Note: You'll need SoU and HoTU as well as Nwn 1.67 or later to make full use this pack. (Currently, I'm up to 1.68 and these packs work perfectly with it.)
Created entirely from additions for all the standard Nwn tilesets, this massive compilation will greatly expand all the choices available to builders, now with some of the very best content from the Neverwinter Vault. Castles and coasts, temples and towers... and more... are at the builder's fingertips. You can make Hedge Mazes, Ruins, even old Aztec Pyramids! All compatible with Nwn 1.67 or later. Get bored with the land? For adventures over air and sea we have ships (along with ship interiors!) and airships of every kind. All of the goodies come in these four Hak Paks available here...
The first, is Rural Expanded and More, which adds a massive amount of quality content for the standard Rural, Rural Winter, Forest, and Desert sets. Much of the things I mentioned above can be found in this set as well as a great deal more than can be mentioned here. (Currently up to version v2. Full details for it are found in my readme.)
The second, is a new version of City Expanded, originally by Jacoby. I have finally fixed much that was amiss in that set, and created this version 4. It's the same content you loved in the original pack but with far, far greater compatibility and functionality. But you can't go too wrong with a set that contains every city add-on for Nwn!
The third, is a new version of Castle Expanded: version 4 now... containing the latest interior windows packs for both Castle and City interiors. All of the windows have functioning day and night transitons, as well as alternate vistas and placeables updated for both Nwn 1.67 or later and for Nwn 1.67 or later with the CEP 1.53 or CEPv2.0!(Details on these things and more in my readme.)
The fourth pack is called Caves and Dungeons Expanded v1... and it contains caves, dungeons, and mazes with plenty of versatile additions for the standard Mines and Caverns tileset besides. New loadscreens have been added to the lot.
All four packs work by themselves, or they can work together as follows: the Castle pack goes highest priority, the Rural pack goes bottom-most, below the Caves and Dungeons pack, with the Caves and Dungeons pack below the City pack; and, the City pack goes second top-most priority just below the Castle Hak and above Caves and Dungeons. Last: the two placeables packs that I included along with the Castle pack go above the City pack. Simple? So... come, have a look at what the Castle, City, Rural & Below Expanded v5 package has to offer you! You may find that you do not ever need another add-on package for your standard Nwn tilesets again. (This set has it all!) - Readmes with each pack give credits for all original content authors as well as completely detailed instructions and info on all contents. **UPDATE FOR RURAL EXPANDED AND MORE: The crystal ball, which seems to have been giving some folks a great deal of trouble, has now been removed. In it's place, I've updated to the full Castles Add-On by Pasilli, so that now you can build castles in the forest as well as rural tileset; the loadscreens for this have been added, to match.**
**FINAL UPDATE: New content has been added to the Castle and City packs... such as... Stilgar's CCS plus the DOA City Rural 2.1 containing the CCS-DOA Enchancements for the Castle pack and for the City we have MGSkaggs' awesome Desert City. These and some surprises mark the final edition, of this four-part compilation for the community. **
** NEW! Loadscreens patch released containing ALL the Bioware 1.67 PotSC Tileset Loadscreens as well as the CCS Loadscreens by Stilgar. Just add the Patch Hak Pak at top-most priority to enjoy! Details in enclosed readme. **
Post-Final Update: I have now released my entire collection of Add-On Tileset Packs for this compilation, as well as the complete collection of doors for it as well. As a result I have updated the Loadscreen Patch (Patch1) and the new Door Patch (Patch2). See the docs that come with these patches for complete instructions on how everything should be set up, including the Add-On packs, which require the patches in order to work. Or... save yourself the work of setting it all up yourself and download the Blank Module, which has all of the tilesets, doors, and loadscreens set up in the proper order including all of the Add-On content as well. Big Cheers!
To celebrate the induction of this set into the Hall of Fame, I have put a new Add-On for it up for your pleasure: Red Granite Galaxies, which contains a group of truly unusual tilesets such as Red Granite Canyons and Flats, as well as two "Outer Space" tilesets which can be used for Ethereal Voids or whatever you wish. I have updated the blank mod so that it now includes the new Add-On.
