content (and in particular if you use it), vote for it. It's hardly much to ask given the otherwise thankless hours of unpaid work builders like Tiberius do for us. They all deserve recognition for their work.
Thanks for all the postivie feedback - glad to see it was something useful for many folks. You should also thank DM Frayne since he requested the placeables :)
In regards to requests for more, for the next release here is what I am thinking (based on the comments):
1. larger variants for double doors, gates, etc.
2. two variants for each placeable - 1 with ground level walkmesh so it can be attacked through and 1 with the full height walkmesh so folks like Frayne won't have to have scripts to handle what the model should do.
3. retexture so that the back of the boards are covered and reduce the length of the "nails" since they do poke thru the door frame on the backside.
These look great. What a fantastic idea. NWN Fan is right, too. Sometimes, it's little touches like this that add tons of flavor and increase immersion. I'll try them out and then come back and rate 'em for you.
And, thanks for providing these to everyone.
- Stebby
Posted by Akkei at 2005-06-05 09:14:12 Voted 10.00 on 06/05/05
Great idea.
Posted by Stefano_Falcao at 2005-06-05 08:43:52 Voted 10.00 on 06/05/05
Great idea! Very useful.
Posted by NWN Fan ( 67.71.xxx.xxx ) at 2005-06-05 06:31:11
Great work! It's nice to see some original contributions from time to time. I've added to this my hak and hope to see more from you in the future.
These little additions make drastic changes. Keep it up!
Oh so simple. Yet so effective.
All those zombies and no one had thought of it before. Great stuff.
1 Thing. MORE!
Posted by Frayne at 2005-06-05 04:41:01 Voted 10.00 on 06/05/05
Ok some observations:
The ability to attack through the boards is a nice idea and expands their potential use, but this also means that you can smash, unlock and/or open the supposedly sealed door 'though' them. To work the way I want I'll have to add a script that locks and makes the door unpickable until the boards have been destroyed. Not a problem and in the long run it's probably more versatile this way.
Lots of different wood colours, which is nice, but could you resize some of them for bigger doors? There are basically three sizes... Bioware Single and Double Doors and various medium sized affairs to be found in custom tilesets. Please do add textures to the backs... particularly as you have added the ability to attack through them. I could put two of them back to back and link their destruction with a script but that's a bit convoluted and I'm sure wouldn't look right. There will be many instances when players may see them from either side, certainly when used in an interior location but also in tilesets (like Stilgar's CCS) where interiors and exteriors are mixed.
Either way, you've done a great job of implementing the idea.
Posted by Frayne at 2005-06-05 03:46:47 Voted 10.00 on 06/05/05
Sounds exactly what I asked for and more (being able to attack through them). Will give 'em a try and report back.
Posted by Frayne at 2005-06-05 03:46:10 Voted 10.00 on 06/05/05
Sounds exactly what I asked for and more (being able to attack through them). Will give 'em a try and report back.
Posted by Daijin at 2005-06-04 22:39:51 Voted 10.00 on 06/04/05