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NWN PREFABS

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Title  (CB1) Castle Bloodthorne - Approach (Full Version)
Author  Bloodthorne
Submitted / Updated  02-09-2004 / 02-15-2004
Category  Areas
Focus  Areas
Area  Castles
Description
*HIGH BANDWIDTH VERSION WITH ALL HAKS* For modem users, look for the 56k version. Originally this came to me as a delusion of grandeur idea for one of my main NWN Characters. I don't know about you, but in all my 20 years of playing AD&D, I always wanted to build my characters' homes and strongholds. This is just the first of many. I decided to share it with the NWN Community. This is the first in a series of prefabs that I am constructing to center around one main Castle/Mountain Fortress Complex. This series begins in rolling hills (Approach), and ascends up into the mountains through a fortified pass and into the mountain proper. Its sole purpose is visual representation. That being said, these are left as is, with very few scripts and NPCs, allowing DM's, Persistent World Designers and Module Makers complete freedom to modify everything to suit they�re every need.

This prefab is the first fortification before the Mountain Pass and represents the transition from hills to mountains. I have added patrolling guards, and one named NPC. There are no conversations and they can be modified at your leisure however you see fit. Mucho thanks to the following for their creativity in making this possible: Osmanthus for his Ramparts and Castle textures, Wayland for his rolling hills, Spurn for his X_Hak Heads pack, The DLA Team for their Elven Chain (good stuff), John-C for his Ultclothesnudes compilation (with a little Lisa's work mixed in), Shadow Hawk for his(uber) weapons, Saph for the load screens, and last but definitely not least, Lisa, my 'pocket fashion designer'. :)


Files

NameTypeSizeDownloads
Bloodthorne091076386725915README.txtBloodthorne091076386725915README.txt
Submitted: 02-09-2004 / Last Updated: 02-09-2004
txt4.22Kb1726
--
CB1ApproachFull.rarCB1ApproachFull.rar
Submitted: 02-09-2004 / Last Updated: 02-10-2004
rar62.1Mb1944
--
SCORE OUT OF 10
10
3 votes
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Comments (18):

Posted by DM_shadowdragon at 2006-09-10 19:47:21    Voted 10.00 on 09/10/06
hello I would like to ask for some help with a new castle for my module MorrowlandsUSA. I did like the castle that you use. I would used it the haks that you use wil not work with my module. if you can help me to build a castle that will fit into Morrowlands I would like that very much. The game I am running is a 24/7 server the haks are on nwn Vault undergame world MorrowlandsUSA please help me.

DM_Shadowdragon

Posted by Xenophilos at 2004-10-31 13:37:00    
Does this work with CEP?

Posted by Bloodthorne at 2004-07-23 21:28:00    
Hey gang!

Yes, it's been awhile, I know. I have gotten several people eagerly awaiting CB 3, the Castle Proper. It sits, halfway done, as the past five months work and the real world have elbowed into my Fantasy World. Just looking at the half-way done Castle Bloodthorne is enough to make my blood stir. But do not fret! I WILL be releasing CB 3, it's just a question of time, and unfortunately I can't give you any definites at the moment.

Needless to say, there will be a CB 3, to finish the series, that's for sure.

Sky_Stryker, to answer your question:

Osmanthus, the original creator of the Castles and Ramparts prefab I used, set that as the sound for the gate. I agree with you, it doesn't sound right, and orginally I had planned to change it, but it slipped through the cracks into the final release. There is a way to change it, but off-hand (It's been five months), I can't remember without popping it open and looking at the code. I believe you can change the name of the wave file in the code.

Again, guys and gals, thanks for the many compliments, and feedback, and hopefully soon, CB 3 will be up. :)

Bloodthorne

Posted by Bloodthorne at 2004-07-23 21:28:00    
Hey gang!

Yes, it's been awhile, I know. I have gotten several people eagerly awaiting CB 3, the Castle Proper. It sits, halfway done, as the past five months work and the real world have elbowed into my Fantasy World. Just looking at the half-way done Castle Bloodthorne is enough to make my blood stir. But do not fret! I WILL be releasing CB 3, it's just a question of time, and unfortunately I can't give you any definites at the moment.

Needless to say, there will be a CB 3, to finish the series, that's for sure.

Sky_Stryker, to answer your question:

Osmanthus, the original creator of the Castles and Ramparts prefab I used, set that as the sound for the gate. I agree with you, it doesn't sound right, and orginally I had planned to change it, but it slipped through the cracks into the final release. There is a way to change it, but off-hand (It's been five months), I can't remember without popping it open and looking at the code. I believe you can change the name of the wave file in the code.