I have also updated the Ori Swamp & Sky Add-On so that it now includes all the minimaps for the Sky Tileset... which I have recently located and added into it.
Monday, March 12, 2007 - I have fixed the "Jeweled Rock Tower" today, in the Rural set, so that it's door node is no longer backwards; it is now corrected.
Friday, May 04, 2007 - Today, several files have been updated to allow for a new Add-On pack: JXP Mountains v2.0; I will list the updated files as follows: Loadscreens Patch1, Door Pack Patch2, and the CCR&BEXv5 Blank Mod. Be sure to download these latest versions. Cheers!
Thursday, November 08, 2007 - Because NWN has a 16 character limitation with hak files when playing multi-player... the hak file "Red Granite Galaxies.hak" name has now been more appropriately changed to "RedGraniteGalaxy.hak" and the "CCR&BEXv5_Blank.mod" module has been changed so as to reflect this name change. Thanks to kirbyef for letting me know this had to be done! :)
Last-minute fix: I have corrected the rural turf house so that it will allow doors to fit in it's door node rightly.
Content Update: RedGraniteGalaxy, as well as Elven Nations & Aztec Empires are all version 2.0 now, and include the following new tilesets -
Aethyr Tileset, by Timdalos
Spectral Woods, by sixesthrice
Walkable Tower, by Mr X and elandys
Elven City Expansion, by Little Baron
Egyptian Interior, by Borden Ha'Elven
Updated for Nwn v1.69 - Changes include:
1.
Removed the buggy Halfling Corner Door feature in the Standard Rural tileset.
2.
The following .2da files were updated:
doortypes, genericdoors, Loadscreens.
As a result, one of the doors from the CCRBEXv5_Doors.erf had to be changed.
3.
The following Hak Paks were updated:
Rural Expanded and Morev2
CCR&BEXv5 Door Pack and Patch2
CCR&BEXv5 Loadscreens Patch 1
So... be sure to download the updated versions of those three Hak Paks!
Post-1.69 Update: There were three tiny changes made tonight. These include...
1.
The Rustic Frontier Hak Pak had to have extra halfling doors removed from it as they caused an issue in the Rural set.
Be sure to download the fixed version.
2.
The Loadscreens Hak Pak was put in with the Doors set by accident. This is now resolved in the new, updated Zip files.
Please note: There were three bugs that could not be fixed, but they are minor and two have workarounds. All three are related to Rural Expanded and More v2. Here are the bugs and workarounds....
1.
The "Round Door" on the Cloaktower. It will no longer appear naturally on that building due to the fix mentioned above but it can appear on it if you place a Halfling Door Sidehill on the map prior to placing a Cloaktower. The workaround for this bug is to place the Cloaktower first, before you place *any* Halfling tileset features. That fixes the issue.
2.
A "Wooden Door" on the Evil Temple 2x3.
As with the above bug and it's solution if you place a Hill Corner Door before placing the Evil Temple 2x3, the temple can have it's portcullis replaced by the door from the Hill Corner. Again, the workaround is to place the temple before placing *any* Hill Corner Door.
3.
The Portal feature in the Desert set is textured wooden whenver the Rustic set is in use. Without Rustic, it appears made of stone like it always did. Since most folks liked the wooden look better I did not attempt to resolve the issue, as we consider it to be a good thing. ;)
These three bugs and their workarounds have all been noted in the readme for the Rural Expanded and More v2 Hak Pak.
Wednesday, July 16, 2008 - As of now, TNO_XP1 by Tom Banjo has been added to the Rural Expanded and More v2 Hak Pak; This adds a lot of new content to the Nwn v1.69 Castle Exterior Rural tileset.
Friday, August 1, 2008 - Today, I have updated both Aztec Empires and Cold and Dark with fixes to the water; the water in Aztec Exterior Redux and the Classic Dungeon will no longer cause slowdown.
