c_kobold: reskinned, scaled lizard-kind with additional modeling/animation (e.g., tail). c_kobold.mdl uses animations from: a_ba_mod; a_ba_mod2; a_ba_mod3; and a_ba_mod4. all of these mdl's should be placed into the same hak pak as c_kobold. c_kobold.mdl = the model; a_ba_*.mdl = core animations for c_kobold.mdl; po_kobold_* = portrait images; c_kobold.tga = skin image; c_kobold.dds = compressed skin image for use in hak pak; representative modifications for portraits.2da and appearance.2da are also provided. NEWLY MODIFIED TO WORK WITH PATCH 1.23; NO MODIFICATION OF DIALOG.TLK REQUIRED - JUST PUT eh_kobold.hak INTO YOUR NWN/HAK DIRECTORY AND kobold.mod IN YOUR NWN/MOD DIRECTORY; LOAD THE kobold MOD.
Posted by Anonymous ( 152.163.xxx.xxx ) at 2004-05-22 21:52:00
OH THAT IT STUPID!!! The new Kabolds suk and these ones RULE!
1.the new CEP put Kobolds under Lizard folk, THEY ARE DOGS!!!
2.the new ones are short and have scales...SCALES!!!
3.all aof these things end in 3 exclamation marks......!!!
This is a compilation of the old system into a single score. There were 12 that made this score of 8.41 then rounded to 8.
Posted by i_lyk_cheeeze ( ..xxx.xxx ) at 2003-10-17 16:29:00
Erm...they look like miniture Lizard Folk. Great job!!!!
Posted by Hjalmar ( ..xxx.xxx ) at 2003-06-04 06:38:00
Old school Kobolds had big eyes if i remember it correctly. Eye of the Beholder II had Kobolts in it, where they're not lizards. They were much more fun, so ugly that you wanted to beat them to death just for fun.
Posted by B ( ..xxx.xxx ) at 2003-04-30 00:40:00
I think that mythological kobolds had hair.
2nd edition ones looked kind of funny, but they seemed mammalian...
Posted by Joe Harr ( ..xxx.xxx ) at 2003-04-28 10:50:00
Dustin Asche I don't know what you mean by "Old School Kobolds" but my AD&D Monster Manual (copyright 1979) shows Kobolds as being small and scaley and are described in the text as having "no hair".
Don't look/sound like any mammals I ever heard of. The only place I have ever seen Kobolds as small dog-like creatures was in Black Isle games, but I wouldn't call that "Old School".
Posted by Dustin Asche ( ..xxx.xxx ) at 2002-12-30 10:18:00
I like your models better than the BioWare ones. As long
as I can remember, Kobolds have been mamalian. All of a
sudden they're lizardmen? WTF? I checked 3rd and they're
lizard men in there too. Where did this come from? Hah!
Old school Kobolds all the way!!
Posted by Scythe_njt ( ..xxx.xxx ) at 2002-09-17 20:39:00
I had a problem, the hak version wasn't showing the skin,
so I added the TGA skin to the hak and it worked just fine.
I am running 1.24.
Posted by cyrus_1469 ( ..xxx.xxx ) at 2002-09-09 17:45:00
what is wrong, when i add this .hak pack and i try to make a kobold it gives me a Error when i right click and try to add a new creature.
also i tried loading your demo module and see if it does the same thing in there and yes it does.
is there some way to fix this issue ? as i want to use YOUR kobold's but i want to use other creatures both custom and NWN origanls plz help
Posted by DMcF ( ..xxx.xxx ) at 2002-09-02 17:56:00
Uh, Missa Darkness, when I try to download the file it is a
rar. document. What is that?
Posted by Darkness40k ( ..xxx.xxx ) at 2002-09-02 06:31:00
eh_kobold.hak is a hak file, twit
Posted by DMcF ( ..xxx.xxx ) at 2002-09-01 15:01:00
How do I put the Kobald file in a hak pack?
Posted by george ( ..xxx.xxx ) at 2002-08-30 22:45:00
Very nice job Erendril. I've been hoping someone would
release a kobald model and this one is really nice.
Thanks!
Posted by Fox ( ..xxx.xxx ) at 2002-08-30 13:32:00
I thought kobolds looked more like bull dogs?
Posted by OzFalcon ( ..xxx.xxx ) at 2002-08-29 01:05:00
I had trouble with the a_ab_mod files,
Reqiured using a_ab.mdl to get it to work.
Posted by Erendril ( ..xxx.xxx ) at 2002-08-27 07:21:00
newly modified for NWN patch 1.23 (e.g., no STREF value
required; no modification of dialog.tlk)
just put the file 'eh_kobold' in your hak directory and the
file 'kobold.mod' in your module directory; load the module
from NWN.
to build your own mod or incorporate into an existing mod,
edit the module properties to use eh_kobold.hak or pack the
contents into an existing hak file. if you do not know how
to do this, there are plenty of third-party references
available to help. for example, try a search on 'NWNViewer'.
changes to appearance.2DA are also included in the updated
version provided here.
Posted by JF Baston ( ..xxx.xxx ) at 2002-08-27 04:04:00
Someone can explain how to import this model?
I understand nothing at technicals reference like STREF and so.
Where will I put the files, what have I to do?
Thanks by advance.
JeanMi
PS: By the way, it would be a good idea to put these info in
the readme.txt of the file too.
Posted by Erendril ( ..xxx.xxx ) at 2002-08-25 22:40:00
i did some further testing of appearance settings;
PREFATCKDIST should be reduce about 10% to 1.08, PERSPACE
to 0.28 and CREPERSPACE to 0.36 (all in appearance.2DA); if
anyone comes up with any settings that seem to work better,
please post them here.
Posted by Stryder ( ..xxx.xxx ) at 2002-08-25 22:20:00
Unbeliviable! Awesome job!
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