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NWN PREFABS

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Title  Brightmoon Point Lighthouse
Author  Chaos_Theocrat
Submitted / Updated  11-13-2009 / 11-23-2009
Category  Areas
Type  .rar File
Description
Requirements: Nwnv1.69, SoU, and HoTU plus CEPv2.2c3

Brightmoon Point features a complete prefab lighthouse, interior and exterior, with a working light visible both inside and outside, five floors, and a cellar. Inspired by the detailed lighthouses from the classic Ultima series of games, Brightmoon Point has a high level of detail indeed to it, and can be inserted into just about any setting, where it can serve as a dwelling or a unique quest locale.

Note: I've provided an alternate sound for the clock since the CEP clock_tick sound has a bug associated with it that causes an error message to show up if you exit the area while standing in the sound's play radius. Import the clockticks.erf file and look for the new sound under Special and Custom 1 for sound effects. Replace the old one with this new one and no more crashes. It uses as_sw_genericlk1 set to repeat every second. The effect is even more clock-like than the CEP one was. :)

Included is a demo module and an .erf file for importing this prefab area into your own module.

Files

NameTypeSizeDownloads
Brightmoon_Point_Lighthouse.rarBrightmoon_Point_Lighthouse.rar
Submitted: 11-13-2009 / Last Updated: 11-13-2009
rar104.5Kb163
Brightmoon Point Lighthouse - Download
clockticks.erfclockticks.erf
Submitted: 11-13-2009 / Last Updated: 11-23-2009
erf1.61Kb78
New Clock Ticking Sound Effect!
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SCREENS

Brightmoon Point


Brightmoon Point - Forest


Brightmoon Point - Lighthouse


Brightmoon Point - Lighthouse Beacon





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Comments (9):

Posted by Mulu at 2009-12-11 12:27:43    Voted 9.50 on 12/11/09
Very useful, I put it in my campaign mod.
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Posted by Mulu at 2009-11-26 20:53:24    Voted 9.50 on 12/11/09
Ah, I see the problem, it was made using the optional cep2_ext_tiles hak that overwrites the standard tilesets. I usually leave that hak file out since the [CEP] tilesets have that material in them, which resulted in a hak conflict.
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Posted by Mulu at 2009-11-24 13:49:40    Voted 9.50 on 12/11/09
Hmm, I get a list index out of bounds (623) error when trying to access the imported lighthouse.
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Posted by Ondaderthad at 2009-11-19 19:18:52    Voted 10.00 on 11/19/09
Very good prefab as expected from chaos_theocrat.
Agree with jdeavila. An Inn / Tavern is a good idea.
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Posted by jdeavila at 2009-11-17 09:34:09    Voted 10.00 on 11/15/09
Very well done Chaos...Do you think you will ever do a really cool Tavern/Inn with npcs with dialouge (general stuff) and an alcohol script to boot...something with really great environment..we could always use more taverns to populate our worlds.
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Posted by chaos_theocrat at 2009-11-16 07:09:07    
I'm glad everybody liked this! :) I was thinking about all the different kinds of interiors and exteriors I've seen on the Vault, and I realized a lighthouse was something you don't see every day; yet it was something that can add a *bit* of atmosphere to a module. The way I came up with the beacon was through experimentation with different uses for more common placeables, such as the science tube and the crystals. The idea of placing one crystal in the top of the outside of the lighthouse was another unusual idea that turned out to really work to create the illusion of a functioning lighthouse. - Farewell for now!

Posted by Remir Arnom at 2009-11-16 06:42:47    Voted 10.00 on 11/16/09
Very cool, very detailed. Well done!
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Posted by jdeavila at 2009-11-15 14:10:08    Voted 10.00 on 11/15/09
Nice prefab for sure!!
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Imtherealthing

CCP (The Community Creature Project)

The TRIAD

Posted by chico400 at 2009-11-15 03:32:45    Voted 10.00 on 11/15/09
nice prefab^^
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