Monday, September 1, 2008 - Finally, I have come up with a fix for the "Castle Exterior, rural (TNO)" tileset as well as the "Tropical" tileset. My new patch fixes the water in both of those sets so that they no longer cause slowdown. The patch is called "BioWater Patch", and should be placed on top of other tileset Hak Paks. This can be used both with CCR&BEXv5 or independently of it (in case you just want the water fixes).
A great compilation. Stuff I need. Stuff I want. Stuff I use. This, parts of the CTP, Armor Darks' Complete Rural/City, WoRmS' (9), Lord Rosenkrantz' Swamps + Hut Interiors/Marble Elven Int Redux/Rocky Mountains, and Sixesthrice's tilesets (various) form the core of my personal builder's base. _________________________ -------------------------------------------
"Repent, Harlequin!" said the TickTock Man.
Posted by Emmanuel Stalling at 2009-09-08 18:26:56 Voted 9.75 on 09/08/09
Had to come and vote even though everyone is probably moved on. Props to the compiler and everyone who contributed. I will still be modding NW1 for all the old schoolers out there. Look for The Extant in the future.
Posted by Mr. Versipellis at 2009-08-21 08:50:59 Voted 10.00 on 08/21/09
Hi there. I guess the creator isn't around any more, but I'll ask anyway. Can I merge the rural expanded part into my module's hak? It's excellent work, but as it stands the user will have to download this separately to the module. I'll give you credit on the DL page, in the readme, and maybe even in game!
I hope you'll say yes; it's a brilliant bit of work! Thanks,
MV _________________________ I knowing the teachings of Zerthimon, I have become stronger.
Posted by senemenelas at 2008-12-08 14:15:51 Voted 10.00 on 12/08/08
I have a question will it work with the newest version of cep and ctp as I am using these 2 as a substantial part of my semi pw if so how do I place the hacks so as to not mess up the cep stuff ?
Thanks in advance
Phoenix 7113
Posted by Razide0506 at 2008-09-21 20:32:51 Voted 10.00
I'm trying to use the rural hak to make a coastline (just like in the topmost picture), but I can't get it to work. I can put sand over grass, but only of there's grass on either side. I can't put sand next to shallows or water. It has to be surrounded by grass. For that matter, I can't put shallows next to grass either - it has to be surrounded by water. What am I doing wrong here?
Update! This morning, I have posted a new patch known as BioWater Patch. It basically replaces all the water in the TNO and Tropical tilesets, with water from standard rural. Much the same way as what I did for the Aztec Exterior and Classic Dungeon tilesets in my previous update. Basically, this fixes the slowdown caused by the type of water textures used in those sets.
BioWater Patch can be used both with CCR&BEXv5 or fully independent of it.
kroko - No worries! The blue stones in your picture are just part of what the City/Rural Base has to offer. You can click Erase on them to alter between them and many other tile options. The stones are meant to go with the CCS aspects of City/Rural to produce the cobbled look of cities or castles. As for the shadows, I notice that bug in a lot of tilesets. One way around it, is that after you cut the trees out of the area you can always reload your area or module. When you go back in, the shadows should be corrected. In the toolset, sometimes shadows can get left behind even when the objects that cast them are removed. This is normal.
Some good news for today: Tom Banjo's excellent addition for the Nwn v1.69 Castle Exterior Rural is now part of the Rural Expanded and More v2 Hak Pak!
Only a few things from Tom's pack that were *not* fully compatible with the CCR&BEXv5 had to go, like the wooden gates, fort gate, and fort entrance, but everything else is in there. Enjoy!
Ok! The problem has been resolved. Be sure to read the description up above for details on what it was, and how I went about fixing it. The best part is neither the halfling homes nor any of the tilesets had to be removed. Cheers!
Hmmm... it seems I was wrong! The bug is *not* caused by the Halfling doors from Hills and Homes at all... but by some strange conflict that is occuring between Rustic Frontier and the Rural set. It isn't any of the doors, so I'm looking into it to find out what the issue is, exactly. There were three tilesets in Rustic: Heed's Rustic City as well as Grasslands and Wooden Elven Interiors, so most likely I'll need to remove one of those three tilesets as a trouble tileset and drop it from the CCR&BEXv5. I'll post back when I have determined which one of them has to go.
