PC portraits are plenteous. Everyone can just download a portrait or make their own nowadays. What we as a community need though, is the possibility of playing around with NPC portraits an as a much degree as we can play around with PC portraits. This is why I've made this tutorial. It instructs you in adding portraits, so that they can be used in the toolset. It is my hope that people who regularly submit portraits to the ever-growing NWN fan sites, or just people who download custom made portraits from the fan sites, will begin to make NPC hakpacks and submit them to sites such as NWvault.
If you look at the CEP portraits hak, you will discover that the portraits2da has the new portraits, but the filename is different from those used on the tga files. Name all your tga files with "po_" + "name" of the portrait and then in the portraits2da file fill in the entry without the "po_" suffix.
Example: tga portrait named "winston_h"
Rename it "po_winston_h"
Type it in the portraits2da as "winston_"
The toolset engine will omit the "po_" and your NPC portraits will become availabe.
We've followed the tutorial word-for-word (and I must compliment the clarity of your writing....many tutorials are written by those who have technical knowhow, but cannot communicate clearly), but it doesn't do anything. The current version we're using 1.66, with SOU and HOU installed. We've created the 2da file, and all 5 sizes of each portrait, and combined them all in the Hak editor, and added to the module under "module properties". Nothing. We can use them for our PCs just fine, but can't get them to be available in the toolset for NPCs and monsters. And we've even made sure o have the filenames less than 15 characters long. We're stumped. Any have any ideas?
Posted by Scooby_Spannerz ( 217.40.xxx.xxx ) at 2005-11-09 06:41:57
With regard to the "po_hu_m_TITLE_01.tga" portrair, the tutorial on the website states that filenames must be bwteen 1 & 15 characters... Do you think this could be causing your problem?
Forgive me if i sound stupid, but I'm just learning myself... I'm yet to create a hakpak!
Posted by Mel Shrum at 2005-08-08 10:55:02 Voted 10.00 on 08/08/05
Great job! You have made it possible for NWN lovers to create a custom portrait. I have done so, using a prefab portrait and cutting out the face, I then inserted a photo of myself using Picture it! 9. I created a new folder in NWN named it portraits, and inserted my edited photo. (C:\NeverwinterNights\NWN\portraits) Now I can use my custom portrait with any NWN module or game!
Posted by Wizul at 2004-07-28 20:23:49 Voted 10.00 on 07/28/04
Posted by Ardan Skye ( ..xxx.xxx ) at 2004-03-28 21:21:00
Hmmmm Can anyone tell me how to Gte Custom portraits I made to work in The game? email me if you can thanks.
Posted by Ardan Skye ( ..xxx.xxx ) at 2004-03-28 21:21:00
Hmmmm Can anyone tell me how to Gte Custom portraits I made to work in The game? email me if you can thanks.
This is a compilation of the old system into a single score. There were 11 that made this score of 9.37 then rounded to 9.
Posted by Desdaemon ( ..xxx.xxx ) at 2004-01-13 21:10:00
my portrait also upside down. i try use ACDSee for solved that proplem (upside-down option). it works, but when i saved my game. the game hang up and crash.
Posted by fanchant ( ..xxx.xxx ) at 2003-07-27 13:10:00
Everything worked great until I went to open the portrait in the module and it was UPSIDE DOWN.(This character bears a startling resemblance to a navel....)
LOL
I have no clue how this happened, but will slog away at it until I figure it out. If that has happened to anyone else pelase let me know how you fixed it. thanks
Posted by Mike ( ..xxx.xxx ) at 2003-07-04 17:14:00
use wordpad to open your portraits 2da. So anybody got a new portraits 2da file that is up to date with the expansion?
Posted by Spajk ( ..xxx.xxx ) at 2003-06-23 03:14:00
How does one open a .2da file? My computer complains about no program to open it with....
Posted by Mike ( ..xxx.xxx ) at 2003-05-25 06:34:00
hi buddy
thanks for taking the time to reply to me but I dowloaded the tutorial again and it stil does not have Kobolds and Knolls in it. the new one that is. Are you sure there is a new protraits 2da file with the tutorial?
Posted by Liller ( ..xxx.xxx ) at 2003-05-22 01:16:00
Use the portraits.2da suplied with the tutorial. It's up-to-date
Posted by Mike ( ..xxx.xxx ) at 2003-05-19 22:38:00
I am having some trouble with my npc portraits. Everything was working fine, just like in the tutorial. Until I updated NWN with the official update...the one with Knolls.
Anyway in my module with my hak pak the knoll picture has a picture of one of my custom portraits from the hak pak. And when I removed that portrait it just took the next one. So I can't have a proper knolls portrait in my custom module. Is this because the modified portraits 2da file that I have got in my hak pak doesn't have knolls in it? Do I need to update my hak pak some how? Do I need a new portraits 2da file? I even strated a new module and it had the knolls portraits in it until I added the hak pak. I would appreciate any help.
Posted by Ice-Child ( ..xxx.xxx ) at 2002-08-25 00:25:00
Thank you very much for explaining that. I now have my mod
almost complete. I was just browsing around trying to find
a portrait for my main NPC. This helps me finsh what I
started.
Thank you much
Posted by Conjumen ( ..xxx.xxx ) at 2002-08-21 07:46:00
Your portrait hakpack should contain all the portraits you
want in, and the modified portraits.2da file.
Test your portraits - as an example take a portrait (in all
its 5 sizes) and put it in the portraits folder. Start up
the game and see if they are displayed correctly. If not,
then there is something wrong with the portraits, or your
game or worse, or less...
You could always mail me your hakpack if it doesn't work
out.
Posted by Xxtayce ( ..xxx.xxx ) at 2002-08-18 18:14:00
Hmm... seemed to work ok until I got to the part where I
actually use the self-created hakpak of portraits. Where my
portraits should be, all there was was a black box. They
were the right dimensions, and the right format (.tga), but
is there a filesize limit? (ie: po_hu_m_TITLE_01.tga can't
be any bigger than 5kb large.. something along those lines.)
Posted by Spikeman ( ..xxx.xxx ) at 2002-08-15 07:11:00
Tremble, Mortals... The king with the spiky hair hath
returned! I will now eat all of you weak souls, Mwa ha ha
ha ha ha!
Posted by Pirate P ( ..xxx.xxx ) at 2002-08-14 12:37:00
*thumbs up*
Details everything and worked just spiffy for me. ^_^ Now
the masses shall feel my wrath in MS Paint Portrait form!!
Mwa ha ha ha ha
Posted by Schmidt ( ..xxx.xxx ) at 2002-08-12 06:07:00
I was looking for such tutorial, too.
Thank you very much!!!
Schmidt
Posted by JemyM ( ..xxx.xxx ) at 2002-08-11 22:49:00
Great tutorial, and less dangerous/more compatible than
the first one. The do-not-place-stuff-in-override can
never be stressed enough. Anyone that is selfish enough to
place anything in the override folder will get flamed
becouse they do not only override bioware, they also
override other people's modules!
And another thing, keeping the name po_hu_m_TITLE_01.tga
will assure you that no-one else will name their portraits
the same as you already have (and thus, overwriting them).
in my case, all portraits is named po_xx_x_eb2_0#.tga
Eye of the beholder 2. :)
Best Regards
JemyM
Posted by mmt1 ( ..xxx.xxx ) at 2002-08-11 22:16:00
precisely what I've been looking for. Thanks for figuring
this out, and letting us know :)
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