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NWN HAKPAKS

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Title  NWN2 Houses Tileset
Author  Zwerkules
Submitted / Updated  10-13-2009 / 06-10-2011
Category  Tilesets
Expansions  Works on all versions
Description
This is work in progress. When it is finished, it will hopefully contain all the NWN2 houses and ships. At the moment it contains all the city houses except for a warehouse, the thayan buildings and the temples of Myrkul and Kelemvor.
It also contains all the rural buildings, but no swamp buildings yet.
I could use some feedback, especially on wether to bother and (try to) fix the shadows or remove the shadows completely and if I should add trees, crates etc to the houses or leave them as they are so the player can add placeables to his/her liking.

I have removed the remaining TNO-textures and replaced them by different ones, so maybe this hak can also be used by people who haven't patched their game to 1.69.

Additions in this version: Castle terrain that so far works next to cliff (pit) and grass terrain.

Credits: I used the grass and road textures by Toro Link, the watch towers and the trees by Helvene Link and a few trees from Lord of Worms placeable hak Link.
The higher hills and hobbit homes are based on those by Thallion Stellani and the ruined stairs leading up a cliff were made by Adam Miller. I also used a female statue whose author I don't know.
The castle walls and towers are from Stilgar's Castle Construction Set.
The mini maps were made by Cervantes.

I release this hak to the NWN community with the knowledge it will get used by the community with the following restrictions:

[Y][N][A][O] Yes / No / Ask / Other
[x][ ][ ][ ] Available for use in a module?
[x][ ][ ][ ] Available for use in a persistent world?
[x][ ][ ][ ] Added in the module/server's download package?
[x][ ][ ][ ] Extracted and repackaged into the module/server's HAK pak?
[x][ ][ ][ ] Renamed in case of 2DA conflicts?
[ ][ ][x][ ] Redistributed as part of another compilation HAK?

[ ][ ][x][ ] Allow others to use it as a basis for modifications?
[ ][ ][x][ ] Can the derivative work be redistributed? (>50% changed)
[ ][ ][x][ ] As part of another compilation HAK?

[x][ ][ ][ ] Credit the original author?
[x][ ][ ][ ] Provide a link to the original NWVault page?

I also understand that due to personal commitments (or the 'bus factor'), there is the chance that I will not be around forever.
Thus I declare that this contents rights
[x] Be considered AbandonWare after 01/12/2011

Files

NameTypeSizeDownloads
houses_mdls.7zhouses_mdls.7z
Submitted: 10-13-2009 / Last Updated: 06-10-2011
7z15.1Mb968
This hak contains the models and game files. You also need the other four haks that contain the textures and mini maps. I split the first hak because it was getting too big.
Last update (June 10th 2011): Fixed a wrong door position in the Sunken Flagon group. This also contains the castle terrain now, but only a few combinations with other terrains are finished.
houses_txts2.rarhouses_txts2.rar
Submitted: 10-13-2009 / Last Updated: 10-03-2010
rar22.5Mb805
This contains mostly textures for terrain.
October 3rd: Changed the cobble texture.
houses_txts3.rarhouses_txts3.rar
Submitted: 10-13-2009 / Last Updated: 07-18-2010
rar23.8Mb753
Jul. 18th: Fixed a roof texture that was upside down.
houses_txts4.rarhouses_txts4.rar
Submitted: 10-13-2009 / Last Updated: 10-17-2010
rar15.9Mb536
houses_txts4.rar

Last update (October 17th): Added more textures for new houses.
houses_maps.rarhouses_maps.rar
Submitted: 10-13-2009 / Last Updated: 12-19-2009
rar1.6Mb633
These are the mini maps Cervantes made for this hak.
NWN2_Houses_Test2.modNWN2_Houses_Test2.mod
Submitted: 10-13-2009 / Last Updated: 10-17-2010
mod1.2Mb657
Last update (October 17th): Added raised terrain to the last city area.
houses_top.rarhouses_top.rar
Submitted: 10-13-2009 / Last Updated: 06-10-2011
rar3.2Mb360
Use this file only if you want the grass and ground textures replaced by different ones. If you add this hak to a module it has to have higher priority
than all the others in order to replace the textures and the set file.
Since it contains a copy of the set file with different settings for the grass entry, it will also always be updated when houses_mdls gets updated.
Last update: June 10th
houses_txts.rarhouses_txts.rar
Submitted: 10-13-2009 / Last Updated: 08-01-2010
rar24.4Mb782
This hak contains mostly textures for the houses.
August 1st: Changed the textures for the Rich Merchant Houses and the State Building so they blend in better with the other houses.
SCORE OUT OF 10
9.98
19 votes
View Stats
Cast Your Vote!

PORTFOLIO
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SCREENS

A few houses and the city wall with a guard shed.


An NWN2 house by night


House with walkable roof


Dock houses


The city at night


Mulsantir houses


The house of the blacksmith


an inn


Crossing the same river twice


Evil temple and not so evil church


Evil temple


Rural terrain


Low hills with new trees


A crystal at night


Low hills with birches and a few wildflower patches


Raised City terrain


Raised city terrain and moat


Halfling Homes


New bridge crosser and new sand terrain


Wildflowers (closer view)


Sand terrain


Forest terrain


A road through the forest


At the edge of the forest


Three terrain types: water, forest and grass


Pit terrain


A gate on a forest road


Castle wall with towers


Castle wall and market stalls


Ships anchored near the castle


More towers


Crossroad Keep at night


Forest hills


Lodge at night


Fantasy Tower


Houses from the TNO tileset.