Ok... the culprits are the halfling doors and Hill Doors from Hills and Homes. I'll have to remove the rural aspects of those, which won't affect any other tilesets but which should fix the problems they are causing with other buildings like the Cloaktower, Neutral Temple and Evil Temple. I'll have to get on that straight away...
I'll have to take a look at the rural cloaktower door and see if anything can be done for it. Possibly, this is due to the fact that I had to move a couple of doors in the .2da file in order to assure 1.69 compatibility. I'll post with my findinings as soon as I can. - Time to go check it out!
Posted by Tukaram at 2008-07-14 07:46:28 Voted 10.00 on 07/14/08
Actually, turns out the cloaktower door only seems to be wrong on certain tilesets. Rural it's bugged but for example City Exterior Expanded it's perfectly fine.
I'm sure it's something obvious that I'm doing wrong but my problem is in about as much detail as i can go.
Running 1.69 final, using the module provided on this page when i place a Cloaktower, the double doors always appear as uhh, well a round-circle like door. Even deleting the door and putting in one of a different appearance it just reverts to said round-circle door.
Posted by Izk The Mad at 2008-07-11 09:46:47 Voted 10.00
Izk, I too think the portal is better reskinned with Heed's texture, so I'll definately leave it like that. Besides if I tried to alter it, that would in all likelihood mess with Heed's great set, so it's for the best in any case.
Artistically speaking, I think it now has a more "frontier" feel to it (the portal), than the typical medieval or ancient varieties we typically see in tilesets. Different is always a plus!
Posted by Izk The Mad at 2008-05-24 07:51:49 Voted 10.00
Another odd thing I've noticed. The gray stone "portal" tile in the Bioware sets is now made of brown wood (Heed's Rustic?). I've only used it one area, in the Desert, so it actually looks better this way, but I had to share. Noticed it had changed and started poking around and it seems to affect all of them. Just another tiny "bug" in this massive undertaking. I hope you don't fix it. Just had to share. _________________________ Silent Hill-ish Hak | Skybox Experiments | Creature/NPC Reskins Vol 1 | Works In Progress
Posted by Izk The Mad at 2008-05-18 12:05:48 Voted 10.00
Wish ya luck! Just thought I'd mention, Sci-fi interiors plays real nice with this set. Just had to do a little custom "door" work. You already have enough to do, though. Just something I needed to suit my own particular needs.
Probably only removing the gutters in entirety would fix the alleys, but in doing that it would also remove a key feature that makes them so different.
Namely, the gutters, so probably best to leave them as is, so if folks wish to use them they can, but if they do not wish to, then they don't have to.
The turfhouse interior's door was at a very early stage in this compilation's development somehow altered by having added the double doors to one of the many tilesets. I left it alone for two reasons: 1. Without any Hak Paks added I noticed that the turfhouse interior has an odd issue whereby right next to the door, on the left-hand side... the graphics for the diagonal part of the wall are "pushed out", causing a small gap in the wall. I had no idea how to fix a glitch like that, especially as it was something native to Nwn, so it was convenient to leave in the double door... which covers the gap in that part of the wall up nicely when it is closed. And 2. I had actually removed the double doors successfully at one point, but then somewhere else that they were supposed to be, they were gone. So, the choice of evils that I deemed the wisest was to just leave them in. As for 1.69 and WCoC tiles...
I'm waiting for the final version of 1.69 to come out so I can see if it's going to have room to add compatibilty for the new material to this set. With there being at present a strict limit in certain .2da files, most noteably the loadscreens .2da file, I am hoping they'll have increased the number so I will be able to accomodate all the new material. Plus, I will need to see if it is going to play nice with what is here, too... since you never know how tilesets will react to other tilesets. But... if all goes well, I can see no reason why not. *Crosses fingers...* ;)
Posted by Izk The Mad at 2008-04-27 11:41:01 Voted 10.00
I have to recommend these haks to anyone who's interested in building worlds with diverse areas, extreme enviroments (mountains, swamps, etc.), planar travel, and even decent transitions between climates/areas. You can really have a field day with this compilation!