Again, guys and gals, thanks for the many compliments, and feedback, and hopefully soon, CB 3 will be up. :)

Bloodthorne

Posted by Cecile Bramwell ( 80.197.xxx.xxx ) at 2004-07-14 04:50:00    
This is just looking mighty awesome!! I'll go download it right away! ^^

Posted by Sky_Stryker at 2004-07-09 17:32:00    
I WOULD APPRECIATE THE FEEDBACK HERE PLEASE!

IF ONLY SOMEONE WAS TO JUST TURN UP, AND ACTUALLY READ MY POST! (BELOW)

THANKS!

Posted by Sky_Stryker at 2004-07-07 18:09:00    
Hi there.

I downloaded this just recently. GREAT work btw!
Very nice indeed! Very creative, and very nicely set out too!
Please keep up the good work! :-) (erm... whenever you have the time, that is)

I just have one question to ask though.

In the script you used, which was an Animation for the sound of the gate closing.....
you used the sound of a placeable, and to be honset,
I just DON't like that atall!

It's not really the correct sound a gate like that is supposed to have. It just DOESN'T sound right, IMO.

I know it's a "Constant" but if ONLY there was one with a correct gate sound, (instead of something which sounds like a cabinet or a chest of drawers, or the like) then it would make this a whole lot better I think.

My regards.....
>8o)

Posted by Galavor at 2004-05-03 16:24:15    Voted 10.00 on 05/03/04
I just got an idea. Weird where you can get inspiration from. Thanks.

Posted by MyHouse at 2004-03-31 18:37:00    
Has anyone used this with CEP? Can someone convert it to use with CEP? (Or get the CEP team to add it!)

Posted by MyHouse at 2004-03-31 17:32:00    
Anyone use this with CEP? Someone must make it compatalbe. (Or add it to CEP2!)

Posted by Qworg[LOA] ( ..xxx.xxx ) at 2004-02-25 05:48:00    
Except that multiplayer modules can't use that, and it clutters the "Other Game" start dialogue menu. =)

Past that, it looks really good.

Posted by Old_Scores_Transfered at 2004-02-20 10:30:32    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 6 that made this score of 10.00 then rounded to 10.

Posted by Bloodthorne at 2004-02-20 06:22:00    
Red, like I said on the CB2 thread, hardly useless with a simple load module script on the area transitions.

Posted by Redunzgofasta ( ..xxx.xxx ) at 2004-02-20 03:03:00    
Looking great.
To bad it uses HAKs, making it useless for anybody already using them and forces non-HAK users to use yours.

Posted by Bloodthorne at 2004-02-13 08:35:00    
Er.. this is a prefab.

As stated in the Readme, I left this as is, for DM's, Persistant World Creators and Module Makers to use in their content. I left all those things default to allow for modification to fit into other peoples' own custom content.

There are no area transitions for the same reasons.. to allow others to add them as they wish. The Doors do work, as there is a script in there for the rampart doors, but as it stands, the only other place you could really go is the ramparts, and the ramparts are just textures, and do not support placeables, NPCs, and PCs, yet I left the script in there, in case someone wanted to mess with it.

The final version of the whole series will have area transitions set up to each area. This is just the first installment.

B

Posted by Anonymous ( ..xxx.xxx ) at 2004-02-13 07:44:00    
aww.. whats this? it looked cool first but now.. when i start it it laggs like hell.. and my specs arnt that bad.. really.. and also all the guards says the same things all the time "i hear you!".. even that elven women up there. also the doors doesnt lead any where.. the gates up there doesnt lead any where.. no backround story in your journal or anything... why?

Posted by Bloodthorne at 2004-02-12 09:32:00    
Indeed. I remember, what seems so long ago, long before the release of NWN, playing pen and paper AD&D. The best I could ever do would be to get some hex paper, and draw giant schematics of our homes and what not, top down.

And I thought that was fun... now, compared to this, it's quite boring. You can't interact and walk through schematics. :)

By the way, CB2 will be up in a few days, keep an eye out.

B

Posted by elandys at 2004-02-12 08:51:00    
Nice screenshot, and I agree with the idea. My first area build was a smaller keep with a town.

What PC never dreamed of owning a castle someday? :D Now you can have it.. The toolset just lends itself to making stuff you always wanted.

Thanks to Bioware and all the CC creators out there, for giving us more options to build with.

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