Evil Temple 2


Wizard Towers


Rural temple


More temples


Gentle hills and a mill


Building terrain


Buildings at night





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Comments (30):

1 2 3

Posted by AequivalenZ at 14:26:52    Voted10.00
I've played around with it the last 2 hours and I like its versatility. Especially that edges of different tiles fit together. Did you create all the new houses yourself or were they converted from NWN2? Everything is so detailed and I like the textures you use. I've one suggestion, something thats still missing in NWN: large crops vegetable fields (also usable on hills) that can be placed around towns and cities. You have to decide yourself its usefulness, but I always felt that these were missing. Do you know if there will be any conflicts in the future, after you've reduced the number of haks, or may I easily replace the new hak with the old ones and keep my old areas?

Posted by Joern at 2010-06-0613:43:45    
I will make it one big hak when it is finished. As long as it is in a state of development I will keep it as separate files (smaller than 25 MB).

Posted by AequivalenZ at 12:33:09    Voted10.00
Hi Joern, I was wondering how I can use your amazing tileset continously in a pw. At the moment your tileset is split in a few files. The number of haks useable at once is limited. Will you include all these files to a single one in the future?

Posted by Joern at 2010-05-2514:11:37    
Hello Malcolm. I don't see any reason why this wouldn't work with CEP. It is a standalone tileset and no override. Your second question seems to be incomplete. I don't know what you mean by "Will these great houses in the countryside and ect.?" If your third question is if the houses have proper doors to make area transitions possible, the answer is 'yes' because this is a tileset and so the houses have proper doors and walkmeshes unlike house placeables.

Posted by Malcolm44444 at 2010-05-2509:24:00    
Will be able to use this hack with CEP 2.3 NWN 1.69? Will these great houses in the countryside and ect. ? The houses are including the doors for change areas? Thanks for your reply.

Posted by Joern at 2010-05-1007:44:48    
Jedijax, you get an answer so late, but I've been busy. I will make two more tileset overrides and I already made one for the Bioware forest, but finishing this tileset has priority and since I only got about 40 downloads and 3 votes (and the lowest score I got for a tileset), you can see that I got little incentive to do more overrides, especially when people tell me that they won't use them because there's already Chico's NWNCQ. I can promise you I will make to more overrides. However they won't be finished in May and maybe later than June. Raven Blood, if this tileset was override-able by other tilesets, I wouldn't consider it being adaptable, but a design flaw. Overrides are for standard tilesets and new tilesets shouldn't use the same textures as those tileset or if they do, they should be renamed. I still have one TNO texture in this tileset, but that one will be renamed when this is nearing completion. As for not being override-able: You can replace any texture in any tileset by putting a new texture with the same name in another hak with higher priority. This however has to be done properly and it seldom is. For ground textures there are usually more than just one textures that have to be replaced. A lot of people replace the grass ground texture and forget about the grassrim texture. Then there are textures where grass blends with rock or sand or ... These textures do all have to be changed, or you will get less than desirable results. If you still want the grass to be changed, I could make a hak for you with different textures. I got a number of grass ground and 3d grass textures to choose from, but I won't use the one Chico400 used. I don't like textures that look like they belong into a cartoon. The one he used is too green. So if you like, I can show you a number of different grass textures you can choose from, just not that one (or any other texture like it). It has to fit into this tileset and not look completely out of place. Raven_Xan, Six doesn't want anybody to use parts of his tilesets and I respect his wishes.

Posted by Raven_Xan at on10/04/10
Very nice tileset! I love it because its not so bright... more realistic! Maybe you can import some of sixthrice tileset models in this... think that this looks awesome! Regards! _________________________ new_cloak_tex.hak eberron_cloaks.hak NWN2X

Posted by Raven_Blood at 11:02:16    Voted9.50
i must agree with Jedijax on this issue :( i enjoy your work, and what youve done, but i see no reason to use this since i cannot override particular parts of your set. And im sure anyone here would agree that having an adaptable tileset, is a good tileset :] no hard pressure! i just thought id share my thoughts on a great set! im at least entitled to share one...

Posted by Jedijax at 2010-04-2414:34:38    
Not to sound like a pleading-bag all the time... but we are what we are, right? Anyway, I have followed your work with great satisfaction at what has been achieved; however, the "Sixesthrice" problem arises: There are lots of already-existing modules that won't use your tileset. The problem with making new tilesets is builders must implement them, or one may not enjoy them at all. This, I say, because I was wondering if you could make overriding versions of your tileset for TTR and the like. Why? Because then every single module would shine with your hard work! Let's be honest, the amount of modules that will use your tileset is scarce; however, an override version would be omnipresent! Anyway, just a suggestion; I don't even know if such a thing is possible, I mean in easy terms, seeing as everything is possible, but I think the overall Neverwinter experience would greatly benefit of such a thing, instead of just some present or future modules.

Posted by Joern at 2010-04-2310:42:10    
I just added two screenshots so you can see what will be in the next update.

1 2 3

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