Hey, chaos, still adding to this, I see. Nice. Thanks for all your effort. Have to check the new additions out. Will you update for the 1.69 patch, for the WCoC doors and loadscreens?
Had a thought recently, when you update and replace like this, what happens to modules built using the previous versions of your haks? Will they still work properly? Or would the modules have to be updated? It's not a problem for me, as my project is still ongoing. I blame you, lol. All these tilesets and an overactive imagination have turned my original module idea into an "epic" campaign, which I'll no doubt have to chapterize before it's done.
PS: I mentioned the glitches just in case there was something you could do, I figured they were probably that way originally. As for the alleys where they meet the cobble, the ones in the Builder's Base (love that set!), do not have the gutters, but the ones in the City Expanded do, but otherwise they seem identical. If that's the case can the gutterless ones be replaced by the others somehow? The alleys are still useful as-is, you just can't connect them directly to the cobble "street".
The latest update includes a variety of new tilesets, including the long awaited Walkable Tower which gives the Wizard Tower in the standard and the expanded city tilesets a walkable roof!
The glitch noted by Izk, regarding the city exterior tileset, was indeed part of that set before I incorporated it into this compilation, at least as far as I was able to test it. I was not quite able to sqash the bug, so I left it alone just to err on the side of caution. The implementation of gutters in that set was buggy to begin with as well. However, it was better to have them included rather than excluded, as there are ways around these glitches.
Probably, that new city exterior has the most issues of any of the tilesets but it is also the most complete city tileset, so basically it balances out.
The additions to the Frozen Wastes and other tilesets in this compilation are implemented in a way that one is best off using them with a new module than with an existing one... since I cannot guarantee that existing tiles won't be affected by what the new tiles add to them. (And sometimes, a lot is added!)
Lastly, while I haven't added anything new to this in quite a while I may yet find some interesting things that can be implemented well with what is there already. If and when I do, I'll post about it and let everyone know of it.
Posted by PLUSH HYENA of DOOM at 2008-01-16 10:44:37 Voted 10.00 on 01/16/08
BEWARE! If you have areas in your mod made with the Frozen Wastes tileset, those areas WILL BE RUINED if you add the Rural Expanded and More V2 hak. Frozen Waste areas will be filled with airships(over a pit) which can be removed, but which leave many gaps(pits) in your areas, some of which CAN NOT BE REMOVBED! Frozen Waste areas made after adding the hak do not seem to be affected.
Posted by Izk The Mad at 2007-12-23 08:03:38 Voted 10.00
The big box of Crayons keeps getting bigger! Glad to see you're still tweaking this. I haven't gone in to check since I last updated, but did you or anyone else ever catch a glitch in the city tilesets where the walkmesh is up in the air in a "building" corner? By this I mean the paintable house clusters (with those buggy gutters!) when they make an inside corner at a 90 degree bend. First noticed when I was actually play-testing, then I found I could see it in the toolset by dragging creatues into that corner tile and checking for the height change. It seemed to be just one particular tile, as using the eraser to change it fixed the problem. I had written the tile info down somewhere... Also noticed the alleys in the city/rural builder's base end with a normal curb, instead of the gutters. Don't know if that was you or the original builders. I'm pretty sure I have all the haks in the right order. (Sorry I didn't mention these earlier, been busy building!)
If you ever consider adding anything to this, how about a nice interior set for all those small buildings throughout the tilesets? 1x1 and 1x2 cabins and shacks and such, maybe some tents. I've seen a few available on the vault, but I'm trying to keep my hakpaks limited to just the CEP2 and yours for simplicity and compatibility. I even removed Chandigar's original aztec haks and replaced them with your version (glitch-free I might add). Of course there also seems to be a need for a place to put those modern doors you included in the door hak. Tease! Just saw a nice "Futuristic City" tileset today... :) Might have to add it below yours in a test module just to check it out.